Latest Diablo 3 News
DiabloWiki Updates
Page 2 of 2 FirstFirst 12
Results 11 to 17 of 17
  1. #11
    IncGamers Member erockmazz's Avatar
    Join Date
    Apr 2013
    Posts
    9

    Re: 4 Player LAN character choices

    Are you able to build an insight on single player?

  2. #12
    IncGamers Site Pal pharphis's Avatar
    Join Date
    Aug 2011
    Location
    Ontario
    Posts
    9,158

    Re: 4 Player LAN character choices

    using the RWM (runeword mod) you can. It's just a text file

  3. #13
    IncGamers Member Korlic's Avatar
    Join Date
    Jun 2009
    Posts
    544

    Re: 4 Player LAN character choices

    Blizz sorc
    WW barb
    Hammerdin
    Summoning/wherebear druid

    With a setup like that the game should be easy. It is not my fav chars, but they all work very well together.

  4. #14
    IncGamers Member
    Join Date
    Jun 2003
    Posts
    544

    Re: 4 Player LAN character choices

    In my mind, a successful LAN group has the following properties:
    -Fun: Everyone can contribute directly and somewhat equally to clearing Hell. Fun is not buffng your party and picking up gold while your friends blow up Sanctuary.
    -Speed: You can kill quickly enough to finish the game in one sitting.
    -Survival: When your group goes up against the Big Bad (or a lesser bad with tough mods), you can stand toe to toe and dish out the damage.
    -Synergy: Your builds complement each other, making the group more than the sum of its parts. Otherwise, why aren't you in single player?


    FUN
    Diablo 2 is about killing hordes of monsters and finding shiny items. Untwinked, single-pass play limits the number of builds that can effectively do that: anything that relies on particularly shiny items will leave you bored and ineffective when your luck runs low. There's nothing sadder than a Concentrate barb whose Sword of Awesomeness (or Fal rune) never dropped.


    On a practical level, this means that skills that add a % of weapon damage are out, as you may end up clearing hell before the strong shiny drops. Ditto for caster builds that rely on specific drops (or item mods). Steer clear of:
    Amazons: Strafe, Jab, Multishot, Plague Javelin (+/-% poison), etc.
    Assassins: Blade Fury (CB, others), Kickers (CB - sort of).
    Barbarians: Just don't play a barb. You'll be removing slivers of health while your sorceress friend is cackling with glee.
    Druid: Fury, Maul, Rabies (+/-% poison) etc.
    Necromancer: Meleemancer, Bowmancer, Venomancer (+/-% poison), Bonemancer (+skill charms), etc.
    Paladin: Fanatic Zealot, Vengeance, Charge, Conviction Zealot, etc.
    Sorceress: Melee/Bow Enchantress, etc.


    What are some good options? These all do inherently decent AoE damage based on skills and synergies (not shinies):
    Amazon: Lightning Fury, Frozen Arrow, Charged Strike.
    Assassin: Trapper, Phoenix Striker, Tiger Strike/Dragon Tail.
    Barbarian: Hahaha...seriously, don't do this.
    Druid: Wind Druid, Fissure, Volcano.
    Necromancer: Corrupted Televangelist (I prefer this to a fishymancer; see http://diablo.incgamers.com/forums/s...-Televangelist or Google "Barons Bazaar corrupted televangelist guide"); Skellimancer/Fishymancer, Minionmancer.
    Paladin: Blessed Hammer, Zeal/Holy Shock, Zeal/Holy Freeze.
    Sorceress: Meteor, Blizzard, Frozen Orb, Chain Lightning, Fire Wall, Fire Ball.


    SPEED
    What are some specific skills that help you clear monsters and bosses quickly? No one wants to pass out on their keyboard because you're eight hours into normal.


    Corpse Explosion - This is a huge boon while taking on groups of enemies. There are two sustainable sources: a necromancer with Corpse Explosion and an Amazon with Death Sentry. To make this shine on a necromancer, keep his mana bulb full with insight (requires RWM mod). No insight? Time to lay traps. This (and necro minions) is why it might be better to leave cold damage builds out of your team.


    Static Field/Crushing Blow - Static field is wonderful for quickly dispatching enemies with tons of hit points (e.g. Act Bosses, Ancients, and similar adversaries). Your best untwinked bet is a sorceress (although a Lightning Zealot with Crecent Moon will work, if you're lucky). The alternative is crushing blow gear - some of this can be made from cheap runes or crafted, then stuck on a player with high attack speed, like a flavor of zealot or fire claws bear. Either one will keep you cruising.


    Teleport (Sorceress) or Vigor (Paladin) are great for speeding up your exploration. Just don't skip too much content with Teleport - you'll end up underlevel, dropless, and frustrated.


    SURVIVAL
    Less masochistic players will need a way to take hits if they want to take down tough hombres.


    +%HP - Skills that increase the size of your red bulb are the perfect way to keep on chugging. Oak Sage is the obvious candidate, more than doubling the life of everyone else in range. Battle Orders would be better, if you bring a buff barb.


    Meat Shields/Mitigation - Someone has to take all that damage! The obvious candidates are characters built with tons of life and defensive stats; a frost zealot has high block, high defense, and an aura that slows enemies to a crawl. Still I prefer disposable, indespensible minions; why should player characters take damage at all? Necromancer revives are the best, as they combine insane health pools with large numbers. A corrupted televangelist or overlord build can cover the screen with revives. Skeletons also tank many mobs at once. In a pinch, you can also pool the combined castable minions of your party members to soak up blows: Valkyries, Shadow Masters, Grizzly Bears, and Golems come to mind.


    Auras - Some of those defensive paladin auras work wonders; don't be afraid to slow down the killing on tough parts to apply salvation, resist lightning, Cleansing, etc.


    Dim VIsion/Cloak of Shadows - These can really save your bacon against long-range killers (e.g. Willowwisps, guest vipers, and the like).


    SYNERGY
    Playing as a team can make you extremely strong with many skills and builds boosting each other.


    Force Multipliers - Amplify damage does wonderful things for any sort of physical damage, whether it comes from a sword, tornado, mercenary, or exploding corpse. While some items will proc Amp Damage on hits, there's nothing quite like a necromancer to spread it around. Always a good choice, especially when you have a lot of physical damage dealers. Conviction and Lower Resist work wonders for elemental damage, but there aren't any good untwinked group builds for either. A shame!


    Discrete Damage Types - With 1.1x's immunes, you want multiple damage types in your party. A good mix of Physical, Magical, Cold, Fire, Lightning, and poison will make any immunity permutation crumble.


    So what would a good party be? Let me outline one example:


    Member 1: Necromancer - Corrupted Televangelist
    +Physical/(Fire) Damage
    +Revive and Golem Meat Shields
    +Insight, Thorns
    +CORPSE EXPLOSION
    +Amplify Damage
    +Dim Vision
    +Item Independent
    -(Requires RWM for Insight and Edge; otherwise use a Skellimancer)


    Member 2: Druid - Windy
    +Physical/(Cold) Damage - Synergizes with Amp Damage
    +OAK SAGE
    +Cyclone Armor lets this guy survive without resist gear; more for the rest of the part


    Member 3: Sorceress - Fire Wall/Static
    +Fire/(Lightning) Damage
    -STATIC FIELD
    -Teleport


    Member 4: Paladin - Tesladin
    +Lightning/(Physical) Damage - Synergizes with Amp Damage
    +High Block/Defense Meat Shield
    +Crushing blow for boss killing
    +VIGOR


    Anyways, I hope that helps.

  5. #15
    IncGamers Member coju's Avatar
    Join Date
    Dec 2010
    Location
    Tkjo
    Posts
    4,547

    Re: 4 Player LAN character choices

    Don't underestimate Necros. Those curses are great.

  6. #16
    IncGamers Member zrk's Avatar
    Join Date
    Dec 2003
    Posts
    1,965

    Re: 4 Player LAN character choices

    I have seen little mention of weapon-damage oriented builds.

    Well let me show an alternative: Weapons CAN work as the main damage source in untwinked play.

    Just get a Pala(zealot perhaps) with fanat, a pala with concentration, a druid(fury wolf) with the damage boost spirit and a necro, a skelliemancer. With a might merc and these lads your typical unviable untwinked melee build becomes a monster even with 150 ED blue items in hell.

  7. #17
    IncGamers Member coju's Avatar
    Join Date
    Dec 2010
    Location
    Tkjo
    Posts
    4,547

    Re: 4 Player LAN character choices

    Quote Originally Posted by zrk View Post
    I have seen little mention of weapon-damage oriented builds.

    Well let me show an alternative: Weapons CAN work as the main damage source in untwinked play.

    Just get a Pala(zealot perhaps) with fanat, a pala with concentration, a druid(fury wolf) with the damage boost spirit and a necro, a skelliemancer. With a might merc and these lads your typical unviable untwinked melee build becomes a monster even with 150 ED blue items in hell.
    That does sound devastating.

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •