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Guardian Naruma

Discussion in 'Single Player Forum' started by Dezrok, Nov 11, 2017.

  1. Dezrok

    Dezrok Diabloii.Net Member

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    Guardian Naruma the 5 Stages of Grief Wind Druid

    A Tournament Guardian from the 5 Stages of Grief Tournament. Read the Tournament rules here.

    Naruma's journey starts here.

    HC, Single-pass, untwinked, 1.14d. RWM and GoMule.

    A pretty standard Wind Druid with a few quirks created by the rules of the Tourney. The two main quirks being in Act 2 all stat points had to be put into Energy, while in Act 3 all stat and skill points were randomly assigned.

    p8 full clears in Normal and Nightmare. Full clears continued into Hell at p3, but by the time we reached Hell Act 3 we were Level 84 and ready for the end game, so dropped to p1 and stopped with the full clears. We still did all the quests and tagged most of the waypoints, killed monsters we came across and popped the poppables, but didn't go out of our way looking for things to kill or pop.

    Stats
    Level: 86

    Strength: 72/77
    Dexterity: 48/48
    Vitality: 280/302
    Energy: 120/140
    HP: 752/1005 (1438 with Oak Sage)
    Mana: 390/656
    Stamina: 424/424
    Defense: 12/660
    AR: 210/350

    Fire: 81
    Cold: 93
    Lightning: 76
    Poison: 83

    MF: 87
    Block: 7
    GF: 192
    FR/W: 20
    FHR: 75
    IAS: 10
    FCR: 101

    All those points in Energy were required by the Tourney rules. They meant Naruma's life was much lower than it could have been, but did mean we had very few problems with mana.

    Skills
    Raven: 1/4
    Poison Creeper: 3/6
    Oak Sage: 1/4
    Summon Spirit Wolf: 1/4
    Summon Dire Wolf: 12/15
    Summon Grizzly: 1/4
    Werebear: 1/4
    Arctic Blast: 10/13
    Cyclone Armor: 20/23
    Twister: 7/10
    Tornado: 20/23
    Hurricane: 20/23

    A few oddities with the skills because of the nature of the tourney. Points in Poison Creeper and Werebear were wasted. The points in Arctic Blast turned out to be very helpful in dealing with physical immunes, although At the time I was required to allocate the points I thought they were being completely wasted.

    Gear
    Naruma's Spirit Long Sword
    TalThulOrtAmn
    One Hand Damage: 3 - 19
    Durability: 44 of 44
    Required Level: 25
    Required Strength: 55
    Required Dexterity: 39
    Fingerprint: 0xd3e222b4
    Item Level: 64
    Version: Expansion 1.10+
    +2 to All Skills
    +31% Faster Cast Rate
    +55% Faster Hit Recovery
    Adds 1 - 50 Lightning Damage
    Adds 3 - 14 Cold Damage Over 3 Secs (75 Frames)
    Adds 75 Poison Damage Over 5 Secs (125 Frames)
    7% Life stolen per hit
    +250 Defense vs. Missile
    +22 to Vitality
    +90 to Mana
    +7 Magic Absorb
    4 Sockets (4 used)

    Splendor Grim Shield
    EthLum
    Defense: 192
    Chance to Block: 0
    Durability: 70 of 70
    Required Level: 37
    Required Strength: 58
    Fingerprint: 0x462fac28
    Item Level: 53
    Version: Expansion 1.10+
    +1 to All Skills
    +10% Faster Cast Rate
    +20% Faster Block Rate
    +67% Enhanced Defense
    +10 to Energy
    Regenerate Mana 15%
    50% Extra Gold from Monsters
    20% Better Chance of Getting Magic Items
    +3 to Light Radius
    2 Sockets (2 used)

    Doom Beads Amulet
    Required Level: 40
    Fingerprint: 0xe98240db
    Item Level: 58
    Version: Expansion 1.10+
    +10% Faster Cast Rate
    6% Mana stolen per hit
    All Resistances +19
    Fire Resist +32%
    Damage Reduced by 2

    Doom Grip Ring
    Required Level: 16
    Fingerprint: 0xddb20766
    Item Level: 35
    Version: Expansion 1.10+
    +10% Faster Cast Rate
    +107 to Attack Rating
    Cold Resist +6%
    Lightning Resist +27%

    Bahamut's Ring of the Apprentice
    Required Level: 37
    Fingerprint: 0x187b67ae
    Item Level: 59
    Version: Expansion 1.10+
    +10% Faster Cast Rate
    +116 to Mana

    Rainbow Circlet of the Magus
    Defense: 29
    Durability: 35 of 35
    Required Level: 26
    Fingerprint: 0xc0e3fffe
    Item Level: 27
    Version: Expansion 1.10+
    +20% Faster Cast Rate
    +11 to Maximum Damage
    All Resistances +24
    1 Sockets (1 used)
    Socketed: Scintillating (+13%) Jewel of Carnage (+11)

    Smoke Cuirass
    NefLum
    Defense: 330
    Durability: 50 of 50
    Required Level: 37
    Required Strength: 65
    Fingerprint: 0xc06d235a
    Item Level: 63
    Version: Expansion 1.10+
    +20% Faster Hit Recovery
    +75% Enhanced Defense
    +280 Defense vs. Missile
    +10 to Energy
    All Resistances +50
    -1 to Light Radius
    Level 6 Weaken (18/18 Charges)
    2 Sockets (2 used)
    Socketed: Nef Rune
    Socketed: Lum Rune

    Shadow Hand Light Gauntlets
    Defense: 16
    Durability: 18 of 18
    Required Level: 27
    Required Strength: 45
    Fingerprint: 0x3ea38876
    Item Level: 57
    Version: Expansion 1.10+
    +10% Increased Attack Speed
    3% Mana stolen per hit
    +37% Enhanced Defense
    Fire Resist +26%
    Poison Resist +27%
    9% Better Chance of Getting Magic Items

    Corpse Winding Sharkskin Belt
    Defense: 70
    Durability: 14 of 14
    Required Level: 46
    Required Strength: 20
    Fingerprint: 0xe231ca12
    Item Level: 69
    Version: Expansion 1.10+
    +10% Faster Cast Rate
    +90% Enhanced Defense
    +5 to Strength
    +18 to Mana
    Regenerate Mana 5%
    Lightning Resist +12%

    Cruel Stalker Chain Boots
    Defense: 11
    Durability: 16 of 16
    Required Level: 18
    Required Strength: 30
    Fingerprint: 0xe4781365
    Item Level: 62
    Version: Expansion 1.10+
    +20% Faster Run/Walk
    +13% Enhanced Defense
    Poison Resist +33%
    23% Better Chance of Getting Magic Items
    +1 to Light Radius
    Repairs 1 Durability in 20 Seconds

    Switch:
    Battle Staff of Teleportation
    Two Hand Damage: 6 - 13
    Durability: 40 of 40
    Required Level: 24
    Fingerprint: 0xf73cfe3
    Item Level: 45
    Version: Expansion 1.10+
    +2 to Meteor (Sorceress Only)
    Level 2 Teleport (37/37 Charges)

    Charms
    Gheed's Fortune Grand Charm
    Required Level: 62
    Fingerprint: 0xa188f7b1
    Item Level: 80
    Version: Expansion 1.10+
    142% Extra Gold from Monsters
    Reduces all Vendor Prices 13%
    32% Better Chance of Getting Magic Items

    Lapis Small Charm of Fortune
    Required Level: 18
    Fingerprint: 0xcc4a01ea
    Item Level: 55
    Version: Expansion 1.10+
    Cold Resist +7%
    3% Better Chance of Getting Magic Items

    Grand Charm of Vita
    Required Level: 69
    Fingerprint: 0xc671763e
    Item Level: 79
    Version: Expansion 1.10+
    +38 to Life

    Burly Grand Charm of Vita
    Required Level: 69
    Fingerprint: 0x8e59c3aa
    Item Level: 85
    Version: Expansion 1.10+
    +29 Defense
    +37 to Life

    Small Charm of Vita
    Required Level: 39
    Fingerprint: 0xc09a339d
    Item Level: 80
    Version: Expansion 1.10+
    +20 to Life

    Small Charm of Vita
    Required Level: 39
    Fingerprint: 0x3d9e3bc3
    Item Level: 80
    Version: Expansion 1.10+
    +18 to Life

    Sapphire Grand Charm
    Required Level: 22
    Fingerprint: 0x549c2c3e
    Item Level: 81
    Version: Expansion 1.10+
    Cold Resist +29%

    Small Charm of Vita
    Required Level: 39
    Fingerprint: 0xde17355c
    Item Level: 79
    Version: Expansion 1.10+
    +17 to Life

    Amber Large Charm of Craftmanship
    Required Level: 27
    Fingerprint: 0xafd28e92
    Item Level: 48
    Version: Expansion 1.10+
    +1 to Maximum Damage
    Lightning Resist +14%

    Sapphire Grand Charm
    Required Level: 22
    Fingerprint: 0x3f7e2b41
    Item Level: 57
    Version: Expansion 1.10+
    Cold Resist +28%

    Steel Small Charm of Sustenance
    Required Level: 49
    Fingerprint: 0x9cc89e3d
    Item Level: 85
    Version: Expansion 1.10+
    +33 to Attack Rating
    +15 to Life

    Small Charm of Sustenance
    Required Level: 17
    Fingerprint: 0xa9f1bc8
    Item Level: 42
    Version: Expansion 1.10+
    +15 to Life

    Large Charm of Vita
    Required Level: 50
    Fingerprint: 0x88451b8b
    Item Level: 76
    Version: Expansion 1.10+
    +30 to Life


    Stash
    Grim Wand of Lower Resistance
    One Hand Damage: 5 - 11
    Durability: 15 of 15
    Required Level: 36
    Fingerprint: 0x1dd4fd79
    Item Level: **
    Version: Expansion 1.10+
    +1 to Golem Mastery (Necromancer Only)
    Level 2 Lower Resist (75/75 Charges)

    Victorious Grim Wand of Dim Vision
    One Hand Damage: 5 - 11
    Durability: 15 of 15
    Required Level: 12
    Fingerprint: 0x7b9306b9
    Item Level: 86
    Version: Expansion 1.10+
    +3 to Mana after each Kill
    Level 7 Dim Vision (112/112 Charges)

    Woestave
    Bec-de-Corbin
    Two Hand Damage: 16 - 110
    Durability: 37 of 55
    Required Level: 30
    Required Strength: 133
    Required Dexterity: 91
    Fingerprint: 0x322b9086
    Item Level: 78
    Version: Expansion 1.10+
    30% Enhanced Damage
    50% Chance of Open Wounds
    Prevent Monster Heal
    Hit Blinds Target +3
    Freezes target +1
    Slows Target by 50%
    -50 to Monster Defense Per Hit
    -3 to Light Radius
    Required Level +5

    Mercenary
    Neeraj Act 2 Holy Freeze

    Tal's Horadric Crest socketed with a Shael
    Treachery Embossed Armor
    Insight Superior Cryptic Axe


    Really not too much to talk about with Naruma. It had been a long time since I'd played a cookie-cutter build and was surprised at how strong they are. The Tourney rules made the early difficulties quite hard, but by the time of reaching Hell, they didn't have much impact. PI/CIs were really the only monsters to cause problems, Tornadoes made pretty short work of just about everything else except Moon Lords.

    A first time for me to use Cyclone Armor. I'd always thought of it as a buff type skill, the sort you cast and forget about until the timer is up. However, I had it mapped to my prime skill key and cast it every time Naruma looked like taking elemental damage. Maxed Cyclone Armor with plenty of synergies also protects from lots of elemental damage ... over 1000 points. As a result, Naruma took almost no elemental damage for the entire game. Super nice in HC!

    Dire Wolves vs Grizzly Bear - Most of the time we had the Grizzly cast as a big, dependable meat shield. However, the Dire Wolves proved to be more important for dealing with problem bosses. There were a few that we wouldn't have been able to defeat without the Dire Wolves.

    Woestave - in HC single-pass untwinked this is probably the most useful (and achievable) single item to possess. Such a great combination of affixes.


    Future Plans - I was planning on entering Naruma in the MFO, but deeded him while doing test runs to see what areas he could effectively MF. Such is life.

    He did find a SoJ before dying, so the testing wasn't a complete waste of time.
     
    Grape, Gynli, Albatross and 4 others like this.
  2. T72on1

    T72on1 Diabloii.Net Member

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    Congrat's on the Guardian, and condolences on the Deeds :(.
     
  3. mir

    mir Diabloii.Net Member

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    Congrat's on the guardian, it was an interesting journey and some situations looked quite tough.
    Well done for completing this tournament.
     
  4. OldSoldier

    OldSoldier Diabloii.Net Member

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    A congrats on the guardian and a condolences on the deeds in the same post. A bittersweet ending. Still, he did complete the tournament! Well done.
     
  5. JoeBruce

    JoeBruce Diabloii.Net Member

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    A guardian + deeds thread?!? How bittersweet.

    Wind druids are fun. Mine is lvl 90 and my main magic finder for HC (I just have not been able to keep a sorc or javazon alive...).

    Interesting comments about the dire wolves. And yes, Arctic Blast performs a lot better than expected when facing those PI monsters. Congratulations on finishing the tourney with a guardian, and condolences on the deeds. Regardless, masterfully done hero!
     

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