Guardian CapSwai, the Tanky Conviction Zealot

Espr

Diabloii.Net Member
Guardian CapSwai, the Conviction Zealot (who should have been named CantTouchThis)

The Concept: This character was designed to do three things I've 'always wanted to do' in D2. Put Guardian Angel to effective, long term use on a Paladin; Run Conviction Zealot; and see if I can't finally use Djinn Slayer as a primary weapon.

Experience: 998616179
Level: 84

Naked/Gear
Strength: 141/155
Dexterity: 76/115
Vitality: 283/283
Energy: 15/15
HP: 1055/1237
Mana: 139/179
Stamina: 430/450
Defense: 19/1923 (~17300 after Defiance+HolyShield)
AR: 365/761 (~2.5-4k after enchant, dep. on weapon)

Fire: 202/162/102 (95 max)
Cold: 173/133/73 (90 max)
Lightning: 196/156/96 (95 max)
Poison: 194/154/94 (90 max)

Max Block
1-2 frames of FHR
20-45 IAS to 5/5/5... zeal

Also quested with max resists everywhere, but given I had cold absorb, I dropped it for other useful things.

Skills:
Code:
Combat                Defensive                Offensive

6 Sacrifice       |    10 Resist fire        |    20 Conviction
5 Zeal            |    10 Resist Light   
1 Vengeance       |    11 Defiance           
20 HolyShield     |    1 Vigor
Equipment

Weapons:
Djinn Slayer (shael, jewel)
Djinn Slayer
Ataghan
One Hand Damage: 86 - 152
Durability: 14 of 22
Required Level: 65
Required Strength: 138
Required Dexterity: 95
Fingerprint: 0x10da0dea
Item Level: 87
Version: Expansion 1.10+
+20% Increased Attack Speed
231% Enhanced Damage
+136% Damage to Demons
+200 to Attack Rating against Demons
Adds 250 - 500 Fire Damage
Adds 5 - 12 Cold Damage Over 2 Secs (50 Frames)
6% Mana stolen per hit
Lightning Resist +20%
+7 Lightning Absorb
2 Sockets (2 used)
Socketed: Shael Rune
Socketed: Ambergris Jewel of the Glacier

Shael Rune
Required Level: 29
Version: Expansion 1.10+
Weapons: +20% Increased Attack Speed
Armor: +20% Faster Hit Recovery
Shields: +20% Faster Block Rate

Ambergris Jewel of the Glacier
Jewel
Required Level: 50
Fingerprint: 0x6b233b35
Item Level: 81
Version: Expansion 1.10+
Adds 5 - 12 Cold Damage Over 2 Secs (50 Frames)
Lightning Resist +20%
Nord's Tenderizer (jewel)
Nord's Tenderizer
Truncheon
One Hand Damage: 143 - 176
Durability: 26 of 55
Required Level: 68
Required Strength: **
Required Dexterity: 43
Fingerprint: 0xa517024b
Item Level: **
Version: Expansion 1.10+
+25% Increased Attack Speed
311% Enhanced Damage
178% Bonus to Attack Rating
+150% Damage to Undead
Adds 14 - 37 Fire Damage
Adds 205 - 455 Cold Damage Over 5 Secs (125 Frames)
Freezes target +4
Lightning Resist +12%
Cold Absorb 7%
Level 16 Blizzard (12/12 Charges) 1 Sockets (1 used)
Socketed: Camphor Jewel of Burning

Camphor Jewel of Burning
Jewel
Required Level: 49
Fingerprint: 0xbe892664
Item Level: 80
Version: Expansion 1.10+
Adds 14 - 37 Fire Damage
Lightning Resist +12%
Demon Limb for enchant

Armour:

Helm: Vamp Gaze / Rockstopper / Nat's Totem
Torso: Guardian Angel (Um)
Shield: Sanctuary (sacred rondache)
Sanctuary
Sacred Rondache
KoKoMal
Defense: 408
Chance to Block: 48
Durability: 68 of 68
Required Level: 52
Required Strength: 109
Fingerprint: 0x947e8cbb
Item Level: 81
Version: Expansion 1.10+
+20% Faster Hit Recovery
+20% Faster Block Rate
20% Increased Chance of Blocking
+155% Enhanced Defense
+250 Defense vs. Missile
+20 to Dexterity
All Resistances +96
Magic Damage Reduced by 7
Level 12 Slow Missiles (60/60 Charges)
3 Sockets (3 used)
Socketed: Ko Rune
Socketed: Ko Rune
Socketed: Mal Rune
Belt: String of Ears
Gloves: blood craft / Lavagout
Imp Fist
Vampirebone Gloves
Defense: 85
Durability: 13 of 14
Required Level: 69
Required Strength: 50
Fingerprint: 0xd25d5448
Item Level: 85
Version: Expansion 1.10+
+20% Increased Attack Speed
2% Life stolen per hit
7% Chance of Crushing Blow
+29% Enhanced Defense
+16 to Life
Poison Resist +12%
+2 to Light Radius
Boots: Gore Rider's / Nat's Soul / Tearhaunch
Amulet: Rare 1 skill, resists
Eagle Talisman
Amulet
Required Level: 34
Fingerprint: 0x9bf3c5c1
Item Level: 87
Version: Expansion 1.10+
+1 to Paladin Skill Levels
+1 to Maximum Damage
+11 to Strength
All Resistances +14
Poison Resist +17%
Poison Length Reduced by 25%
Rings: Ravenfrost, Bloodcraft, leech/resists rares.
Order Circle
Ring
Required Level: 68
Fingerprint: 0x7b4b5682
Item Level: 89
Version: Expansion 1.10+
+104 to Attack Rating
Adds 1 - 6 Fire Damage
4% Mana stolen per hit
3% Life stolen per hit
+3 to Strength
+7 to Energy
+10 to Life

Ghoul Master
Ring
Required Level: 59
Fingerprint: 0x60381536
Item Level: 86
Version: Expansion 1.10+
Adds 1 - 6 Fire Damage
3% Life stolen per hit
+1 to Strength
+27 to Life
All Resistances +7
Damage Reduced by 2

Charms of Note:
Mainly focusing on elemental damage, and filling in holes in resists, but also life and defense.
Code:
Flaming Large Charm of Vita
Large Charm
Required Level: 59
Fingerprint: 0x48754775
Item Level: 81
Version: Expansion 1.10+
Adds 12 - 33 Fire Damage
+27 to Life

Septic Small Charm of Vita
Small Charm
Required Level: 39
Fingerprint: 0x5d88e950
Item Level: 85
Version: Expansion 1.10+
Adds 15 Poison Damage Over 3 Secs (75 Frames)
+20 to Life

Snowy Small Charm of Thunder
Small Charm
Required Level: 25
Fingerprint: 0xfbb426f0
Item Level: 64
Version: Expansion 1.10+
Adds 1 - 17 Lightning Damage
Adds 1 - 4 Cold Damage Over 1 Secs (25 Frames)

Stalwart Small Charm of the Glacier
Small Charm
Required Level: 40
Fingerprint: 0xe0cb151b
Item Level: **
Version: Expansion 1.10+
Adds 3 - 6 Cold Damage Over 1 Secs (25 Frames)
+24 Defense

Smoking Small Charm
Small Charm
Required Level: 56
Fingerprint: 0xe109e53d
Item Level: 80
Version: Expansion 1.10+
Adds 9 - 18 Fire Damage

Ruby Small Charm of Thunder
Small Charm
Required Level: 32
Fingerprint: 0xe936b1fc
Item Level: 57
Version: Expansion 1.10+
Adds 1 - 11 Lightning Damage
Fire Resist +10%

Arcing Large Charm of Life
Large Charm
Required Level: 40
Fingerprint: 0x1b94bd65
Item Level: 80
Version: Expansion 1.10+
Adds 1 - 54 Lightning Damage
+6 to Life

Boreal Small Charm of Balance
Small Charm
Required Level: 58
Fingerprint: 0x8c0f644e
Item Level: 87
Version: Expansion 1.10+
+5% Faster Hit Recovery
Adds 7 - 9 Cold Damage Over 1 Secs (25 Frames)

Arcing Small Charm of Fortune
Small Charm
Required Level: 57
Fingerprint: 0x82dde0a0
Item Level: 80
Version: Expansion 1.10+
Adds 1 - 29 Lightning Damage
4% Better Chance of Getting Magic Items

Amber Small Charm of Incineration
Small Charm
Required Level: 37
Fingerprint: 0x6c2228ab
Item Level: 80
Version: Expansion 1.10+
Adds 5 - 9 Fire Damage
Lightning Resist +11%

Cobalt Small Charm of Winter
Small Charm
Required Level: 38
Fingerprint: 0xd3c020a7
Item Level: **
Version: Expansion 1.10+
Adds 5 - 7 Cold Damage Over 1 Secs (25 Frames)
Cold Resist +8%

Ruby Small Charm of the Glacier
Small Charm
Required Level: 32
Fingerprint: 0xa0370bd8
Item Level: 81
Version: Expansion 1.10+
Adds 3 - 6 Cold Damage Over 1 Secs (25 Frames)
Fire Resist +11%


Stalwart Grand Charm of Vita
Grand Charm
Required Level: 69
Fingerprint: 0x1712b105
Item Level: 80
Version: Expansion 1.10+
+47 Defense
+36 to Life

Shimmering Small Charm of Flame
Small Charm
Required Level: 25
Fingerprint: 0xdfb0eedd
Item Level: 57
Version: Expansion 1.10+
Adds 1 - 2 Fire Damage
All Resistances +3

Mercenary:

Act 2 Defiance Merc

Weapon: Hone Sundan / Reaper's Toll
Armour: Shaftstop / Duriel's Shell
Helm: Guillaume's

Hellforges:

NM: Io
Hell: Mal

Near Death Experiences
Nightmare Pindle: The downside to playing a character that never takes damage is those times where you run into something that ignores that state of affairs, it can catch you offguard, even when you're expecting it to an extent. Max block, crazy defense and max resistances mean little when a pindle pack chain charges you.

Nightmare Ancients: Madawc's random burst of crazy damage would have 1-shot me if not for the DR% on my gear. Probably shouldn't have been cocky and done it at P8, if only to reduce the amount of time he has to get off that lucky hit/two-hit crit.

Hell Marsh: Bosspack, cursed and fire enchanted. Not sure what else as it died very quickly. My guess is a bunch of minions and boss hit me in short order, right after I was hit with amp. Doubtful FE explosion alone could have done it with it at 95% FR, and fairly good DR%/PDR/MDR.

Notable Finds:
Code:
Trainer's Grand Charm of Sustenance 
Grand Charm 
Required Level: 42 
Fingerprint: 0x3fef7880 
Item Level: 80 
Version: Expansion 1.10+ 
+1 to Summoning Skills (Druid Only) 
+27 to Life 

Stone Crusher 
Legendary Mallet 
One Hand Damage: 206 - 251 
Durability: 53 of 65 
Required Level: 68 
Required Strength: 189 
Fingerprint: 0x2ab4175f 
Item Level: ** 
Version: Expansion 1.10+ 
312% Enhanced Damage 
Damage +21 
-25% Target Defense 
+150% Damage to Undead 
40% Chance of Crushing Blow 
-100 to Monster Defense Per Hit 
+21 to Strength
Questing thoughts:

The game went very fast, even with fairly modest/sub-optimal twinking (with the exception of charms, where in this HC restart LK seems to have a pretty strong preference of giving ele charms thus far). It was pretty fun using a variety of gear/weapons that melee don't generally use all that frequently. In particular an eth Lavagout did a lot of work until hell.

Maintaining max res with guardian angel was very easy until hell, where I ended up making Sanctuary, as the easiest solution without have to wait for like, a CoA.

Immunites that didn't break were rarely a problem. Nord's Tenderizer had some slowdown in hell with CI ogres in act 2 and flesh beast spawners in act 4, but this was easily solved by using Djinn's. Similarily, Djinn's was a bit slow in CS, where Nord's wasn't. On the whole, I'd say Djinn's was stronger in more areas / against more targets, but Nord's +4 freeze target was an MVP that basically handed me Act 2 and 3 Hell for free.

Lacking fanat, Holy Freeze bosses were particularly obnoxious, but rarely dangerous, except for some spear/bow lady packs who went from "mildly worrying" to "oh god oh god we're all going to die" when they were CI and zeal was too slow to put... any of them into hit recovery... ever. The big threats in the game came from charging enemies and dolls. The former because they ignore block and (iirc) get huge AR bonuses, and the latter because, while blockable, they do a ridiculous amount of damage when it isn't.

Since I so rarely took damage, leeching was generally not an issue, so long as at least had a little to cover small incidentals / skill use. In hell I focused on it more (blood gloves over lavagout, string over verdungos, points into zeal/sacrifice) mostly to widen the degree of damage I could leech away and make mana burn less problematic, and monsters now had >5% chance to hit me.

I did try out a Voice of Reason briefly, but didn't really care for it. Safety wise the freeze target of Nord's was better, even if the kill speed was slower, and Djinn suffered less slow down than a cold weapon in general. Nords/Djinn also offered decent physical damage as well.

I ended up significantly over-stating dex, as originally I planned to use a shield not so easily capped.

The Future:

Trav, L85 Areas

Alternating points in sacrifice/defiance.

This character doesn't particularly have any trouble with any areas I've tried, even after changing helm/gloves/belt/boots to MF gear, although CS is pretty slow regardless.

Post-Guardian I up'd the GA, and socketed:

Code:
Stone Heart 
Jewel 
Required Level: 37 
Fingerprint: 0x96aac7a4 
Item Level: 82 
Version: Expansion 1.10+ 
26% Enhanced Damage 
Cold Resist +33% 
Lightning Resist +9% 
Fire Resist +9% 
Poison Resist +9% 
Requirements -15%
20k+ armour doesn't bring monster CtH down quite as low as one might hope, but it's still pretty much ridiculous.

All in all a pretty fun character, with a lot of versatility, but most importantly, one designed such that I can run trav about as risk free as it gets. Especially once he finds an Ohm.
 

Espr

Diabloii.Net Member
I did briefly, but it didn't quite work out gear wise. It was a little too finicky at the time to try and reach 5/5/5/5/10 zeal while still maintaining max resists, same as gimmershred. If I find an andy's some of the slower weapons might become options again. Gimmershred in particular would be a lot more do-able if I wasn't aiming for 95/90/95/90 resists. Even so, it's within the realm of possibility in the future with a bit of item luck.
 

Grape

Diabloii.Net Member
Loving the concept! Well done, and a nice way to put those less used weapons into action.

That Stone Heart jewel is fancy. :p
 
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