Looking for advice for duoing

Shinjitsu

Diabloii.Net Member
Looking for advice for duoing

My wife and I are looking for a good duo for hardcore. We have not played the game since 1.09, and the game has changed a bit.

Just looking for suggestions on classes and builds that would work well together since we will only be playing as a duo, and maybe some solo MF here and there.
 

rachil0

Diabloii.Net Member
I think a good combo would be a summon-necromancer (20 skeleton, 20 mastery, 1 into all curses) and a hammer-paladin (20 hammer, 20 conc, 20 vigor, 20 blessed aim) would be a great combo.

Hammerdins can solo the game well, but an untwinked one will appreciate all the minions to hide behind. No curses really buff up hammerdin damage - so feel free to use a safety curse like decrepify or dim vision as your main curse (if you choose dim vision, it's worth maxing on an untwinked-straight-to-guardian romp). Other good necromancer skills are CE, bonewall (for armor synergy) and skeleton magi (they don't get as much respect as the melee ones but untwinked they can be worth it).

You can improve your team boss-killing abilities by getting a crushing blow weapon for the paladins switch. If it has decent base damage (elite class weapon) you can probably tank any act boss with lifetap (the necro can constantly renew it) A black-runeword scourge would work perfectly.

Here's some good basic gear to shoot when you're untwinked:
Both: Gambled boots with resists, Gambled/Crafted caster belts with resists/life, gambled rings with resists / mana, Lore circlets or Ral-Ort-Thul masks, gambled gloves, Stealth armor
Hammerdin: Spirit Sword, Spirit all-resist Paladin Shield
Necromancer: Spirit Sword/White Wand/Shopped Wand, Rhymed Necro-Head or Necro-Head stuffed with Pdiamonds w/ good skill mods.
Mercs: At least one should have an insight pole - this is a huge boost to your team. I'd do might + prayer for their auras (give insight to prayer merc for best effect).

In general, give the paladin the better gear. He's the damage dealer and is closer to the enemy.

The only catch - you will HATE the maggot lair. Crawl through it with lifetap, smite, hammers when you can, golems and corpse-explode. Ditch the skeletons for here, run salvation if you need it for maxed resists.

If you're new to 1.10, respect fire enchanted monsters (FE/extra strong is the new MSLE). They will 1-hit you in NM for sure. They can womp you in hell too, but they are somewhat less dangerous because their explosion damage is deliberately nerfed in hell difficulty. It doesn't effect mercs, so let them get the killing blows. Do not try to smite them, for sure.
 

Shinjitsu

Diabloii.Net Member
Thanks for the advice, we were leaning to the necro/paladin combo before I read you're reply. I think this pushes us over the edge for this, I've always loved hammerdins and my wife enjoys the zoomancer style play.

This is perfect for us, and thanks for the warning about the fire enchanted monsters, that would have been a very bad welcome to 1.11 for us.=)
 

d00m2k

Diabloii.Net Member
If you're starting anew and won't have access to conviction, nothing beats Necro's Lower Resist, meat wall + anything (trapper, javazon, sorc, etc).
 

WrongdayJ

Diabloii.Net Member
A friend of mine and his room-mate use a Wind Druid and a Lightning Sorceress together and the results are truly awesome.

I've partied up with them a couple times as a Poizon and a Frostmaiden and I hardly had to attack at all!

They pretty much wipe the screen clean before I even get off a volley. The sorc enchants everyone, and drops the static fields- and ohhh the Lightning Damage. The windy keeps everything slowed and the minions (especially the Bear) mop up. The Druid (enchanted with a Maul) can lay down some serious thump as well as do the hurricane thing pretty well. It's a good combo and one I recommend highly.

You truly have the best of everything: crowd control with the Druid and some serious artillery for the Bosses in the Sorc. Early on will be challenging, but once the Sorc and Druid hit 30. . .this combo really starts singing.
 

Barrynor

Banned
I'd second the necromancer/paladin combo. Necromancers with AMP damage and a bunch of minions will kill anything, althougha bit slowly. The necromancer should get a might merc, and the paladin a thorns merc, and then you have the ubar-pain combo from hell, really. Might + concentration is a stacked ooooh 500% ED, and a modest 20 SM, 20 SK, +5 summoning skills make basic 203-205 damage skeletons. Add in 500% ED from might/concentration, and we have 1218-1230 damage, and another 100% damage on top of that from amp we end up with 2436-2460 damage per skeleton.

And then we have the AoE damage from the Hammers, and the thorns+amp from the thorns merc, and that's that. :D
 
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