Best all around character sub-class.

Dekz

Diabloii.Net Member
Best all around character sub-class.

Aright, currently my best character is a lvl 78 Trapsin. But the big problem is that I'm useless against lightning immunes. So my question is this....What would be a good build for my next character than can deal with ANYTHING?

I was thinking maybe a hammerdin. The only thing they have to worry about is Magic Immuns right? So I could just get vengance, or maybe even zeal to deal with those. And MI PI isn't a very likely combination is it?

Will this idea work, any other ideas?
 

grb800

Diabloii.Net Member
you could have maxed fire blast, as it has a lot of synergies that are synergies of LS as well... my lvl 85 trapsin uses FB as much as LS...it works GREAT...plus with DS and its corpse exploding, my trapsin kills faster than my hammerdin does, but only with groups with no fire or lightning immune...as you can lay like 3 or 4 LS traps..1 or 2 DS for some exploding...and then pump away (with BoS) some 2.8k fireblast... but a hammerdin is a good idea too (mine uses charge with a bstar and ss for MI's... works fine)
 

Ironcarrot

Diabloii.Net Member
Hammerdins dont have to worry about magic immunes. The only enemy that is hammer proof is found somewhere in act 3 I believe, after my 3rd hammerdin Ive yet to find it.
 

Fafner

Diabloii.Net Member
You can also max D-talon, and be a hybrid kicker to knock down those LI's, it makes boss running viable as well. C-beat has a nice guide, it's either in the assassin forum or on the strategy page these days. Hammerdin is great too, but I find that D-talon with CB can take down Baal in no time.

just my .02$
 

Phresh

Diabloii.Net Member
yea hammerdin would be the best pvm character since hardly anything is immune to magic damage
 

tydon

Diabloii.Net Member
I only have 12 points into fireblast, and it does 2700 for me. If you max all most of the lightning senergies, then put a few into fireblast, youll do enough to create 2-3 bodies and then use death sentry.
 

Zardoz

Diabloii.Net Member
Ironcarrot said:
Hammerdins dont have to worry about magic immunes. The only enemy that is hammer proof is found somewhere in act 3 I believe, after my 3rd hammerdin Ive yet to find it.
Wailing Beast found in act 3 temples. Either get your merc to kill them or just ignore that quest as you don't need it to kill Baal. BH ignores target defense of demons and undeads and the Wailing Beast is the only monster that spawns as magic imune.
 

Dekz

Diabloii.Net Member
so why don't hammerdins have to worry about magic immunes? dont hammers do magic damage?
 

Elu's Might

Diabloii.Net Member
Also another Magic Immune monster in Act 3 that is an animal (=not Demon nor Undead) is the Temple Guard, and ape-like creature. Heh, no one knows of this because who would play Act 3, eh?
 

Superhal

Diabloii.Net Member
Dekz said:
so why don't hammerdins have to worry about magic immunes? dont hammers do magic damage?
because undead take the full damage, immune or not, so the only mob resistant to magic would be MI/animal or demon, and there is only 1: wailing beasts in a3.

the thing i don't like about hammerdins are the range and eq. rangewise, it's relatively short. you have to pretty much be in their face to kill them. eq is geared towards casting, so they tend to be a little fragile without the best eq.

but, in my experience of 6 of the 8 char classes, .10 hammerdins were most successful in more situations.
 

ShaggyTC

Diabloii.Net Member
Superhal said:
the thing i don't like about hammerdins are the range and eq. rangewise, it's relatively short. you have to pretty much be in their face to kill them. eq is geared towards casting, so they tend to be a little fragile without the best eq.

but, in my experience of 6 of the 8 char classes, .10 hammerdins were most successful in more situations.
Hammerdins can not be hurt... I took my last one to lvl 80 and got bored... Hammer hammer hammer hammer.... As you are nearing where a mob is likely to be... They all walk into 10K+ Hammers and fall in no time...

So what if a shot pops past your max block... Throw up Redemption as you're running to the next mob and you're red n blue and repelnished...

Pop back to conc and away we go again...

They make really nice chaos runners... Big open spaces... Everything drops like flies...

The eq is very sparce on this build... Isn't it pretty much on ne caster tho...¿ I mean skills skills skills that's what kills... ;)
 
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