billking
22-01-2009, 19:53
OK, I've posted on quite a few threads here, but usually I was just number-crunching. Here's my current character:
clvl ~60
maxed RS, SM, and CE, 1 in Resist and Decrep... i wanted to get feedback on this before spending more skill points
necro is holding slvl17 Insight Poleaxe (soooo good)
72 hard points in Strength (for Dusk Shroud after +5 from Insight), rest in Vit
Strength and Smoke runewords on merc; crap helm.
various crap MF gear on necro; I've been going MF over resists, so they're all in the negatives in NM... only 1 death so far, and I've beaten NM Baal (and that death wasn't even resist related... I got a flawless gem from Pindle and cubed it on the spot, only to have one of his minions raise up and hack away at me while I had inventory + cube open, and I didn't notice... I'm good at dodging Gloam shots).
The reason my equipment is so suckish is simple: I'm poor. (Donations will be accepted! :D)
So here's what I'm planning. The purpose of the character is to be a magic finder that's very easy to play. I don't intend on doing Mephisto runs or anything; the build is more focused on non-boss fights, dealing with random unique mods, etc.
Planned future equipment
*Weapon: Exactly what I have now. Having played with Insight and having the ability to spam CE endlessly, I simply can't go back; I am going to have Meditation on me for the rest of my days. So the only real question is whether I want to dump 20 skill points in Iron Golem to free my hands up for better MF equipment. Frankly, I'm worried about the Golem dying (I have rarely died, but my merc has died so many times...) or, even worse, poofing on me (my merc has poofed on me once, necessitating gold spent on a revive when he didn't really die at all). So my question here is: How bad is the Iron Golem risk? Tell me your stories about IG's poofing on you, dying horrible deaths, etc.
*Helm: PTopaz Shako. I'm going to try to trade for one with ~50% MF. I'm not worred about Ist, I'd rather trade a HR away. If resists are a problem early on I might go for a Chromatic Circlet of Luck or maybe even Kira's Guardian.
*Armor: Enigma eventually, but that will be a long time coming. It's more likely I'll stumble across a Jeweler's Dusk Shroud of Anything and just toss 4 PTopaz in it. That, or Wealth runeword, if I feel like wasting a 4soc Gothic Plate. I'm not going to waste a gray 4soc Dusk Shroud on PGems, and I'm not likely to waste one on Wealth either, although I could imagine the slower run speed might matter a lot with my ultralow resists vs Gloams and other such threats.
*Gloves, Belt, Boots: Chance Guards, Goldwrap, War Traveler.
*Amulet/Rings: Blues. I'm generally looking for Chromatic/Scintillating as a prefix and Luck/Fortune as a suffix.
*Charms: No good ones yet, but the goal is as many Shimmering Small Charms of Good Luck as possible. That, and the usual Gheed's/Annihilus/necro Torch. I don't plan on getting any (blue) skillers.
*Merc weapon & armor: Infinity and Treachery. Mostly this equipment is for dealing with physical immunes without necessarily resorting to Magi; the poison from Treachery's Venom can kill the first PI, and the Conviction plus fire damage from CE can slay the rest of them. Dream over Treachery sounds bad because it seems the 10% ctc Confuse when struck could get rediculously annoying, and I don't want to deal with that... does a 10% ctc Confuse when struck really kill any hopes of a item being merc viable?. Also, if Venom (or Fade) don't work, the armor loses almost all of its luster... Venom/Fade aren't bugged on merc, are they? Lastly, is Dragon perhaps better than Treachery here?
*Merc helm: Undecided, but definitely something more defense-oriented; so far, merc items have been geared toward offense. Suggestions welcome
Skill points: Planning on spending some on Amplify Damage; I'm going for only +8 to all skills here, so I'd want 7-10 hard points in Amp to get a good radius on it, from what I can tell. Planning on not getting anything in Golem Mastery, since I don't trust Iron Golems (see above). Maybe more than 1 point in Revives; are 9 revives enough? I'm going to get 1 point in Lower Resist for dealing with physical immunes to increase merc's Venom damage (I know Conviction doesn't work).
Wow. Long post. In before tl;dr. But seriously, any constructive advice will not go unappreciated.
clvl ~60
maxed RS, SM, and CE, 1 in Resist and Decrep... i wanted to get feedback on this before spending more skill points
necro is holding slvl17 Insight Poleaxe (soooo good)
72 hard points in Strength (for Dusk Shroud after +5 from Insight), rest in Vit
Strength and Smoke runewords on merc; crap helm.
various crap MF gear on necro; I've been going MF over resists, so they're all in the negatives in NM... only 1 death so far, and I've beaten NM Baal (and that death wasn't even resist related... I got a flawless gem from Pindle and cubed it on the spot, only to have one of his minions raise up and hack away at me while I had inventory + cube open, and I didn't notice... I'm good at dodging Gloam shots).
The reason my equipment is so suckish is simple: I'm poor. (Donations will be accepted! :D)
So here's what I'm planning. The purpose of the character is to be a magic finder that's very easy to play. I don't intend on doing Mephisto runs or anything; the build is more focused on non-boss fights, dealing with random unique mods, etc.
Planned future equipment
*Weapon: Exactly what I have now. Having played with Insight and having the ability to spam CE endlessly, I simply can't go back; I am going to have Meditation on me for the rest of my days. So the only real question is whether I want to dump 20 skill points in Iron Golem to free my hands up for better MF equipment. Frankly, I'm worried about the Golem dying (I have rarely died, but my merc has died so many times...) or, even worse, poofing on me (my merc has poofed on me once, necessitating gold spent on a revive when he didn't really die at all). So my question here is: How bad is the Iron Golem risk? Tell me your stories about IG's poofing on you, dying horrible deaths, etc.
*Helm: PTopaz Shako. I'm going to try to trade for one with ~50% MF. I'm not worred about Ist, I'd rather trade a HR away. If resists are a problem early on I might go for a Chromatic Circlet of Luck or maybe even Kira's Guardian.
*Armor: Enigma eventually, but that will be a long time coming. It's more likely I'll stumble across a Jeweler's Dusk Shroud of Anything and just toss 4 PTopaz in it. That, or Wealth runeword, if I feel like wasting a 4soc Gothic Plate. I'm not going to waste a gray 4soc Dusk Shroud on PGems, and I'm not likely to waste one on Wealth either, although I could imagine the slower run speed might matter a lot with my ultralow resists vs Gloams and other such threats.
*Gloves, Belt, Boots: Chance Guards, Goldwrap, War Traveler.
*Amulet/Rings: Blues. I'm generally looking for Chromatic/Scintillating as a prefix and Luck/Fortune as a suffix.
*Charms: No good ones yet, but the goal is as many Shimmering Small Charms of Good Luck as possible. That, and the usual Gheed's/Annihilus/necro Torch. I don't plan on getting any (blue) skillers.
*Merc weapon & armor: Infinity and Treachery. Mostly this equipment is for dealing with physical immunes without necessarily resorting to Magi; the poison from Treachery's Venom can kill the first PI, and the Conviction plus fire damage from CE can slay the rest of them. Dream over Treachery sounds bad because it seems the 10% ctc Confuse when struck could get rediculously annoying, and I don't want to deal with that... does a 10% ctc Confuse when struck really kill any hopes of a item being merc viable?. Also, if Venom (or Fade) don't work, the armor loses almost all of its luster... Venom/Fade aren't bugged on merc, are they? Lastly, is Dragon perhaps better than Treachery here?
*Merc helm: Undecided, but definitely something more defense-oriented; so far, merc items have been geared toward offense. Suggestions welcome
Skill points: Planning on spending some on Amplify Damage; I'm going for only +8 to all skills here, so I'd want 7-10 hard points in Amp to get a good radius on it, from what I can tell. Planning on not getting anything in Golem Mastery, since I don't trust Iron Golems (see above). Maybe more than 1 point in Revives; are 9 revives enough? I'm going to get 1 point in Lower Resist for dealing with physical immunes to increase merc's Venom damage (I know Conviction doesn't work).
Wow. Long post. In before tl;dr. But seriously, any constructive advice will not go unappreciated.