Freezing Throwerdin Guide - rough draft Hi everybody! I decided to make a guide for a very fun build I tried. If you have the patience for it I'd appreciate any opinions (good or bad) about the guide. I tried proof-reading and editing it myself, but I'm sure I've missed a ton. My only excuse if it completely stinks is that it's my first attempt at writing one of these things. GENGIS CHUCKâ€™S FREEZING THROWERDIN GUIDE Introduction Over the hills they came. Dozens of misshapen demons were clambering over each to get to our hero and his trusted companion. They were craving to taste human flesh to satisfy an insatiable hunger. The hero grimaced and tightened his grip around the haft of one of his throwing axes as his companion sighed and prepared to meet the onslaught. At around 50 paces from the hero the first line of demons hit some invisible barrier and suddenly it was like they were trying to run while underwater. The demons were shocked and terrified by this unnatural and holy cold that gripped their entire being and turned their very skin ice-blue. At this point the companion charged with his scythe-like weapon and the hero started hurling axes with blazing speed. The axes came within inches of the charging companion but he didnâ€™t flinch as they flew to their intended targets. The axes struck the demons and were thrown with such force that some of them tore through one demon to strike another. Some demons even shattered on impact as if they were made of ice. . . Ahh, Holy Freeze. What a great way to ruin all the cool monster graphics in the game and make them all blue. This aura is normally relegated to your merc for the sole purpose of slowing things down, but its true power can only be realized with a paladin. A Freezing Throwerdin is a paladin variant that uses Holy Freeze as his main aura and utilizes the underused throwing weapons. It is also a fairly safe build since it avoids melee 80% of the time and doesnâ€™t necessarily rely on high-end items. Stat and skill choices Your stats should look something like this: Strength â€“ enough for your gear, but know it never hurts to add more since it will add to your physical damage for throwing and when you need to go melee. 125+ Dexterity â€“ the most important stat for this build as it both adds to damage and helps with the AR as well as keep blocking maxed. 200+ Vitality â€“ even though you shouldnâ€™t get hit very much some attacks are unavoidable and deadly. Shoot for about 1,000 life. Energy â€“ none. You donâ€™t need any at all for Throwing (you get to laugh at those Mana Burn monsters now), and the times when you need to Zeal either a little Mana Leach or mana potions will do the trick. Skills: Holy Freeze â€“ your main skill and should be maxed. At lvl 20 with maxed synergies youâ€™ll be adding 1,000 Cold Damage to each hit and enemies will be slowed by 54% with a radius of 16.6 yards. At slvl 30 youâ€™d be looking at almost 2,000 cold damage and a radius of 22 yards. 20 points Resist Cold â€“ one of the synergies with Holy Freeze it adds 15% cold damage per lvl and should be maxed. It also adds a passive bonus to your max possible Cold Resistance % at a rate of 1% for 2 points invested. So that means with 20 points you will be able to get up to 85% Cold Resistance. 20 points Salvation â€“ this is the other skill that synergizes with Holy Freeze and adds 7% cold damage per lvl and should be maxed as well. It is also can be a very handy aura in certain situations if your resists are hurting or happen to be MPing. 20 points Zeal â€“ this skillâ€™s purpose is 2-fold. It can be used with Holy Freeze to deliver the cold damage very quickly to Act bosses and superuniques and it can be used with Fanaticism like a typical Zealot to deal with CIâ€™s. Enough points invested to reach 5 hits is all that is necessary, but more AR and damage never hurt. 1-10 points Fanatacism â€“ this skill whether used with Throwing or Zeal is a great way to handle CIâ€™s. Your merc will be a better killing machine as well with this active. 20 points Redemption â€“ this skill can be fairly handy, but not necessary for this build. Its main purpose would be to recover Life from unleachables such as undead and PIâ€™s as well as get rid of corpses. Holy Shield â€“ since defense isnâ€™t a major priority and max blocking can be achieved with high enough dex this skill is not recommended for this build. 0 points Conversion â€“ something to help with crowd control. Itâ€™s not really necessary with such high Holy Freeze, but hardcore players can always use more crowd control. 0-5 points Equipment Choices The basic goal equipment-wise is to get max resists, 75% blocking, and Knockback. Surprisingly, I found Knockback to be very handy with Zeal. Itâ€™s a great way to separate a single opponent from a pack as well as give a short â€œstun-likeâ€ effect. When a monster is backed up against a wall and constantly being Knockbacked against it thereâ€™s not much the monster can do. Some mods to look for in general on equipment for this build are IAS, Knockback, Life Leech, Resists, Crushing Blow, Deadly Strike, Cannot be Frozen, and AR boosts. Helm â€“ The best helm for this build would be the Delirium runeword (Lem, Ist, Io). The 11% Chance to Cast lvl 18 Confuse per attack makes crowd control incredibly easy, and it also has +2 skills as well. Other good choices are rare circlets with +skills and resists, Andarielâ€™s Visage (IAS, +2 skills), Blackhorns Face (Slows Target, Lightning Absorb), Coif of Glory (chance to Blind), Howltusk (Knockback and Chance to Cause Monsters to Flee). Note: the biggest negative with Delirium is the 1% Chance to Cast Delirium When Struck. This turns your character into a Bone Fetish for a minute or so and though your attack becomes a normal one, your aura is still active. I tended to still attack (head butt) as long as the situation wasnâ€™t too dangerous and since this build doesnâ€™t get hit very often it only activated once or twice an Act. Amulet â€“ A top choice here is Highlordâ€™s Wrath as the 20%IAS, +1 Skills, Deadly Strike, and LR are just great. Maraâ€™s Kalaidescope (+2 skills, Resist All), or a rare amulet with + pally skills and/or resists works well too. Armor â€“ There are a lot of choices with armors, but probably the best would be the Chains of Honor Runeword (+2 skills, 65% Resist All, LL, PDR). I used Lionheart armor for my thrower and it worked great with the massive stat bonuses, 20% Enhanced Damage, and great resists. Other options would be Durielâ€™s Shell, Crow Caw, Spirit Forge w/IAS jewels, Guardian Angel, or Twitchroe. Weapon â€“ Again there are a lot of options. At the top would be the Warshrike Winged Knife (decent damage, IAS, 50% Deadly Strike, 50% Pierce). A very close second place would be the Gimmershred Flying Axe (massive elemental damage, IAS, large stack size). Really anything with a fast base weapon speed will be fine through Normal and Nightmare. Note: The Gimmershred will allow some flexibility as it works well as a weapon for Zeal as well and the lower hp CIâ€™s will still fall pretty quickly if you donâ€™t like switching weapons or auras very often. Weapon switch â€“ This will be used for when you want to Zeal against bosses and such. Arguably the best would be a Stormlash or a close 2nd place and much easier get hold of Crescent Moon (Shael Um Tir) Phase Blade both for the blazing fast speed and Chance to Cast Static Field. Other great options: Doom, Call to Arms, Azurewrath, Baranarâ€™s Star, Nordâ€™s Tenderizer, Lightsaber, Butcherâ€™s Pupil, Fleshrender, or a decent rare with high ED% and IAS. Shield â€“ Best bet here would be a Herald of Zakarum. Other good choices are the Sanctuary runeword (high resists, increased blocking, and Slow Missile), Moserâ€™s Blessed Circle w/ 2 P-Diamonds (high resists, high blocking), or a good pally shield with 4 sockets w/ P-Diamonds. Rings â€“ A great choice here would be Ravenfrost (AR, Cannot be Frozen, +Dex) and even 2 wouldnâ€™t hurt. Another handy ring is Natureâ€™s Peace (Prevent Monster Heal and Slain Monsters Rest In Peace). Otherwise, rare rings with resists and Life Leach would be useful. Belt â€“ Not as many choices here as Razortail is by far the best with itâ€™s Dex boost and most importantly the 33% Pierce. Nosferatuâ€™s Coil has some very nice mods like 10% Slows Target, LL and 10% IAS. Thundergodâ€™s Vigor can be very handy in certain situations with its Lightning Abosrb and +10% to max LR, especially against Gloams and Black Souls. Gloves â€“ Cleglawâ€™s Claw is a fantastic item for this build. The Knockback and 25% Slow really come in handy. Power Hit Crafted gloves with Knockback and IAS would work very well too. Boots â€“ Goreriders would be the best choice here, although Marrowalks with the high lvl Bone Prison would be an interesting possibility. Otherwise, rare boots are a great way to help out with resists. Charms â€“ This is a great way to help any resists or AR that youâ€™re lacking, but if youâ€™re fine in that area then you can use +Max Damage Charms for more physical damage or Offensive Grand Charms to boost Holy Freeze and Fanatacism. Holy Freeze and Slows Target by % Equipment These two things do stack so if youâ€™ve got slvl 20 Holy Freeze (54% Slows Target) and wearing Cleglawâ€™s (25% Slows Target) youâ€™d be slowing the monsters by 79%. Other non-weapon Slows Target equipment: Blackhornâ€™s Face (20%), Nosferatuâ€™s Coil (10%), Medusaâ€™s Gaze Aegis (20%), and Arachnidâ€™s Mesh (10%). There are limits though as you canâ€™t use Slows Target equipment and Holy Freeze to completely immobilize monsters: 90% cap for monsters 50% cap for supers/champions and such It doesnâ€™t hurt having more than 90% Slows Target since there are times when you wonâ€™t have Holy Freeze active. Mercenaries and Attack Rating Its an odd combination to talk about normally but pretty critical for the Freezing Throwerdin. Since Throwing adds no AR bonus and Holy Freeze doesnâ€™t either, getting a decent AR can be a challenge. The easiest way to solve this problem is to hire a Blessed Aim desert merc in Act II. Between high dex and your merc you should be fine. If you prefer another type of merc, you can make up for not having a Blessed Aim merc with the right equipment. One easy solution is using the Angelic Amulet and Angelic Ring (1 or 2) combo for a huge boost to AR. Also, Sigonâ€™s Helm along with another piece from the set can give a good bonus to AR. There are also helms with the Visionary prefix for AR help, or charms can help quite a bit. By the time you reach Hell youâ€™ll want your AR to be at least 5,000 and probably more for a minimum 75% chance to hit most monsters. Playing Strategies This build can start right away with its theme and use Throwing Knives or Javelins at the beginning. I recommend using plain white ones instead of magic or rares simply because you can equip a set and keep some in your inventory. When you run out from your weapon slot the ones from your inventory will automatically equip. That way you donâ€™t need to go to town quite as often for repairs. Until lvl 6 you will be relying on Might aura for a tiny damage bonus and then you can invest a single point into Holy Fire (prereq for Holy Freeze) which will add a respectable 6-18 Fire Damage to your weapon. Aside from spending a point in Sacrifice and a point or two into Zeal at lvl 12, the rest of your points (about 13) can be put into Resist Cold until you reach lvl 18 and can start using Holy Freeze. Then you can work on maxing Holy Freeze and Resist Cold. At that point, around lvl 45, you can begin to work on Fanatacism as your entering Nightmare. By the time you reach Hell you should have Holy Freeze, Resist Cold, and Fanaticism all maxed. You can put any extra points into Salvation and eventually into either Zeal or Sacrifice depending on your AR for melee. Most of the Act Bosses can be handled with Zeal and Holy Freeze since they tend to be easier to face up close, though if your merc can tank effectively, then it never hurts to stay at range. Getting through Normal and Nightmare is relatively easy as there are very few Cold Immunes and skill switching is at a minimum. In Hell youâ€™ll need to adapt somewhat frequently to the situation, and youâ€™ll have four basic attack options: Throwing/Holy Freeze: usage â€“ 70% (for anything non-CI and FE supers) Throwing/Fanaticism: usage â€“ 10% (for regular CI monsters) Zeal/Holy Freeze: usage 10% (for bosses and high HP supers) Zeal/Fanaticism: usage 10% (for bosses and CI supers) I would tend to use Fanaticism when my Blessed Aim merc died, since it helped make up for the AR loss. The biggest weakness is running across the occasional Physical Immune/Cold Immune super. It can be handled moderately well if youâ€™ve got the right equipment such as a merc with Reaperâ€™s Toll (Decrepify), or using a Gimmershred with Zeal or Throwing or some other weapon with high Lightning or Fire Damage. If you donâ€™t have anything like that, or you run out of patience, you can do what my Werebear did against PIâ€™s . . . run! Finally, the only frustrating aspect of the Thrower for me was the need to go back to town to replenish the stacks on the weapons. If youâ€™ve got something with Replenish Quantity, it will save some time (you will still run out) and be a whole lot cheaper since it will only cost 1 gold to repair those. I used two Gimmershreds simply to avoid going to town as often, though it was fairly expensive repairing both. On a related not I had also tried some of the unique javelins but the low stack sizes on those were too tedious for me. Build Variations There are several other ways to make this type of build. Instead of using Fanaticism for handling CIâ€™s you could go with Holy Shock as it shares Salvation as a synergy with Holy Freeze. You could also use Vengeance as a backup skill instead of Zeal and either go with either Fanaticism or Conviction. The two negatives with Vengeance is that it is fairly mana intensive and although it shares a synergy with Holy Freeze (Resist Cold), that synergy will only boost the Cold damage that Vengeance delivers which wonâ€™t give any extra help against CIâ€™s. Conclusion The was a very fun character to play, and after playing many characters to Pat/Mat in 1.09 and 1.10 this was the only one to make it through the entire game without dying at any difficulty level. This build is not going to be able handle Hell at â€˜players 8â€™ or do â€˜players 4â€™ Pit runs with 500%MF. However, it is still my safest and one of my fastest Baal runners and is versatile enough to handle almost any situation. For the curious, my Throwerâ€™s final gear: Delirium Tiara, Lionheart Archon Plate, Weapon/Shield 1: Gimmershred/Herald of Zakarum, Weapon/Shield 2: Baranarâ€™s Star/Sanctuary Sacred Targe, Cleglawâ€™s Pincers, Razortail, Goreriders, Highlordâ€™s Wrath, Ravenfrost, Natureâ€™s Peace, Resist Charms, and Offensive Skiller Charms.