8 player game, but only 7 characters. Who to bring?

grandorth

Diabloii.Net Member
8 player game, but only 7 characters. Who to bring?

7 other friends and I decided to make characters offline to palay over IP/LAN. The pan is for everyone to bring a different character, so 1 Druid, 1 Azn, 1 barb, and so on. The problem is, blizzard only made 7 characters.

I've checked some posts, but most suggest just Sorceress' and Necros, while leaving the other characters out of the "perfect group" Anyone have suggestions on what the 8th character should be?
 

delixer

Diabloii.Net Member
well you could have two zons, one bow and one jav. Or you could have two pallys, one convic + vengeance and one fanat + zeal (pretty brutal, my friend and I own everything with this combo).
 

grandorth

Diabloii.Net Member
Exactly the kind of reply I was looking for. Suggestion of character with which two types.

I was thinking another melee character, so it'll probably be the paladin over zon. With the original 7 characters, only the barb will be the real meatshield, with maybe the Druid if they play Wolf and the Necro if they play summoner.

the difficult part is, I don't know what kind of characters they are going to pick, but we did that on purpose.
 

delixer

Diabloii.Net Member
I have a pretty much useless level 77 WW Druid in Hell because I don't have the items that he should have (i.e. Jalals, Shaft, etc.). My Zeal + Fanat pally has Sacrifice maxed to increased the amount of damage Zeal will do. My friend has Conviction + Vengeance maxed with 5 into each synergy for veng. We can blow through a Baal run in a matter of 3-4 minutes or so.

[edit]BTW, my WW Druid has over 3000 HP and 25%+ life leech, but still gets slaughtered
 

Nobbler

Diabloii.Net Member
delixer said:
I have a pretty much useless level 77 WW Druid in Hell because I don't have the items that he should have (i.e. Jalals, Shaft, etc.). My Zeal + Fanat pally has Sacrifice maxed to increased the amount of damage Zeal will do. My friend has Conviction + Vengeance maxed with 5 into each synergy for veng. We can blow through a Baal run in a matter of 3-4 minutes or so.

[edit]BTW, my WW Druid has over 3000 HP and 25%+ life leech, but still gets slaughtered
Thats the same with my fury druid. Tons of life and over 7,000 damage. I'm guessing that a melee character without a shield is pretty much doomed. The only good two-handed melee character would be the concentrate barb.
 

Wolv

Diabloii.Net Member
Hire an Act 2 Defiance merc to act as a shield AND increase yer defense. You do nice damage - the merc should give U enuff time to take out the baddies.
 

thunderjp

Diabloii.Net Member
I always wanted to see a team of Paladins running different auras, a pair of druids and a warcry barb with a pair of necros.

W/out runewords, you could have:
Players:
Concentrate
Fanatacism
Salvation
Oak Sage
Heart of Wolverine
Battle Orders
Shout

Mercs:
Defiance
Prayer
Holy Freeze
Thorns
Blessed Aim
Might

Along with Amp Damage from the necros, I think this team would be funny to watch!

I'd love to see if another player could take on just 1 skelemancer with those teammates just running along providing auras.
 

grandorth

Diabloii.Net Member
The problem with that is, im not sure where the other 7 player's skills are going to. Some of them might look up a guide or be experienced enough to know about cookie cutters, but probably most of us won't have that.

My biggest concern is defence. From what others have posted and my own experience, Druids arn't good meatshields. Their shield spell is nice only if they are a full wind druid. I have a level 77 barb with the full IK armor on nonladder, and he dies by the first monster in Hell Worldstone keep 2. (built prior 1.09) Would having a Necro that summon be a good idea?

Also, we are all doing a fresh start, and we won't have godly rare items.
 

delixer

Diabloii.Net Member
Here is my idea of the ultimate [Paladin] party:

Players:
Offenisve Auras:
Fanatacism
Conviction
Concentration
Blessed Aim
Holy Shock

Defensive Auras:
Salvation
Meditation
Vigor

Mercs:
Might
Thorns
Defiance
Holy Freeze

I only put the mercs that have auras that the players are using. You could add Act3 mercs for elemental damage, considering Conviction will boost their damage.


As long as the party stays together they would be practicly invincible. There are only two substitutes I can think of is to replace Vigor and Meditation with any of the following: Resist Fire/Cold/Lighting or Holy Fire.

Fanatacism:
Increased the attack speed, attack rating and damage of all party members.

Conviction:
Weakens monsters defense and resistances, thus increasing physical damage and elemental damage (Vengeance, Holy Fire/Freeze/Shock).

Concentration:
Increases damage of all party, more hits landed without being interrupted.

Blessed Aim:
Increases attack rating, more hits landed.

Holy Shock:
This skill can added a lot of damage to both the attack of the player and the periodical shock to the monsters. With lowered lighting resistance from Convication this skill becomes even more powerful.

Salvation:
Increases the entire parties resistances. Always a good thing :).

Meditation:
Mana regeneration for those using Vengeance or any other "mana intensive" skill.

Vigor:
Everyone can run and walk faster. Progress through dungeons faster.

Might:
Again, increased damage.

Thorns:
Damage back to enemies. Very good against Lister and pals.

Defiance:
Increases the defense of the entire party.

Holy Freeze:
This skill can added a lot of damage to both the attack of the player and the periodical shock to the monsters. With lowered cold resistance from Convication this skill becomes even more powerful.
 
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