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IMO, anyone who gets three guardians with all quests completed deserves to win the tournament, and if there's more than one, they should be officially recognised as joint victors, and share the prize pool. Who's playing for the prizes, anyway? :lol:Originally Posted by erimatbrad
I don't twink, so I don't think I'd take any prizes, because I enjoy the thrill of finding something that's somewhat crappy, but marginally better than what you're wearing now, so you'll wear it anyway.Originally Posted by Jaffa Tamarin
I might hold off on Guardianing Liselle, as I've been playing way, way, way too much D2 lately (to the exclusion of other, newer games I've bought), but that's easier said than done.![]()
Three more points for Axe, as he's completed half of Act 1. Full scoreboard later.
I had an interesting NDE when fighting Griswold. I'm shifted to werewolf, furying away with my Stormrider. (Grizzy's immune to poison...grr) Of course, I'm constantly amped. I unshift because of the timer, shift back to wolf, and kill Griswold less than two minutes later. (I've got 220 seconds in shifted form.) Upon Griswold's pop (I didn't notice he was FE) I'm suddenly unshifted and sporting a healthy 1 HP. I became very thankful I did a full clear of Tristram before I started taking on Griswold.
As far as the winner of the tournament, I've always thought it would either stop when the first person gets 330 points or nobody has any characters that can gain more points.
Team History Class – 246 points
Conqueror Cleopatra - (Sorc - Cold/Light.) – lvl 81 - Act IV HELL
Conqueror Rasputin - (Necro - Summon/Curse) – lvl 80 – Act III HELL
Conqueror Ieyasu_Tokugawa - (Druid - Summon/Elem.) – lvl 83 – Act IV HELL
I did more than I had originally planned for today and brought Tokugawa through Act 3 also. Most of act 3 was fairly easy for him, and I was on /players 2 up through kurast bazaar, but after that went back down to /players 1, which is what I've been questing at for the most part. No exciting drops or gambles during act 3, some new items for the stash, but nothing noteworthy. Travincal was a real pain though. On one quarter of the map were 5 seperate Unique healers, tossing lightning bolts and blizzards like way too much, in addition to healing everything around. Taking care of those 5 groups was much more difficult than the council, who as luck would have it were all FE.
Having lost a previous tournament to NM Flamefinger on the CE I kept a lot of distance while they popped. Durance 1 and 2 were both filled with tons of exploding undead dolls, which caused 1 or 2 NDE's, and frantic potion quaffing. I got lucky with a really good meph running map though, only 2 rooms between wp and stairs. Bremm had conviction aura, which made me very happy to have cyclone armor, and kept me recasting it every 5 seconds (just to be on the safe side). He also tore through my summons extremely quickly, including my merc, whom I had to run to town to stop from dying a few times (I don't use Full Rej on merc unless I absolutely have to.) After Bremm, I chose the right path, and in addition to the council member, there were 2 unique vampire groups, and a group of champions, all in that little room. That fight took me a long time also, but again, I came out on top. After all that, meph was a push over. I didn't even have to give my merc 1 pot (although he was in the red when I killed meph).
Now it's time to go straight from Act 3 Q1 to Guardian with my necro. That will probably take me a while, as I'm pretty sick of fishys. And it's much more boring when you can't pop corpses (I should get an item with charges, since I remember them being allowed.)
Psycho - How much discretion should we use when putting items other than set/uniques in the prize stash? I imagine the prize stash will be huge anyway, without clogging it with every rare/rune/charm, etc. Should we even bother with these items, or just put in the really exceptional ones? Like skill charms and 400%ed, dual leech weapons, etc.? Or should we just keep these for ourselves?
At the end of the day the decision lies with you. I get really anal when I sort these prize packs out (as Crazy Sorc will be able to tell you, I sift through each pack individually and meticulously sort through it all). Of course this doesn't mean you should abstain from throwing charms and other items in the prize pool...but seriously...nothing like "+1 Max. Damage" on a small charmOriginally Posted by madmaxxam
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Ladies and Gentlemen: Polgara the Sorceress! She was a pretty normal CL/FO sorceress, I think, with 20 points in FO, Cold Mastery, and Chain Lightning, 14 in Lightning Mastery, and 10 in Lightning. 1 point went to all prereqs required (and to teleport and static). I've placed her layout below (in a code box, nonetheless) to avoid seeming spammy.
Code:Character name : Polgara Character type : Hardcore Sorceress Character level : 82 Character exp : 865814528 Strength : 38 Energy : 50 Dexterity : 116 Vitality : 296 Life : 866 / 753 Mana : 550 / 227 Stamina : 482 / 441 12: Stealth Ghost Armor 'TalEth' Defense: 117 Durability: 17 of 20 Required Strength: 38 Required Level: 22 Item Version: 1.10 Expansion Item Level: 35 Fingerprint: 0x943c4a09 +6 to Dexterity +15 to Maximum Stamina Regenerate Mana 15% Magic Damage Reduced by 3 Poison Resist +30% 25% Faster Run/Walk 25% Faster Hit Recovery 25% Faster Cast Rate Socketed (2: 2 used) 23: Rugged Heavy Boots of Luck Defense: 5 Durability: 13 of 14 Required Strength: 18 Required Level: 19 Item Version: 1.10 Expansion Item Level: 49 Fingerprint: 0x3504ebe7 +10 to Maximum Stamina 32% Better Chance of Getting Magic Items 30: Grim Fringe Demonhide Sash Defense: 67 Durability: 11 of 12 Required Strength: 20 Required Level: 27 Item Version: 1.10 Expansion Item Level: 59 Fingerprint: 0xe4f824f5 +36 to Life +93% Enhanced Defense Fire Resist +19% Lightning Resist +18% 12% Chance to cast Level 4 Nova when struck 33: Cruel Mask Circlet Defense: 25 Durability: 33 of 35 Required Level: 35 Item Version: 1.10 Expansion Item Level: 48 Fingerprint: 0x4e35a80c +6 to Energy All Resistances +19 Adds 6-21 cold damage over 1 seconds 6% Life stolen per hit 17% Better Chance of Getting Magic Items +1 to Sorceress Skill Levels 40: Entropy Touch Ring Required Level: 23 Item Version: 1.10 Expansion Item Level: 75 Fingerprint: 0x71c9fa14 +15 to Energy Damage Reduced by 1 Lightning Resist +18% Poison Resist +6% Replenish Life +5 43: Doom Necklace Amulet Required Level: 29 Item Version: 1.10 Expansion Item Level: 64 Fingerprint: 0xa1900449 +66 to Mana Damage Reduced by 1 Fire Resist +39% Cold Resist +7% 26% Extra Gold from Monsters 10% Faster Cast Rate 45: Bahamut's Ring of the Apprentice Required Level: 37 Item Version: 1.10 Expansion Item Level: 79 Fingerprint: 0x3758089 +101 to Mana 10% Faster Cast Rate 51: Spire of Lazarus Gnarled Staff Two-Hand Damage: 4 to 12 Durability: 35 of 35 Required Level: 18 Staff Class - Slow Attack Speed Item Version: 1.10 Expansion Item Level: 59 Fingerprint: 0x47c16c7a +15 to Energy Regenerate Mana 43% Damage Reduced by 5 Lightning Resist +75% Adds 1-28 lightning damage +1 to Sorceress Skill Levels +2 to Lightning (Sorceress Only) +1 to Chain Lightning (Sorceress Only) +3 to Static Field (Sorceress Only) 150% Damage to Undead 74: Death Finger Heavy Gloves Defense: 9 Durability: 8 of 14 Required Level: 15 Item Version: 1.10 Expansion Item Level: 36 Fingerprint: 0xeb658aa6 +2 to Strength +30% Enhanced Defense Lightning Resist +7% Cold Resist +26% 52% Extra Gold from Monsters 10% Increased Attack Speed 75: Eschuta's Temper Eldritch Orb One-Hand Damage: 18 to 50 Durability: 17 of 30 (Sorceress Only) Required Level: 72 Orb Class - Fast Attack Speed Item Version: 1.10 Expansion Item Level: 87 Fingerprint: 0x995a8c8b +30 to Energy +2 to Sorceress Skill Levels 40% Faster Cast Rate +15% to Fire Skill Damage +15% to Lightning Skill Damage 76: Rhyme Large Shield 'ShaelEth' Defense: 14 Chance to Block: 52% Durability: 24 of 24 Required Strength: 34 Required Level: 29 Item Version: 1.10 Expansion Item Level: 55 Fingerprint: 0x65829b55 +20% Increased Chance of Blocking Regenerate Mana 15% All Resistances +25 50% Extra Gold from Monsters 25% Better Chance of Getting Magic Items 40% Faster Block Rate Cannot Be Frozen Socketed (2: 2 used) Mercenary Items : 1: Rune Mask Circlet Defense: 22 Durability: 35 of 35 Required Level: 35 Item Version: 1.10 Expansion Item Level: 49 Fingerprint: 0x3860bb7c +60 to Mana +71 to Attack Rating +8 to Maximum Damage Lightning Resist +15% 5% Life stolen per hit Level 2 Poison Dagger (25/25 Charges) 2: Glyph Pelt Loricated Mail Defense: 954 Durability: 20 of 36 Required Strength: 149 Required Level: 55 Item Version: 1.10 Expansion Item Level: 82 Fingerprint: 0x4781b0d8 +4 to Strength +21 to Life +31 to Mana +92% Enhanced Defense Lightning Resist +25% 24% Faster Hit Recovery 3: The Meat Scraper Lochaber Axe Two-Hand Damage: 16 to 155 Durability: 26 of 50 Required Strength: 80 Required Level: 41 Polearm Class - Fast Attack Speed Item Version: 1.10 Expansion Item Level: 59 Fingerprint: 0xa0b0fa25 +168% Enhanced Damage 10% Life stolen per hit 25% Better Chance of Getting Magic Items 30% Increased Attack Speed 50% Chance of Open Wounds +3 to Masteries Skills (Barbarian Only)
Next up, Zedar the Necromancer!
He's actually a single-tree necro in terms of skill distro. He has 20 points in Bone Prison, Spear, Spirit, and Wall. He also has 9 points in CE, and 1 in pre-reqs.
He found a rare jewel which I thought was neat:
Required Level: 37
Item Version: 1.10 Expansion
Item Level: 75
Fingerprint: 0x5ef9cf25
+1 to Energy
+30% Enhanced Damage
+20 poison damage over 2 seconds
7% Faster Hit Recovery
And, he had halfway decent equipment that I could never really replace (and never got to use my S/U prize slots...)
Code:Character name : Zedar Character type : Hardcore Necromancer Character level : 80 Character exp : 733221844 Strength : 37 Energy : 40 Dexterity : 27 Vitality : 386 Life : 1130 / 965 Mana : 468 / 213 Stamina : 554 / 529 20: Death Finger Heavy Gloves Defense: 9 Durability: 6 of 14 Required Level: 15 Item Version: 1.10 Expansion Item Level: 36 Fingerprint: 0xeb658aa6 +2 to Strength +30% Enhanced Defense Lightning Resist +7% Cold Resist +26% 52% Extra Gold from Monsters 10% Increased Attack Speed 21: Amber Chain Boots of Luck Defense: 8 Durability: 12 of 16 Required Strength: 30 Required Level: 19 Item Version: 1.10 Expansion Item Level: 32 Fingerprint: 0x5fd8fbc6 Lightning Resist +39% 34% Better Chance of Getting Magic Items 22: Stealth Ghost Armor 'TalEth' Defense: 108 Durability: 10 of 20 Required Strength: 38 Required Level: 22 Item Version: 1.10 Expansion Item Level: 48 Fingerprint: 0x334f2d72 +6 to Dexterity +15 to Maximum Stamina Regenerate Mana 15% Magic Damage Reduced by 3 Poison Resist +30% 25% Faster Run/Walk 25% Faster Hit Recovery 25% Faster Cast Rate Socketed (2: 2 used) Tal Rune Inserted into a Ghost Armor Poison Resist +30% Required Level: 17 Item Version: 1.10 Expansion Eth Rune Inserted into a Ghost Armor Regenerate Mana 15% Required Level: 15 Item Version: 1.10 Expansion 30: Demonhide Sash of the Squid Defense: 31 Durability: 7 of 12 Required Strength: 20 Required Level: 30 Item Version: 1.10 Expansion Item Level: 71 Fingerprint: 0x3f177c2f +69 to Life 34: Bone Gyre Ring Required Level: 48 Item Version: 1.10 Expansion Item Level: 66 Fingerprint: 0xc27dbe5b +14 to Dexterity +3 to Maximum Damage Fire Resist +11% Lightning Resist +19% Cold Resist +11% Poison Resist +11% +1 to Mana After Each Kill Level 3 Dim Vision (27/27 Charges) 36: Corruption Whorl Ring Required Level: 22 Item Version: 1.10 Expansion Item Level: 30 Fingerprint: 0xe6a20fec +5 to Strength +43 to Mana +99 to Attack Rating Fire Resist +8% 27% Extra Gold from Monsters 10% Faster Cast Rate 50: Pain Hood Circlet Defense: 29 Durability: 30 of 35 Required Level: 29 Item Version: 1.10 Expansion Item Level: 86 Fingerprint: 0x7264606d +79 to Mana Damage Reduced by 3 Lightning Resist +28% +1 to Necromancer Skill Levels 53: Chromatic Amulet of the Mind Required Level: 41 Item Version: 1.10 Expansion Item Level: 83 Fingerprint: 0x4fc23cea +5 to Energy All Resistances +26 54: Venomous Amulet of the Mammoth Required Level: 45 Item Version: 1.10 Expansion Item Level: 68 Fingerprint: 0xa8e5bd2a +38 to Life +3 to Poison and Bone Skills (Necromancer Only) 55: Fiend Needle War Javelin Throw Damage: 32 to 74 One-Hand Damage: 13 to 44 Quantity: 55 Required Dexterity: 25 Required Strength: 25 Required Level: 48 Javelin Class - Fast Attack Speed Item Version: 1.10 Expansion Item Level: 77 Fingerprint: 0x88c44923 +133% Enhanced Damage +235 to Attack Rating Adds 50-73 fire damage 7% Life stolen per hit 10% Chance to cast Level 3 Nova on striking 56: Summoner's Fetish Trophy of Self-Repair Defense: 61 Chance to Block: 25% Durability: 11 of 11 (Necromancer Only) Required Strength: 31 Required Level: 30 Item Version: 1.10 Expansion Item Level: 49 Fingerprint: 0xd4bce4ce Adds 12-28 poison damage over 4 seconds +1 to Necromancer Skill Levels +1 to Bone Spirit (Necromancer Only) +3 to Decrepify (Necromancer Only) Repairs 1 durability in 33 seconds Ethereal (Cannot be Repaired) 73: White Bone Wand 'DolIo' One-Hand Damage: 3 to 7 Durability: 14 of 15 Required Level: 35 Staff Class - Fast Attack Speed Item Version: 1.10 Expansion Item Level: 20 Fingerprint: 0xf219e80e +10 to Vitality +13 to Mana Magic Damage Reduced by 4 20% Faster Cast Rate +2 to Bone Spear (Necromancer Only) +2 to Bone Spear (Necromancer Only) +3 to Bone Armor (Necromancer Only) +4 to Skeleton Mastery (Necromancer Only) Hit Causes Monster to Flee 25% 150% Damage to Undead +3 to Poison and Bone Skills (Necromancer Only) Socketed (2: 2 used) 74: Rhyme Unraveller Head 'ShaelEth' Defense: 9 Chance to Block: 48% Durability: 16 of 20 (Necromancer Only) Required Strength: 18 Required Level: 29 Item Version: 1.10 Expansion Item Level: 58 Fingerprint: 0x74de161f +20% Increased Chance of Blocking Regenerate Mana 15% All Resistances +25 Adds 25-50 poison damage over 4 seconds 50% Extra Gold from Monsters 25% Better Chance of Getting Magic Items 40% Faster Block Rate +2 to Decrepify (Necromancer Only) +2 to Iron Maiden (Necromancer Only) +1 to Terror (Necromancer Only) Cannot Be Frozen Socketed (2: 2 used) Mercenary Items : 1: Bone Carapace Ghost Armor Defense: 174 Durability: 10 of 20 Required Strength: 38 Required Level: 38 Item Version: 1.10 Expansion Item Level: 64 Fingerprint: 0x57a52d9c +7 to Dexterity +48% Enhanced Defense Fire Resist +8% Poison Resist +6% Attacker Takes Damage of 3 24% Faster Hit Recovery 2: Chromatic Circlet of the Sentinel Defense: 24 Durability: 35 of 35 Required Level: 41 Item Version: 1.10 Expansion Item Level: 77 Fingerprint: 0x8b2a9150 Magic Damage Reduced by 2 All Resistances +27 3: Doom Branch Spider Bow Two-Hand Damage: 77 to 183 Required Dexterity: 114 Required Strength: 51 Required Level: 41 Bow Class - Normal Attack Speed Item Version: 1.10 Expansion Item Level: 70 Fingerprint: 0x25650874 +235% Enhanced Damage +95 to Attack Rating +16 to Maximum Damage Requirements -20% +3 to Mana After Each Kill Level 5 Multiple Shot (15/48 Charges)
@erimatbrad:
An impressive pair of Guardians, there! :clap:![]()
It also gives me great hope, as I have just as good (or, for some slots, clearly better!) gear already in Act 2 NM. At least I think it´s better...
I find it curious that you can list seperate gear for the two character, for all item slots. My characters share almost every item in their setup. As they have (so far) quite similar taste (MF, MF, MF! (and some resists...)), very few items do not get swapped when I change which character to play. The one that is in turn gets the MF gear and the other two wear "survival" gear and store assorted stuff like uniques for the future, crappy jewels, etc. One of them takes the role as a gem mule and the other is the rune mule.
That way, I won´t lose the most powerful gear or the majority of the gems/runes should one of them die.
This routine may change somewhat if I make progress in Hell.
How do you other participants manage your TWD item pool?
My plan was: No Item Sharing! I got lucky, in that there was very little area of layover for everyone. Creating two stealth armors was cheap and easy. I did lots of gambling, and a fair amount of Meph / Act 5 SU running to create individual item layouts for each character.Originally Posted by jiansonz
As you can see, Polgara and Zedar didn't work too hard on having max resists, and instead focused on either +skills or +mana. Liselle, by the same rote, has all of the resistances gear since she gets hit more. Giving all the wands and heads to Zedar, all the orbs to Pol, javs to Liselle and then giving the rest of the appropriate gear to the appropriate people was easy.
This also saved me the problem of having to deal with a death. I didn't want to lose all my best gear if someone died. So, instead, I let everyone have one or two A-level pieces, and then all the rest being mediocre.
Everyone tries to carry one of each useful rune (rune word worthy), and then holds gear they might need for the future on the side. For example, Zedar was wearing a +3 P&B amulet, but it got swapped out in Act 5 Hell for the +res amulet he was using.
Diversity is the key to a good campaign... So is luck.![]()
Alright, another Guardian. Congratulations, and to the new Conquerors. Unfortunately we've had some casualties of war as well. Keep up the good work, everyone.
I managed to find some time over the weekend to progress with Sara, and she's now finished off Act 2. A long way behind the leaders, I know, but they're slowly making their way through. No real dangers, and she hardly saw the Summoner before he died to her Guided Arrow. Starm will be next.
Current Status:
Team Mage1 (Mage11) – 36 points
Sara – (Amazon – Passive/Bow) – lvl 23 – Act II Nml - 12 points
Klaudia – (Assassin - MA/Shadow) – lvl 31 – Act III Nml - 17 points
Starm – (Sorc - Cold/Light.) – lvl 22 – Act II Nml - 7 points
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