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Introducing Patriarch Allied_Pain

Chalk up Mat/Patriarch #9 for me.

Allied_Pain
clvl: 80

Arreats Face (IAS jewel)
Duriel's Shell (IAS jewel)
2x Angelic Halo
Angelic Wings
Laying of Hands

Really nice Rare boots
IK Belt

and

Steeldriver
Thunder Maul

'Shael'
Two-Hand Damage: 110 to 604
Durability: 32 of 60
Required Strength: 127
Required Level: 77
Mace Class - Very Fast Attack Speed
Item Version: 1.10 Expansion
Item Level: 59
Fingerprint: 0x81e35f88
+236% Enhanced Damage
Heal Stamina Plus 25%
Requirements -50%
Required Level +12
60% Increased Attack Speed
150% Damage to Undead
Socketed (1: 1 used)

Echoing/+2 warcry weapon on switch.
"prevent monster heal" broadsword in stash. More on this later.

STR: 95/110 (enough to put on Dshell-->IK Belt-->Arreats)
DEX: 20 (base)/50
VITA: 370/370

Life: 4203
Mana: 233
Def: 4091 (with shout)

Zerk dmg w/o merc: 1103-6045
Zerk dmg /w merc: 1312-7193
Zerk AR: 13968

Resistances:
Fire: 75
Cold: 68
Lighting: 75
Poison: 15

Zerk: 20
BO: 20
WC: 20
Howl: 17
Inc speed: 1
NR: 1
Mace Mastery: 1
BC: 1
All pre-req's: 1

Merc, Act 2 Offensive
Kelpie Snare (my new favorite weapon)
Shaftstop
Gaze (16% pdr)

Def: 5280
Life: 2882
Dmg: 549-90X

Well, lets just say that although this character is powerful, I don't like him at all. I agree that he has great crowd control, but I just don't like having no defense all the time. With that said, here's the story line:

Besides hell ancients, I died only two times in the entire game, soloing the whole way. Both came in the Chaos Sanc, one in norm and one in Hell.

Most of the game was a breeze, as the steeldriver just does a lot of damage. It also helps that I could nearly wear my endgame gear at clvl 42, but that's besides the point.

Hell Ancients was one of the toughest fights in the entire game. I rolled FE a lot (and thus died before I could get a TP off, mostly to Mawdawc). Also, I rolled a LOT of extremely difficult mods (cursed/MB/fanat/extra fast).

I finally ended up realizing that I had to use tactics in this fight, and I tried to draw them towards the upper right corner. There, I could deal with two at a time.

The last time I fought them, all three were mana burn. Not good, but doable. None of them were cursed, so that made me VERY happy.

The Snare slowed them all down, and I ended up killing Korlic and Talic with concentrate. The final fight took 5 minutes, but the whole ordeal took about 40 minutes.

The WSK wasn't easy per se, but it wasn't hard either. I ended up with Succubi on 2 and 3, and ON's on 3. It was a long time to get through those levels, but patience and taunt (my new favorite skill for act 5 hell) proved too much for those succubi bitches.

The Throne was another story though. I spawned ON's, Vipers and frezytaurs. I ended up fighting (and seperating) a dual boss pack (both with a might aura) of frenzytaurs and ON's. The Taurs were cursed. My merc didnt'y like that too much.

On to the Throne. Remember those ON's? Yeah, so did I. And so did Achmel. Getting to the throne, I realized that there were huge packs of ON's and their minions in the room.

Achmel just lapped it all up. I had seperate the ON's and skellies out of sight of Achmel and company (and out of the throne room), and then I ran to town to buy a Broadsword of Vileness (prevent monster heal). Achmel was Might enchanted and stone skin, along with one other mod. Also, and as always, he was Magic Immune, leaving me with only conc. Great I thought. He can resurect undead, immune to my best attack, and at least 80% resistant to my second attack.

Anyway, I ended up wacking all of his minions with the broadsword and then went to work. It was a long process because there was one ON that just would NOT leave the throne room. Of course, I had to keep that ON dead because I was afraid I would get IM'd while I was fighting Achmel and die. And I didnt' want any deaths.

But I did manage to kill them all. The rest of the minions were easy, especially lister. Baal was a piece of cake, but I did use a few mana pots against him.

And now for my now-traditional build observations:

1. This is a very viable build, but it is a great annoyance taking all those hits.
2. Steeldriver does a shiatload of damage, even when not upgraded.
3. Taunt is your best friend in Act 5 Hell. I didn't re-roll onster maps, but I didnt' do full clears either, but I ended up with a lot of ranged opponents throughout act 5. Hotkey it, but you probably won't use it until Act 5 hell.
4. Stun is a very powerful tool.
5. Champion packs are the worst enemy of thius build. All you can do is howl everything else away and battlecry them, but you can't stun them.
6. In every barb build (except an iron barb), since you will have BO for a synergy, you will never need more than one point in Concentrate.
7. PMH is essential.
8. This build could run hell solo on /players 3 -5. Its just that damn powerful.

Well, that's about it. I hope you enjoyed reading my journey.

To Nightfish: Congrats on making guardian with this build. I can't even imagine how you made it past Hell ancients.

crg
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