Espr
Diabloii.Net Member
Thanks to building up my WW barb giving me a WF, I knew what my next character was to be!
The build:
STR as close to base as possible (currently 35 before gear, 134 after)
DEX as much as possible (currently 370/421)
VIT 60 or so? (currently 80 before/after gear)
ENG base
(20 unspent points)
I'd say my health atm is fine for pits (bit more scary for other areas), as I've had only one death so far, 10 levels ago, getting one shot by a multi-shot mighted archer who telebombed me past my proper defenses of distance+meatshields. It was kind of awesome, seeing a teleporting unique do something useful with the ability.
20 strafe (4 prereq)
15 valk (6 prereq, decoy sees use)(17 with WF, 21 with harmony)
18+ Crital Strike
20 Penetrate
13+ Pierce
LCS (before might / after might)
Guided(3): 385-5077 // 461-6233
Strafe(22): 317-4241 // 374-5108
My current thought is to perhaps respec out of valk, partially to avoid DAE which are sometimes risks (mostly in it preventing me from leeching while strafelocked when it procs and kills strafe damage) and partially because a +6+2 valk (after rerolls to harmony) is probably good enough for pits. The freed up 18 points would go 9 to crit/pierce and 9 to decoy, with further points in decoy. Having a sturdier decoy would be very helpful, and the extra points there should give the valk sufficient HP to make up for it's lesser-in-quality gear. Is this sound, or crazy talk?
Andariel's Visage (rare jewel)
Fortitute (@28% archon plate)
LoH
Gore Riders or ?? (see below)
Nosferatu's Coil
Windforce (15% IAS, 37% damage)
Harmony Bow (currently +2bow, +4 valk, will probably reroll in better base for +6 valk)
Atma's Scarab (someday to be replaced by 1.07 saracens, hopefully prismatic for style!)
Ravenfrost (19dex, 249AR vs 20dex 204AR?)
best dex/str Rare ring
Skull Circle
Ring
Required Level: 66
Fingerprint: 0x1070c61a
Item Level: 80
Version: Expansion 1.10+
+34 to Attack Rating
Adds 1 - 2 Fire Damage
+18 to Strength
+13 to Dexterity
My thought here is mostly more strength on gear means more dex in hard stats (and hopefully less str in inventory space). More dex is more ar/dmg and yummy, and then whatever else nice mods I can get. Affix calc says str maxes at 20 and dex at 15 in a single affix (weird that dex's 16-20 roll is listed as magic only but str's is not), and AR can get 100+ so there's obviously room for improvement here, but this is the best I have atm as far as a stat ring goes. Am I missing some obvious better alternative? And if not, are there affixes other than STR/DEX/min/max/AR that I should be keen on?
This set up lets me hit 80% IAS for the last WF breakpoint (hence nosferatu's coil over something like razortail). Fortitude (rather than enigma) because ama cast speeds are obnoxious, I want to avoid MF, and this character is intended to be less frenetic than a teleporting pit whirler/zerker; something I could play half dead and drunk.
I might go with a non-ama base for my harmony rerolling efforts, so that if I do get a really good roll, then at least it'd be available for other characters. OTOH a +3bow high roll would be shiny for my fishyzon.
Okay so for boots, I've thusfar gone for gorerider's mostly for the DS and OW, but there are some other options. Aside from maybe some sort of crazy 1.08 safety boots craft these are what I can think of:
Any suggestions/advice here?
My merc is currently a Might merc using:
Eth Vamp Gaze
Duriel's Shell
Eth BoneHew (shael, 15%IAS/21%ED)
My current thought, is that once I get a cham (and sur) to make either a doom or pride for him. Pride is probably best for this char as most of the time my merc is just standing around providing an aura, and when he is in the fray, hopefully might+concentration+EDvsDemons (assuming they stack) with provide enough ED% that vamp's leech is sufficient.
I'm also considering making a gloom (CtC dim vision) or gladiator's bane (less res, but more MDR/PDR). When I've got more levels and my merc is less reliant or DR% and MDR I'm considering Andy's to hit higher IAS breakpoints, as well. Particularly if I find a 30%FR/15IAS jewel. Thoughts? Suggestions?
Lastly charms:
I'm mostly using fine/sharp charms of strength, one or two of dex, and one grand sharp of inertia. I'm also currently using a row of resist charms, but I intend to either replace them with more damage charms or get rid of them for inv space once I'm done questing for the foreseeable future.
My current plan is to upgrade my Sharp LCs of Strength to 6max/30-40+AR/5str (and to replace a few of my worse fine SC of str with shap LC of str) to free me from needing so much str on other charms, allowing me to use more charms with dex/frw and maybe life or FHR suffixes. 1.07 maxxers, or FRW/maxxers become options once I have some levels and AR is less of an issue.
Full read-out of my current charms for those interested:
The build:
STR as close to base as possible (currently 35 before gear, 134 after)
DEX as much as possible (currently 370/421)
VIT 60 or so? (currently 80 before/after gear)
ENG base
(20 unspent points)
I'd say my health atm is fine for pits (bit more scary for other areas), as I've had only one death so far, 10 levels ago, getting one shot by a multi-shot mighted archer who telebombed me past my proper defenses of distance+meatshields. It was kind of awesome, seeing a teleporting unique do something useful with the ability.
20 strafe (4 prereq)
15 valk (6 prereq, decoy sees use)(17 with WF, 21 with harmony)
18+ Crital Strike
20 Penetrate
13+ Pierce
LCS (before might / after might)
Guided(3): 385-5077 // 461-6233
Strafe(22): 317-4241 // 374-5108
My current thought is to perhaps respec out of valk, partially to avoid DAE which are sometimes risks (mostly in it preventing me from leeching while strafelocked when it procs and kills strafe damage) and partially because a +6+2 valk (after rerolls to harmony) is probably good enough for pits. The freed up 18 points would go 9 to crit/pierce and 9 to decoy, with further points in decoy. Having a sturdier decoy would be very helpful, and the extra points there should give the valk sufficient HP to make up for it's lesser-in-quality gear. Is this sound, or crazy talk?
Andariel's Visage (rare jewel)
Doom Talisman
Jewel
Required Level: 37
Fingerprint: 0x5f21fa10
Item Level: 86
Version: Expansion 1.10+
27% Enhanced Damage
Adds 1 - 20 Lightning Damage
+8 to Dexterity
Fire Resist +30%
*thanks nulio!
Jewel
Required Level: 37
Fingerprint: 0x5f21fa10
Item Level: 86
Version: Expansion 1.10+
27% Enhanced Damage
Adds 1 - 20 Lightning Damage
+8 to Dexterity
Fire Resist +30%
*thanks nulio!
LoH
Gore Riders or ?? (see below)
Nosferatu's Coil
Windforce (15% IAS, 37% damage)
Harmony Bow (currently +2bow, +4 valk, will probably reroll in better base for +6 valk)
Atma's Scarab (someday to be replaced by 1.07 saracens, hopefully prismatic for style!)
Ravenfrost (19dex, 249AR vs 20dex 204AR?)
best dex/str Rare ring
Skull Circle
Ring
Required Level: 66
Fingerprint: 0x1070c61a
Item Level: 80
Version: Expansion 1.10+
+34 to Attack Rating
Adds 1 - 2 Fire Damage
+18 to Strength
+13 to Dexterity
My thought here is mostly more strength on gear means more dex in hard stats (and hopefully less str in inventory space). More dex is more ar/dmg and yummy, and then whatever else nice mods I can get. Affix calc says str maxes at 20 and dex at 15 in a single affix (weird that dex's 16-20 roll is listed as magic only but str's is not), and AR can get 100+ so there's obviously room for improvement here, but this is the best I have atm as far as a stat ring goes. Am I missing some obvious better alternative? And if not, are there affixes other than STR/DEX/min/max/AR that I should be keen on?
This set up lets me hit 80% IAS for the last WF breakpoint (hence nosferatu's coil over something like razortail). Fortitude (rather than enigma) because ama cast speeds are obnoxious, I want to avoid MF, and this character is intended to be less frenetic than a teleporting pit whirler/zerker; something I could play half dead and drunk.
I might go with a non-ama base for my harmony rerolling efforts, so that if I do get a really good roll, then at least it'd be available for other characters. OTOH a +3bow high roll would be shiny for my fishyzon.
Okay so for boots, I've thusfar gone for gorerider's mostly for the DS and OW, but there are some other options. Aside from maybe some sort of crazy 1.08 safety boots craft these are what I can think of:
Code:
Sander's
+40% Faster Run/Walk
+100 to Attack Rating
+5 to Strength
+10 to Dexterity
All good and useful things, though the AR will become less useful as I level.
Marrowalk
+20% Faster Run/Walk
+2 to Skeleton Mastery (Necromancer Only)
+191% Enhanced Defense
+19 to Strength
+17 to Dexterity
Regenerate Mana 10%
Heal Stamina Plus 10%
Half Freeze Duration
Level 33 Bone Prison (10/13 Charges)
Level 12 Life Tap (3/10 Charges)
Poor FRW, but good amount of STR and DEX. Unlikely to ever bother using the charges, but it could be worth considering for non-leechables and/or uniques.
Gore Rider's
+30% Faster Run/Walk
15% Chance of Crushing Blow
15% Deadly Strike
10% Chance of Open Wounds
+166% Enhanced Defense
+20 Maximum Stamina
Requirements -25%
+10 Maximum Durability
Decent FRW, DS and OW are not at all wasted, and even at half strength CB does something at least.
Lowest MF roll war trav's
+25% Faster Run/Walk
Adds 15 - 25 Damage
+166% Enhanced Defense
+10 to Strength
+10 to Vitality
40% Slower Stamina Drain
Attacker Takes Damage of 10
33% Better Chance of Getting Magic Items
+30 Maximum Durability
Meh FRW, str and vit very useful, as is the +dmg (which should then be multiplied by off weapon %dmg, correct?), the MF is actually a detriment, for this character, but I'm not sure exactly how detrimental it would end up being. (mostly after bases with this char)
My merc is currently a Might merc using:
Eth Vamp Gaze
Duriel's Shell
Eth BoneHew (shael, 15%IAS/21%ED)
My current thought, is that once I get a cham (and sur) to make either a doom or pride for him. Pride is probably best for this char as most of the time my merc is just standing around providing an aura, and when he is in the fray, hopefully might+concentration+EDvsDemons (assuming they stack) with provide enough ED% that vamp's leech is sufficient.
I'm also considering making a gloom (CtC dim vision) or gladiator's bane (less res, but more MDR/PDR). When I've got more levels and my merc is less reliant or DR% and MDR I'm considering Andy's to hit higher IAS breakpoints, as well. Particularly if I find a 30%FR/15IAS jewel. Thoughts? Suggestions?
Lastly charms:
I'm mostly using fine/sharp charms of strength, one or two of dex, and one grand sharp of inertia. I'm also currently using a row of resist charms, but I intend to either replace them with more damage charms or get rid of them for inv space once I'm done questing for the foreseeable future.
My current plan is to upgrade my Sharp LCs of Strength to 6max/30-40+AR/5str (and to replace a few of my worse fine SC of str with shap LC of str) to free me from needing so much str on other charms, allowing me to use more charms with dex/frw and maybe life or FHR suffixes. 1.07 maxxers, or FRW/maxxers become options once I have some levels and AR is less of an issue.
Full read-out of my current charms for those interested:
Code:
Sharp Large Charm of Strength
Large Charm
Required Level: 21
Fingerprint: 0xf8c2f976
Item Level: 85
Version: Expansion 1.10+
+6 to Maximum Damage
+27 to Attack Rating
+5 to Strength
Fine Small Charm of Strength
Small Charm
Required Level: 21
Fingerprint: 0xa3b295d3
Item Level: 80
Version: Expansion 1.10+
+2 to Maximum Damage
+17 to Attack Rating
+2 to Strength
Fine Small Charm of Strength
Small Charm
Required Level: 21
Fingerprint: 0x31a4cb5f
Item Level: 85
Version: Expansion 1.10+
+1 to Maximum Damage
+13 to Attack Rating
+2 to Strength
Steel Small Charm of Strength
Small Charm
Required Level: 49
Fingerprint: 0xb44ff579
Item Level: 80
Version: Expansion 1.10+
+33 to Attack Rating
+2 to Strength
Sharp Grand Charm of Dexterity
Grand Charm
Required Level: 21
Fingerprint: 0xba0b9259
Item Level: 85
Version: Expansion 1.10+
+8 to Maximum Damage
+60 to Attack Rating
+5 to Dexterity
Sharp Grand Charm of Inertia
Grand Charm
Required Level: 21
Fingerprint: 0xdcb1df3c
Item Level: 85
Version: Expansion 1.10+
+7% Faster Run/Walk
+9 to Maximum Damage
+74 to Attack Rating
Iron Small Charm of Strength
Small Charm
Required Level: 31
Fingerprint: 0x3ea4a991
Item Level: 80
Version: Expansion 1.10+
+22 to Attack Rating
+2 to Strength
Steel Large Charm of Strength
Large Charm
Required Level: 44
Fingerprint: 0xdf3e2cbc
Item Level: 80
Version: Expansion 1.10+
+70 to Attack Rating
+5 to Strength
Sharp Large Charm of Strength
Large Charm
Required Level: 21
Fingerprint: 0x28f67c58
Item Level: 80
Version: Expansion 1.10+
+4 to Maximum Damage
+46 to Attack Rating
+3 to Strength
Amber Small Charm of Life
Small Charm
Required Level: 32
Fingerprint: 0x3a64a8e3
Item Level: 80
Version: Expansion 1.10+
+7 to Life
Lightning Resist +11%
Shimmering Small Charm of Strength
Small Charm
Required Level: 25
Fingerprint: 0x3aa99e0e
Item Level: 80
Version: Expansion 1.10+
+2 to Strength
All Resistances +5
Fine Small Charm of the Glacier
Small Charm
Required Level: 25
Fingerprint: 0x2b02e388
Item Level: 86
Version: Expansion 1.10+
+3 to Maximum Damage
+20 to Attack Rating
Adds 3 - 6 Cold Damage Over 1 Secs (25 Frames)
Fine Small Charm of Strength
Small Charm
Required Level: 21
Fingerprint: 0x550731ec
Item Level: 49
Version: Expansion 1.10+
+3 to Maximum Damage
+17 to Attack Rating
+1 to Strength
Fine Small Charm of Strength
Small Charm
Required Level: 21
Fingerprint: 0x8cd83d24
Item Level: 47
Version: Expansion 1.10+
+3 to Maximum Damage
+20 to Attack Rating
+1 to Strength
Fine Small Charm of Strength
Small Charm
Required Level: 21
Fingerprint: 0xb386f34c
Item Level: 80
Version: Expansion 1.10+
+2 to Maximum Damage
+16 to Attack Rating
+1 to Strength
Ocher Small Charm of Vita
Small Charm
Required Level: 39
Fingerprint: 0x2181e713
Item Level: 87
Version: Expansion 1.10+
+20 to Life
Lightning Resist +7%
Coral Small Charm of Strength
Small Charm
Required Level: 20
Fingerprint: 0x210639c2
Item Level: 85
Version: Expansion 1.10+
+2 to Strength
Lightning Resist +8%
Fine Small Charm of Dexterity
Small Charm
Required Level: 21
Fingerprint: 0x4c9e2fa6
Item Level: 85
Version: Expansion 1.10+
+3 to Maximum Damage
+14 to Attack Rating
+2 to Dexterity