So, hi again! Haven't played Diablo 2 in a while, partly due to some laptop troubles. With those sorted out, I reinstalled D2 recently and the bug bit once more. Matriarch Ackbar I picked a trap using assassin for my first new character due to some unfinished business with the build. I had one some years before, but couldn't make it past the beginning of Hell Act 3 without being rushed to Baal. This time I wanted to try again and do it all myself. This meant better planning for immunes (read: actually planning for immunes) and gaining a few more levels before entering Hell. (Lvl 73 might have been a little low...) Age: 19 days (Created on 10th Feb) Song playing on Baal's death: Ozomatli - (Who Discovered) America? Stats I have 70 stat points unspent. At first I was saving them in case some nice elite claws dropped with +skills that I'd need extra str/dex to use. I don't feel a strong need for extra vit, all the same. Code: Level: 83 Naked/Gear Strength: 80 / 84 Dexterity: 80 / 87 Vitality: 255 /255 Energy: 25 / 35 HP: 979 /989 Mana: 148 /258 Resists (N/NM/H/Hell with level 11 Fade) Fire: 60/20/-40/16 Cold: 123/83/ 23/75 Lightning: 90/50/-10/46 Poison: 45/ 5/-55/ 1 MF: 66 GF: 191 FHR: 37 IAS: 45 Skills My primary weapons were two claws with +3 Traps. On switch I had two claws with +3 Shadow Skills. The values for the slvl with gear below reflect the levels at which the skills were actually cast (using the appropriate switch). Code: Fire Blast: 20/30 Shock Web: 3/13 Charged Bolt Sentry: 20/30 Lightning Sentry: 20/30 Death Sentry: 20/30 Claw Mastery: 1/11 Psychic Hammer: 1/11 Burst of Speed: 1/11 Weapon Block: 1/11 Cloak of Shadows: 1/11 Fade: 1/11 Shadow Warrior: 1/11 Mind Blast: 1/11 Shadow Master: 3/13 Can't decide whether to put any further points towards CBS (for extra damage) or SM (for final equipment upgrades & a bit of bulk). Damage Lightning Sentry: 1-4028 Fire Blast: 1850-2237 Gear Spoiler: Cunning Blade Talons Blade Talons One Hand Damage: 10 - 14 Durability: 69 of 69 Required Level: 45 Required Strength: 50 Required Dexterity: 50 Fingerprint: 0xc66554db Item Level: 74 Version: Expansion 1.10+ +3 to Trap Skills (Assassin Only) Spoiler: Cunning Scissors Katar of the Leech Scissors Katar One Hand Damage: 9 - 17 Durability: 68 of 68 Required Level: 45 Required Strength: 55 Required Dexterity: 55 Fingerprint: 0xf218ad6f Item Level: 74 Version: Expansion 1.10+ +3 to Trap Skills (Assassin Only) 4% Life stolen per hit Spoiler: Treachery Dusk Shroud ShaelThulLem Defense: 377 Durability: 14 of 20 Required Level: 49 Required Strength: 77 Fingerprint: 0x65c7e8ac Item Level: 80 Version: Expansion 1.10+ 5% Chance to cast level 15 Fade when struck 25% Chance to cast level 15 Venom on striking +2 to Assassin Skill Levels +45% Increased Attack Speed +20% Faster Hit Recovery Cold Resist +30% 50% Extra Gold from Monsters 3 Sockets (3 used) Socketed: Shael Rune Socketed: Thul Rune Socketed: Lem Rune Spoiler: Lore Circlet OrtSol Defense: 23 Durability: 31 of 35 Required Level: 27 Fingerprint: 0xd6d277a4 Item Level: 39 Version: Expansion 1.10+ +1 to All Skills +10 to Energy Lightning Resist +30% Damage Reduced by 7 +2 to Mana after each Kill +2 to Light Radius 2 Sockets (2 used) Socketed: Ort Rune Socketed: Sol Rune Spoiler: Rare Plated Belt Spirit Lock Plated Belt Defense: 11 Durability: 23 of 24 Required Level: 28 Required Strength: 60 Fingerprint: 0x977be6e4 Item Level: 52 Version: Expansion 1.10+ 14% Chance to cast level 5 Nova when struck +17% Faster Hit Recovery +4 to Strength +15 Maximum Stamina Cold Resist +27% Fire Resist +7% Spoiler: Rare Leather Gloves Dire Fist Leather Gloves Defense: 2 Durability: 12 of 12 Required Level: 4 Fingerprint: 0x129dbc6b Item Level: 8 Version: Expansion 1.10+ 10% Chance to cast level 3 Charged Bolt when struck +18 to Attack Rating +2 to Dexterity Lightning Resist +7% Repairs 1 Durability in 33 Seconds Spoiler: Rare Greaves Doom Brogues Greaves Defense: 21 Durability: 23 of 24 Required Level: 26 Required Strength: 70 Fingerprint: 0x3912d33 Item Level: 50 Version: Expansion 1.10+ +35% Enhanced Defense +4 to Dexterity Poison Length Reduced by 25% 18% Better Chance of Getting Magic Items Spoiler: Magekiller's Amulet Amulet Required Level: 27 Fingerprint: 0x60c67ef9 Item Level: 52 Version: Expansion 1.10+ +1 to Assassin Skill Levels Spoiler: Bahamut's Ring Ring Required Level: 37 Fingerprint: 0x9a827236 Item Level: 85 Version: Expansion 1.10+ +105 to Mana Spoiler: Scintillating Ring of Chance Ring Required Level: 59 Fingerprint: 0xf3fbc465 Item Level: 85 Version: Expansion 1.10+ All Resistances +15 5% Better Chance of Getting Magic Items Weapon switch: Spoiler: Shadow Blade Talons Blade Talons One Hand Damage: 10 - 14 Durability: 69 of 69 Required Level: 45 Required Strength: 50 Required Dexterity: 50 Fingerprint: 0x6430cf1c Item Level: 74 Version: Expansion 1.10+ +3 to Shadow Discipline Skills (Assassin Only) Spoiler: Shadow Scissors Katar of Slaughter Scissors Katar One Hand Damage: 9 - 35 Durability: 68 of 68 Required Level: 45 Required Strength: 55 Required Dexterity: 55 Fingerprint: 0x6ab8d776 Item Level: 74 Version: Expansion 1.10+ +3 to Shadow Discipline Skills (Assassin Only) +18 to Maximum Damage Mercenary: Name: Gulzar Type: Act 2 (Holy Freeze) Level: 83 Spoiler: Insight Partizan RalTirTalSol Two Hand Damage: 124 - 255 Durability: 60 of 65 Required Level: 27 Required Strength: 113 Required Dexterity: 67 Fingerprint: 0x350c8cfa Item Level: 39 Version: Expansion 1.10+ Level 13 Meditation Aura When Equipped +35% Faster Cast Rate 241% Enhanced Damage +9 to Minimum Damage 236% Bonus to Attack Rating Adds 5 - 30 Fire Damage Adds 75 Poison Damage Over 5 Secs (125 Frames) +5 to Critical Strike All Stats +5 +2 to Mana after each Kill 23% Better Chance of Getting Magic Items 4 Sockets (4 used) Socketed: Ral Rune Socketed: Tir Rune Socketed: Tal Rune Socketed: Sol Rune Spoiler: Cobalt Kraken Shell Kraken Shell Defense: 511 Durability: 34 of 48 Required Level: 61 Required Strength: 174 Fingerprint: 0x9f7799b0 Item Level: 87 Version: Expansion 1.10+ Cold Resist +24% Notable finds NM Hellforge: Lum Hell Hellforge: Lem I was quite happy with a Gull that a mob in the Forgotten Tower in Normal. I was running the Countess for Stealth runes at the time, that went on to become my weapon of choice until mid-NM when I replaced it with a Spirit Crystal Sword. An Um rune dropped for me from an Urdar in the River of Flame. Was already happy with a Lum, this put me over the moon. All the same, I've still yet to decide what to do with it! A Witchwild String bow dropped early on in NM Act 5 for me, think it was on the Bloody Foothills. Early on in Hell I quested until I reached the Black Marsh. Wanted to try out a few Countess runs, but it didn't work too well for me. The Pit on the other hand was much better, very manageable and I liked the map. I ran that until I was about level 80. Pretty happy with the drops from there too: another Lum, Gheed's Fortune, Warshrike and Tal's Armour. (!) In Act 2 Dark Elder dropped a Fal rune and Fangskin dropped *something*. Yeah, that's still notable to me. Also found the IK Belt at the entrance to the Plains of Despair. The Hellforge's Lem was a perfect drop for me, that went straight into my Treachery armour. Overall I admit there's nothing particularly novel about this build, but I did enjoy playing her through the game. The biggest drag is probably the wait until level 24 to put the first point into Lightning Sentry, but even that's not too bad with a few points into Fire Blast. Normal and NM weren't too much trouble at all, once Lightning Sentry has a few points into it there wasn't much that stood up to five traps at once. Death Sentry was the first synergy I maxed alongside it, for Corpse Explosion reasons. After that Fire Blast was finished off so that I had a backup attack ready before immunes became too much of a threat. That took me to about level 68 or so, and NM Act 5. Once Anya was rescued I used her shop (and portal to Nihlathak's temple) to buy some trap claws and pre-buff claws. That took my shadow up to a casting level of 11 and that seemed fine. So Charged Bolt Sentry was the next skill I focused on. Entered Hell at level 75. Questing through that was never particularly difficult, which was a nice surprise. The Act 3 jungles that had previously stymied me weren't an issue with a stronger Fire Blast backed up by Death Sentry's corpse explosions. Could definitely feel the difficulty ramp up in Act 4 though. Venom Lords with plenty of health, gloams and the City of the Damned being full of the Damned all slowed progress down a bit. The Ancients were a pain though. I had to reroll a few times as they would take out my merc quickly and leave me facing all three of them. Eventually I finished two of them, leaving the third one against the shadow and myself. He was LI. Damn. I managed to have him pinned against the edge of the map somehow, with the shadow in front of him using melee attacks and myself chucking Fire Blasts as quickly as the chugging of mana pots would allow. Finally, I was granted access to the Worldstone Keep... One final shoutout goes to my merc, who receives the Fifty Shades of Green award for most likely to die of severe poisoning. Seriously, he has a problem. As soon as anything appears on screen that could possibly poison him he wanders over and has a taste. Next thing you know, green merc, plummeting health and the threat of an expensive trip to town looming ahead. Other than that, enjoyable character!