 |
|  |
 |
|  |
 |
|
The Mad Monk
|
 |
of Ice Cream
Mar 2000 time: 23:14
|
|
What's everyone's ideas on character/merc matchups? Iv'e been playing around with this a bit, and these are my inital opinions:
Amazon: Cold Iron Wolf. With a valk to do the tanking, and the IW spamming glacial spikes, the Amazon (of whatever build) is a fairly-well balanced party all by herself.
Assasin: Cold Iron Wolf. Really helps with crowd control, especially if traps aren't your strong suit. Again, shadows are there to help tank.
Bararian: Cold Iron Wolf. Crowd control is essential, especially with those damn imps.
Druid: Cold Iron Wolf (seeing a pattern here?), or possibly Rogue with cold high-damage bow. Druids can have minions or not; without minions, a druid may have the normal crowd control problems that vex melee characters, and an IW is essential. With minions, crowd control becomes less of a problem, but the lack of long-range fire can still leave them in a bind with areas such as the act 3 rivers. Here, a rouge outfitted with the appropriate bow can do wonders. A desert warrior's auras can certainly help everybody, but the number of minions that actually benefit from the auras I've seen (as opposed to the ones they say are available) is rather small.
Necromancer: Desert Warrior if a zookeeper, hard to say otherwise. Zookeeper necros can have tons of minions, including spell casters in four flavors. Crowd control is never a problem for the properly managed necro hoard, and curses can quickly cut bosses down to size. The auras of the DW, of whatever flavor, can boost the hoard's efficiency greatly.
Paladin: Rogue with cold high damage bow. Unless built heavily speciallized for boss-killing or PvP (chargadin, etc.), Paladins have a wide variety of crowd-control options available already. They also have ranged fire options available, mainly in the form of spiritual hammer or holy bolt, but these options are limited in how they can be used (holy bolt can only be used against undead, SH is pretty useless in the maggot tunnels and similar areas, etc.). A properly equipped Rogue helps to make up for these deficiencies.
Sorceress: Anything but Desert Warrior. It depends on style of play; lot of sorcs are using barbs as tanks, which is fine if you are in the 'stand there and spam' school of spell casting. I tend to play a more mobile game, and the last thing I want is a merc that just stands there and gets killed while I'm trying to make a retreat. I prefer Rogues, since my sorc (tri-elementalist, mainly GS and Hydra) can handle crowds just fine, but benefits from the extra power a high-damage cold bpow can provide. Plus, the Rogue seems to understand the meaning of 'strategic withdrawal'.
Just a few thoughts...
|
|
|  |
 |
|
Chowlett
|
 |
of Candle'Bre
May 1999 time: 05:14
|
|
I didn't realise the Desert Warriors had auras now. Must look into them...
So far, my chars haven't got overly far through, except for a spear-azon (who's just discovered that Fend isn't all it's cracked up to be), and cuprosti the Level 39 sorc, about halfway through Act 2 nightmare.
The amazon has just hired a cold IW, on the basis that he's far more powerful than my Cold Rogue. Only trouble is, he never seems to make use of that sword of his - it's just graphical really. But anyway, his Spikes are wonderful, although not a lot of use against the quick moving flayer-class.
My sorc has hired a barb, mainly because she moved straight into Act 5 Normal when I got the expansion. Admittedly, the barb does do a "Death or Glory" thing quite often, but there are a few things you can do to counter this.
1: Carry an antidote potion. One will do, it's just he seems to have tendency to get poisoned for long amounts of time.
2: Ensure you have at least 1 point in teleport. Teleporting moves both you and your merc - so if he or you is in trouble, just port out of there.
In addition, the barb mercs have a great benefit over any other merc - unless poisoned, they seem to rapidly heal themselves - and 'm talking about 3 seconds from red to full strength. Having given him a good sword, the only fault I can find with him is that he kills more things than I do...
|
|
|  |
 |
|
Chowlett
|
 |
of Candle'Bre
May 1999 time: 05:14
|
|
Man I love the expansion. Before I left Uni, my Level 30 Paladin (Sir St_Probos) was next to useless in nightmare Act I quest 6. (Well, the catacombs). My friend found a second Sigon's Guard, however, so he gave me that as he already had one, to give us a boost. I've now killed Shenk and rescued the prisoners, and levelled up twice. I also found, joy of joys, Sigon's Wrap - which has been tweaked in the XP. It now offers defensive bonus commensurate with level - plus 72 at level 32 - and 2 items of Sigon's steel now give 10% life steal! Say hello to 14% total life steal, and goodbye to death. Add to that a handy strong barb merc and we're rocking on towards Anya. Soon as I kill Baal, I'll use my already-accrued imbue to get some rare armour (unless I find the Sigon one first ), and Andariel won't stand a chance.
|
|
|  |
 |
|
DinoDoc
|
 |
AECCP loves Democracy
Sep 1999 time: 23:14
|
|
OK, I've been working on these plans for two characters that appear to be interesting and I was currious which one you people thought was the better one and/or what improvements you'd make to each one.
Sorceress
Warmth: 8 (Thanks TMM)
Blizzard: 18.
Static Field: 9.
Glacial Spike: 5.
Frozen Orb: 4.
Energy Shield: 4 (Is this better?)
Teleport: 1.
Cold Mastery: 6.
Lightning Mastery: 4.
Shiver Armor: 1
Druid
10 points in Lycanthropy
1 point in werewolf
10 points in werebear
5 points in shockwave
5 points in maul
1 point in Raven
5 points in Spirit Wolf
3 points in Dire Wolf
1 point in carrion vine (and prerequisites)
3 points in HoW
Last edited by DinoDoc on 07-08-2001 at 17:23
|
|
|  |
 |
|
The Mad Monk
|
 |
of Ice Cream
Mar 2000 time: 23:14
|
|
I don't know enough about druids, yet, but I do know something about sorcies, so I'll give a few suggestions on that one.
My first move would be to dramatically reduce warmth; My sorc has 8 warmth (including +skills items) at level 37, and its proven to be more than enough. At that level, warmth provides a mana refresh of +118% (ir thereabouts), which make for a mana orb that goes from empty to full in less than a minute; with 550 mana, my sorc can fire a level 6 glacial spike sixty-two times before before bumping the bottom (continuous, with a 10% speed boost). A more experienced sorc player said that warmth must be matched to your casting style, and this can really only be done by watching your manasphere as your sorc develops, adding warth as needed.
My second move would be to add a fire based spell (fireball will do, if you really don't want to climb that tree). The sorc's main strength in this game is that she has easy access to three out of six damage categories, in a world where monsters can have up to two immunities; this advantage should be used as much as possible. Lots of sorcs nowadays use firewall, but it seems a likely nerf target. My fave at the moment is Hydra, even after its nerf.
My only other question would be the number of points spent on energy shield; do you really intend to get hit that much?
If you do, it might explain the twenty in warmth...
|
|
|  |
 |
|
DinoDoc
|
 |
AECCP loves Democracy
Sep 1999 time: 23:14
|
|
Which skill deals more damage: Hydra or Meteor? And how many skill points does it deserve?
Last edited by DinoDoc on 09-08-2001 at 05:36
|
|
|  |
 |
|
The Mad Monk
|
 |
of Ice Cream
Mar 2000 time: 23:14
|
|
Offhand, I'd say Meteor does more damage--certainly up-front, and probably over time as well--but Hydra is the 'sneakier' spell, so it shouldn't be discounted simply because of less damage.
Both spells require a modicum of skill to use effectively; Meteor has an 'arrival time', which forces you to 'lead' your aim, or bait the monsters to where you aimed. You can also hit monsters just off-screen with it, due to the initial strike radius, if you know where they are. The flamewall damge generally isn't worth adding into the calculation.
Hydra lists lower damage, but it should be remembered that that damage is for the individual shots the hydrae make, and they do spit out quite a few of them. Hydra makes a great scouting skill, since the hydrae have a visual range apart from yours, so they can shoot at targets that are well off screen--or around corners, or behind walls, etc. They will always target the closest enemy within range, regardless of intervening objects (they can't harm critters hind walls, but they can certainly point 'em out). Since hydra don't do as much damage, you generally have to reapply them, while moving around yourself (to draw targets into range, and keep out of range yourself).
How much to add? If this would be your secondary attack, max it after maxing your primary; if a tertiary, maybe ten points; if (with hydra) simply a scouting tool, one will do.
Now this is just my POV; any other Meteor/Hydra users out there?
|
|
|  |
 |
|
Chowlett
|
 |
of Candle'Bre
May 1999 time: 05:14
|
|
Something just struck me. I've seen all of the following magic modifiers (or their effects) on item's I've picked up...
Angel's, Monk's, Summonner's, Acrobat's, Slayer's, Lion Branded, Shaman's.
For those of you that don't know, those give +1 to these skills:
All Sorc, All Paladin, All Necro, Amazon Magic + Passive, All Barb, Paladin Combat Skills, All Druid.
However, I haven't as yet picked up anything that adds to Assassin skills, despite having characters in Act II nightmare. Do such items exist?
|
|
|  |
 |
|
Diablo, Bro. of Mephisto
|
|
Salt Lake City, USA
Oct 2000 time: 05:14
|
|
I like the amazon the best. my strategies are as follows:
Make your Amazon a Bowazon, though they may not do as much damage, you will most likely not die as much, and ranged attacking in hell difficulty is invaluable.
I use Ice Arrow in my left hand, so I shoot 1 every time. in my right hand I use strafe. I level up both those skills 'til their maxed. I also go for the passave skills, like penetration I max out as soon as possible, so I can have good attack rating. the dodging skills are very usefull as well, especially if you are a spearazon/javazon. and the "chance to do double damage" skill is also very usefull when you are a bowazon.
the valkyrie I try to max as well, in hell difficulty she provides excellant distractions to the harder monsters like the bosses. though she is usuless in attacking, since she can't hit worth crap. I just use her has a deception while me and my merc go in for the kill.
the freezing arrow is good to use when facing the physical immune guys in hell difficulty. though it drains your mana like no other.
I like to keep my atts like this: (I am lvl 78)
strength: 230+
Dexterity: 300+
vitality: 100+
energy: 80+
having high strength is good for equiping the high lvl elite armor. the dexterity of course is good for attack rating and damage (when using a bow or Xbow). high vitality is good for life. having nice mana is good for the skills that require more mana (e.g. freezing arrow).
right now my amazon is using Eaglehorn bow, which so far as I know, is the best legit bow in the game.
stone of jordan ring is good for boosting your spells and your mana. my other ring I use is a prismatic ring, +15 to all resists, and +10 to both dexterity and strength.
my amulet is...forgot its name, (this is the legit version) but it is +20 to all resistances, +2 to all skills, and +5 to all attributes. there is a hacked version which is like +250 to all resists, +7 to all skills, and +95 to all attributes. I have the hacked version too, but I prefer to be legit. (I play open b.net and single player, the realms are too laggy for me)
|
|
|  |
 |
|  |
All times are GMT. The time now is 05:14. Apolyton Time is 00:14. |
top of page
|
| archivepost |
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|