Call To Arms - Round #1: Saturday, July 28th, 10am-10pm if

Xochi

Diabloii.Net Member
I had a blast playing(!) and would've gone on for the whole 15+ hours had I not died =(. Still not sure how I was BO/Oak-less at that time?

I would like to get in on the next one but first, I need to make sure I've got the time. If I can't commit to the whole time, I've got an untwinked hardcore character in the mid-50s just in case people drop out mid-session (if its anything like this past run, people will definitely drop).
 

Tai.

Diabloii.Net Member
Yes Keaton, I went and gamed at Shon's place for this, got chased out of my apartment so the girl could host a baby shower for her cousin.

Sorry about your death Xochi, I don't know what the lack of Oak/BO was about either. Next time I think we're gonna have set builds to speed run it, as opposed to last time where we had a shortage of killers and all our killers were watered down hybrids.

Cheers
-Tai
 

Daver

Diabloii.Net Member
Couple of thoughts:

- I still think a conc barb that maxes BO, Shout, Conc, and keeps blocking and resists maxed would work great for a tank in this. His damage isn't important. This should also be the "leader" that decides which way to go on the map and everyone follows. Range people going first was kinda weird. It would keep the party from splitting up into 3 different directions. A summons necro could be this leader too I suppose if we go that route.

- Class and build and skill point allocation should be agreed upon for every team member before we start. Clawface showing up with a frenzy barb when he committed to a sorc really screwed things up at the start. I switched to sorc at the last second and spent half the day trying to figure out what the best build would be. Meantime, our only barb quit early on and I regretted not just staying with the barb I started originally lol. Everyone needs to show up with what they promised and commit to the build that was worked out ahead of time. Also, massive lifetime bans for those that quit after only 3 hours :p
 

Tai.

Diabloii.Net Member
Yea, Shon and I brainstormed some ideas for what we thought we'd need in a group, he has the list kicking around somewhere.

When we do the next one it will be much more structured, so that we don't end up with those big gaps we had last time where we all just stood around and thought "now what?"

Cheers
-Tai
 

Daver

Diabloii.Net Member
I'm game for another one.

Does Sol drop from norm forge? If it does, we should do all those separate instead of just one time like we did. At least until we get 2 sols.

We should have 2 barbs. One conc with max BO and shout and one with max BO and a decent Find Item. That way we can still have to 2 teams with BO in each to split up act 2 and 3. Also, if one barb has to leave, we are still covered. The Find Item I bet ends up being very useful. 2 Insights can be split up too.

- 2 barbs
- 1 druid (Oak for big fights)
- 3 high damage that complement each other (fire sorc, trapper, cold sorc, java, etc. No hybrids or even dual elemental sorcs)
- 1 conviction pally
- 1 teleport sorc

Just some random thoughts to mull over :)
 

AgentMarth

Diabloii.Net Member
I like the idea of the Conc Barb, and even moreso of following one person so a group doesn't get split up. One thing though, how many people actually know most all of the map patterns? I wouldn't want the leader to be going in the wrong direction all the time.

I'm bored, so here is my list of a fast killing, well rounded group, I wont go into to much detail because of the obvious, hell, the list itself is obvious

Sorc - ES/Orber or ES/Chant
Necro - Summoner
Amazon - Javazon
Assassin - Light Trapper
Barb - Concentrator
Druid - Windy
Paladin - Hammerdin
Extra - Zealot (Conviction or not) / Whatever you feel you're missing

It's pretty basic, but you have Light/Physical/Magic/Fire/Cold all covered, you are missing poison, but you don't really need. The Necro could just invest in LR for helping the elemental damage, since there isn't much physical going around. IMO, try to go mostly caster, since they are not so item dependent as melee (Spirit FTW). IM also won't be a problem. Insight should also be one the Sorc's Merc for teleport repositioning.

You'll have BO, Shout and Oak, lots of tanks (8 Mercs {Might/Def/BA/2 or so HF, rest Prayer}, Skels, Mages, Golem, Grizzly, Valk and Master), Concentration, Fanaticism or Conviction, and possibly Enchant all running at the same time for a solid party.

I'm still wondering which would be better though, ES/Orber or ES/Chant, ones more selfish so to speak, the other is VERY party friendly, but you don't want to just be chanting all day, so i'm leaning towards ES/Orber. Also maybe a Singer Barb for the Stun and non weapon reliance.

Sound good?
 

Tai.

Diabloii.Net Member
Iirc the list we had involved:

(1 and 2)Two teleporting sorcs so we can speed through multiple areas (the splitting up in certain areas saves tons of time) let's say Orb/TK and Blizz/TK for now.
(3) Summoner Necro so we have multiple tanks and a character who actually hits their killing stride before level 30
(4) Fire Sorc - leaning towards Chant/FWall. With 7 other chars, their mercs, necros minions, valk/shadow you'll be getting more DPS out of decent chant than Meteor.
(5) Javazon - another early killer and an absolute beast in NM a5 and many other areas, also the fastest killer for last hit MFing.
(6) Trapper - Scout and additional source of Lightning damage. Deadly without high gear investment
(7) Druid - Either Fire Claws to round out the fire dmg sources and provide Oak/Shock Wave or Perhaps a Fury/Rabies hybrid.
(8) Whatever you feel is lacking from the group, a Conc Barb for BO mayhaps [though that is susceptible to the same downsides as the pally and bone nec from last round, boredom at poor killing speed] or else a Hammerdin for sheer utility.

Conviction is nice to speed killing up, but the only real area we were ever set up to make full use of the conviction without having IHatePindle simply chase me around was Baal runs and bosses. It might be in our best interest to just go for a better overall DPS setup where we don't have anyone running around doing nothing.

Just a possible set up and Pros/Cons we came up with, a lot of the choices are open ended, but it gives us two cold damage sources, two lightning damage sources and what should be an adequate amount of fire damage/phys damage.

Cheers
-Tai
 

Daver

Diabloii.Net Member
As I was last time (before things got screwed up at the start and I switched to sorc), I'm perfectly happy playing the boring conc barb or any other support char that does not kill. I can go around keeping BO and Shout on everyone and hork up extra items for us with find item. Or play a summons druid with Oak and a grizzly tank.

I think physical damage is a waste in an untwinked group. We aren't going to run into a FICILI mob. Just get tanks/support and let the sorcs, javas, trappers do the killing with a conviction pally painting them up green. We really missed conviction in Hell after the Pally left. Killing slowed to a crawl.
 

Socialism

Diabloii.Net Member
Thoughts.

1. Not right to make someone use a 'do-nothing' support build through hell. Even clerics get more action than avengers. BO Barbs - though I argue they're unnecessary, it's true that playing untwinked means blind teleporting without necessary safety equipment; this can be somewhat overcome with BO. That said, a dedicated Orb/TK/Teleport build with enough FCR/FHR/FBR doesn't need BO. Then again, getting that equipment might be nuts, yo.

2. Conviction is unnecessary. Our killspeed in hell was slow because of homogenous damage, not from lack of conviction.

3. Fanaticism / Zeal might be great untwinked... if you're playing solo. Moot point for a dedicated group.

4. Basic 'structured' party we came up with - Tai is accurate to the T, there's a bit more rationale behind the build choices though. Ideally, replace hammerdin with a BO barb or another druid (with Heart of Wolverine).

5. A variety of damage is necessary. Two barbs who do not deal adequate damage in hell won't provide an additional layer of safety; they'll slow the party down in killspeed, which allows monsters to get more hits in, which makes it more dangerous overall.

6. I have a strong feeling that 2 teleporters might be a bit much in hell. A blizz/tk and orb/tk are fine through NM, but the best equipment should go to the Orb/TK/teleport build in hell - no sense in two weak equipped teleporters when one is clearly superior.

7. Any fast-hitting melee class suddenly becomes a REAL damager with an enchantress on the loose. That's ~1k fire damage each hit (assuming ~+6 skills, which really isn't difficult to do with leaf and battle command and Lore and a random +1 gambled amulet or Magefists); so a Conviction Zealot would run with 5k fire damage per second before damage scaling with conviction. Yet another reason why Zeal/Conviction easily trumps Vengeance/Conviction untwinked.
 
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