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) Spoiler 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) Spoiler 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) Spoiler 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 Spoiler 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 Spoiler 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. Spoiler 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. Spoiler 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.