Matirach Dextressâ€”1.12 Ranged Enchantress Stats with gear: Str: 80 Dex: 70 Vit: 132 Eng: 305 Skills: 20 Telekinesis 20 Warmth 20 Enchant 20 Fire Mastery 1 in Static Field, Teleport, the rest in Energy Shield FR: 35 CR: 43 LR: 45 PR: -15 LCS damage w/Venom: 6122-7787 AR: 2557 Life: 534 Mana: 1064 After prebuff: Energy Shieldâ€”23 Enchant--36 Gear: Tal Rashaâ€™s Crest â€œTreacheryâ€ Dusk Shroud Kuko Shakaku w/Shael 297% ED Bonesnap on switch Laying of Hands Ravenfrost +20 Dex/+ 247 AR Nightsmoke (upped) Natalyaâ€™s Soul 22%CR 25%LR Saracenâ€™s Chance +24% resist all Storm Bond rare ring +1 max damage +2 min damage +41 AR +11 Energy +77 mana +6% resist all 2 Burning skillers (+20 max damage on one from 1.07) 2 Sparkling skillers 3 Serpents GCs with secondary mods and +158 mana Prebuff: Volcanic clasped orb +2 Enchant Magefist Volcanic Coronet Volcanic Amulet Lidless Wall Spirit Shroud â€œMemoryâ€ Gothic Staff +7 ES Powered Amulet Powered Coronet Holy Freeze merc Hone Sundan 180% ED Shael/Shael/Amn Tal Rashaâ€™s Crest â€œDuressâ€ Dusk Shroud After finding a Volcanic orb with +2 Enchant in 1.07, I decided to make an Enchantress in 1.12. I didnâ€™t know what I would use for a back-up skill against FIs, but figured my questing with multiple characters and limited Hell Meph running would provide an answer. Additionally, I wanted to find a better weapon than Kuko Shakaku as well. So I got started. 6os Great Maul socketed with -15% req jewels got me to L16 where I equipped 1.07 Ravenclaw and Twitchthroe, Irathaâ€™s set, Angelic jewelry, and Cow Kingâ€™s Hooves. At L18 I was able to equip Viper Heart, a +1 Fire Skills/+3 Enchant rare orb. This utterly dominated Normal until I equipped Kuko Shakaku at L33. I socketd a Shael into the Kuko in A5 and the Ancients required no potions. Baal was silly easy at P8, and I got to 43k AR on a combat shrine in the Moo Moo Farm. Nightmare required just a couple of charms to get my resists to 85/xx/85/xx, and I maxâ€™ed out at 81k AR in Act 2 off of a combat shrine. I also switched to a Holy Freeze merc here, equipping him with a Lionheart Wyrmhide and a rare 299% ED/10% IAS Hyperion Spear that I just had to save. Once Ravenfrost became available, I switched over to Saracenâ€™s Chance. The NM Ancients were funny, and a harbinger of the irony that would haunt this character for the rest of her quest. I took out the first two in less than 30 seconds, and Korlic was left. FI/MI Korlic. So I switched to my Volcanic orb + Sigonâ€™s shield and tanked while my merc worked him down. A couple of deaths as I teleported too aggressively and kept it at P8 for the entire time except for The Ancients. Hell presented some challenges. I switched to Credendum, Laying of Hands, Talâ€™s Mask, Smoke, and Natalyaâ€™s Soul, and a dual resist rare to go with the 20/247 Ravenfrost and the 24% resist all Saracenâ€™s Chance. I had almost 200 unspent stat points and about 15 skill points that I would be able to use before I finished. Should I go with Frozen Orb, synergize Crescent Moon in a Phase Blade, or Ribcracker and Energy Shield? Iâ€™d tried Ribcracker in A4 and A5 of Nightmare, but it isnâ€™t impressive at P8. I settled for Energy Shield; with the prebuff as it would last for almost 20 minutes. I dumped my remaining points in Energy Shield, and strapped on Whitsanâ€™s Guard and a Fleshrender to deal with FIs. Iâ€™d switch from the standard P1 to P3 or even P8 if there were few FIs around. By Act 3, Iâ€™d dropped all pretense of melee, and just used Telekinesis and terrain to channel FIs as the merc was capable of dealing with them. I had one death in the Durance of Hate, teleporting into a pack of dolls whose explosions probably killed me 3 times over when I hit them with an arrow from the Kuko. I thought Iâ€™d be fine from there, and just grit it out. That is, until the Chaos Sanctuary. At least 600k was spent in the Chaos Sanctuary in 2+ hours, but I didnâ€™t die. Plenty of NDEs, as I had to telebomb OKs and herd packs on relatively open ground with TK. But in the end Diablo was overcome by getting the merc to stay under the lightning hose and running around as Diablo focused on me. A5 was quick, with a welcome yet ironic gift from a champion Dark Archer in the Crystalline Passageâ€”a 220% ED/111% AR Hellrack, and me with no way to get the stat requirements to meet it as Iâ€™d been pumping ENG since A1. Ah well, time to make a Conviction/Vengeance ranger. The Hell Ancients had to be rerolled as my merc died in less than 5 seconds to FI/CI Cursed Korlic. The next roll spawned a CI/FI/EF whirler who apparently did no damage to my merc and a Madwac that was just as easily dispatched. Korlic presented no difficultiesâ€¦until I ran out of arrows. So I switched to my prebuff and lobbed L7 Fireballs at him while my merc ground him down. Several NDEs in the WSK from manaburn, and I had to make 4 or 5 tries to get to the Throne Room. Once there, I probably took 20 trips to town for curse removal, merc resurrection, poison removal, etc. Listerâ€™s pack was tough, but TK and teleporting allowed us to kill them allâ€”no monsters parked from the waves. Baal was pretty tough but didnâ€™t even kill the merc. His final strike at me was dropping Demon Machineâ€”the one piece of equipment I truly wanted for the character the whole time! Finds: Rusthandle, Magefist x2, Stormguild, Riphook, Kelpie Snare, Tancredâ€™s Hobnails, Deathbit, Skystrike, Hellrack, Goldwrap, Demon Machine Runes: Ko, Sol, Hell, Lum, Io, all between the Arcane Sanctuary and Mephisto, an Amn in Hell WSK2. Hellforge was El/Lum/Lem. Overall a very fun character and I really enjoyed Energy Shield with upped Nightsmoke, and once Fade was active I was safe from everything but manaburn. Thanks again to the SP members who gave me advice on what to do once I got to Hell.