Patriarch WWF As most of my Diablo 2 projects these days, this character has been in the works unfinished for a year or so. I always liked wolfbarbs (had one the last Bnet ladder I played two years ago or so), and since 1.13 made it so much easier to level I had to handicap myself a bit to not feel so bad compared to the people who normal attacked to 79 or put up with the ww level bug with a bloodletter. So My Brilliant Idea (TM) was to have a hybrid ww-wolf barb, that I dubbed WWF, which stands for Whirling Wild wolF. I didn't realize that wolf did not start with F until I started typing this out, yeah its like that. I was tired when I had the idea and named it. I did have a high damage ribcracker and the runes to up it, and then promptly found a 299% ribcracker the next day. Oh well, this will do. GoMule Data Spoiler Name: WWF Class: Barbarian Experience: 945248709 Level: 83 Naked/Gear Strength: 233/247 Dexterity: 35/80 Vitality: 168/182 Energy: 10/10 HP: 851/1068 Mana: 92/132 Stamina: 317/337 Defense: 8/1362 AR: 160/833 Fire: 79/39/-21 Cold: 20/-20/-80 Lightning: 84/44/-16 Poison: 20/-20/-80 MF: 34 Block: 9 GF: 164 FR/W: 30 FHR: 62 IAS: 110 FCR: 0 Skills Spoiler Bash: 1/2 Leap: 1/2 Double Swing: 0/0 Stun: 1/2 Double Throw: 0/0 Leap Attack: 1/2 Concentrate: 1/2 Frenzy: 0/0 Whirlwind: 19/20 Berserk: 1/2 Sword Mastery: 0/0 Axe Mastery: 0/0 Mace Mastery: 20/21 Pole Arm Mastery: 0/0 Throwing Mastery: 0/0 Spear Mastery: 0/0 Increased Stamina: 1/2 Iron Skin: 1/2 Increased Speed: 3/4 Natural Resistance: 7/8 Howl: 1/5 Find Potion: 1/5 Taunt: 1/5 Shout: 11/15 Find Item: 1/5 Battle Cry: 0/0 Battle Orders: 20/24 Grim Ward: 0/0 War Cry: 0/0 Battle Command: 1/5 Final stats after hitting level 84 (downed Baal at 83) WW Mode WW Mode (Berserk) Wolf Mode Gear Readouts Spoiler Wolfhowl Fury Visor Defense: 335 Durability: 35 of 35 Required Level: 79 Required Strength: 129 Fingerprint: 0xec390851 Item Level: 87 Version: Expansion 1.10+ +3 to Warcry Skills (Barbarian Only) 33% Enhanced Damage +3 to Feral Rage +5 to Lycanthropy +6 to Werewolf +122% Enhanced Defense +14 to Strength +12 to Dexterity +14 to Vitality Level 15 Summon Dire Wolf (18/18 Charges) 1 Sockets (1 used) Socketed: Ruby Jewel Ruby Jewel Jewel Required Level: 58 Fingerprint: 0xa8c2bc19 Item Level: 75 Version: Expansion 1.10+ 33% Enhanced Damage Highlord's Wrath Amulet Required Level: 65 Fingerprint: 0xa69a713a Item Level: 75 Version: Expansion 1.10+ +1 to All Skills +20% Increased Attack Speed Adds 1 - 30 Lightning Damage 31% Deadly Strike (Based on Character Level) Lightning Resist +35% Attacker Takes Lightning Damage of 15 Shaftstop Mesh Armor Defense: 663 Durability: 42 of 45 Required Level: 38 Required Strength: 92 Fingerprint: 0x1831efc3 Item Level: 87 Version: Expansion 1.10+ +210% Enhanced Defense +250 Defense vs. Missile +60 to Life Damage Reduced by 30% Raven Frost Ring Required Level: 45 Fingerprint: 0xe8f37d8a Item Level: 87 Version: Expansion 1.10+ +228 to Attack Rating Adds 15 - 45 Cold Damage Over 4 Secs (100 Frames) +18 to Dexterity +40 to Mana Cold Absorb 20% Cannot Be Frozen Manald Heal Ring Required Level: 15 Fingerprint: 0xbfd383d1 Item Level: 87 Version: Expansion 1.10+ 5% Mana stolen per hit +20 to Life Replenish Life +8 Regenerate Mana 20% String of Ears Demonhide Sash Defense: 108 Durability: 22 of 22 Required Level: 29 Required Strength: 20 Fingerprint: 0x3582edf4 Item Level: 87 Version: Expansion 1.10+ 8% Life stolen per hit +167% Enhanced Defense +15 Defense Damage Reduced by 14% Magic Damage Reduced by 15 +10 Maximum Durability Gore Rider War Boots Defense: 150 Durability: 34 of 34 Required Level: 47 Required Strength: 94 Fingerprint: 0x61f6839f Item Level: 87 Version: Expansion 1.10+ +30% Faster Run/Walk 15% Chance of Crushing Blow 15% Deadly Strike 10% Chance of Open Wounds +178% Enhanced Defense +20 Maximum Stamina Requirements -25% +10 Maximum Durability Laying of Hands Bramble Mitts Defense: 86 Durability: 12 of 12 Required Level: 63 Required Strength: 50 Fingerprint: 0x934b3aa Item Level: 87 Version: Expansion 1.10+ 10% Chance to cast level 3 Holy Bolt on striking +20% Increased Attack Speed +350% Damage to Demons +25 Defense Fire Resist +50% Dual Spirit on switch, but was Spirit + Culwens Point until I found a 4 socketed sword in Act V Hell Merc with Reapers, Tal's Helm, Duriel's Shell Notes from my Play (aka random dumb thoughts, and I apparently forgot Ribcracker had fhr on it) Spoiler My first twinked current version single player character is going to be a whirling wild wolf. Searching through my low level sets finds me deaths sword/belt, sigons boots/gloves, beserkers helm/body (only using because this is a barb!), and angelics ring (x2)/ammy/weapon. This should give me a good set of extra bonuses for the first 15 levels. I didnâ€™t mule on any merc gear, which didnâ€™t really matter. Level 15 â€“ 1.07 Ravenclaw. Never used this before, and dang, one shotting packs is fun. How do you guys tell the difference in Gomule? I guess I will personalize it when I get to Act V. Deathâ€™s sword has some pretty steep stat requirements, going to have to Hel a couple if I want to use them for my low level characters. Does Angelicâ€™s weapon 75% damage count as off weapon (I think it does, I could swear I remember Aldurâ€™s working that way), so does the enhanced damage count towards my main weapon as well because I am dual wielding? Hmm, if only the 350 ed on Aldurs weapon wasnâ€™t part of completing the whole set, would be a fun way to add damage to a dual wielding wolf. I appeared to have lost what I wrote down for normal and nightmare, but I remember it being easy. Iron Pelt + String of Ears gives enough mdr to be immune for most of nightmare. Maybe I need a little pdr, but I was a big tough barb with upped steeldriver or a pair of butchers pupils and then up'd ribcracker, so it was quite easy. Hell Act 1: Started at level 72, leveled to 76 by the pits, and a few pit runs got me to 79. I went wolf the entire rest of the act. It was not hard, no deaths (as a wolf, had a few in ww mode while testing the limits and also due to not changing most gear since normal) but a little slow. Hell Act 2: I used my whirlwind spec a little more this act just to speed things up. Ran by a lot of undead skeletons, whirled through a lot of pi's. Berserk works a lot better on Pis than wolf form, especially considering I don't have any open wounds. So I was rarely in wolf form in this act. Hell Act 3: This act was the real reason why I decided to combine the ww and wolf skills, so I could whirl through flayers and blow darters. This did work well, but wolf form also worked well because I was mostly one shotting them. WW form (as I am now calling it) was very helpful because it allowed me to leap across rivers and in the flayer dungeon level 3. I was in wolf form with Mephisto, but it took forever. Then I realized I was whacking him with my spirit, once I switched to the ribcracker he dropped like a baby seal. Club. And dropped me some Goreriders, so I went ahead and put them on. Hell Act 4: I thought WW mode would be quicker here, so I walked out into the plains and immediately attempted to whirl through a triple doom knight boss pack. After a quick town trip, I switched to Wolf mode and handled them just fine. Finally Wolf mode has paid out! This pack was a lot easier when I could not get hit by every dude in the pack, and I finally made use of the act 2's merc decripify. Most of the first three acts he was waddling two screens back. I had a very close NDE in the City of the Damned to a double pack of Damned. Yikes, light resistance is about 35 now (since I replaced Nats with Goreriders) with 3300 life in wolf form. Strange because a normal Damned dies in one hit. Hellforge was a Pul, so I can up the 299 ed ribcracker I found one or two days after I upped my current 290 ed ribcracker. I had another NDE in the River of Flame to a dual pack of Venom Lords with both bosses being physical immune. Decrip breaks it and they go down once I take care of the minions. This guy has some serious troubles when he gets mobbed, I bet I could use some fcr. Think I only have 12%. which gives me a 6 frame recovery. Diablo was very easy and coughed up a Dirk Diggler. Hell Act 5: Ancients went down in 10 seconds as expected. WSK one had witches, vampires, and cold mages. WSK2 had snakes, shocking fiends and blow darters. Lovely low life enemies. After fighting all sorts of boss packs at the same time, it is nice and refreshing for the waves to come one at a time. Lister was extra fast mana burn, but no problem in Wolf Mode. Baal graced me with a rare-ish unique (Warshrike, only TC 78 though) and a 3% Eye of Etlich. But the drop looked pretty. Synopsis: Hell was easy when no gloams/death lords/PI's spawn in the last two acts. 1. Wolfbarbs are fun, but a stationary single target attack is something the barb already has. What the barb does not have is a stationary multi-target attack, so change wolfhowl to fury and then we would be talking. And getting to level 79 to take of Arreats hurts inside quite a lot. 2. WW barbs are too strong, going into Wolf Mode reds out out all of the barbs utility (Berserk, Leap, repositioning with WW, etc). If I had the gear to withstand whirling through tough stuff, I would not have been in Wolf Mode as much. 3. Wolf barbs are great if you can one shot everything. Having to 3-4 shot every single monster on the screen is annoying, which is why I took hell at P1. I am sure it would have been easy enough to up it to 3 or 5, I just didn't have the patience. Running around with right click held down and just mowing down monsters is satisfying. But, if I could do that in Wolf Mode, I could probably do it in WW Mode, but with less style. 4. Teleport is OP. Not that I have enigma, but I did most of hell without a merc because he was lagging behind looking at the paintings on the walls while I was tanking dangerous boss packs. When I was down to about 2 minions, then he might come help if he felt like it. The ability to Tele is something that you also give up in Wolf Mode. 5. I used angelic's most of the way, but switched it out for damage (highlords) and mana leach once I put wolfhowl on. Eww at the AR, but it was managable. I used Mav's Belt for mana leach at times, and not a bad tradeoff. Extra FRW is always welcome. Being the hybrid I was, I did need mana leach so I could whirl. 6. I have 69 leftover points and they all might go to strength for damage. My life was fine where it was, maybe a tad on the short side. 7. I am not a huge fan of prebuffing. I have a demon's limb in stash, and it raised my AR a little bit. I would rather have a weapon switch with some utility than just some stat sticks. I do have a Mang Song's to use when I hit level 85, that will be fun as a prebuff I guess. Actual, it is 82 I will xfer that on! Future Plans: 1. Figure out out better gear for this guy while destroying the council. I could bring in a 1.07 Arkaines or Glad Bane, or shoot for Fort or Enigma, there are a lot of options. Shaftstop was just the best I had laying around. I also need to shore up the charms. 2. Council 3. Baal 4. Level 5. Make Lawbringer has an undead PI solution. That was the original plan, and I have a Shael Shael Heaven's Light ready to go (same mastery as Ribcracker). I really wish I had waited and quested properly, but I did run by a lot of ghosts and/or resorted to using Berserk. 6. I have a very close Ancient Tunnels map, so I might try that once I get Lawbringer. 7. Sadly, grief, on average, does the same damage per hit and does it quicker. Thanks for Reading (the ramblings of an idiot)!