All Diablo2 Talk here.........

Hello all, I’m comming back to Diablo II again. Haven’t played since the begining of the first ladder season. Been in the mood to play. I set up an account on USWest since that it where it seems everyone here is playing. I currently have a level 17 Pally in Act 2.

I’m planning on making him a Telsadin, they sound pretty intreasting, just walk around and watch everything die around you :slight_smile: Are Telsadin’s acctully useful in Hell? Or is there a better build for a pally?

Well, hope to see everyone around, I’ve put my account name in the account name thread so if you see me around, say hi.

If you’re just walking around watching everything die, then you’re in too easy an area. In a more reasonable fight, there’s also the matter of hitting things (Holy Shock adds considerable lightning damage to your weapon). But yes, a well-built (maxed aura and synergies, and decent gear) Holy Shock or Holy Freeze paladin can be quite viable in Hell. The main thing to be careful of is that your physical damage probably won’t be too great, so you’ll need either an awful lot of leech, or some other means of gaining life.

You (and anyone else with a character) are also welcome to join in the rush tonight, using either your paladin or a fresh 1st level mule created for that purpose. We’re rather short of filling all seven slots, so another warm body would be welcome, and it’s quite easy to play one of the rushees: At any given time, only one rushee ever needs to be in harm’s way, so you could even wait out most of the rush in town.

SeekerMerc is up to lvl 60. Baal runs do it, but somehow “No, I TANK MINIONS” doesn’t get through some Bnetters’ skulls. Sigh.

Bloodfist and String just now from NM Baal.

Plans?

Yea, i just registered for sdmb forums, and i found somethin everyone might like. This site allows you to check out what your skills will do with a certain number of points in it, including synergies. Also lets you put in number of plus skills you get from items and + certain skills (such as fire skills, cold skills, lightning skills for a sorc). Im startin on an elemental druid and boy, hes gonna do some mean damage if i get the gear i want (earthshifter id have to say would be the highlight of it). He’ll be doin around 2162-2277 hurricane damage and 4716-4792 tornado damage, if i get the gear i need for it, which seems like itll take a while if it does happen at all (and dont forget the cyclone armor, its gonna be kickin!). anyways, enough of me jabberin, heres the skill planned, so knock yourself out.
http://www.d2items.com/skills.php?class=dru

Elemental … okay.

Earthshaker we have. I saw it on a mule just today (reminds me: where the hell is a Hwanin Bill?)
Random +2 druid or +3 elemental helm
+2 ammy or +3 el
Skins, probably
+1 shield
mages you’ll want, I believe. We should have spares
rings I’ll leave to you to figure out.
Gloomy? Not worth an arach, I think
res boots
+1 el GC
+life and +res out yer butt, cuz you’ll need it.

I’d also go with some from the summoning tree. Later on I will take a look and give you suggestions based on 10, 15, 20 and 25 skill points (assuming +3 all).

yea, with the gear im hopin to get its +8 skills +10 elemental. Also was lookin at stuff on the summoning tree and found out that i could get a decent grizzly, so im thinkin the build will work nicely, even if i dont get all the gear i want. one other thing, how do i become a charter member and does it require paying? (could ask my dad but eh, to lazy…

Yes:) Or, to be slightly more helpful, $15 for a year since you weren’t registered here before like May of this year. Ah well. The things we do for information.

I’d recommend going with 5 wolves and pumping whatever gives them more life, since IMO you’ll want them as meat shields, nothing more.

I can help you a bit… I have several +2 Druid all skill ammys (lvl67 req) and may have a +3 elemental somewhere, and there is a Druid skill circlet of some kind on a community mule.

Welcome to the Dope! :slight_smile:

That was quick… just traded for a Shako. What I need is for someone to assist me in xferring it and to mule the Um and a Mal to my mule. Since I was having so much trouble trading in the trade forums, I want to try trading in channel for a while. It’s not as safe, but it’s much easier and quicker.

Punha, I imagine you still want Tal’s ammy, but do you want Tal’s armor or a Skullders for the mf sorc. My advice would be Tal’s for the resists and the set bonus. She’ll be able to mf solo then.

Btw, the community owes me a pul and a lem for the Shako… :wink:

Damn! Forgot to explain why I want the Um and Mal… I’m using my mule rush character to trade since most trades are offered in Hell difficulty games. For the next mule rush, I want to use the community rune mule so I won’t have to transfer runes to a hell character. If I’m not around for the next rush, I’d appreciate someone else doing the rune mule.

I’d prefer Tal’s, but I’ll take Skullder’s if that’s what you can get. And while Tal’s orb would give partial set of +1 skills and 65% mf (I believe), so would tal’s armor, belt and ammy, allowing me to use the Occy for improved killing speed.

He might not need that much resistance, actually. His Cyclone Armor is going to be soaking up 2516 elemental damage (Cyclone Armor works the same way as Bone Armor, right?), and that’s recastable at will. As for life, of course he’ll be maxing Oak Sage, too (or at least, so I would presume), which would be a healthy chunk of hitpoints.

I noticed an interesting tidbit on Arreat Summit, by the way. Frozen Creepers and their ilk (the Act 5 things that use Arctic Blast) have a listed chill effectiveness of -33, which I think means that they’ll actually get faster when cold. Not that this makes all that much difference; they’re still fairly easy to kill. But it’s interesting to know.

For the MF sorc, if you want the three-item bonus from Tal’s set, the orb and the helmet are definitely the ones to drop. Even a mediocre magic orb would give better bonuses than the Lidless Eye, and the mask does nothing for a sorceress other than completing the set. Add to that the fact that Occulus and Harlequin Crest are between them +5 to skills and 100 MF, and it’s a no-brainer.

And I might not be able to do the next mule rush on Friday: There’s an astronomy club meeting and a potluck that evening, either of which might interfere with play time. We could do it later that evening (starting around 8/9/10/11 PM), or we could reschedule for Thursday or Saturday. Or you could do it without me, if punha thinks his sorc is up for it.

Ok, to continue my monologue…

The sorc now has full Tal’s set, and a shako. The armor is low defense, but it’ll do. She needs 9 strength to wear the armor though.

Rubbish. +not insignificant life and mana, not to mention +15 res all. True, its higher calling is dual leech, which no Talsorc should ever, Og forbid, need.

Regardless, I think this sorc should do well. I’d like to get a little bit more life on her, but I think she’ll be okay for solo meph runs.

Thanks for the nightmare rush last night, was able to gain almost 20 levels doing nightmare baal runs. What is a good level to be before I advance to hell?

Not a matter of good level. Matter of being able to handle what the game throws at you.

I’m sure I’m not the only one tired of seeing crap (or even good gear) on the wrong mules. I’m going to take inventory of the stuff on sd-team, email everyone who’s been on bnet in the past week with the list, and sell everything that doesn’t get at least one request to keep it. I’d also like for us to make a concerted effort, one night this week, to really truly get things on the right mules. We should have a lot of very specific mules (unique belts and unique boots should NOT, IMHO, be on the same mule. They’re two different types of pieces).

My opinion… do whatever with the mules as long as it has some rhyme or reason. I usually put boots and belts (and even gloves!) on the same mule. I even stick belts to fill in the open slots on armor mules. I usually categorize my stuff by normal/exceptional/elite however and I don’t really keep things that I already have unless they’re spectacular. I also sometimes have mules dedicated to barbs or druids or whatever… would be where I stick plus skill items and character specific items. We just have way too many mules and too many things that no one will ever use. As for me? I’d dump all the low sets with the exception of Sigons. All +1 to a single tree helms would get scrapped along with most of the low level weapons. Any poison charms worse than 50 poison small charms would get dumped and any large or Grand charm that wasn’t spectacular would get dumped. We have ammys on the ammy mule that I wouldn’t even have thought to save.
You don’t have to email me to decide whether to keep anything. The things that I’d want to keep would be the items you wouldn’t get rid of anyway. Once you want to get down with cleaning the mules up I’m willing to help.

By the way, while I’m thinking about it…

When I’m grouped with Dopers, whether it’s Power Mephing or whatever, I put anything found in with the group’s stuff. While I’m mfing solo, I put the items on my personal mules. If there is anything you’re looking for, whether or not you want to get it through a trade, post it. I don’t really have that much on my mules, but what I have, I’ll let you have.

Also, *Yeti… you said you wanted a +3 passive ammy for your zon. I have one, if you still want, see me online or post here and I’ll stick it on a mule. Actually we should have one mule just for transferring equipment from one player to another. This would save many manhours of searching… :wink:

The “Alma Whatever” pally shield we found yesterday is still on my Necromancer. I’ll put it on one of my mules for the time being until punha straightens the community mules out. I don’t want to get into it myself without someone else to control my mad disposing ways.

My thoughts on equipment to keep: First, we should keep two complete outfits of low level gear, for starting new characters, but no more. To my mind, this would be full Sigon’s (x2), a Civerb’s Cudgel and/or an Isenhart’s Lightbrand (x2), a decent normal unique bow (only one), full Infernal Tools set (only one), an orb with +3 charged bolt (only one), and two Cathan’s rings and amulet (x2). That way, even if two folks start new characters at the same time, we can equip them both, and with that selection of items, any character class can find something they’re comfortable with for the first 20 or 30 levels. I would dump all other low-level items, since I don’t think that there’s any real use for any of the other low sets or uniques. If you have a specific build in mind which would use any other low set items, say so, and we’ll save one each of those specific items.

For low uniques, the only normal uniques which I think are worth saving are Magefist and Frostburns for casters, Goldwrap, Tarnhelm, and Chance Guards for MF, Iceblink for the freezing, and Silks of the Victor. In addition, we should keep one (and only one) Venom Ward and Boneflesh, for mercs, Culwen’s Point, for an A3 non-fire merc, Goblin Toe, for CB, and Wormskull, for necros. No normal unique weapon is better than Civerb’s/Isenhart’s, IMO, so don’t bother saving any of them.

On rares, a lot of the things we saved were decent at the beginning of the ladder season when we were poor, but no more. If, for a rare you see, you know that we already have something else that’s better, toss it without consultation. This would include all of the +1 to a tree helms that Who_me? mentioned, since we now have +1 to all skills helms in abundance (unless, of course, it’s got other attributes worth saving). This also means helms/amulets with +2 to a skill tree, if we also have one that’s +3 to that tree or +2 to that class’s skills. Things with +2 to a class or +3 to a tree, we should probably save for now, I’d say.

Also, I propose that the next account of mules should be one of each character class, for items suited to a particular class. This would mean that class’s class-only items, items in the class’s set, and items which give a bonus to that class’s skills. The eighth slot could be mercenary items, for our polearm collection and leech armor/helms.
On a completely different note: Hirka, I would recommend that you enter Hell when and only when you think you can reliably handle lightning-immune monsters. In my experience, monster immunities are the biggest difference between Nightmare and Hell. As a melee character, you’ll also want a fair number of hitpoints (I’d say probably 700 at a minimum, preferably over 1000), high resists (Lightning 85, others 50 or more, and remember the Hell penalty) and maxed blocking (you do have Holy Shield, right?), since Hell monsters hit harder than NM. Tesladins have pretty high damage, though, so you probably won’t have much trouble killing non-immunes.

Yes, I would like it have it very much…please stick it on the #1 account and on the OneBoxDump character. Have any Gheeds laying around?
Regarding the mule accounts:

You are right about the ammys…keep the +3 skill trees and the +2 all skills, and sell the rest. Also, maybe keep perfect(max) resist and mf ammys that could help somebody in a pinch. I will go through there and thin those out…should also take another look at thinning out the rings too. Please note that the unique rings and ammys are in their respective cubes. Please put uniques there.

Also, we only need just a few baal reroll charms, so I will thin those out too.

The charm mule does have 4 or 5 +skill tree GC (don’t remember all of them - will get back with a list), they will stay put until used or traded. I’ll thin out the large charms unless they have dual (needed) attributes. The same goes for small charms unless they have near max life or max resist or max poison. Maybe keep a few cold small charms for freezing (maybe just dual attributes only). Again, I hate throwing charms out unless I have better ones crowding them out, but I will bite the bullet and thin it out some.

We DO NOT need tons of chippies. Keeping two of each chippie is good enough and maybe one flawed each as well…chippies are too common to save over the runes. I will thin these out further. Flawless and perfects should always be kept and put on the mules, so rerolling can be done often. We can never have enough P-gems and P-Skulls!

The jewels will be thinned out…but I’m not too sure what guidelines to use in keeping them. We don’t use too many to craft with either. I’ll definitely keep any jewel that has IAS and/or high ED though as well as any uniques…any others to look for?

It’s been a learning experience finding out what items rock and which items suck, but I have a pretty good idea now. Since I started the #1 account, I’ll be primarily responsible for the upkeep of this account’s mules so it doesn’t become unwieldly. It would be great if each of us can keep an eye on one account and kind of be a custodian to it. It’s too much for a couple of people to handle 6 accounts of this stuff though.

Any one box items (rings, amulets, jewels, runes, gems, and small charms [plus awesome large and grands]), just drop them in the first mule (OneBoxDump) and I’ll go in almost on a daily basis to sort through it. Unique one box items will be treated with utmost care.

Some reroll items include a rare giant conch and a rare shako found in a hell pit run…not sure if I should bother keeping it or selling it…also a rare sacred targe is on the reroll mule too…keep or sell?