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I decided to make a new thread, because the guide no longer can fit in a single post. I prefer this over having to link back and forth between posts in a single thread.
The guide includes the following changes:
-Layout change in order to make it easier to follow. This is also meant to make it easier to know where new sections begin.
-Added comments about MFing in The Mausoleum
-Added comments about MFing Pindleskin
-Added a section on obtaining max resistances in Hell difficulty
-Added suggested Spirit shield bases with reasoning behind it
-Added a section that will serve as a game log as I play a hdin through Diablo II: LoD "untwinked"
-incorporated other suggestions/input from the last thread, located here.
-Re-worded some sections so that they are not as confusing and corrected some misspellings.
1) Introduction
a) Why I'm writing this and my personal experience with a Hammerdin
b) Why someone would want to make a MFing and grushing Hammerdin
2) Stats
3) Skills
a) Skills to invest in and the order to do so
b) Why you want the defensive auras
4) Equipment
a) Suggestions for someone just starting out
b) Possible upgrade alternatives
c) Suggested final gear selections
d) Possible Non-Ladder alternative gear
5) Mercenary options
6) Magic Finding Areas - Tips
a) Act 1
b) Act 2
c) Act 3
d) Act 4
e) Act 5
7) Rushing - Includes how to rush another player and tips/suggestions
8) Misc.
a) Other uses for your Hammerdin
b) Skill and stat point quest tips
c) General tips - Includes why Blessed Hammer works so well
d) Reaching Max Resistance
e) Facts and figures (such as breakpoints and formulas)
9)Untwinked Log: Smitty plays the game "untwinked"
1) Introduction
a) Why I'm writing this and my personal experience with a Hammerdin
First, let me state that this guide is probably more in line with Ladder play than Non-Ladder. The reason is because my gear selection and experience is highly dependent upon items that are Ladder Only items. I do include a section for Non-Ladder friendly items, but this is with the understanding that I have never diverted from using Ladder Only items on my own Hammerdins.
Having said that, I feel I should answer not only why I'm writing this guide, but why I feel qualified to do so. I feel that a lot of questions tend to be asked in regards to MFing with a Hammerdin. It is clearly something that many people want to know about, and it is asked about on a regular basis. I've searched the forum for a guide made specifically for MFing with a Hammerdin, but the only thread I have found is a discussion thread. I feel there needs to be a guide that people can be directed to for basic information, as well as strategies to optimize the performance of their Hammerdin.
The reason I personally am doing this is because I have now made three Hammerdins (over the course of the last three ladders) purely for the purpose of MFing and grushing friends. I've tinkered with gear, and feel I have a firm handle on what is absolutely needed gear-wise, what gear will significantly increase the survivability and productivity of your hdin, and what is simply overkill (read: gear that is not needed and probably better off put on a different character of yours or traded).
I also want to take this opportunity to say that everything in this guide is simply a suggestion based around my own personal experience. I am sure other people feel some equipment I suggest should be swapped out for other gear, or that gear I say is optional really needs to be included in a final setup.
As said, I am basing this off of what I have found to be both practical and efficient. One final word of warning, this is not meant to be a PvP Hammerdin. There are other guides used for PvP, if you try to duel with this character you will be at a distinct disadvantage.
b) Why someone would want to make a MFing and grushing Hammerdin
The purpose of this character is to allow the player to Magic Find anywhere in the game and grush using a single character. If you make a character to MF in a single area then it will probably be faster than a Hammerdin (although, not always). The only thing this Hammerdin cannot do is complete the Mini-Ubers or Uber Tristram.
The goal of this character is to be a versatile Magic Finding character that can also rush. You will be using this character for overall versatility with relative speed, not for specialization. This character is meant to be relatively affordable as well. You're not going for the absolute best gear in the game. Why? You simply do not need it and it is wasted on this character.
2) Stats
I decided to start with character stats because it really is one of the most straight-forward section of this guide aside from skill placement. However, there are some exceptions. They have to do with gear selection and will be explained in the "Suggestions for someone just starting out" subsection.
One thing people need to understand is that a Hammerdin used for MFing and grushing does not need to have perfect stat allocation in order to be viable. My very first Hammerdin has about 50 wasted stat points and it never impacted his overall performance in the least. Having said that, In most cases, your basic stat rundown will look like this:
Strength: This is actually more complicated than people make it out to be. Yes, the basic mantra of "enough to wear your equipment" does hold true. However, for some people this will mean no points will be added into strength due to a low requirement Enigma, and for others this will mean quite a bit needs to be placed into strength. The deciding factors are as follows.
-Are you starting with a Hellfire Torch and an Annihilus, or do you need to get them later at some point?
-How much strength do you need to use your Enigma (if you have one)?
-What type of Paladin Shield are you going to be using?
Generally, if you have an Enigma the answer to the amount of strength you need is going to be, "enough to use my Enigma". Once it is on, you will be able to equip pretty much anything else you would like to use. The exceptions may be your boots if they are War Travelers and your shield, but I do have suggestions later on in the equipment section to avoid that difficulty.
If you do not have an Enigma and still want to start your Hammerdin, I would highly suggest viewing the "Suggestions for someone just starting out" section. I will have a number of suggestions to help you minimize on wasted stat points, because without an Enigma you probably will end up investing points into Strength that you end up not needing.
Dexterity: This depends on the type of shield you are using. You want to have max block (75% blocking) when walking/fighting/standing.
The forumula for max block is Total Blocking = [(Blocking * (Dexterity - 15)) / (Character Level * 2)]
If you're not a fan of math, you can use the max block calculator lockated here. When I calculate max block on my Hammerdins, I do so with the assumption that they are at level 95, lower the block % bonus I'll be getting from Holy Shield by 2%, and not include the +10 Dexterity bonus from Heart of the Oak (my weapon of choice--more detail later). My current Hammerdin is using Waterwalks as well, and I am not including the extra +15 Dexterity bonus they grant either.
The reasoning for not including the dexterity bonus is different for the two items. I do not include it for the HotO because I want some leeway. If I happen to go to level 96, I want to know that I will still have my 75% blocking. I do not intend to ever actually reach level 95 because I only get experience from MFing and grushing, but I like to plan ahead. You could argue that I should just go ahead and plan around him being level 99 in that case. We'll leave it at you can say "I told you so" if I ever actually get to level 99 with him. The bottom line is that my ability to do this simply illustrates how flexible you can be with your stat points without it impacting performance.
As for Waterwalks, I do not include the dexterity form them because I do not intend to use them anymore if I find a pair of War Travelers. I do not think War Travelers are important enough to trade for, but I will explain that reasoning further along in this guide. For now just know I'm using Waterwalks because that's what I happened to have when I made the character and I want to be able to swap them out without it impacting my blocking %.
Vitality: Everything that isn't going into Strength or Dexterity.
Energy: This does not get any points invested into it.
3) Skills
a) Skills to invest in/order to do so
In my mind, the skills you invest in for a Hammerdin are a no brainer. How you use them is a completely different story. If you follow my guide to the T, this is what your skill allocation will look like when you're done:
Defensive Auras
Prayer - 1 point
Defiance - 1 point
Cleansing - 1 point
Vigor - 20 points
Meditation - 1 point
Redemption - 1 point
Salvation - 1 point
Offensive Auras
Might - 1 point
Blessed Aim - 20 points
Concentration - 20 points
Combat Skills
Smite - 1 point
Holy Bolt - 1 point
Charge - 1 point
Blessed Hammer - 20 points
Holy Shield - Varies
Working under the assumption that you have been grushed, place a point into all of your defensive auras and Holy Shield before you start maxing skills. Max your skills in the following order:
Blessed Hammer
Concentration
Vigor (purely for faster running--helpful while leveling)
Blessed Aim
Holy Shield
Holy Shield likely will not be maxed. You have a total of 110 skill points to use and the four skills prior to it add up to 80. If you take my advice, you will need 10 skills points for prerequisites and useful defensive auras. This means you have exactly 20 left over for Holy Shield. If you decide not to invest in some defensive auras and end up with extra points, put them in Defiance to beef up your Holy Shield defense bonus.
If you are playing through the game, my general suggestion is to get every single Defensive Aura (other than the individual resistance auras) and Holy Shield as they become available to you. When you are not adding points into new skills, start to max your skills in the order I suggested above.
Since writing this guide, I have started to play a Hdin through the game "untwinked". I'll will update my progress at the end of this guide as I can with suggestions and general information I think is useful as I'm playing through. Just keep in mind I have a very busy work life, so it may be slow going.
b) Why you want the defensive auras
In my opinion, these skills will be invaluable to you, especially if you do not have a mercenary.
Prayer: This skill is ultimately important because of the synergy bonus it provides to both Cleansing and Meditation. If you are using Cleansing and Meditation you will receive the healing bonus of Prayer on top of the affects of the skills higher on the tree. If that's not a heck of a synergy bonus, I honestly do not know what is. Keep in mind, you'll never actually be using Prayer, but you do need it to get to Vigor all the same.
Cleansing: Cleansing reduces the time it takes you to recover from poison and curses. This is invaluable in the Throne of Destruction and just may save your butt in the Chaos Sanctuary as well. I'll go into more detail in the MFing section of this guide, but you really need this skill. Thankfully, it's a prerequisite for Vigor as well, so you're going to get it no matter what.
Meditation: Aside from Redemption, I would say this is the most important non-required defensive aura. If your mercenary dies or you do not have one (especially in a pack of mana burn monsters), you will need this skill. There are many times I have to put Meditation on and hack away at monsters at lower damage, because if I didn't, I simply would never have mana to do it.
Another situation I've found I need Meditation involves the Worldstone Keep. If my Merc dies on the way to the Throne (Iron Maiden), I often times need to stop once I find the stairs and regain mana. Sure, I could kill monsters and then use Redemption, but that's much more risky. Regardless, without Meditation you need an Insight merc and he has to stay alive at all times.
Redemption: If you don't want to be chugging Full Rejuvenation potions fairly often, then you need to get this skill. I almost never use a potion. Part of the reason is because of my Insight merc, the other reason is Redemption. Once your life starts to drop below 50-66% (depending upon the situation), switch to Redemption, get your life back, and then go back to Concentration and finish killing everything in sight. This is a must have skill. You'll have all the prerequisites already, so it's just a matter of investing a single point for a major survivability boost.
Salvation: Salvation is another one-point wonder because of the res bonus. Having said that, I honestly never use it while MFing or Rushing. However, for a single point, I personally think it is worth the investment, especially if you plan on helping out with Uber Leveling. The bottom line is that you really can skip this skill if you want, but I personally get it on every Hdin I make.
4) Equipment
This will probably be one of the most debatable sections of this guide. Keep in mind that the first two subsections are not how I created my Hammerdins. My general feeling is that you should MF with another character to build wealth, and create your Hammerdin once you have his equipment. I know not everyone wants to do it this way, so I have included my suggestions on how to go about starting a Hammerdin with minimal equipment. You will need to keep in mind that his versatility will be impaired until you have his gear complete.
a) Suggestions for someone just starting out
There are three things you need before you can MF as easily as a Sorceress can.
-An Enigma
-Very close to 75 resistance in Hell Difficulty in all 4 categories
-75% Faster Cast Rate
Without these three qualifiers, you can use a poorly equipped Sorceress to MF more efficiently than any Hammerdin. I will refer back to this as the basic setup later in the guide. Having said that, I do have some additional suggestions.
-Make sure your Enigma is in an armor with a low strength requirement. A Mage Plate is my personal favorite because you can easily have over 1000 defense with it and stand a good chance of not having to put a single point in strength (this depends upon your Anni and Torch). However, I've used a Dusk Shroud before and my current Hammerdin is using a Wyrmhide simply because that's the first 3os armor I found this ladder that didn't have more than 100 as the strength requirement. Yes, that's a hint, but I'll be blunt now. Try to keep the strength requirement under 100. The reason is because there's no need to have an armor with huge defense. This is PvM. I'll give another reason when I get into shields.
-Start with a Wizzardspike. This is especially important if you do not have a Hellfire Torch and/or an Anni. It will give you 50% Faster Cast Rate, a lot of mana, and huge resistance. Some people prefer to use this in place of a Heart of the Oak for their "end-game" gear. I disagree for a MFing/grushing Hammerdin.
-Find a white or 4os Paladin shield with at least 35 resistance that does not have more than 100 required strength and make a Spirit out of it. Why am I hung up on 100 strength? Honestly, I'm not. It's just that if you use a Kurast, Zakarum, or Vortex shield (all shields over 100 Strength) you're going to need to be at least level 92 in order to have enough strength to use it with a Mage Plate Enigma. The other option is to put more points into strength, but it's not needed. I used a 45 resistance Crown Shield on my first two Hammerdins. In you're wondering, that's the normal version of a Vortex Shield. It had no impact on my Hammerdin's versatility. Having said that, any Spirit Shield will work with a Wizzardspike. It will get you to 75% Faster Cast Rate even if you roll a 25% FCR Spirit, and that's all you need.
-Good shields to start with are ones in the range of 50-52% base block rate. This give you a large number of possible shields to switch to if you find one worth upgrading to. If it has lower than 50% block it's really not worth it in my mind anyway. Your defense does not matter, just the resistance. Honestly, a high base block really isn't very important either for PvM, it just doesn't hurt to have one that is at least halfway decent. Possible shields to start with:Heraldic Shield (50% block), Aerin Shield (52% block), Crown Shield (55% block), Protector Shield (50% block), Gilded Shield (52% block), Sacred Targe (60% block) and Sacred Rondache (58% block BUT 109 str req).
-Save 20 stat points for max block if you do not have a torch and anni AND get 40 less dexterity than you will need. First, figure out how much dexterity you will need for max block with a 50% blocking shield (unless you have a different one you intend to use for good, then just calculate it with your own shield's blocking). Now, invest dexterity until you are 40 stat points below what you will need for max block. Next, save 20 stat points that you do not use. This way, when you get a torch and anni, you will make up at least 20 of the extra 40 you need. Then it's just a matter of investing extra points from the 20 you saved. Once you are at your max block number, you can just put the rest into dex, and not have to worry about having wasted stat points.
-My personal feeling is to go with a 50% block shield first. This will allow you to upgrade to ANY of the other shields. 52% is fine as well, but you may need to put more dexterity in. The ONLY time I would recommend going with a shield having 55% block or greater is if the base res is 40 or higher. If you don't follow my advice, it will restrict your upgrading possibilities greatly.
-Get a torch, any torch. It does not have to be a Paladin Torch. You will still have the resistance and the stat bonuses from the Torch, even if it's not a Paladin Torch. You can get a cheap Necro, Barb, Druid, Zon, or Sin torch for a handful of pgems sometimes. Once you build up wealth, you can swap it out for a Paladin torch to gain the +skills. This will save you both strength and dexterity points later because you won't have had to invest hard points in them for lack of a Hellfire Torch.
-If you find a ring with high fire res on it (20+), keep it. This will always be an issue with your Hammerdin due to Spirit lacking any. It will help to take care of this issue early on and then upgrade your ring as you find more.
-Craft caster amulets as you play, regardless of your level. The formula is 1 Perfect Amethyst + 1 Ral Rune + 1 Jewel + 1 Magic (blue) Amulet. Put them in the cube and keep the ones with at least 10% Faster Cast Rate. Chances are you'll need this with your final equipment, and it will make it much easier on you if you have been making them right along.
-Your helm, boots, gloves, second ring, amulet, and switch items do not matter when you start out. I would suggest to use them in order to get 75 max res in Hell difficulty and then focus on Magic Find. You will not be MFing in every area, because you do not have the ability to do so. I will go into more detail later on. I will also detail the importance of each bit of equipment so you know the order to upgrade in.
-If you do not have an Anni, use charms that give you 10 Strength and Dexterity. This way, you will at least save 20 stat points when you do get one. If it has more than +10 to all stats on it, then you will end up with some wasted points. However, it's a heck of a lot better than if you didn't use the charms.
b) Possible upgrade alternatives
This section severs as a list of possible items to use in place of the suggested final setup until you can get everything you need. I'm sure I will not think of everything, so if I forget something feel free to suggest it and I can add it into later versions of this guide. I will not be including alternative Armor, Weapon, or Shield choices. As I stated earlier, without an Enigma I think it is hard to consider a Hammerdin as a viable MFer. With that in mind, I consider the Wizzardspike+Spirit shield the cheapest option to get 75% Faster Cast Rate while maintaining high resistance, and therefore consider them "fixed" items in this section of the guide. While reading this you should also take note that I am not including what I consider to be the setup MFing Hammerdins should aim for.
Helms
3os Helm with 3x Perfect Topazes - This will be your cheapest option. If you have 75% resistances in Hell Difficulty there is no reason not to use this. You'll get 72% Magic Find out of the deal.
Peasant Crown - It's basically a mini-Shako. You'll get Life, Energy, skills, FRW, and Replenish Life. Nothing is wrong with this helm at all. I would consider socketing it with either a Ptopaz or Pskull. However, you probably should just save your socket quests for something more important.
Rockstopper Sallet - Resistance, Damage Reduction, Faster Hit Recovery (though it is not needed for a MFing/Rushing Hammerdin), and Life. Overall great helm.
Stealskull - Some FHR and Magic Find. Not a bad helm, but there are much better options.
Crown of Thieves - You'll get some fire res, life, mana, and even some gold find out of this helmet. I honestly feel it's better as a Merc helm if you find it, but if you need the fire resistance then it's not a bad choice. Just keep in mind that the strength requirement is over 100, so you'll have to be a fairly high level to use it if you're using a low strength Enigma.
Vampire Gaze - The only real desirable mods for a Hammerdin are the Damage Reduction. If you get your hands on one, I'd put it on your merc or trade it before you use it yourself.
Tarnhelm - You get +1 skills, magic find, and gold find. It's a decent helm, but really not what you're going for in the end.
Lore - Made out of a 2os Helm using Ort + Sol. You will get +1 Skills, 30% lit res, some mana, and 7 damage reduction. It's a good cheap alternative.
Amulet
At this point, pretty much any Unique amulet you find will be helpful. Just do not base your stats around it if you end up using one, even if you get really lucky and find a Mara's. This is because you will need Faster Cast Rate on your amulet later on, so you will not be using it when fully geared.
My personal suggestion is to use either a Rare or Crafted amulet with high resistance. I'm not making a big deal about this selection because my Hammerdin's amulets have always been high FCR crafted amulets with the other stats being 100% random. Again, we're going for versatility and affordability. There's no need to break the bank on this slot.
Gloves
There are only two alternatives that I will comment on at this point. The reason is because the two gloves that I consider the best options are both really easy to get your hands on.
Frostburns - They will give you a great amount of mana, which is always helpful. However, beyond that they won't offer much help.
Trang's Gloves - Some people prefer these over Mages (which are what I use for 125% Faster Cast Rate during rushes), but I tend to not really use them. The 30% Cold resistance can be made up from other items and they really offer nothing else beyond the faster cast rate.
Ring Slots
Like I said, you will want a high fire res ring to make up for Spirit's shortcomings in that area. The other ring slot is wide open, which I will explain in the next section.
Belt
A nice rare to start you off isn't anything to scoff at and one of the end-game belts is very easy to obtain. However, if you want to be able to put a name to something as an alternative, I'd say to use either a String of Ears or Gloom's Trap. The String will reduce damage you take while the Gloom will boost your mana a bunch and give you a little life.
Boots
Infernostrides - These will help quite a bit for their Fire Res. Beyond that, they really have nothing else to offer.
Waterwalks - These are great. They give you life and add to your max Fire Res. Like I said, I'm using them right now because I had a pair laying around.
Silkweave - This is basically just for the 10% mana. You really don't need it, but it doesn't hurt.
Hotspurs - These will probably cost you more than they are worth due to the fire res on them. However, if you find a pair they are great until you get something better.
Rares - These would be great. Look for something with FRW, FHR, and res on them. This is one of those slots you can pick up a little magic find really easily on.
c) Suggested final gear selections
In this section I am going to be going through what I think your final gear should be. I will also be telling you how important I think each piece is for overall versatility and survivability so that you can prioritize what you trade for.
Head - There should be no doubt in your mind what I'm going to say. Shako, Shako, Shako, and Shako. A lot of life, mana, some Damage Reduction, 2 skills, 2 stat points, and 50% magic find. This helm cannot get any better. This is a relatively cheap piece of equipment on most realms and it will help you more than any other piece of equipment in the process of upgrading aside from the CtA. Get it soon in your Paladin's life, stick a Perfect Topaz in it, and go along your way.
Amulet - You will want to aim for an amulet with at least 15% Faster Cast Rate because it will allow your Spirit Shield to have as low as 30% FCR and still give you 125% FCR for rushes. If you have a high res shield with 35% FCR then 10% on the amulet will get you where you need to go. Other mods to look for are life, mana, res, paladin skills, and magic find. Don't bother trading for a godly amulet, though. You do not need it and it will be a wasted investment. What you NEED is high FCR, but beyond that this is not a high priority item to upgrade.
Do not bother with a Mara's as your amulet. You will not need the resistance, skills, or stats. If you are unsure about how to obtain 75 all res in hell without it, please see the section titled "Reaching Max Resistance".
Rings - 1x High MF ring and 1x Ring with high fire res (of course these two can overlap!). I am currently using a self-found 30 MF Nagel and a high res ring. I make it a point of saying self-found because the fire res is the only high priority aspect of these items. Once you have one with high fire res, these slots are upgraded as you find better items for them. VERY low priority. Also, do not bother putting a Stone of Jordan on this Paladin. If you find one, put it on another character or trade it. This Paladin does not need it and it will be wasted on him. People can debate me on this, but I've used zero, one, and two SoJs on MFing/rushing Hdins. They don't make a lick of difference.
I will say this in regards to rings, it does not hurt to have a Nature's Peace in your inventory for when you farm Dkeys. I've found it does help quite a bit, especially if Nihlathak teleports and you don't notice it.
Weapon - Heart of the Oak. I'll grant that it has less resistance and FCR than a Wizzardspike. However, that doesn't matter. You can easily get the res you need without a Wizzardspike and you do not need the extra 10% FCR - Especially with a 35% FCR Spirit. They give you the same amount of mana, HotO will give you a load of replenish life, and it will give you +3 skills. You don't need huge damage, but you still want around 9-10K as your final hammer output, and it's really hard to do that without HotO. Saying that, this is actually not a high priority upgrade. I would say it probably does fall in line after your Shako based on the impact it will have on your character, but it's much more difficult to obtain, making it much less practical to go after it early on.
Armor - There is no question. You are using Enigma, otherwise you might as well use a sorc to MF and you sure as heck won't be rushing anyone.
Shield - Like I said, you're going to want a Spirit. Your final goal is a shield with high base % blocking, 45 Res, and a low strength requirement. Beyond that, there's really no one shield that is best. Defense does not really matter at all. Upgrading this isn't a huge priority, but if you find a higher res shield that fits into your block % it doesn't hurt to upgrade as long as it gets a decent FCR %. Like I said earlier, good shields to start off with are Protector Shields and Heraldic Shields because they have a 50% base blocking percent. This makes them easy to upgrade, because anything that fits into your strength requirement and has at least 50% blocking is usable. The only time I'd use something else is if it has at least 35 base resistance, because you'll be hampering your upgrading options otherwise.
Note that you can remove the runes from your spirit shield. You do this by placing the shield, a Hel rune, and a scroll of town portal into the Horadric cube and transmuting them. The runes will be destroyed, but you can try to roll a higher FCR spirit. This is very useful if you happen to find a really high resistance spirit and get a low FCR roll.
Gloves - 75% FCR setup is Chance Gaurds. This is so unimportant that you can wait until you find your own pair, even if it takes you thousands of runs to do so.I use Mages for my 125% FCR setup. Like I said earlier, Trangs is fine, I just prefer the mana regeneration from Mages. These are fairly important to have, but you really don't have a reason to look for them until you get your hands on an Arachnid. Chances are you'll find Mages long before you get one.
I'll grant that you can substitute two 10% FCR rings, but you do want both the Mages and Arachnid eventually.
Belt - 75% FCR setup item is a Goldwrap. This is one of those items that you really should not bother trading for. You'll find one eventually, so it's pointless to seek it out, especially because you don't need this for survivability at all. One suggestion by another member is to up the Goldwrap so that it has 16 slots for potions. Personally, I really don't see a need for this, but if you find yourself using a lot of potions, then go for it.125% FCR setup belt is... you guessed it, Arachnid. This will probably be one of the hardest items to get your hands on. I got lucky and found one, if I didn't I probably still wouldn't have one this ladder.
As far as priorities go, it's probably the lowest on the list. Sure, you can't hit 125% FCR without it (though 2x FCR rings will take the place of it), but this is end-game gear, Arachnid is the best, and unlike a Mara's or SoJ, it will have a huge impact on your character. I will say this; there are ways around the difficulty of rushing with 75% FCR. Due to this, I would say allow the Arachnid to be the last item you trade for--aside from maybe the boots.
T-Gods is also an option for when you're in the Throne of Destruction. Sometimes Souls can pack a huge punch, but I've personally never needed one. Still, you can always try it and see how it works out.
Boots - War Travelers. These are completely unimportant. Seriously, the only thing you use them for is the Magic Find. A good rare with MF and fire res can be better, but all the same, these are what you're going for in the end. These rank with the Arachnid in how badly you actually need them.
Weapon Switch - Call To Arms. Get this ASAP. Not having it will hinder you greatly in every aspect of what you do. The only reason I said get the Shako first is because it's much cheaper and they seem to multiply faster than rabbits on the realms, meaning they are easy to trade for. Regardless, trade for a CtA or make one the first chance you get.
Shield Switch - Any random spirit Paladin shield. You're using it for the +2 skills because it will increase your BO level from the CtA. This is easy as heck to get. Find a 4os Paladin shield and make a spirit, BAM, done.
Charms - Like I said earlier, you should trade for a really cheap Hellfire Torch ASAP. I've seen low Druid, Barb, Sin, Zon, and Necro torches go for ten pgems. The stats don't matter, you're just looking for something to base your Paladin Torch off of. If you follow my advice, resistance is far more important than stats. Ideally you want a 10 stat torch with 15+ resistance. That way, when you upgrade to a Paladin torch you're sure to have the strength you need no matter what so you can still just focus on resistances.
You will also want to get an Anni when you're able to. I like it before I even make the Paladin, but if you have to hold off, go cheap to on stats and try and get 15 res. You don't need it for the stats, you need it for the res.
Gheed's - You don't need it. Wait until you find one, because you will eventually.
You really do not need any other charms unless your resistances still are not at 75 in Hell. If they aren't, stack some res with charms. If they are, just start putting the small magic find charms you find in your inventory.
d) Possible Non-Ladder alternative gear
From what people have said, you really should not have any problems archiving your end-game setup on NL. Apparently Spirit Shields are easily gotten, so you should still aim for it.
However, assuming you simply cannot get a Spirit Shield, I'd suggest switching it out for either a Lidless with a Pdiamond in it or a Sanctuary. Sanctuary will help you with the resistance, but you will have to sacrifice a lot of MF for FCR. It's really your choice, as I've never done either.
5) Mercanary options
My personal preference is an Act 2 Prayer mercenary. Other options are Holy Freeze, Defiance, or an Act 1 mercenary. I've used all of the Act 2 mercenaries mentioned and will give the ups and downs of each. I know of people that use an Act 1 Merc, but I do not have any experience using one myself. I'll try my best to give the ups and downs, but I would love for people that use one to give me their views on why Act 1 is better than an Act 2.
Make note that mercenaries are not needed, they just make things much easier. If you do not have one you will constantly be stopping/running in order to replenish your mana with either Redemption or Meditation.
Act 2 Prayer - I love this because the Insight causes Prayer to heal you twice as much as it normally would. Pros include bodies not disappearing, constantly being healed, high physical damage, and the ability to tank a large group of enemies. Cons are that he can die easily from Iron Maiden and he does not directly increase your survivability if you're taking a lot of hard hits all at once. You'll need to use Redemption fairly often in Chaos Sanctuary with this Merc, and may end up not having his help for the bulk of your time there.
Act 2 Holy Freeze - I personally do not care for this one because it causes enemies to shatter. Shattered enemies do not leave bodies that I can use Redemption on, Smitty no like. The pros are that he deals high physical damage, can tank enemies extremely well due to the freeze, and makes packs infinitely more manageable due to slow. The cons, as mentioned, is that you do not have nearly as many bodies for redemption. Also, like the Prayer merc he tends to die easy from Iron Maiden, though it is easier to prevent.
I'm going to make a note that how many enemies actually get shattered is up for debate. I believe a great deal, but others feel that very few actually get shattered. I think this may be a question for the statistics forum.
Act 2 Defiance - Defense really doesn't do much for a PvM Hammerdin in my opinion. I'm just throwing this out there because I know there are people that swear by it. The pros are that you will take far less hits, he can deal out great physical damage, and he is a great tank. The downside, on top of the Iron Maiden issue, is that defiance really doesn't help you 90% of the time.
Act 1 Merc - As I said, I really do not have first hand experience. As far as I can tell, the pros are that they can do high damage, is a ranged attacker, and will not die from Iron Maiden. My perceived downsides to this merc is that she cannot hold up to large packs of enemies, does not add to crowd control, and does not constantly replenish your mana (and life in the Prayer merc's case).
Act 2 Merc Equipment options:
Helm - I prefer Andy's socketed with a Ral rune personally. However, other options are a Gskull, G's Face, Crown of Thieves, and a Vamp Gaze to name a few. What you're really looking for is something with Life Leech. If you can't get that, then your next best bet is something with some combination of Crushing Blow, Deadly Strike, and Open Wounds.
Armor - I tend to shoot for an Eternal Fortitude with them. Decent res, defense, and life. It's everything they need. CoH isn't a bad option, but really any high defense armor with res you find will get the job done until you can upgrade.
Weapon - Insight. Start with whatever 4os Polearm you can find, and then upgrade as you find better ones. I started with a Poleaxe and upgraded a few times. Now I'm using an Eth Thresher on my guy. Just upgrade his weapon as you can. You want him for the Meditation, not to be attacking.
6) Magic Finding Areas - Tips
Now we're getting to the good stuff. I've talked this entire time about making sure your Paladin can survive, now it's time to talk about just what this fellah can do. In this section I will make notes about how fully-geared your Paladin should be before you can attempt to MF in each area. However, that is just my estimation based on experience. If you try to run an area and it is too hard, then wait until you have better equipment and are more used to using your Paladin.
This entire section is based off of the 75% FCR setup.
a) Act 1
The Mausoleum
The Mausoleum is located in the Burial Grounds, which is where you fight Blood Raven. It is noteworthy because it has an Area Level of 85, meaning almost any item in the game can drop here. Personally, I do not prefer it over The Pits, which are found later in Act 1 and also have an Area Level of 85. The reason is because not nearly as many monsters are located in this area, and there are very few boss packs. When you're killing in an area with a level of 85, you're trying to kill a lot of enemies fast. There just isn't that many monsters here. However, if you are poorly geared, then The Pits may be difficulty for you. The Mausoleum will not be, so in that case it's worth checking it out.
It's very easy to MF in, you could do it with just about any setup you want.
The Countess - This mini-boss is located in the Forgotten Tower in the Black Marsh section of the map. As best I can tell, the tower spawns in a random spot in the Marsh. However, if there is a river running through the center of Black Marsh or on the South Eastern side, the tower tends to be located near it. Also, if you teleport clockwise from the stairs in each level of the tower you will tend to come to the next level quicker than if you teleported the other direction.
In my opinion, this boss is good for running in Normal to find Ral runes and in Hell to find Keys of Terror or higher runes. You should be able to run this area easily in all three difficulties with just the basic Enigma, Wizzy, and Spirit Shield setup.
The Pits - In the Tamoe Highlands there is an area that has a Treasure Class of 85, which is the highest in the game, and means almost any item can drop there. This is great, because the monsters are really easy to kill. It's called The Pits, and you probably will want to run it in Hell Difficulty. Keep in mind Lit Sorcs will put you to shame down here, but what you lack in speed in this one area you make up for in versatility everywhere else. Besides, with an Insight merc you can clear this area pretty quickly. Don't bother doing this in any difficulty other than Hell. You should be able to do it with the basic setup, but be careful of the Archers. They can be a pain, and if you run into a boss pack take them out quickly.
Andariel - This is Act 1's boss. She is located in the Catacombs. Level 2 of the Catacombs should follow a counter-clockwise pattern, while level 3 is random. She is worth running in both Nightmare and Hell difficulty for the Jewelery she can drop and should not pose a problem with the basic setup in either difficulty.
a) Act 2
The Summoner - He is located in the Arcane Sanctuary. The map is completely random, so you will simply have to try your luck and see if you can find him. You run this mini-boss in order to find Keys of Hate in hell difficulty. You should be able to run this area with the basic setup and have no problems at all.
One recommendation I have is to kill the monsters and open the chests at the end of each path. The chests are super-chests, which means the items they drop will always be blue or better. Also, I've found two HRs over the years by doing this.
The Tombs - The seven tombs located in the Canyon of the Magi can be great for finding gems and runes. I tend not to Magic Find here, but I did for a little while in Hell difficulty and was very happy with what I found. You need to be very careful in here. A fully equipped Paladin should not have any problem at all, but if your resistances are low or you do not have much life I would hold off until you have at least a Shako and CtA.
a) Act 3
Trav - This area is run because there are a lot of Super Unique monster and they drop a lot of gold, which is great for gambling. Your main goal is to kill the Council and see what drops. I would recommend doing this in either Nightmare or Hell difficulty. Nightmare should not give the Paladin with the basic setup any difficulty. However, you have to be extremely careful of Fire Enhanced monsters because they can kill you when they die because the fire explosion does more damage than it would in Hell Difficulty. If you do not have max Fire Res, do not run this area.
In Hell difficulty, I would recommend having a CtA before you attempt to run this area. It can either be really easy, or very difficult. Even when difficult, you should be able to kill them without much of a problem. However, your focus is also on the time it takes you to kill them. This is supposed to be a quick area, so if it takes you more than a minute to kill them, then you're spending too much time here and need to wait until you have better equipment.
Mephisto - You'll find Mephisto in the Durance of Hate. The Durance follows a clockwise pattern and he is worth killing in both Nightmare and Hell difficulties. The trick is getting to Meph without triggering many Council members. One option is to simply teleport right to Meph, kill him, then go to Act Four. What I like to do is teleport to the South West corner of the map, then into the room just North containing Maffer Dragonhand. I kill Maffer and any enemies there, check the armor stand, and then go kill Meph. I find the armor stand tends to drop nice Paladin shields.
A Paladin with the basic setup should be able to handle Mephisto in Nightmare without any difficulty. Hell might pose a minor problem, especially without max resistance, but you should be able to pull it off. Have potions ready just in case if you are not well equipped in Hell. A CtA and Shako should make this easy though.
a) Act 4
Diablo - There are a few different ways you can do this. The first way is to simply clear every single monster in the Chaos Sanctuary. This will take a while, but in hell difficulty you could find some decent drops. Another option is to clear the seal areas, then kill the seal bosses, and go for Diablo. I prefer this method because it takes less time and gives me a chance to find some socketables. The third option is to open the seals, kill the bosses, kill Diablo, and then look to see what dropped. This is the fastest way, but the most unsafe. I don't prefer to do it that way.
This area is worth doing in Nightmare because you can do it very quickly even with the basic setup and get some decent drops. In Hell difficulty you'll get great experience and you have a chance for some really good drops as well. However, I don't think this area should be attempted in Hell until you are fully equipped at your 75% FCR breakpoint. You will need everything you've got for this area, especially if your merc dies.
Note that you can try and avoid having your merc die two ways. The first way is to simply teleport away from monsters, use Cleansing, and then go back in for the kill. This is very time consuming and I prefer to just let him die instead because it doesn't slow me too much not having him anymore. The second option is to teleport right onto the Oblivion Knight. Usually they will cast Decrep over the Iron Maiden, but not always.
Just remember to teleport on top of Diablo when you're fighting him. If you don't then he may be able to hit you with his lightning attack.
a) Act 5
Frigid Waypoint - There are two monsters located near the Waypoint in the Frigid Highlands. One is Shenk the Overseer in The Bloody Foothills (the one you kill for the socket quest) and the other is Eldritch the Rectifier in the Frigid Highlands. For Magic Finding purposes, these two are great because they have a double drop and are right by the WP. You can kill them both in under 30 seconds total. Only bother running this for Magic Finding purposes in Hell. A great way to level a merc is to bring him here in Nightmare or Hell and let him do most of the killing. If he's not able to, then he's not ready to level in this spot. You should be able to kill both of them without any problems using the basic Hammerdin setup.
Pindleskin - Pindleskin is located right inside the portal that Anya crates when you rescue her. He has the ability to drop any (correct me if I'm wrong!) item in the game, and is very easy to kill.
Be aware that this portal will disappear if you have killed Nihlathak and have the Waypoint to Halls of Pain. In my opinion, it is best to make the choice between either running Pindleskin or Nihalthak.
Nihlathak - You will find Nihlathak in the Halls of Vaught. You will only run him in Hell difficulty in order to find Keys of Destruction. Also, if he drops a Grand Charm is is the equivalent of a Baal Grand Charm.
The WP that will bring you close to them is the Halls of Pain. There are only 3 maps for the Halls of Pain, which makes it very easy to find him. First, if you go through the Waypoint and it is a large open area, the stairs to the Halls of Vaught are West-South West. If you spawn on the Northern part of the map, and you can teleport to the East, then the stairs are to the North East. If you spawn in the North, and cannot go very far to the East, then the stairs are in the South West. Trust me, you'll pick up on the pattern after a little while.
Once you have found the stairs look for a painting on the wall in each of the four corridors. If there is once facing you on the corridor, then that is the one that Nihlathak is in. Don't get confused, because some corridors have paintings that are not facing out onto the computer screen. Again, once you see it a few times you'll know what you're looking for.
Only run Nihlathak if you have at very least a CtA or a Nature's Peace. You need to be able to either survive a couple Corpse Explosions or to make it so he cannot cause them to explode. In my opinion, you can probably run him with the basic setup and a Nature's Peace or CtA. However, I personally would not do it until you are completely geared.
Baal - The grand daddy of all MF areas. You're in this for experience and drops. He's worth running in Normal, Nightmare, and Hell difficulty. The level of the Worldstone with the Waypoint on it follows a Counter Clockwise pattern, but the next level does not. If you plan on running Baal I would suggest having your entire setup complete. You can probably do it with max resistances and a CtA, but it doesn't hurt to be fully prepared. Keep in mind, Baal is relatively easy to kill. Your preparation is for the throne that might have Souls, Dolls, or Oblivion Knights. Once you have the throne clear you're set.
For the first and second wave you can just spam hammers. You will want to refresh your BO at the end of the first wave, because at the end of the second you will probably need to switch to cleansing in order to remove the poison. There's no question about this, you have to get rid of that poison.
For the third wave you can spam hammers as well, though you will probably end up wanting to use redemption after they are all dead before the Hydras disappear. At this point, teleport back a little bit.
When the 4th wave comes you should already be spamming hammers. You teleported back so that they could run to you, instead of automatically surround you. You can probably tank them no problem, but it's silly to take chances. This becomes especially important if you do not have a mercenary to take some of the hits for you. You should do the same thing for the 5th wave.
If you do not have a merc, pick up whatever mana pots fell. You will probably want a couple extra life or rejuvenation potions. Due to Baal's attack that drains all your mana, you will end up using Meditation the entire battle if you don't pick up the mana pots. The life pots are just to help out in case you need it. If you have an Insight merc you don't need to bother picking anything up.
Last edited by SmittySixTen; 24-03-2009 at 22:31.
7) Rushing - Includes how to rush another player and tips/suggestions
I'm going to go through this act by act. The basic process will be the same for each act, with minor exceptions that I will explain. I realize that many guides have already explained rushing. However, this is from the standpoint of what needs to be known for this specific character. Do not attempt to rush someone in Hell difficulty unless you are fully equipped with my final gear recommendations. You do not need to have 125% FCR available to you, but it will make Hell Difficulty much harder not having it. The basic setup should be fine in both Normal and Nightmare as long as you have max res.
Act 1 - The only thing you need to do in Act 1 is kill Andarial. As I said in the MFing section, the Cats level 2 maps work in a Counter Clockwise manner. Level 3 is random. I've never bothered to check myself, but from what I understand the rushee can "glitch" Andy to only drop Set and Unique items if they go straight to Act 2 after she is dead.
Act 2 - This is by far my least favorite act to rush in for a number of reasons. The most important being that this is the point that you really need to consider putting on your 125% Faster Cast Rate setup in Hell difficulty. If you don't, you run the risk of this act eating you alive.
First, you have to get the Staff from the Maggot Lair from the Far Oasis. In my experience, more often than not the maps in the Maggot Lair work in a counter clockwise manner. Keep in mind that Coldworm the Burrower has poison that rivals what you face in the Throne of Destruction, so you need to make sure the area is at least mostly clear for the rushee. If you don't, they will probably end up dying before they can get the staff.
Your next step is to get the Claw Viper Amulet from the Claw Viper Temple in the Vally of the Snakes. If you do not have 125% Faster Cast Rate here be ready to be totally knocked around. Without a Mercenary to keep you constantly going and 125% FCR, there's a good chance you'll end up having to chug a lot of potions. Consider this fair warning. Also, Fangskin has Mana Burn, so be extra careful if you don't have a merc. The Claw Viper Temple tends to work clockwise.
Before you go to the Arcane Sanctuary make sure the rushee has gotten the Amulet and talked to Drognan. If he hasn't then he will not be able to enter the palace to speak with Jerhyn at the end of the act. This is easily taken care of by telephoning through the palace from the Arcane Sanctuary, and setting up a portal in the Harem, but it's a pain.
In the Arcane Sanctuary you are looking for the summoner. Do not kill him if the rushee is not fairly close to him, otherwise they probably will not get the quest. You shouldn't have any problems in the Arcane Sanc, if you do it's because you don't have an Insight merc and ran into mana burn.
As always, the rushee will need to tell you the symbol for the tomb. Yes, I'm aware that there are six symbols, and the one missing is the Tomb of Tal Rasha, but that requires more thinking than I am really prepared to do while rushing. Once inside the tomb, it's likely going to be the Claw Viper Temple all over again. Tal's Tomb does tend to follow a clockwise pattern, so at least it should be quick to find the chamber most of the time. Make sure the rushee talks to Cain or he won't be able to enter the tomb.
Once you have found the chamber, the act is pretty much over. Duriel tends not to ever pose any threat at all. At this point the rushee can make things much quicker by setting up a portal in the Harem to come right out by Meshif instead of running back and forth.
Act 3 - After that nightmare of an act, Act 3 is pretty simple. You need to kill the council, which shouldn't be a problem. Again, just be careful of a strong Fire Enhanced explosion in Nightmare. Once they are dead make sure the rushee talks to Cain so he can enter the Durance. Then it's just a matter of finding Mephisto. Like I said in the MFing guide, Durance 2 tends to follow a clockwise pattern. If Act 2 didn't give you any problems, then Mephisto is a cake walk for you. Finish him off and head to Act 4.
Act 4 - You just have to kill Diablo here. Chaos Sanctuary should be very easy for you if you have the equipment I recommended. If your mercenary dies just let him stay dead and use Redemption liberally. The hardest part is opening the seals and killing the seal guards. Diablo is pretty darn easy in all difficulties. Just make sure that you teleport on top of him, otherwise you could be hit by his lightning attack. For more in depth information about Chaos Sanctuary see the Magic Finding section.
Act 5 - One of two things will happen here. The character you're rushing will either make it very easy by being of level (level 20 for Normal and level 40 for Nightmare), or he will make it a pain in your arse. First lets talk about the joy of the rushee being at least level 40.
If the character is level 40, then you can do their normal ancients quest (level requirement of 20) and move on to Nightmare. Then, when you get to act 5 in Nightmare you can complete the Nightmare ancients quest (level 40 requirement). If you're wondering, you need to be level 60 to complete the quest in Hell difficulty.
If this is the case, then you simply go to the Arreat Summit entrance, open a portal, then both go up to the top of the mountain. You kill the ancients (it doesn't matter who touches the pedestal), they get the quest, and you go on to kill Baal. Once Baal is dead the two of you head on your way to the next difficulty and everything is peachy.
Say it with me, "what happens if they are not high enough to complete the quest?" Well, this is where the "glitch" in grushing comes into play. You have to find a character that has not completed the Baal quest yet for that difficulty, but is high enough to complete it. If the person you are rushing is in the party of the character high enough to complete the quest when the quest is completed (and in town in same act), then the rushee will complete the quest also, even if he or she does not witness the death of Baal. That's where all those "Baal 4 Quest" games come from.
Saying that, if someone level 40 or above enters a Baal quest game you make, and they haven't completed the quest, offer to rush the person through Hell in return for the Normal and Nightmare quests. It will help them out and save you a lot of time.
For more information on how to combat Baal see the Magic Finding section.
8) Misc.
Ahhh yes, all that other random stuff that I didn't bother including yet...
a) Other uses for your Hammerdin
Like I said at the beginning, this guy is built for versatility. There are a load of other things that he's able to do once fully geared that I haven't mentioned. I'll give some insight into a few now.
Diablo Clone - That's right, if you get lucky enough to have this guy drop in on your game, your Hammerdin can take him without any problems at all. You probably will need to use potions a bit, but you should never be in serious danger.
Cow Level - He's not as fast as a Lit Sorc, but he can still create a lot of hamburgers in a hurry! The cow world is actually pretty easy, and able to be done with the basic setup.
Uber Spinner - Like I said, you cannot kill the mini-ubers with this guy and he is eaten alive in Uber Trist. However, if someone is doing some uber leveling your Hammerdin is more than able to spin for them.
Uber support - If your friend's uber character cannot find the Mini's that well on his own, this guy is more than capable of doing so.
b) Skill and stat point quest tips
Den of Evil - Pretty simple. Go in, kill stuff, get your reward.
Radament - The Hammerdin is actually very helpful for when an under leveled friend is trying to complete this quest. Redemption keeps Radament from reviving his minions, lowering the difficulty of completing this quest by quite a bit.
Golden Bird - I would consider not completing the Bird quest with your Paladin. The extra life bonus will not be needed with your end game equips. By not completing it you'd be able to get the bird over and over again for your friends when you rush them, or your own new characters. Just remember to leave the game before THEY complete the quest.
Len Esen's Tome - AAAHHH NON-UNDEAD AND NON-DEMON MAGIC IMMUNES!!! Yeah, it's the one spot in the entire game where there is something you can't kill. It doesn't matter, they won't be able to kill you and you have a merc, just figured I should point this out so everyone is aware that something a Hammderdin cannot kill actually exists.
Izzy - You actually have to be kind of careful in Hell difficulty. The Souls in The Plains of Despair can do a lot of damage to you, and Izzy has a lot of life. You may need to teleport away, regroup, and then come back in swinging if there are a lot of souls in the area, otherwise Izzy will not pose any problems.
Hellforge - Very simple quest, no real issues.
Socket Quest - Very easy to complete. Shenk is a push-over.
Anya - This one can be difficult in Hell, especially if you are not very experienced with a hdin and using only 75% FCR. I wouldn't recommend trying this without an Insight Merc at very least because the boss pack protecting Anya has mana burn. The best thing to do is to simply follow the river and keep moving. When you get to Anya, park yourself and start shooting those hammers. If you go anywhere close to 50% and most of the monsters are dead switch to Redemption. If they aren't, teleport away, regroup, and go back.
c) General tips - Includes why Blessed Hammer works so well
I'm sure there is plenty of tips I will forget, or that people will want to add. If you know something I didn't add that you think should be in this, please post and let me know.
-Why does Blessed Hammer work so well? Seriously, why does Blessed Hammer kills almost anything in the game? There are plenty of Magic Immune monsters. Heck, Achmel the Cursed (second wave in the Throne of Destruction) is Magic Immune! What gives? Well, there's one very important aspect of Blessed Hammer that just makes it totally awesome. To quote the Arreat Summit:
So, if it's undead it doesn't matter if it is immune to magical damage, it's still getting a hammer to the groin. But wait... there's more...(Blessed Hammer)Ignores the resistances and immunities of Undead
Now, I do have to be honest, I'm not 100% sure that what I'm about to say is entirely accurate. I'm still going to throw it out there, and if I'm wrong someone can correct me.This spell also ignores the resistances and immunities of Demon (monsters)
Basically, if it's a demon or undead, its immunities and resistances mean nothing at all. This means that animal type monsters are the only ones that can resist Blessed Hammer damage, and that's only if they spawn immune to magic. Monsters cannot generate the random mod of "immune to magic", so they have to have it innately. The only spot where they have this is... you guessed it, the Ruined Temple. Of course, they have to be immune to both magical and physical, otherwise your merc will make short work of them. To sum it up, the odds you can't kill something with a Hammerdin are extremely low, which is partly why this is simply the most versatile character in the entire game.
Other random tips
-Telestomping is when you highlight a monster (or player) and teleport right on it, then proceed to immediately start using some form of attack - in your case it will be Blessed Hammer. This is incredibly useful, because Blessed Hammer can be hard to aim at first. It takes a bit of getting used to, and even then there are some monsters that just seem to always get missed by the hammers. However, when you telelport you are instantly on a spot where firing a hammer will hurt the monster. It also helps you avoid Diablo's lightning attack.
-Vigor is great to increase your speed in town. I never bother doing it, but if you really want to shorten your trips to town it can help a bunch. It's also great for moving quickly while regaining mana from Meditation if you don't have an Insight merc.
-I prefer to use Super Healing Potions over Rejuvenation Potions. The reason is because I tend to never need mana potions and the health potion tends to be to counteract poison. An instant healing affect doesn't really do me much good if I'm still poisoned, but one that continues to cause me to regain life is very useful.
-On that same token, if I don't have my merc with me, I prefer to take mana pots with me to fight Baal instead of rejuvination potions. If he saps my mana and I use a rejuvenation potion, there is a good chance he will simply sap it again. However, if I use a mana potion it will continue to replenish my mana.
-Open the chests in the Forgotten Tower. They tend to drop a lot of items and it takes all of two seconds to stop and see what they have along the way. Armor and Weapon stands (anywhere) are also good to click on as well.
-When running Hate Keys, kill the monsters at the end of each path and open the chests. I know I've already said this, but I've gotten an Ist and Mal rune from doing this, along with countless flawless gems and jewels. It's because the ghost like monsters are all over there and more likely to drop those types of items.
d) Reaching Max Resistance
This really is one of the most important bits of hard number crunching you'll do. You want to have as close to 75% res in all categories as possible. My general suggestions for doing this are as follows:
-Make your Spirit out of a shield with at least 35 base res. This will give you a great start, and it will add 35 res to Cold, Lightning, and Poison resistances.
-Try to have at least 35 res on your HotO. If you have the 35 res from the HotO, then you will have 70 All Res already.
-Get at least 30 res combined from your Torch and Anni. Resistances are more important than stat points for your Torch and Anni. If you are following what I've said so far, you will now have 100 All Res with 135 in Cold, Lightning, and Poison.
-Complete the Anya quests in all difficulties. One note that has to be made is that there is a glitch in this quest. If you die, your Anya resistances are taken away. You can have them re-applied, but you need to exit the game to do it. Also note that the resistances displayed will not go down, so it will be inaccurate after you die. Having said that, with the Anya quests you will now have 130 Fire Res and 165 Cold, Lightning, and Poison res.
-Are you at 175 Cold, Lightning, and Poison res yet? At this point, you might have reached your mark of 175 in those three areas. If you haven't, then you can either try to get an all res ring with 10 res (it is great if it also has a bunch of fire res, as that will put you right where you need to be). You can also use a 15 all res grand, which is what I'm currently doing. Regardless, at this point you can just use your ring(s) and charms to make up the extra resistances.
e) Facts and figures (such as breakpoints and formulas)
I'm going to try and get all the information I think is relevant in here. If I've forgotten something let me know. For the record, I copied and pasted these tables from Dark_Giga's guide, so if they look similar that's why. I figured he wouldn't mind considering it'd be a pain for me to write them up on my own.
Faster Cast Rate Tables:
0% FCR - 15 frames
9% FCR - 14 frames
18% FCR - 13 frames
30% FCR - 12 frames
48% FCR - 11 frames
75% FCR - 10 frames
125% FCR - 9 frames
You will want 75% at all times with the ability to reach 125% during a rush in Hell difficulty.
Faster Hit Recoery Tables:
0% FHR - 9 frames
7% FHR - 8 frames
15% FHR - 7 frames
27% FHR - 6 frames
48% FHR - 5 frames
86% FHR - 4 frames
200% FHR - 3 frames
Your Spirit shield will put you at the 5 frame FHR breakpoint. 86% FHR is not needed for this build. However, if you feel you need it I'd suggest putting a Shael in your Shako and using a FHR belt.
Faster Block Rate Tables:
Without Holy Shield:
0% fbr - 5 frames
13% fbr - 4 frames
32% fbr - 3 frames
86% fbr - 2 frames
600% fbr - 1 frame
With Holy Shield:
0% fbr - 2 frames
86% fbr - 1 frame
You will be using Holy Shield and not gaining an extra 86% block rate, so you will be blocking at 2 frames. It's absolutely amazing block speed.
Max Block Calculation:
Total Blocking = [(Blocking * (Dexterity - 15)) / (Character Level * 2)]
Online block calculator.
Online skill damage calculator.
Well, that's it! Hope it at least helps stave off some people's questions about MFing with a Hdin!
9)Untwinked Log: Smitty plays the game "untwinked"
Yup, that's right. Since writing this guide, I decided it would do me (and everyone reading this guide) a world of good if I tried to play through the game with a hdin, starting from scratch. If anything, I will gain some better understanding on how the hdin actually works. Hopefully, I'll gain plenty of helpful tips for people that want to start off with a hdin and see where they go. This will be a much more loosely written section, consisting of updates when I am able to make them. I have a feeling it will be slow going, as I tend to be very busy. All the same, I think it will at least be filled with some useful tips.
One note before I begin the first log. I put quotes around untwinked for a reason. People's opinions as to what untwinked is vary. For the purposes of this guide, the Hdin will not have access to any items I have on other characters. However, I will use mules to hold items this hammerdin finds, and trade ONLY those items for upgrades to him. It is untwinked in the sense that I am starting him from scratch, and only using what he finds to trade and upgrade him. This is not a true "untwinked" character, as it is meant to simulate someone starting from scratch, not a character isolated from the rest of the Diablo II community.
Having said that, lets start logging this guy!
Sunday, March 8th, 2009
I started my "untwinked" hdin yesterday. I'm still in Act 1 Normal, and already wondering exactly how I'm going to easily get to Act 2. I won't have Concentration or Blessed Hammers until I'm level 18, and by that point I'd like to have already gotten well into Act 2. We'll see how that goes...
Currently, I am level 9. One skill I am finding useful is Smite. Originally I put a point into it figuring that I'll need to in order to get to Holy Shield anyway. However, it is becoming a really useful skill for boss packs. The knockback and defense ignoring attack is great! When I'm not using Smite, I tend to have my normal attack selected (Normal attack is currently F1, and Smite is F2) with Might on the right mouse button. This works out well, because I've already put my single point in Prayer, which I can switch to every now and then to gain some life.
I've started to add points into Dexterity, because I know I will need around 140 for max block if reach level 90+. I've also put a little into Vitality, because I know the bulk of my stat points will end up here. I did put about 10 into Strength so far, but I really don't want to put much more in. This will hamper me for a very long time, because it will restrict my defense and what weapons I can use, but I think I'll be glad I suffered through it in the end.
The only other thing I currently have to comment on is my equipment. I really need to start focusing on res and +str items. For now, the only real source of strength I'll have is items, because I am going to want to minimize what I invest into it. This means I have to get creative, but we'll see I guess. Thankfully I found a Blocking Targe, so combining that with the dex that I have invested has given me 75% blocking.
Last Quest Completed: The Countess
Last Waypoint reached: Outer Cloister
Sunday, March 8th, 2009: Part 2
Not a huge amount to add. I'm currently level 12. Cleansing is helping quite a bit because I have not been able to find any items with life replenish. I know I could use potions (and I have been), but I always feel that replenish life is helpful, especially at lower levels. My current equipment is nothing to write home about, but I have managed to get over 300 AR with my normal attack, which has kept my chance to hit consistently above 90%.
I'm currently at the Catacombs Level 2 Waypoint, and am a bit concerned. I only have 29 Poison res and no Poison Length Reduction items. This is probably going to mean I'll need to use the Town Portal trick for Andy, unless Level 3 or the monsters leading up to Andy on level 4 are kind to me. However, thanks to Might and a decent weapon I found, I'm doing 17-43 damage at the moment. I don't think it's enough for Andy, but I'll just have to wait and see.
Another issue is that Smite is losing its usefulness already. It helped quite a bit with Blood Raven, The Countess, and The Smith, but I have a feeling Andy will laugh at me when I start batting at her while doing 3-11 damage. My merc has been having issues as well. She hasn't died, but only because I've run from combat a few times. All the same, I probably won't have a chance to make much more progress for a few days.
Last Quest Completed: The Horadric Malus
Last Waypoint reached: Catacombs Level 2
Monday, March 9th, 2009
I wasn't able to find any other poison resistant items, but it didn't matter. It took three health pots to make sure I stayed alive, but there were no major problems at all.
I'm currently level 19, using a Prayer Merc, and ready to attempt Duriel. I had to add 10 more strength, because I couldn't find any decent items that added strength. It's currently at 45, and I will not be adding any more into it. This will ensure that I can equip Magefists, and if I am able to trade for a torch at some point it will allow me to use a Mage Plate Enigma. It will restrict my damage a bit, because I will not be able to upgrade to stronger weapons easily, but adding a point into Concentration until I'm out of spare skill points should help a little.
I have yet to use Blessed Hammers to kill enemies. Right now my normal attack is doing 29-66 damage while Concentration is active. Blessed Hammers do 34-41, but I think their damage will raise quickly. I think BH will quickly take the place of Smite for monsters I have difficulty hitting, though it will become very costly mana-wise until I'm able to get an insight for my mercenary.
I've yet to find any items worth trading, but I have found a couple of FCR rings that will be nice for when I start using hammers more consistently. I have a feeling I'll be using normal attack for quite a while, unless I can get lucky and find a Sol rune. I already have the Tir. The Ral and Tal are very easily got by doing Normal Countess runs.
I think my priority list is topped by an Insight at this point. Once I have that, I will be able to use my hammers much more frequently, which will become very important as their damage increases. The next is probably a Spirit, in either a sword or shield--both if I'm lucky. I'll need to get my hands on the runes, which will be a little more difficult than the Insight, but hopefully I'll have items worthy of trading soon enough.
My current base stats are:
Strength: 45--Enough for Mages if I happen to get them.
Dexterity: 60--I'll probably cap it at 70, because once I get Holy Shield I won't need it to go up for a while.
Vitality: 55--I'll probably start investing heavily into vitality soon, especially after I get Holy Shield.
Energy: 15--Nothing much to say, it's not going up from this.
I also have 32% FHR right now, hitting the 6 frame breakpoint. It seems to be helping right now, but once I'm better geared I see me focusing more on +skill and res equipment.
Last Quest Completed: The Summoner
Last Waypoint reached: Canyon of the Magi
Saturday, March 14th, 2009
I ran into a bit of a snag with Duriel. I simply could not beat him at level 19, so I decided to do Tomb Runs until I was level 24. This allowed me to use Holy Shield (and increase my defense as well as obtain max block by doing so), gave me an opportunity to find or buy better equipment, increase my life quite a bit, and increase my overall damage output greatly.
In short, at level 24, Duriel was a cakewalk. This, in my mind, is probably the hardest part of the game for a new character, so being able to beat him with ease while only using items I have found along the way means you CAN start off the game with a Hdin.
A few quick notes, and then I will get into the nitty gritty of my current gear and stats. First, I checked ATMA, and I will not be able to find Sol or Amn runes until I'm in Act 4 of Normal. This means I cannot consistently use Blessed Hammer until at least that point, but only if I get lucky. At very least, I will need my mercenary to have an Insight. This means I not only need to get my hands on a Sol rune, but a 4os polearm as well. Hopefully by that point I will have enough small currency/crafting supplies to trade for what I need.
I'm not so concerned about the Spirit, because my being able to constantly cast hammers is not reliant on it. However, my speed is, so if I have the ability to create one, I will the first chance I get.
At this point, I think I am going to stop raising my hammer levels for now, and work on Concentration. This will increase both my attack damage and my merc's damage, which is how I'm killing things right now. I won't be killing things with hammers for a long time.
In hindsight, I should have been leveling Concentration right along and holding off on hammers.
That is bolded, so someone starting off is more likely to see it, as it is a very valuable lesson I have learned.
Now, my current equipment and stats:
Head: Russet Helm - 20% Fire Resistance, 16 defense
Armor: 2 Socket Superior Brest Plate; Socketed with a Flawed Ruby (17 life) and a Chipped Skull (2 replenish life and 8% mana regain) - 77 Defense
Weapon: 3 Socket Double Axe; Socketed with an Emerald (40 poison damage over 5 seconds), Flawed Topaz (1-14 lightning damage), and a Flawed Sapphire (3-5 Cold damage)
Shield: Eternal rare Targe - 15% Faster Block Rate, 10% increased chance of blocking, 11% Enhanced Defense, 7 Cold and Lit res, 12 Fire and Poison res, Attacker takes damage of 1, Repairs Durability ever 33 seconds. Defense 21 and 50% base blocking after mods.
Gloves: Rare Leather Gloves - 11ed, 1 Dex, 5 lit res
Belt: Arctic Binding - +30 defense, 40 Cold res
Boots: Rare Heavy Boots - 10% chance to cast charged bolt when struck, 30ed, 7 lit res, 6 fire res, poison length reduced by 25%
Ring 1: Bronze Ring of Protection (19 ar and damage reduced by 2)
Ring 1: Bronze Ring of Regeneration (20 ar and 5 replenish life)
Amulet: Shimmering Amulet (6 all res)
Merc equipment:
Head: Eth Strong Skull Cap (34ed, 24 total defense)
Armor: Superior Splint Mail (109 defense)
Weapon: 3 Socket Scythe socekted with a Flawed Topaz (1-14 lit damage), a Chipped Ruby (3-4 fire damage), and a Chipped Sapphire (1-3 cold damage)
My current stats are:
Strength: 45 (enough for mages)
Dexterity: 70
Vitality: 70
Energy: 15
I will probably continue to increase Vitality, unless my block% drops below 65.
Normal Attack Damage: 62-108
Hammer Damage: 133-141
Last Quest Completed: Killing Duriel
Last Waypoint reached: Canyon of the Magi
Sunday, March 15th, 2009
Well, Act 3 is complete. I was able to buy a nice Scepter from Ormus that adds +2 to Concentration and has 64ed. It has effectively doubled my damage, and allowed me to cut through Act 3 like butter. I was also able to get my hands on a 2os Bone Shield, which I promptly socketed with two Diamonds. Aside from that, my equipment is still basically the same.
There's really not anything to tell as far as Act 3 goes. It was all pretty easy. I did have to lead the Council away a couple at a time, but aside from that, no major problems. Meph was a joke. I only had to use a single healing potion, and that was on my merc.
I also only gained two levels the entire act, so my stats haven't changed much either. I've been investing skill points in Concentration, like I said, because it really is more helpful at this point. Hopefully I can find a Sol early into Act 4 and get the Insight going.
Next stop, The Outer Steps!
Last Quest Completed: Killing Mephisto
Last Waypoint reached: Durance of Hate Level 2
Sunday, March 15th, 2009: Part 2
So I decided I might as well start Act 4, and then I just couldn't stop playing. I wound up completing the entire Act in a couple of hours, which is good because it means it should be relatively easy for other people, but not so great because I only gained a single level. Keep in mind that the only part of the entire act that gave me difficulty was Chaos Sanctuary, and even that was more than manageable.
My gear has changed a bit, but one major difference needs to be pointed out. I was able to find a really nice rare bow. It is a Short Battle Bow with the following stats:
8-17 Damage
10% IAS
28% ED
Adds 2-3 damage
+107 AR
8 Cold Res
The best part is that it has a required level of 9, so I may just have to try it out on a VLLD char at some point... but I digress.
With this bow, I do about the same amount of damage that I do with the Scepter, but am able to attack from a distance (duh). It's dangerous in some cases, because my resistance goes way down and I lose the ability to block, but if my merc is able to tank the current monsters, it allows me to pick them off from a distance. This was amazingly affective in the "chock points" (where the path gets really skinny in the Chaos Sanc before it widens up near the star). It also meant that I didn't have to worry about Iron Maiden. Every now and then I'd have to run back to save my merc from it, but the Paladin was never in any danger of dying.
Find a good rare bow and put it on switch.
That is the second major tip I have gleaned from this play through. It is amazing how easy it made Chaos Sanctuary, which otherwise would have been very difficult due to having to face monsters in melee range with a Paladin that is becoming weaker and weaker due to lack of Strength. Also, if you follow a similar pattern as I did, you will have somewhere around 70-80 Dexterity at this point, which will greatly increase your bow damage.
I do have to give people three warnings.
1) Lord De Seis needs to be taken on from a distance. If you allow your merc to be swarmed by the Knights with Fanaticism on them, he will die. Try and draw them away a little bit, because the radius of the Aura isn't that big. He should easily be able to handle them at that point while you pick away at them with your bow.
2) Infector of Souls is not a laughing matter either. I got lucky, because I got to face him on the map that you can easily run back to the star in the center. My recommendation is to do this seal boss last, because he and his minions are extra fast and you will need space to run away from them. If you get the same map I did, hit the seal and IMMEDIATELY run away. Then, slowly make your way back, and try to attract them a few at a time. if you get the map that causes Infector to spawn between you and the star, my suggestion would be to make a Town Portal, open the seal, and then go to town. Make your way back through the river, and take him on at a distance. Yes, he is that deadly to a character without the right gear.
3) Make sure you have close to 50 Fire and Lit res when you face Diablo. More is better, but with anything less than that you may be in for a world of hurt. Also, fight Diablo in MELEE range. I had to constantly chug Greater Healing Potions to make sure my life was filling back up at almost all times. This is better than rejuvination potions, because rejuvs are instantanious. Health Potions is a rapid regaining of life, which means Diablo's attacks tend to be negated.
For example, right when you see Diablo start to shoot his The Red Lightning Hose (that reddish/whitish lightning bolt thing), hit the button for a potion. This will cause your health to remain relatively where it is. If you used a rejuvenation potion here, you'd have to try and figure out when to use it. Using it too soon would cause your life to continue to drop--making you use another rejuvenation potion.
Also, make sure Diablo is attacking YOU and not your merc. You have blocking, your merc does not. You have Holy Shield, your merc does not. You have a belt full of potions, your merc does not.
If you follow this advice, Act 4 should be really simple.
Current Equipment:
Helm - Lapis Bone Helm of Brilliance (35 Defense, 13 Cold Res, +10 Energy)
Armor - 2 Socket Superior Brest Plate; Socketed with a Flawed Ruby (17 life) and a Chipped Skull (2 replenish life and 8% mana regain) - 77 Defense
Weapon - Massive Grand Scepter of Frost (13-29 damage, 64ed, +1 Cold Damage, +2 Concentration)
Shield - 2 Socket Bone Shield (Socketed with 2x Diamonds, adding 22 all res total)
Gloves - Glorious Chain Gloves of the Sun (5% bonus to AR, 48ed, +5 Light Radius)
Belt - Arctic Binding - Adds 30 Defense and 40 Cold Res
Boots - Rare Heavy Boots - 10% chance to cast charged bolt when struck, 30ed, 7 lit res, 6 fire res, poison length reduced by 25%
Amulet - Shimmering Amulet (adds 6 all res)
Ring 1 - Rare Ring: +1 Damage, 3% Life Leech, +10 Energy, +11 Fire Res
Ring 2 - Steel Ring of Protection (47ar and damage reduced by 2)
Merc Gear:
Helm - Strong Great Helm of Remedy (36ed-48 total def-and 25% poison length reduction)
Weapon - Sharp Halberd of Shock (16ed, 11ar, 1-8 lit damage)
Armor: Sturdy Plate Mail of Charged Bolt (22ed, 12% chance to cast level 4 CB when struck)
Current Stats
Strength: 45 (this is starting to become a problem, because I can't use most of the equipment vendors are selling now)
Dexterity: 80 base, 81 total (Again, there's no reason not to pump it if your chance to hit is low--you'll need plenty more than what I have right now for max blocking when you get your spirit)
Vitality: 80 (I'd like it to be higher, but I simply needed to raise my dex)
Energy: 15 base, 35 total (I have begun to equip items that give energy in anticipation of having Insight on my merc soon)
Life: 309
Mana: 84
Last Quest Completed: Killing Diablo
Last Waypoint reached: River of Flame
Wednesday, March 18th, 2009
I completed Normal a couple days ago. I had gotten to the Throne of Destruction at level 31, but a quick attempt at Baal quickly proved that I needed to level a bit before facing him. I was thinking I'd have to be close to level 40, but at level 35 Baal went down.
In all honesty, Act 5 was pretty easy. I didn't bother with killing Nihlathak because I really don't have a use for a personalized item. Plus, keeping the red portal open will be helpful if Nightmare is too difficult. I'll be able to do some Pindle Runs much more quickly than Baal, hopefully leading to an item upgrade or two.
I wish I had some added insight into this act, but it was just a breeze until Baal. One thing I would suggest, complete the quest with the captured soldiers. Your reward is a Ral, Tal, and Ort rune. You'll need all three for future runewords, and if you have my luck, you won't have found any of them at this point.
As for my character's progression, I have started to focus on defense a bit. It will quickly end up being meaningless, but right now I want to reduce the number of hits I take. I've also been favoring items with AR. My chance to hit is pitiful at the moment, so any little bit helps.
I also invested an extra point in Holy Shield to up the blocking bonus from 14% to 18% and to increase the duration. I found that the 30 second duration was too short, and I could not regain all my mana in time to cast it again. With the duration at 55 seconds, I am able to regain my mana completely before a recast is needed. It also is helpful for the added defense.
Aside from that, I've continued to level Concentration. With no clear end in sight for my dependence on normal attack, I have no choice but to continue to increase this skill. If I end up maxing it before I can have an insight, I'll just have to bite the bullet and start raising my hammer levels again.
My resistances are still not perfect, but at max fire and lightning, with 61 cold and 68 poison, I might just be ready to try nightmare. If not, I'll be doing some more solo Baal runs to level and try and get some better gear.
In the next update, I'll give a more extensive look at my gear and stats. Right now, it's time to see how Nightmare goes.
Last Quest Completed: Killing Baal
Last Waypoint reached: Worldstone Keep Level 2
Saturday, March 21st, 2009
Insight is the key. I was able to use the junk jewels and few pgems I saved up to get a 4os Poleaxe, 4os Crystal Sword, Sol Rune, and Amn Rune. I had everything else I needed for a Spirit Sword and Insight Polearm. Now that I have these two items, I'm doing great. I can do normal Baal runs without ANY problem at all.
I was able to kill Andy in Nightmare, but was foolish and forget to glitch her. Oh well. She was easy enough to kill, but it did take a couple of healing potions and I needed to resurrect my merc once. There's really nothing noteworthy at this point. I had gotten to the Cats before I was able to trade for the materials needed for an Insight and Spirit, which means you probably can at least beat Andy without ever having to use anything other than your normal attack.
Also, a realization hit me when I tried to figure out my dexterity in order to determine how much was safe to invest to ensure max block at level 95.
Assume a shield with base blocking of 50%, like I said in the equipment section of this guide. Then, figure out how much dexterity you will need for max block at level 95 (or whatever level you intend to cap yourself at) using the block calculator in the facts and figures section. Subtract 40 from this number (in the event you get a perfect stat torch and anni). Save 20 stat points in case you end up with both a torch and anni with only 10 stats. This will ensure you have max block at your required level without having to waste any stat points.
For me, I calculated my character with 33% blocking. This is because Holy Shield grants 33% blocking at level 15, which is a level I am SURE to reach with the Paladin. You could go up to 35% and still be safe, but as I said earlier, I like to give myself plenty of wiggle room because a few stats here and there are not important at all for this guy's final gear.
Assuming a base blocking on the shield of 50%, a level 15 Holy Shield granting me 33% blocking, and a character level of 95, I will need 187 dex for max block on this hammerdin.
This means I am placing 147 stat points into dexterity, saving 20 stat points, and putting the rest in vitality--keeping in mind that I already have a base strength of 45.
It's just too bad it took this play-through for that method to dawn on me. However, it has been well worth it so far, and I'm sure I will gain a lot more information as I go.
My current base stats are as follows:
Level-45
Strength-45 (this will not be changing again)
Dexterity-120 (this will be raised to 147, and 20 stats will be saved in case I end up with a 10 stat anni and 10 stat torch)
Vitality-130 (After I reach 147 dex, this will get the bulk of the points. Every few levels I will not invest points at all, so that I can eventually have 20 left over.)
Energy-15 (I have not invested a single point into this, and I never will)
Blessed Hammers:
Level after Spirit-17
Damage after Conc-585-599
Concentration is maxed. Once Blessed Hammers is maxed, I will max Vigor, and finally Blessed Aim. Once this has been done, any remaining points will be put into Holy Shield.
I am maxing Vigor first because I do not have an Enigma, and I have no clue when I will. Vigor will allow me to move much more quickly, so until I have teleport, I will have Vigor on whenever I am not killing enemies.
My current gear:
Rare Mask with 2os, 10 Lit Res, and 8 Poison res. I socketed it with a normal Amethyst (+6 str) and Ruby (+24 life).
Spirit Crystal Sword-30% FCR, 96 mana, 5 absorb. With two random FCR rings I hit the 48% breakpoint, which is enough for the time being.
Rare Splint Mail with 171 defense. 79ed, 2dex, 19fres, and damage reduction of 1. I really need to switch this, but the fire res and high defense is helpful. Maybe Baal will be nice and drop me a Vipermagi...
Sturdy Heraldric Shield of Blocking-25 base all res, 30 total defense, and the blocking mods of 15% Faster Block Rate and 10% Increase Chance of Blocking
Rare Heavy Gloves that give 20% IAS, 3ll, 13 cold res, 27 poison res, and 54% gold find. They were really nice when I was using my melee attack, but now I need to find something better.
Rare Light Belt with 24 FHR, 78ed, 23 life, 24 stamina, and 21 lit res. I have a better one, but right now I can't really let go of the high lit res.
Rare Light Plated Boots with 30% FRW, 7 Fire Res, 37 Poison res, and 51 gold find. These will be nice when I see how quickly I can run NM Andy.
Rainbow Amulet with 9 all res.
2x 10% FCR rings. One with 15% MF and the other with 1 mana per kill. I have resistance rares in my stash in the event I find some other equipment with FCR on it.
Mec Gear:
Insight Poleaxe-15 Med, 221ed, 3 Critical Strike.
Helm-Sturdy War Hat (70defense)
Glorious Ancient Armor of Protection (334 defense and Damage Reduction of 2)
Total Resistances:
Fire-70
Cold-64
Lightning-77
Poison-106
I'm going to continue to do Normal Baal runs and/or NM Andy Runs for a little while. With any luck I can get some gear upgrades, then it's on to Act 2!
Last Quest Completed: Killing Andy (NM)
Last Waypoint reached: Catacombs Level 2 (NM)
Monday, March 23rd, 2009
So a lot has happened since the last update. My Paladin is now sitting outside of Chaos Sanctuary, and is ready to roll in.
My gear has been upgraded quite a bit. I am now using a Spirit Heraldic Shield with 34 base res, a Lore Helm, and a Smoke Ghost Armor. The 50 All Res from Smoke has given me 75 Res for everything other than Fire, which is at 70. I'm torn, because I also found a Vipermagi in Act 3, but it lowers my res a bit. However, I was able to trade for a Dkey, which I am about to trade for a very low Druid Torch, so I might be able to swap in the Viper.
I had no problems at all with Act 2, though my merc did die at Duriel. I didn't have any problem staying alive. Act 3 was cake, and Meph went down easy (allowing me to do a few runs). So far, Act 4 has been incredibly simple as well, but I find myself having to use Redemption much more often now. If my merc dies in Chaos, I may try to press on by using Redemption.
I'm currently level 55 and doing 1.9k hammer damage. Both Concentration and Blessed Hammers are maxed, and I'm currently working on Vigor. Every skill point is adding over 100 damage, so I should end up with around 5k damage with this gear.
Next stop, Diablo!
Last Quest Completed: Hellforge (NM)
Last Waypoint reached: River of Flame (NM)
Friday, March 27rd, 2009
My Paladin has come a long way since the last update. He completed Act 5 in Nightmare with complete and total ease. There were no difficulties at all, and even the Throne and Baal didn't cause any major problems. I haven't used the Vipermagi yet. The 50 All Res from Smoke is just too good to give up at this point, especially in Hell.
One thing I do have to say, before I get into Hell difficulty and my current gear/stats, is that I did not kill Nihlathak in NM. It's really not worth my time if he's not going to drop a Dkey.
Having said that, Hell difficulty is... hell. The Den and Blood Raven were completely a cake walk. I cleared out the Mausoleum after killing Blood Raven. I can say that, without a shadow of a doubt, this is a level 85 area that you will be able to handle unless you haven't been trying to keep your res and max block up.
The Stony Field wasn't a problem, and the Underground Passage wasn't too bad either. However, the intensity started to pick up in the Dark Wood. It was at this point where I had to start to revive my merc quite a bit, to the point where I would let him stay dead until I had cleared out as many monsters as I could on my own.
I need to upgrade my merc's Insight now that I am in Hell difficulty. He also needs a helm with Life Leech on it.
Yes, that was bolded. I think it is hugely important at this point, otherwise, Hell difficulty is going to have my number for a while.
I tried to get to the Countess, but one boss pack of Fanaticism crazed anchors put a stop to that in a hurry. I think that, if I were to really push, I could get to Andy, and in to Act 2. However, at this point, that's just asking for punishment that I'm not ready for. After thinking about my options, I think my best move is to MF in Nightmare, at Mephisto, Diablo, and Baal. This will both level me up and allow me to look for equipment upgrades. With any luck, I will find some items to help me out, or at very least be able to trade for some better equipment soon.
So there you have it. The Black Marsh, in Act 1 Hell difficulty is the brick wall. Once you get here, you need to start trying to upgrade your gear. Hopefully this won't take me long, and I can be back to playing this guy through in no time.
Here's some detailed information about my current stats (I still have not gotten a torch as I had hoped):
Current level - 63
Current health - 891
Current mana - 401
Strength - 55 (base 45)
Dexterity - 147
Vitality - 222 (base 178)
Energy - 35 (base 15)
Helm: Lore Helm (Ort+Sol)
+1 To All Skill Levels
+10 To Energy
+2 To Mana After Each Kill
Lightning Resist +30%
Damage Reduced By 7
+2 To Light Radius
Weapon: Spirit Crystal Sword (30% FCR)
Armor: Smoke Ghost Armor (Nef+Lum)
+75% Enhanced Defense
+280 Defense Vs. Missile
All Resistances +50
20% Faster Hit Recovery
Level 6 Weaken (18 Charges)
+10 To Energy
-1 To Light Radius
Shield: Spirit Heraldic Shield with 34 base res and 29% FCR
Gloves: Rare Heavy Gloves that give 20% IAS, 3ll, 13 cold res, 27 poison res, and 54% gold find. They were really nice when I was using my melee attack, but now I need to find something better.
Belt: Rare Light Belt that gives 51 life, 19 mana, and 17 lit res
Boots: Rare Light Plated Boots with 30 FRW, 7 fres, 37 pres, and 51% gold find
Ring 1: 15% MF and 10 FCR
Ring 2: 1 mana per kill and 10 FCR
Amulet: 9 All Res
Merc gear
Wep: Insight Poleaxe still
Armor: Blessed Ancinet Armor with 383 defense
Helm: Sazabi's Mental Sheath
My Resistances in Hell:
Fire - 34
Cold - 68
Lightning - 75
Poison - 75
Current Skill levels after items:
Concentration - 25
Blessed Hammer - 25
Vigor - 23
Blessed Aim - 6
Current Damage: 2935-2982
I gain a little over 100 per skill point in a synergy. I have two points left to gain in Vigor, and 19 left to gain in Blessed Aim. This means my hammer damage should very easily go over 5k when all those skills are maxed. That's not bad at all, and probably able to pull off Chaos as long as I have max res. We'll see!
I'll need to work on Fire res, but that's the case with all Hdins following this build.
Last Quest Completed: Blood Raven (Hell)
Last Waypoint reached: Black Marsh (Hell)
Tuesday, March 31st, 2009
I'm currently level 73. I still don't have a torch, but I was able to trade for a Wizardspike. 3 pgems for the win!
I've been running Nightmare Trav (really dangerous because of the fire enhanced members), Meph, Diablo, and Baal. I haven't really netted anything other than about 10 levels, but at least my life, mana, and damage have all increased!
With the Wizardspike equipped, I have 75 resistances in hell, even while using the Vipermagi. This is good news, because it means I can hit my 125% FCR breakpoint if I put my FCR rings on. I don't need it at the moment, but I probably will in Act 2.
I've also finally been able to get to the Countess with relative ease. It takes me a while, but being able to do it is a step in the right direction. The next major test is The Pits. If I'm able to do them without being in any major danger, then I'm well on my way to finishing this Hdin. I may end up just playing through the game, and seeing how far I get. We'll see.
No other equipment changes yet, for me or my merc, but I do have the Insight runes ready to go in case I find a better Polearm. I'm kind of torn though. I found a 45 res Ronarche. It's a much lower blocking percent thatn I would like, but the 45 res is nice. However, I think I'll just stick with my 34 res Heraldic.
My damage right now is ranging from 3.7k to 4.5k depending upon my current gear. Well, off I go to the Tamoe Highlands!
Last Quest Completed: The Countess (Hell)
Last Waypoint reached: Black Marsh (Hell)
Sunday, April 5th, 2009
I came, I saw, I got to Act 4 and then stopped playing because I needed to get the laundry...
I'm currently level 80 and my gear has changed quite a bit again. Before I get into the major changes and current stats, I'm going to go into how I got to Act 4, because in my last post it was all I could do to survive in Act 1.
In short, I traded for a Wizzardspike for myself (3 pgems for the win!) and found a Tal's Mask for my merc. The major difference was the Wizzardspike, because once I had it, I was able to finish Act 1. The extra resistance, and flexibility on the FCR helped a ton.
Another nice find was a Dwarf Star, which has made enemies that rely on fire damage laughable, considering I'm sporting 75 all res now for every category. In fact, when an enemy has a Conviction aura, my Fire res is the only thing that drops below 75, and it still manages to stay at 50.
Here's a big suggestion:
Quest glitch Andy in Hell difficulty at very least. Doing it in Nightmare is a great idea as well.
I don't know the exact way to do it, I just know my way works. What I do, is go to down right after killing her the first time. Then I go right to Act 2, and exit the game. I don't think this is exactly what needs to be done, but it works.
The result is that Andy will always leave quest drops (so nothing below a set item will be rolled). If a blue item shows up, it's because the item was generated as a set item, but there is no set item of that type, so it made it a blue instead. You'll know this happened because the durability will be double what it normally is.
By doing this, I found myself a second Wizzardspike, three Tal's Masks, and a Dwarf Star. Keep in mind, I did do a decent amount of runs, but it was still a good haul for being the only real quick area I could MF.
Also, with JUST the Wizzardspike upgrade, I was able to MF in The Pits and do Countess runs. This means that yes, The Pits, The Countess, and Andy are all MFable with the "basic" setup I described in my guide. I would say that Trav is also MFable with a Dwarf Star, but you should make sure your merc has life leech before you attempt it, otherwise he may die fairly often. Then same holds true to Meph as well, who died pretty easily.
In regards to Act 2, it was really easy aside from two areas. First, the Maggot Lair, because you need to position yourself under enemies just perfectly. If there is a physical immune blocking the path, you have to move back in order to make sure hammers hit it, because your merc is not able to kill it. On a total side note, I got really lucky and found a Mal here. I will not be using it to trade, or for items on this character. You can't expect to find a Mal, so I'm just going to throw it onto a normal mule, and forget about it.
The second area, of course, is the Viper Temple. It's actually not THAT difficult. It'd have been a cake-walk if my merc just stayed in my hammer field, but no, he had to charge full speed ahead! When doing this area, be really careful. The Claw Vipers will knock you around like a ping pong ball, and if there's a large pack of them your life will drain quickly. Do not be afraid to use Vigor to run off.
Act 3 was incredibly easy. I put Vigor on, and completed it in a half hour. Of course, I got lucky and didn't have to go through The Great Marsh, but there's really nothing to remark on. It probably would have been more difficult if I didn't find the Dwarf, but it's simple enough for you to trade for. It will save you a lot of headaches if you are using one, that much I can see.
Get a Dwarf Star ring.
Alright, now for the fun part. I'm going to go through my equipment, and detail how I got it. If I traded for it, I'll say what I traded to get it. If I found it, I'll try to remember where it was that I found it.
Head: Shako
I just traded for this. I haven't used it at all yet, but I have a feeling it's going to be a very nice addition to my gear. It cost me 20 pgems and 2x Tkeys.
Weapon: Wizzardspike
I traded 3 pgems for this before I killed The Countess in Act 1 Hell. I believe it, combined with a Tal's Helm for my merc is what has allowed me to get to Act 4.
Armor: Smoke Ghost Armor
I have had this for quite some time. I can't remember exactly when I made it, but I did make note of it in the guide. It is still by far the best option from the gear I have, because I do not need the res from the Viper I found at this point.
Shield: Spirit
My trusty 29% FCR Heraldic shield with 34 all res. I've had this thing for quite a while, and it has served me well.
Gloves: Rare Heavy Gloves
I'm still using those cold and poison res gloves I've had for a while. I just haven't found anything that tops the res yet.
Belt: Gloom's Trap
It's a pretty nice belt. It nets me more mana than the rare I had before, and a little less life. The extra mana regain is actually noticeable, though. I found this in the Maggot Lair.
Boots: Same old rares I've had for a while.
Ring 1: 14 dex, 3 energy, 4 mana, 23 pres, 7mf rare. The dex was needed, my max block was falling. I forget where I found this... Ormus might have even given it to me.
Ring 2: Dwarf Star
I found this from one of the many Andy runs I've done. It has been great.
Ammy: Same rare that gives me +1 Paladin skills, 12ares, and 45 mana. I don't see anything topping this for a while.
Torch: 15/13 Druid
I managed to trade 20 pgems for a Dkey, and then the Dkey for this torch on these forums. (I got the Wizzy from these forums as well) It's helping a lot, because it gives me additional res and extra stats. Sure, a ptorch would be nice, but beggars and all that...
Keep in mind, I've found some minor things that I've traded for pgems. I didn't just find all of them (though I do have anywhere from 5-10 every time I have to mule).
Merc gear:
Head: Tal's Mask
This is great. The res and life leech is all this guy needs. I've found three from Andy so far... I think she just likes throwing those things out at me for some reason.
Weapon: Insight Grim Scythe
I tried my luck at cube socketing two Threshers that I found, but both bot a single socket. Then I found this 4os Grim Scythe in The Arcane Sanctuary. I would have preferred an Elite, but I'll take an exceptional that comes with 4 sockets to start with!
Armor: Dur's Shell
The res is great, but beyond that not much to speak of. I traded a few pgems for this just to get him to max res. If I can find something better, he'll be using it instead.
My currents stats:
Life - 1354
Mana - 757 (Before I had a Shako, it was enough to keep my Paladin casting and not have his mana drain with the Meditation aura from my merc)
Damage - 4960-5037 (I still have three skills left to put into Blessed Aim)
Str - 72; 55 base
dex - 178; 147 base
vit - 322 (unsure of base)
energy - 45; 15 base
Merc damage with Conc: 1204-2116
I have a feeling Act 4 will be fairly unpredictable, but we'll see! If I can do Chaos without much of a problem, I'll consider this guy a total success. However, that won't be attempted for a while, as work and personal life will take over completely for a few days.
Last Quest Completed: Killing Mephisto (Hell)
Last Waypoint reached: Durance of Hate Level 2 (Hell)
Tuesday, April 7th, 2009
Down goes Baal.
Exactly 30 days after starting my hammerdin, Baal has died. I did this completely through casual play, and starting entirely from scratch. The only items I used were the ones I found myself or traded for. The only items I used to trade were items I found.
Act 4 was very easy. The only challenging part was The Plains of Despair because of the Burning Souls. Aside from that, there was really nothing of major difficulty. I did have to take it slow in Chaos, because it would have been very easy to become overwhelmed. However, if you pace yourself and remember to use Redemption, there's really nothing that will get you easily.
If your Merc dies in Chaos, don't bother reviving him. He's not worth it here, and it will end up wasting your time because Redemption and your own Meditation aura can do everything he would.
Act 5 was tedious. I haven't bothered with Nihlathak yet, because I don't see myself being able to effectively run D Keys. I may try it in a little while and see how it goes, though.
I had to fight my way through most areas. Using Vigor in the tunnels, the Frozen River, or in the Worldstone was just suicidal. This meant that a bad Worldstone spawn left me with little choice other than try again with a new game... something that I wouldn't recommend for MFing purposes. I could have gotten through it with a bad spawn, but the time it would have taken was not worth it in my mind.
The Ancients weren't difficult, but I did die once because I accidentally kept feeding my merc potions (Shfit+number ftl!). They really weren't hard, but they weren't really easy either. I found myself having to move away from them and recover life a couple of times, but I was never in any serious danger when focused.
One note as far as the Worldstone is concerned. The succubi in the Worldstone are Physical Immune. The ones in the Throne of Destruction are Cold Immune. I know many people already know this, but I had forgotten, and was wondering why my merc kept dying when fighting the PI ones. You need to take them out fast, or he will be put down fast.
In all honesty, I got an easy Throne. It had Greater Mummies, Succubi, and Blood Lords. If I had run into Oblivs anywhere along the way, that would have made things a bit more challenging, because I probably couldn't have revived my merc and had him stay alive. Souls or Dolls would have also complicated matters quite a bit. I may try a few Baal runs to see what sort of threats they pose to a character with less than optimal gear.
My gear has not changed since my last update, but my stats have. Currently, this is what my Paladin looks like:
Level: 82
Hammer Damage: 5297-5378
Life: 1391
Mana: 768
Defense (with HS): 1352
Block % (with HS): 75%
Resistances: All 75 in Hell
Strength: 72 (base 45)
Dexterity: 178 (base 147)
Vitality: 332 (unsure on current base)
Energy: 45 (base 15)
Skill level (these numbers are bases, actual skill levels are five higher):
Blessed Hammer - 20
Concentration - 20
Vigor - 20
Blessed Aim - 20
Holy Shield - 3
Smite - 1
Holy Bolt - 1
Charge - 1
Might - 1
Prayer - 1
Defiance - 1
Cleaning - 1
Meditation - 1
Redemption - 1
Salvation - 1
From this point on, my skill points will be going into Holy Shield. The next stage of this character is to get an Enimga, and then he is basically complete. Within the next few days, I plan to re-read this section. The log itself will become a subsection. The next section will become a "helpful hints" section of sorts, consisting of what I learned while playing through.
Recommended Areas to MF without Enigma:
The Pits, Trav, Meph, Chaos, and the Frigid WP. Pindle is a good option if you haven't killed Nihlathak yet.
Keep in mind, you pretty much can MF anywhere at this point. However, the areas above will be much more quickly done for someone that does not have Teleport.
Having said that, it's been fun. Not sure when the next update will be. If anyone has some questions, throw them out there, and I'll do my best to answer them.
Last Quest Completed: Killing Baal (Hell)
Last Waypoint reached: Worldstone Keep Level 2 (Hell)
Last edited by SmittySixTen; 07-04-2009 at 23:55.
Edit: Double posted for some reason. Ah well, this may prove useful if I end up needing three posts for another re-write!
Last edited by SmittySixTen; 08-03-2009 at 20:24.
This is the best guide for a Hdin i've seen yet.
Great work! I will have a go at finalizing my Hdin this evening when I get home from work.
He's lvl 87 now, but theres still much to do.
Yesterday just before logging out i got: HoTo, Enigma, 4soc PB, 5soc PB, Shako, Wartravellers and an Anni, now I am DYING to try it all out
First i'm gonna try running your MF suggestions, my IK barb already made me experienced in those locations, my Sorc has lots of Mephi experience, and now finally i can Hdin Hell. Thanks for the guide!
Thanks.
Always good to hear back from people, positive or negative.
Interesting story, playing untwinked. You seem to have a lot of gear for where you are. Sounds like runes drop like flies for you. Any tips on acquiring these lesser runes for making insight/spirit etc?
Also, do you recommend doing solo runs or finding small person games for things like pit/masoleum etc?
Well, yes and no to the gear. The 2os helm I shopped for at normal Fara once I had the Ort and Sol. The Sol was the only difficult one to find, because freeing the soldiers in the Frigid Highlands has a reward of a Ral, Tal, and Ort rune.
Doing this quest meant that I had a Tal and Ort for my first Spirit and a Ral for my Insight. I was been lucky enough to have already found a Thul by the time I was ready to make the Spirit. I had to trade a few pgems for the Sol, like I said. I also had to trade for my first Amn, a 4os CS, and a 4os Poleaxe. I had been saving every single jewel I found, so I was able to trade them off for what I needed to make the first Spirit.
At some point in Nightmare (I honestly don't remember where) a 34 all res Hareldic Shield dropped. I checked the Diablo II Wiki to make sure it could get 4 sockets, and it could, so I cashed in my first socket quest. This time, the only rune I needed to trade for as a Thul because everything else had dropped along the way.
The Sol for the Lore dropped for me at some point, as well as the Ort. Playing through the game will get you a Nef for Smoke probably before you have a decent 2os armor to put it in. The Lum I had to trade for (pgems again I think), which irked me. Soon after I traded for it, I did the NM Hellforge, which dropped a Lum.
All the other items I just kind of found along the way. I actually had a pretty nice amulet find last night: +1 Pally skills, 45 mana, 12 all res, and 15% chance to find magic items. Can't complain considering my old ammy was just a 9 all res one!
Anyway, I wrote all that out so you could see that things really weren't dropping for me left and right. Playing through the game will net you a bunch of low runes that you need, but I had to save pgems and junk jewels to trade for a lot of it. Junk jewels tend to be a beginners best friend, because jewels always drop, and are always crap early on. If you trade them in bulk, you can quickly get what you want/need.
I still identify every piece of jewelry I find, because my rings are nowhere near where I want/need them to be.
As for MFing, I've only been doing solo runs for all of this. It's really a personal preference. Right now, this character cannot handle Pits, but can easily handle the Mausoleum. If I wanted to, I could probably run it in an 8 player game, and not have any problems. I just prefer private games, to be honest.
Now, if you're talking about your final setup, your character should be able to handle every area in an 8 player game. However, I still tend to play in private games simply because I get more enjoyment out of that. It's really up to you.
Just posting to say the "Untwinked Log" play-through is complete.
The log itself will still have additional information added in, because the character itself is still incomplete. However, I was able to complete Hell difficulty, meaning the guide is "complete" from the stand-point that it shows how to get to this point.
Hope it is helpful!
Very nice guide.
The only other thing i could suggest would be to work on maxing Vigor and Blessed Aim before maxing Blessed Hammer.
The Damage will be comparable and this will allow you to use BH (alng with plenty of mana pots lol) Till you can get an insight.
Great guide. For all you mf hammerdins out there that use this guide let it be known you can also do ubers with this skill set up. You have to totally gear switch out but its not bad. Something you can use the wealth accumulated from mf'ing to get the gear to switch to if it hasnt been found.
My switch gear isnt near complete and I will let you know the gear I had when I first completed all 3 mini's and then uber trist. You will have to one point smite it .
Smite and conc aura will do the trick nicely. While not the fastest runner I get the job done. I clear out the mobs using normal hammerdin gear then teleport away when I Lilth, duriel, or Izual. I tp back to town and switch to my smiter set up.
My switch out gear looks like
head: Guillames face (current) First time - Guillames face
armor: Chains of honor(current) First time- smoke runeword
weapon: grief pb (current) First time - 6x shaeled pb
weapon switch :life tap wand(current) first time - life tap wand
shield: 45base resist spirit gilded shield(current) First time -40base crown
rings: Dwarf Star ,15res all magic ring(current) First time -dwarf star, 15 res all ring
amulet:+2pally,17resall misc mods (current) First time -+2, 17res all
feet:Goreriders (current) First time - gores
hands: draculs grasp (current) First time - lavagouts iirc
belt: T'gods (current) First time - tgod's
charms: filled with small charms of various life and resists as needed. I also had the fortune of having a low anni which I still have and use to this day (13/10).In my switch gear after I had cleared all the mobs I sat at around 1.8k life. I wouldnt recommend going in with under 1.6k life.
First time through was a learning experience. I had to remember to weapon switch as my only means of life tap. Not having BO really wasnt a problem. Though you need to be extra careful pulling the three. Lure them away one at a time. Play cautious switch to life tap early so the effect doesnt wear off .
If you decide to uber using this type of character I recommend getting a pair of drac's asap. I still play it safe and life tap off the bat and then let the dracs do their thing. Do not get discouraged if you die. Make sure you have permed your game before going in. Keep stock of full rejuvs for those oh crap I might go down moments. Enjoy those torches that you acquire.
Thanks Smitty for writing this awesome guide. I had been gone from the game for a long long time and its great to see hammerdins going strong.
Last edited by OffmyBallz; 21-04-2009 at 23:16.
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