Lethal_Doze, a Trang-Oul Necromancer Patriarch Say Hi to Patriarch Lethal_Doze, a fully-twinked, single-pass, SP/SC Trang-Oul Poisonmancer. The desire to play and pat a full Trang Necro has long been a goal and when I finally found the set Bone Visage a few months ago, the stage was set. Game play through Normal and Nightmare was a breeze, save for early mana problems, but once the full set was in place at Level 65, only Hell difficulty presented any real challenge. Players 8 for the first two difficulties, Players 5 up to half-way through Act 5 Hell and then P3 from the Frozen Tundra onwards. One death only, an unfortunate case of stun-locking by Defiled Warriors in the last of the Hell Pits (in the Frozen Tundra). If you're not in the mood for D2, don't play! I went the max-block route and his stats look like this: Stats (Base/Best Switch) Level 87 Str: **/121 Dex: 153/238 Vit: 224/224 Eng: 25/ 25 Unspent: 35 Stamina: 374/444 Life: 652/776 Mana: 197/563 Bone Armour: 165 Damage Poison Dagger: 23-24K Poison Nova: 5719-5939 Poison Exp: 42-46K AR (PD): 12206 Defence: 1910 FR: 80% CR/LR/PR: 75% Items used were the best I was able to twink from my rather pathetic stashes and which were not in use by other current characters. The lack of a Death's Web was really not a problem for me - I like Poison Dagger and Blackbog's Sharp is a nice tool (especially a faceted one). In fact, +3/-4 Poison Facet was donated recently by my Fishymancer MF'r, so from Frozen Tundra onwards, 'Doze had a little more bang to his buck. To be honest, it was finding this Facet that turned my attention back to the poisonmancer, after a longish period of having been parked as a result of his death in that Act 5 Hell Pit. Gear Trang-Oul's Avatar PnB Skiller, plus 1-21 Lightning damage PnB Skiller, plain GC, 12% Res-all, +6 to strength GC, 20% Fire Res, +5 to dexterity LC, 12% FR, +5 to dexterity LC, 10% CR, +5 to dexterity SC, 8% LR, +2 to dexterity SC, 7% FR, +2 to strength SC, 7% FR, +2 to dexterity SC, 11% LR, 3-5 Cold Damage SC 9% LR, +11 to life SC, 4% Res-all, +2 to dexterity SC, 4% Res-all, plain Amulet, +3 PnB Skills, +1 max damage Ring, Ravenfrost, +200 AR Ring, Ravenfrost, +162 AR (Angelic Set Amulet and Rings in early game - woohoo for 30000+ AR with Combat Shrine!) Boots, Waterwalks (+197% ED) Main Switch - Blackbog's Sharp, socketed +3/-4 Poison Facet Trang-Oul's Wing "Cursing" Switch - Gravenspine Bone Wand Blue Unraveller Head (+2 Necro Skills, +3 Decrepify, +1 Summon Resist, +1 Attract) Skills are as follows (Hard Points / Best Switch Values) Summoning Skills Summon Resist 0/7 (item) The rest 0/0 PnB Skills Teeth 1/11 Bone Armour 1/11 Poison Dagger 20/35 Corpse Explosion 1/11 Bone Wall 3/13 Poison Explosion 20/34 Poison Nova 20/34 BSpear/BSpirit/BPrison 0/0 Curses Dim Vision 14/20 Lower Resist 12/18 Confuse 0/0 Attract 0/7 Decrepify 1/10 The rest 1/7 Mercenaries used were Act 1 coldy, Act 2 Defiance and from Act 3 Normal, Phaet, a Cold Wolf. I cannot believe how good that 'Wolf really is, for crowd control and corpse disposal. Merc Equipment was: Harlequin Crest Spirit Ethereal Dimensional Blade Skin of the Vipermagi (25% Res) Ethereal Lidless Wall (I wanted dual Spirits! Merc not strong enough though ...) Tactics were fairly obvious: Poison Dagger to start with, Spam Poison Nova when it became available, PD again for Bosses and other tricky customers, Poison Explosion for choke points and Fire Wall/Meteor for poison immunes. I employed a small Bone Armour for a little extra life vs melee/missiles (plus some small protection against hit recovery issues). Corpse Explosion was rarely used (if ever - can't remember using it). Curses most often in use were LR (of course) and DV for when things got funky. To be honest though, I rarely used DV (despite being a big fan). Bone Wall was the big surprise for me - it's possibly the reason I was able to defeat Ventar and Lister's waves in Hell. The big lugs foolishly pinned themselves up against my Walls where they were coldified by the merc, and either Fire-Walled/Meteored or Poison Nova'd to death, depending on their immunity. Lister's crew in particular went down with little effort on my part. As for the big bosses, these were killed mostly without the benefit of a merc (who unsportingly died during the encounters), except for Hell Baal. Hell Baal was a funny battle - initially I was being caned by clones and Festering Appendages, but once I engaged the big guy in melee, and with the merc getting into his groove, I simply Poison Daggered him to death. I stayed toe-to-toe with Baal rather than hit'n'running him, as things were more manageable that way - Baal was happy to sit there taking what I was dishing out as long as I was in his face. LR was re-cast as and when required. Now, with me spamming PD, my mana did run out, but here's the thing ... I regenerated mana quickly enough to be able to re-cast PD before the current duration ran out and the only time I needed to pot was when LR needed refreshing. Nice. It's been said before but when playing a Trang necro, with your walk speed virtually the same as your run speed, you need to switch to running if you want your merc to keep up with you. If you walk everywhere, you lose the merc until you TP. Just a reminder, folks. Future plans for the 'Doze include sitting on my hard drive and maybe, just maybe, becoming a Pit runner. He is my third Pat ... my first was a Necro Summoner (my first ever character, with the Skill/Stat placement issues to prove it) my second was a full-blown Fishymancer. I'm well pleased to have beaten the game with this guy. Current projects (all S/C) are an un-twinked SP Bonemancer just starting in Hell, an un-twinked SP Golemancer in Act 4 Hell and a multi-player Strafeazon - yes, a non-necro! - in Act 3 Hell. A fun character to play - even more so at Players 1, I'd say!