repost of pk-ing library

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Unholy_VI

Diabloii.Net Member
Baranor said:
reminds me that I need to include the level 18 hammerdin, the impala-dispose zon and a sacadin setup too. feel free to make em.

charged boltress anyone?
ok ok wait a second.

The level 18 hammerdin??? What's that gonna kill? Please tell me you are kidding.
 

Baranor

Diabloii.Net Member
Unholy_VI said:
ok ok wait a second.

The level 18 hammerdin??? What's that gonna kill? Please tell me you are kidding.
oh at least 18 poor PvM-ers that crossed my path...

60 unblockable damage per hammer works nicely against poor pvm-ers that didnt know what was coming for them. in case you failed to notice, I did also do a lot of less seriously inclinced builds ^_^.
 

NeoHydragen

Diabloii.Net Member
Baranor said:
oh at least 18 poor PvM-ers that crossed my path...

60 unblockable damage per hammer works nicely against poor pvm-ers that didnt know what was coming for them. in case you failed to notice, I did also do a lot of less seriously inclinced builds ^_^.
That is the same premise for my lvl35 orb pk ^__^ Nobody expects it, and therefore they die.
 

SonOfRah

Diabloii.Net Member
The Low Lvl Necro Dueler AKA Telecro.

Below is the result of intense research, common knowlege and facts, interpritation and application of dueling methods to result in this build. I know for a fact that I was one of the few people to discover and develope this build on USeast HC, within a month of the release of LOD.

Out of all of the low level dueling builds this is one of the most interesting. There are 2 different versions. With or without minions. Mercenary usage is optional though the damage bonus is amazing should you use one. All are potentially lethal to pvp duelers in the same item class as well as possibly quite higher.

First there are some some facts that you need to know:

*All summoned minions (skeletons/golems/valks/shadows) suffer a 1/2 pvp penalty.
*Faster golems means that you do not have to be as accurate in your teleport.
*Teleport staves are lvl 24 requirement and can be bought within 10 mins. Cheapest I've seen them sell for is 10k, highest is 100k+ due to other bonuses.
*Most common ammount of charges is 33. I've also seen some with 22 charges and the rare occurance of 44. The potential exists for higher ammounts of charges but the chance is low.
*Most mods on items are transfered to an Iron Golem
*The IG's damage is basically the listed damage on the skill screen, plus the min/max values of the damage on the weapon. Hence if a IG's max damage is listed as 19, and you make it from a 100 max damage weapon, then the golems max damage is 119. same deal with the minimum damage.
*all summoned minions are the same level as the necromancer. thus a lvl 90 necro has a lvl 90 golem, while a 24 necro has a lvl 24 golem. This is used in the channce to hit formulae.
*Items with +max damage etc based on char lvl are usefull depending only on the level of the necro
*+skills are next to useless for this build, all current summoned minions are all at the curent skill level that you have at that instant. hence wearing alot of +skill items to make your golem and then switching gear is next to useless. However +skills work for the masteries when you enter the game. Hence wear some nice +gear items when you first join the game for those bonuses to have effect.
*despite popular belief, Iron golems can me made out of thunder mauls.
*Golems attack speed is based on weapon speed. But practically speaking, all the high damage weapons are very slow attack speed, unless of course you feel the need to sink in a ton of ed/ias jewels into a "fragile" minion (6 socket eth thunder maul) to speed it up. Practically this is useless, as no one in their right mind will stand still for more than a second next to a golem, lethal or not, let alone sink 6 nice ed/ias jewels into a golem where they could be better spent elsewhere. So effectively this information is useless. Thus a golem will attack about once every 3 seconds.

Builds:
Minionless necro:
*max golem mastery for your level.
*1 point into summon resist
*1-2 points into Iron Golem
*rest evenly spread between amp and bone armor. i recomend no more than 3-5 into amp though.
--Result is a really fast and strong golem, able to catch people quite fast..
--You can also opt for more into bone armor, and slightly less into mastery

Minion Necro:
*1 point into golem mastery
*1 point into summon resist
*1-2 points into Iron golem
*about 5-10 skeletons
*5-10 skeleton mages
*rest divided between amp/bone armor
--The Skeletons aren't supposed to kill, they are more of a "block lock/stun" application and acts as decoys for you and your golem.
--You can also opt for more into bone armor, and slightly less into skletons

Beware of any of these necromancers. The skill of the person using the necro basically revolves around the fact on if the necro uses skeletons or not. A telecro with only the golem/merc combo generally means that the necro is quite skilled as its harder to kill the player.

Equipment:
*Life gear everywhere
*teleport staff
*possible +skill equipment for the use or amp and bone armor for switch. also could have a really high damage weapon to distract the attention from the minions as threat to you as being the threat (eg, ethereal honor knout is a fun distraction). it makes it easier to get fights as well as an easier time to do the teleport of death
*Bone shield of deflecting. shove in eld runs for an extra 7% chance to block
*charms, life charms, faster run charms, and faster hit recovery charms.

The Golem:
Basically get the biggest badass weapon you can find. The higher the damage the better chance you have at one hit killing without amp. add in amp and a one hit kill is near certain. you want the max damage to be at least 600.

The strategy:
General strategy is to try and amp your opponent before teleporting on top of him. Once you teleport on top of him they're generally dead...
If you have lots of minions run around inside your minions. It gives you more time to cast amp on them before teleporting.If you just have the golem, its a bit harder to amp, but it can be done.

Necro level:
This build can be applied to various levels. The best levels are lvl 24-29, simply because the majority of people will think that a necromancer at that level is quite harmless. However they are sadly mistaken.

This ends the PUBLIC release of this build. rest assured that some information has been declined until i feel fit to pass it on.

***ADDITIONAL INFORMATION***
An awsome weapon to turn into an iron golem is an ethereal honor thunder maul. damage is typically about 740 max damage and it has % chance of deadly strike....740*2 for amp gives 1480 max, deadly strike brings it to 2960 damage. quite lethal for a lvl 24 necro to be able to pull off. This can reach about 6k damage if a might is in effect on the golem.

Summoned minions do not have strength, dexterity, vitality or energy only life. thus all items with +vit are useless. +life gear however works. all +str items (for str bonus to damage) are also useless for the simple fact that they do not have any str. one of the most useless items to make a golem out of is a hellslayer (etheral or normal) as its damage pathetic compared to whats avalible at low lvls. If you make a golem using hellslayer.....duel me please and i'll happily kill you :) above character lvl 40 however it becomes a viable choice. This is obvious, but not many people realise this fact.

Summoned minions do have a hard time hitting any high lvl character. Try to avoid fighting a lvl 60+ character unless you are at least lvl 40 for a decent chance for the minions to hit.

The stacking bug works with this build. This means that as long as two sprites (player/minions/merc) are directly on top of each other (ie this happens as soon as you teleport), then guided arrow cannot hit any of those sprites. As soon as a sprite moves this invulnerability is lost.

***Defeat The build***
Yes surprisingly there are a couple of ways to defeat this build when its in the hands of a skilled player.
1. Here is a funny one. The barbarians Howl and Grim Ward work on skeletons, golems and revives. Finally a pvp use for otherwise non pvp skills.....
2. The Teleport flaw. Anyone who has ever used the assassins Dragon Flight in pvp will know this bug. Assuming you have a mouse over the player when you teleport, you will teleport into the exact same possition as what the assassin does when they dragon flight. because of this the golem and minions will miss hitting the player pretty much all of the time is that player is moving south (ie down the screen). Get them to move upwards or sideways as you teleport and you will hit them.
 

ZappaFan

Hardcore Moderator and America Trade Moderator
Will somebody be willing to pull all of this together into one post when it seems "done"?
 

Mert1

Diabloii.Net Member
note on spear necro

If we make 35 lvl nec for white, we have:
- white in +3 bs wand, +8 bs
- peasants, +1
- viper, +1
- pb ammy, +2
- sigon doubtful, but +1
- sojs very doubtful, 2 sojs for low lvl dueller? well, with bots maybe... +2

Overall +15, so at lvl 35 we have 33 lvl bs (428 dmg)
With all pb, thats 22 into synergies (154 ED)
Final dmg = 1087, 181 in pvp

I doubt this will take anybody that lvl out, especially chickeners. But who knows, I seen one bs nec kill a pally after putting him in prison, but seems pally lagged
Sure at lvl 42 there are pb skillers, but thats a different story
 

Mert1

Diabloii.Net Member
Ormus act3
Looks best place to pk is norm baalruns, , no need to tele there - can easy dare them to a duel
 

HelzCaretaker

Diabloii.Net Member
my 37 bspirit necro turns basically anyone into a chicken. Boneprison + 1.3k bspirit is very dangerous, eth martel steel chargers fear him, lvl 50 barbs/hammerdins basically anything pre 50 is scared shitless of him I can manage to land about 4 bspirits at the same time which is 800-900 pvp damage.
 

Sigus

Diabloii.Net Member
It was amzing today. Im new to HC and just heard of this chicken hack I heard alot of people have it so they leave as soon as they are hostiled. So I entered a baal games and clicked the hostile button... 5 people suddendly leave (too quick to use the usual method - and they are all safe in town).

Is this really the percentage of people who use it or is it unusual that that many people had it?
 

HAMC8112

Diabloii.Net Member
Sigus said:
It was amzing today. Im new to HC and just heard of this chicken hack I heard alot of people have it so they leave as soon as they are hostiled. So I entered a baal games and clicked the hostile button... 5 people suddendly leave (too quick to use the usual method - and they are all safe in town).

Is this really the percentage of people who use it or is it unusual that that many people had it?

That sounds about right to me, its my experience aswell, press hostile and 3 to 4 people leave game at the same time to fast indeed to esc/exit.

When i jump into the sewers after hostiling all the Mhackers are already gone and you see the more experienced people waiting their with a tp up. I run for them anyway, i cant get them normaly as they take their tp when i get close, but its gives me a higher heartbeat anyway, man i still love that rush!

I love even the one that starts running true the sewers trying to loose me cos of the monsters being disturbed. he cant loose me like that, seen it all before. When they realise that in sewerlvl 3 they bail or die.
 

Phantom_Man

Diabloii.Net Member
Rah, a slight change on the Telecro.

1 Bone Armor, the rest of the points you would use for Bone Armor instead put into Bone Wall. Bone Wall gives 15 to Bone Amor per point, whereas Bone Armor only gives 10.

Phantom- :drink:
 

ZounceHC

Diabloii.Net Member
Enchanted Merc Sorc

Enchanted Merc Sorc

Thought i'd share this build with everyone. It's a pretty basic idea, but I have found it to be highly effective vs. certain builds particularly Eth up'd Snap and Steel Pally's.

Skill and Stat Assignment:

All points go into Enchant, Warmth with 1 point in Fire Mastery, Frozen Armor, Energy Shield and Tele.

Stats: The usual here, enough str for items, enough dex for max block and rest into vit. (see below for how much str items will require).

Item Selection: Here I will list the items that I used on my enchantress. There is room for improvement but I found this setup adequate.

Helm: P Crown (PRuby)

Armor: 194 Life Light Plate (3 Sockets, 80 Life Socketed with 3 PRubies)

Shield: Whitstans (Shael)

Weapon: Suicide Branch

Boots: Waterwalks

Gloves: Frostburns

Jewelery: Angelics

Belt: Rare: 58 Life, 5str, Fire/Cold Res

Charms: Assorted Life/Mana

PreBuff Gear:

Helm: +2 Fire Circlet

Armor: Any +1 Skills

Shield: Viscerant

Weapon: Hexfire

Gloves: Magefists

Jewelery: +2 Fire ammy

Mercenary (Might):

Helm: Guillames (Set Winged Helm)

Armor: Unique Link Mail (2x14 Max Jewels)

Weapon: Eth Yari (3 Shaels)

With this setup my sork had 1200/300 Life/Mana, 75% Block, 74 Fire Res (for dueling chanted peeps), 50+ Cold/Light res and was doing 770 Enchant damage. Mercenary was doing 2k with Might + Enchant complimented by 80% Crushing Blow and 15% Deadly Strike.

The dueling tactic is simple. Tele on top of your opponent, let merc hit and repeat. With the 3x Shael'd Yari the merc hits as soon as u land the tele so it's quite a fast process and they usually chicken out or die on the 2nd hit or if you get a really lucky roll it may even be a 1 hit KO. The thing to keep in mind with this build is that the pvp penalty for mercs is 1/2 rather than the usual 1/6th for non mercs/minions.

I had this sork for a while and collected several ears ranging from 21 - 48, not as many as i'd have liked though due to chicken hackers. I had been trying to acquire an Ethereal Honor Lance for some time. This would have made my merc do a hell of a lot more damage considering it's twice the damage of Eth yari with 25% Deadly Strike. Of course as most of you know Ethereal 5 Socket Lances are very hard to come by and very desirable to anyone who knows what they're used for, I even saw someone saying they would pay at least Ohm rune for one. So you could imagine how jealous I was when my friend got one for SS + Wt. Too bad he used it on a lvl 27 Druid (Druid with maxed Wolverine, Might merc (using the honor lance) and with a tele staff). Needless to say his druid sucked big time and it was a huge waste of the Eth Honor Lance. *Sobs*

As I said earlier this build shines against 2 Handed Pallys but has trouble against Kickers and good 1 Hander Pallys but can still do reasonably well. If you land a hit. The good thing is it's a reasonably safe build the closest I came to death was being taken down to 300hp by a Eth Up'd Snapper, he probably would have finished me off but my merc whacked him and he saved and exited with lightning fast reflexes (according to him). Apparently that's not evidence enough to accuse someone's a chicken hacker.

The only problem with this build is that you're relying on your mercenary which can obviously be annoying. Considering my merc had 460 life and died 1 hit unless he was extremely lucky, I obviously had to resurrect him on a regular basis. But overall I had a lot of fun with this dueler and will most likely remake her this season (hopefully with an eth honor lance).

Suggestions/Criticism welcome.

Have fun.
 

HAMC8112

Diabloii.Net Member
What lvl do you aim for with this sorc? Sounds like fun, think i'll build one when i find the gear.
 

ZounceHC

Diabloii.Net Member
37 if using Eth yari on Merk or 35 if using Eth honor weapon. You usually need the merk this level to meet the requirements of his weapon. If you could locate a non-eth 5 soc lance this would probably be better than the yari. I'd expect around 350 Damage on it. The Yari is great for the speed though.

In the guide I mentioned using frostburns to help with ES and mana issues with Tele. But after thinking about it i think it would be more important to hit the 63 fcr bp for increased tele speed. Maybe Viper is a possible Armor alternative.
 

HAMC8112

Diabloii.Net Member
ZounceHC said:
37 if using Eth yari on Merk or 35 if using Eth honor weapon. You usually need the merk this level to meet the requirements of his weapon. If you could locate a non-eth 5 soc lance this would probably be better than the yari. I'd expect around 350 Damage on it. The Yari is great for the speed though.

In the guide I mentioned using frostburns to help with ES and mana issues with Tele. But after thinking about it i think it would be more important to hit the 63 fcr bp for increased tele speed. Maybe Viper is a possible Armor alternative.
I was thinking something like that, afterall, frosts are teh suxxor since 1.10.
 

Fremen°

Diabloii.Net Member
dont forget the name of your PKer is important too

blahblah was killed by [insert witty thing]

my friends was "SeriousdrugOverdose";)
 

Frostburns

Diabloii.Net Member
Fremen° said:
dont forget the name of your PKer is important too

blahblah was killed by [insert witty thing]

my friends was "SeriousdrugOverdose";)
Funny you should mention that. I have lots of witty names reserved and in use for my pkers/duelers. "blahblah was slain by ThemDamnNoobs", etc. I really wanted one "HisOwnStupidity" but it was taken. >< By the way. SeriousdrugOverdose is 19 letters, and wouldn't fit.
 
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