(that was in response to post 198, BTW, if it wasn’t clear). And I could have been on to shout both of you, and to bounce for crowd control, if I’d known.
What did we trade for the Exile? I think he traded his Jah for a Vex and an Ohm and we put them into that eth 38 to all resists shield.
D is planning on being there tonight. I think I’m scheduled to 10 but that usually means I’m out by 8 or 9.
Two Torches, a necro and a druid, and D also snared an anni. For the torches, we ran smiter/sorc for the sub-ubis, and smiter/barb for the übers. Lilith is still tough, but got significantly easier the second time when I remembered to bring antidotes: An antidote potion temporarily raises your poison resist, which brought me from 90 to 95.
It was almost 10 before I got home from work. I took the Druid torch for my Windy. I think it’s time to lose the Aldurs and put together some better gear for him. He might be faster for countess runs than the hammerdin.
Do you know if the + cold skill dmg on Ormus’ Robes with work with hurricane?
I’m surprised you used the sorc for Lilith, as most the guys down there are CI. (Or did you just TP to her and ignore the rest?) That place is brutal. The rest was easy. After we were done, I went back to Uber Tristam and stood back while my merc took out 5 pit lords one at a time. But what was left in the Matron’s den took out my merc and almost me again.
Hey C, were you wearing a GA, or does antidote potions raise the max poison resist? And does that mean that thawing pots raise your max cold resist?
Oh… And I know I haven’t been playing much… if any for that matter… But if y’all have a Necro torch, you know my necro would always take it if y’all don’t have a better use for it.
I was wearing Venom Ward for Lilith, not GA, but either of those raises max poison resist to 90%. The potion raises the max further (either 5% or 10%, I don’t recall, but there’s a hard cap at 95% anyway). And yes, thawing potions do the same for cold.
The cold damage boost on Ormus should work with Hurricane. I still think, though, that we ought to find buyers for both of our robes, since they’re worth a lot more to the right sorceress. As for Countess runs, be advised that the Countess and her pack are CI, and there are sometimes the big furry things in Black Marsh that are, too. You can probably outrun the yetis or whatever they’re called, but I don’t know how easily you can kill the Countess. Is Tornado good enough?
Well, look who pops up when a Necro Torch gets mentioned.
Hurricane does about 1.7k dmg and Tornado does about 4k dmg. IMO, if you have to use Tornado for more than the occasional boss, then it defeats the purpose. The purpose, to my mind, is to be able to just run and kill things as you pass. If I have to constantly stop to throw damage, then I might as well use my hammerdin. He can use Vigor for Countess runs and still do 2.5k dmg, which is enough for act 1. Plus he can then do Travincial and Nith. (these are what I’ve been doing lately). The windy, even with pretty decent gear, got owned in Trav. If there was any reason to do runs in Nightmare, the windruid would be great for it.
I think I might as well just stick with the hammerdin. Would anybody mind if I traded (or tried to trade) the D torch for a P torch?
If you can get it, go for it. A, you’re the only one with an active druid anyway, and 2, paladin and sorceress torches are by far the most valuable, and druid and amazon the least.
Item found and I don’t know it’s worth:
Blue (magic) “Priest’s Akaran Targe of Amicae”. Def 107, 40% Chance to block, +2 pally skills, +32% Enhanced Damage, +80 to Attack Rating, Damage reduced by 15.
But no resists. Worth keeping?
That’d be great if we didn’t have any other +2 paladin shields and couldn’t yet afford a Spirit. You know, for about two days right at the start of the season. But as a general rule, paladin resist shields are enough better than non-resist shields that there’s never a point in keeping the latter.
Part of me really wants to get back in this game.
How do I do it? I have an active license.
And I have never played multi-player. Would it be the same as starting a level 1 toon?
Fire up the game, on the opening screen if it doesn’t already say “US East” under the “Battle.net” button switch it to US East, then click the Battle.net button. You’ll have to create an account, and then create a new character in the account.
Once you’re online, either enter chat or a game and add our account names to your friends list (for instance, for me you’d type /f a sonorhC ). Then you can see which of us are on by typing /f l (which stands for friends list) or contact us by saying /f m <message> (like /f m Hey, there, everyone ), which would send a message to all of us.
And once you’ve made contact with us, we can get you up to full power unbelievably quickly, both giving you items and helping you level up. Multiplayer play is very different from single-player.
I think I got tempbanned, if you’re reading this thread.
OK. I didn’t know what +32% ED and 15 DR was worth.
Last night I left a mule in a norm game, and I woke up this morning to see a lot of SOJ sale messages. That really annoys me.
On the good news front: I finally rerolled a GC into something good. +1 Cold Skills and +20 to life. It’s still on the gems mule.
When I woke up today Uber D was waiting for me. 14, 18, 5.
Anybody there? I’ve got another “Diablo Walks the Earth” in SDMB4.
Ironically (in the Alanis Morrisette kinda way) I had brought my Windy into a game to see if he was holding an Anni (he’s not, but he can’t kill Uber D), so I would know which char I could stash another if I found on, and I just left him in there, Just in Case.
Just for shits and giggles, I decided to see how my wind druid would do against Uber D. It wasn’t pretty.
This one is 12, 18, 9. So pretty good on resists and exp. It’s on my wind druid. Holler if you need one.
I’m only telling these stories because I think they have information beneficial to future Uber runs.
A few days ago 3 of us, my hammerdin, the jumping-and-shouting barb, and the smiter, did an Uber run. As usual, the hardest part was Lilith in the Matron’s Den. When we got the Uber Tristam a rookie mistake meant that we had to fight all 3 Uber’s at the same time. We had little trouble with this. We earned a 19,19 pally torch that made my hammerdin even stronger.
Contrast that with tonight’s Uber run: D (on M) wanted to try out his Zealot (with a point in Smite). He pretty much cleared out the Matron’s Den by himself with relative ease. What has always been the hardest part of an Uber run was relatively easy for his char; and for most of this time I was sitting in the game (increasing the difficulty) but not helping. (I told him I had homework to do.)
But when we got to Uber Tristam, things went all to hell. What was a piece-of-cake when I had crappier gear was a nightmare. The biggest problem was that, despite doing everything right, we managed to wake all 3 at the same time. Still, this hadn’t been a problem with the barb and smiter. After we each died several times, D (on M) swapped his Zealot out for the smiter and then we made quick work of them.
So, to summarize: The strategy seems to be: Zealot in Matron’s Den. Smiter in Uber Tristam. Everything else is mostly irrelevant.
Oh, we got a Druid torch. Better than the previous one… but still a Druid torch. And now we’re out of T and H keys.
I’m curious why the smiter would work better in Matron’s Den. Is it just that he’s clearing out the non-Lilith monsters quicker? Because vs. Lilith herself, the smiter has almost certainly greater defense, possibly higher blocking, and 95% poison resist, and I’m not really sure what else can be done against here.