Early in a new ladder probably most gear you usually want either isn't for sale at all or you won't be able to afford it! So here are some tricks you can use or "treats" aka surprisingly-useful-items-that-are-junk-later-on-so-people-aren't-used-to-saving/using-them(TM)...
If you make a Sorc you can be super nice to folks by not doing your norm diff Hellforge quest... then you'll be able to quickly teleport in a normal difficulty game to kill Hephasto, pick up his Hellforge Hammer and bring it to act 1 for a new char to equip immediately! The damage is very good and the fire resist quite helpful.
A shared account mule "stuck" in act 3 can pick up Khalim Flail pieces and bring them to act 1 where new characters can use Khalim's Will, which is an awesome early game weapon. These mules (as well as the act2 never-do-viper-or-maggots-again mules) can also just hold completed KWills to give as twinkee treats.
If you get Enchanted before char level 15 (or no Raven Claw exploding arrow bow has yet been donated to the library) then a really fast melee weapon like Khalim's Will is your best bet for super fast killing/xp (unless you're a multishot zon). A good trick to make an early "overkill" weapon work better for you is to leave that right mouse button assigned to *normal attack* and then get used to moving by always right clicking (on the ground, not an enemy)... this causes the game to auto-target enemies in your path of movement and automatically hit all of them over and over with your fast weapon until they are dead. Try it, you'll like it! :thumbsup:
XP is shared according the ratio of characters' levels. Because of this having a much higher level character in your party doing the killing for you actually isn't very efficient. An example of a much faster power leveling technique is to have a Sorc fast cast max'd Static Field for you without being in your party... all monsters will be nearly dead by time you can even target them and you'll get *all* the xp credit for it.
XP twinking is nerfed by Blizzard's anti-rush formula until your character makes level 25. There are too many details to list here but one important one: don't bother trying to get xp rushed in a Cow game until you make level 21! For Example: get to 3 yourself, then Trist rushes are ok to ~9, then get Andy/Radament/other to ~13, then Palace/Summoner/Tombs/Duriel walk game to ~21, and finally Cows to 25 (end of nerf, ready to go anywhere and do anything, xp-wise).
Once you've broken the Trav Council in a difficulty level then most of the melee enemies you'll encounter in Upper/Kurast Bazaar will flee from you... take advantage of this in high player count games with decent resists (to cold and lightning) and MF gear to easily loot chests/racks/corpses/etc just by running around! In a new ladder I think you'll find this very profitable. I get your first SoJ tho! :wink:
Save those early game "junk jewels" with 20poison/2secs... by time we manage to donate a dozen to the group effort some really nice solo twink gear can be put in the "library" for people to check out!
Save those gem chips and El Runes... if people also save "low quality" ("cracked", "crude", "damaged") paladin and necro shields (shrunken heads) then the Cube allows rerolling/"normalling" them with just an El and a Chip. The resultant pally shield could be a lucky 40%+ resist all and the necro head could have a good bonus to Raise Skeleton/Mastery. The cost is "junk" but the result can be really good early gear! (those Pally shields will get 4os from Larzuk later and can be runeworded pretty early in ladder with Spirit).
New characters can really benefit from weenie skulls put into weenie 3os shields... a level 5+ character doing an automatic 24 damage to anything that whacks 'em is killer early in the game and only needs 3
flawed skulls to pull off (and you can pass that shield along when you grow out of it). So save your lil skull bits and donate them to the library!
The most common failure I see in xp rush games (aka leeching) is death due to poor resists. Cowardice saves people from most melee deaths but people die all the time from fire and lightning etc. Two neglected things can largely solve this easily: weenie 3os shields with 3pDia for 57% res all or a Paladin bothering to "waste" a single point (or ws to a +skill scepter) for Salvation aura, 60%+ res all. So save your diamonds for the library and we can gear people up to not die under fire!
*Any* item you get that you don't want that has a "+XX% to maximum f/c/l/p resist" is probably a useful donation to the library for early ladder gear. This ladder Nokozan Relic ammys dropped for me like candy, for example. People, in classic especially, know that Hotspurs are "good", but there are a lot of other lowbie gear drops with these properties--please save 'em for people, it'll really help! (imho the very best stuff for this is all the Iratha Set pieces + Darkglow, so please save/donate those if you get them)
I think everyone knows to save all their topaz pieces so everyone can wear MF helms/body armor to MF sets/uniques faster? If we pool these gems for the common good then every fresh character could have their own early gear for +144% MF starting at clvl 18! A special note here is that any plain "mask" drop in normal cow runs should be saved for Larzuk (i.e. donate it to the Library and we'll see about getting 3os for it to be twink item).
A little more oddball is to save up those emeralds. Aside from making a few poison twink weapons it would be nice early on to manage a few dozen pEmer and the craft runes for the Library to make a set of clvl 14 to 17 req. PDR/MDR twink gear. If the library can lend you the same twink gear I presently use, then levels 15..25 just sail by (you just don't die, even when swarmed). I will put out an ISO on behalf of gear for the shared library but collecting enough pEmeralds is really the hardest part.
Saving gem chips in general is useful to reroll sorc orbs fyi. Until you can get a good drop or runeword it is nice to have a 1h orb with useful staffmods for your sorc, instead of a 2h staff. But shops don't sell 'em so no one ever bothers. Turns out you can reroll any magic orb over and over with just 3 chippies until you get staffmods you like (all the way up to clvl 24 req, such as Blizzard or Meteor!)
Any diamond (even chip) will let you make a Savage polearm (Cube: any kris+weenie belt+weenie staff+any diamond) and those can be up to the exceptional Partizan. Yes, by time you get to act 2 it is quite possible to make a nearly free weapon so good that your merc can't yet equip it! Even though the ladder is young no one's merc should be ill equipped if we share gear for 'em! Until you can get a nm act 2 merc I recommend considering norm act3 Freeze merc with a dia sox shield to max their resists (unless you have an Enchantress on hand, in which case the act 1 Rogue is the way to go, imho). I especially recommend that people donate (to our shared gear Library) or use Woestaves, which as normal uniques are a pretty common drop, but they are surprisingly effective for act 2 mercs until you can get a "real" weapon for them.
If you find a plain Burnt Wand (non-magic) then save it... either imbue it yourself with any weenie clvl 8+ character or donate it to the library so someone else can do it. The "imbue math" is very very favorable for these and some of them will end up being near "uber" gear for early ladder. Similarly once you have a character level ~30 you should consider gambling weenie "boots" (you can add the better base item boots to your gambling as you gain levels) because rare boot affixes can be near "uber", even for late ladder!
It is really useful to have several "breakpoint" level characters in nightmare for shopping (13, 15, 19 are some of the better levels, iirc) so we can provide this in a shared account. 19 is the last character level (apart from normal diff act1/2) that you'll see white items offered by the shops and this is very very useful for certain staff/rod/scepter shopping for runeword blanks.
This brings us to neglected runewords. Everyone knows Spirit is cool. But there are a number of early ladder possible runewords that are very useful when mid-high level item drops are hard to come by. Be sure to also look at Myth, Peace, Treachery, Passion, Splendor, Edge, Harmony, Insight, Lawbringer, Obedience, Voice of Reason, and all of the
original pre-v1.10 runewords to see what interests you for early gear and to be aware of the runes and blanks others might be able to use early on. I will discuss some of the best runewords for early Ladder in the build suggestions section below...