Can your build handle "/players 100"? I created a thread in the necro forum but dont get much response, maybe because that thread shifted focus. So here I create a new thread with an appropriate title. THE CHALLENGE ----------------- We know that "/players 8" ups the challenge. For some builds, that is still not enough. But can your build handle "/players 100"? Are there any builds that could, theoretically, handle "/players 100"? Why even think this question? Let us analyze. In mathematics, we very often reason about "in the limit". Limit thinking is also "worst case scenario". The purpose is to solve the worst case first, because then the normal cases are automatically solved. This is a very useful strategy that can be applied in many different fields. Instead of trying to solve a standard case, shift focus and try to solve the hardest cases first. So let us apply Limit Thinking on Diablo2. What is the worst case scenario? Well, if the world consisted of only Baals. Let us imagine that there would only be Baals everywhere. If your build can handle this scenario, then your build surely can handle "/players 8" or Uber Tristram, yes? So, can we build a character that can handle this worst case scenario? If yes, yhen we are satisified. So, this Limit Thinking helps us to single out good builds, and bad builds. Is a build powerful? Is it weak? How to reason? For instance, if you have a build that focus on dishing out large amounts of damage, say 50.000 damage per second, it may be not enough in the limit. Say that each monster have 1 million Hit Points. Then what to do? Then your build would be useless, that build would be a BAD build according to Limit Thinking theory. Are there any builds that can handle worst case scenarios? In theory, yes. They are what I call "Scaling Builds". We must remember this is only a theoretical discussion, because the D2 world is not worst case scenario. But if our build can theoretically handle worst case scenarios, then our build can surely solo "/players 8". So let us aim for worst case scenario and try to target a build for that. SCALING BUILDS ----------------- The key to handle /players 100, is a scaling build. A build that automatically gets stronger as the monsters gets stronger. A build that grows in power when the monsters grows in power. A build that Scales up. So, what could beat a Baal monster? Why, 20 other Baals of course! If I command 20 Baal monsters, then I have a scaling build that grows stronger as the monsters grows stronger. It doesnt matter how strong Baal is, my build would handle this worst case scenario still. Thus, necromancer's "Revive" is a scaling skill. And therefore it is a good skill to aim for. What other things are scaling? If we can find out all scaling skills, we could potentially create a build that handles "/players 100". We just pile up Scaling Skills, and there we have a good build. Static Field comes to my mind. No matter how many hit points monsters have, it will still be useful. Hence, Static Field is a scaling skill. GOOD. Crushing Blow scales. Hence we should aim for lots of CB. And, yes, CB is good when entering Uber Tristram. Because it Scales. GOOD Imagine a Frenzy barbarian with dual Schaefer hammers that give Static Field, together with 100% CB. That build would cut down even large monsters in an instant. It is a very powerful build, according to Limit Theory. I am very tempted to try this one out. Anyone tried it? Deadly Strike and Critical Strike? Worthless, according to Limit Theory. How good are they when the monsters have 1 million Hit Points? Not good at all. BAD. Corpse Explosion is a Scaling Skill and as such worth investing points in. The more you invest, the higher the reward. The area grows quadratically, which grows super linear. Not as good as exponential reward, but quadratic rewards which is far better than linear. GOOD. Fanaticism scales. If your commanded Baals hit twice as fast as normal Baal monster, then it scales. GOOD Holy Freeze scales. If you slow down the enemies to 50% then you hit twice as fast as them. It really doesnt matter if you are 4 meter in length and the rest of the world is 2 meter in length, or if you are 2 meter in length and the rest of the world is 1 meter in length - you are still twice as large. The ratio is important. I use HF offensively with my Necro so my army hits twice as fast as the enemy. I dont use HF for protection. GOOD Might and Concentration scales. It increases my armys damage with a certain percent. As my army grows stronger, Might gives stronger advantages. It is better to hit twice as fast as the enemy, than to increase your damage 30%. So I consider HF better than say Concentration unless Concentration gives more than 100% damage. If my merc does 10,000 damage without Concentration and 15,000 with, I consider HF to be better because my merc attacks twice and potentially does 20,000 damage. Dim Vision is a scaling skill. It blinds monsters no matter how many hit points they have. GOOD So we just need to ask, "would this skill still be viable when the monsters have 1 million hit points?" If yes, like CB or Static Field, then it is a scaling skill. And we should just equip our build with lots of scaling skills. So, what other scaling combos can you find out? Which ones have I missed? How about Amplify Damage, what do you think about this one? But of course, we should not only focus on scaling skills. We must also be able to dish out some basic damage. But we also need some scaling skills. For instance, a Frenzy Titan barb with dual Shaefers and 100% CB and high critical and deadly strike would be pure whoop ***. Of course, the Shaefer hammers need "Jah" rune to cut through the monsters Defense Rating. Imagine if the monsters DR is very very high, then you need Jah. Credits go to Metalman.