I did some Hell countess runs tonight. My best rune? Tal. That’s right, Tal. The wimpiest part of the Frozen Highlands quest reward. I get better rune drops than that rushing people through Normal! I got an Ist from the Hell forge though (my first), so I guess I can’t complain too loudly. But seriously…Eld and Nef? That’s just cold.
Would one of you who’s doing Forge runs be interested in posting a detailed, step-by-step explanation of how to get through each act as quickly as possible? Right now, I know, I goes something like:
Act One: WP to Catacombs 2, walk/tele to Catacombs 4, clear the first two rooms, Town Portal the mules in, kill Andy, take the caravan.
Act Two: WP to Maggot Lair, find Coldworm the Burrower and kill him, Town Portal the mules in and have them get their staves. WP to Lost City, find the Valley of Snakes, clear Claw Viper Temples 1 and 2, TP the mules in and have them touch the altar. Combine into staves. WP to Arcane, find the Summoner, TP the mules in, kill the summoner, read the book, go through the portal, have one of the mules tell you the symbol of the true tomb. Find the Orifice in the true tomb, tp the mules in, have one insert the staff, kill Duriel (they don’t need to be there for this part?)
Note that if you have a staff, people without Tainted Sun can get Duriel (or at least, I was in a bnet game with a guy who claimed that that happened, after bitching for 10 minutes that he was wasting his time because we’d done the Claw Viper Temple already). He got to the Arcane Sanctuary through the Palace Cellar (which is pretty easy, the layout never changes), then got quest credit for Duriel while inside the Sanctuary, dispite not having done any other A2 quests. So if you have 3 mules, you can use them to make three staves, mule two of them, then use those staves to rush the next sets of mules (or the same set through NM and Hell, probably more efficient since you have to find the Cube in normal no matter what).
Act Three: WP to Travincal, kill most of the council, TP the mules in, kill the rest of the council. WP to Durance 2, find Durance 3, clear out everything but Meph, TP the mules in, kill Meph (optionally, just teleport past everything and open a portal on the other side of the flaming river).
Act Four: TP to River, do the Hellforge, clear the River, the Sanctuary, and the Minions. TP the mules in to watch you kill Diablo.
Act Five: TP to Highlands, kill Shenk. Clear Worldstone 2 and 3, clear the Throne, kill the minions, TP in someone who didn’t have the Baal quest, kill Baal (and then everyone gets it, even if they haven’t done ancients?).
Do I have that basically right? Are there any shortcuts I’m leaving out?
Clearly you want as many mules as possible (bounded by the killing ability of the rushers), so what’s a good mix of classes for the mules? The #1 issue is clearly survivability, so I’m thinking 3 Paladins: one for Prayer and two for Resists.
Last: it sounds like it would be really handy to have a “pool” of level 20 and 40 characters who could make baal-for-quest games (20 and 40 being the Ancients cutoffs IIRC). I don’t see an easy way to create such a thing, however; levels 25 to 40 are smooth sailing in public normal Baal games, but levels 1 to 25 are annoying. Best would be to have 7 such mules follow around 1 high-level Sorceress or Amazon or similar group-killer, and bask in the xp, but the logistics involved defeat me.