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The Committed Tournament

Discussion in 'Single Player Forum' started by kestegs, Mar 7, 2015.

  1. jiansonz

    jiansonz Diabloii.Net Member

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    Things are going pretty well for Mago and his army. But there are some bumps along the way. Like the Summoner (stupid name, he's more a wannabe Sorcerer that can also cast Weaken). I had cast a TP close to the stairs up to his platform to try to concentrate my army onto him. Golem and skeleton took the stairs up while Mago ran up the other stairs to try to pull some mages up there as well. Then the Summoner and crew tore through my army like it was nothing! I almost panicked (I still have less than 200 life and only so-so fire resist) but I was smart enough to click the tome and take the red portal out before it got too dangerous:
    [​IMG]
    "Uh, I think I'll take the Arcane WP and go from there..."

    This build is great in the areas with resurrectors. Typical fighting scene:
    [​IMG]

    The doorway provides a little cover, then I just raise the bones as my own whenever they are dropping.
    Sometimes the situation gets worse, usually when the golem makes it a step or two further into the room. This makes it harder for the mages to find a target (through the doorway) and for me to see what's going on. Unless it's surrounded, I can sometimes pull the golem back, but that never works with skeletons. Once committed to battle, they never care about where I am moving. In the late game, Teleport charges will be crucial.

    Topazed armor is such a standard for me now that I am almost confused as to what to wear in those slots. Headgear is pretty straightforward for a caster build like this. A nice gambled circlet or maybe a Lore helm a little later. Armor is more open. I was thinking Stealth, as I would appreciate most of the mods it has, even the poison resist and the +6 DEX. I am more than halfway there, with a nice Superior 2s Breast Plate and the Tal rune. However, now I am more leaning towards giving this armor to my merc. I don't actually need Faster Run or Faster Cast at the moment, plus I found a really nice piece in one of the tomb's sparkly chest (it rolled desired quality of rare - dropped three rares and nothing else).
    As Charsi would have said: "Hey, nice armor".
    [​IMG]

    Players 8 Duriel is looming now. Not sure if I am going to take the same fighter approach as I did against Andariel or if I should bring a ton of metal stuff there and summon a string of Iron Golems. Fighting is probably best, because I have gambled a nice Static Circlet. My current headgear is a Ruby Circlet. I don't need fire resist against Duriel.

    I gambled quite the number of circlets, gloves and boots. Really freaky outcome with the boots. Not sure how many I gambled, maybe 50. BOTH Tancred's Hobnails and Hotspur were among them! Unbeliavable.


    Mago the Golemancing Lord of Mages, level 28, Tal Rasha's Tomb next



    @logoutzero: no, I did not know about the Find Potion thing. But I know that even if you can use Find Item on maggot young and spawner babies (the latter in Act IV) you never get anything from them. But Find Potion on them can work succesfully.
     
    Last edited: Mar 13, 2015
  2. GooberGrape

    GooberGrape Diabloii.Net Member

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    Still waiting on a reply whether or not we can swap out Act 2 mercs, or do we need to pick one aura and stick with it?
     
  3. Southpaw8668

    Southpaw8668 Diabloii.Net Member

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    @jiansonz - I think that find potions statement was from logoutzero running the singer barb. Looks like you also scored the "Infernal Tools" cap as well and you have some pretty good luck even without any needed MF. :)
    @djmbbandie - Yes you can gamble at will.
    @GooberGrape - It is my understanding that you have to pick a specific mercenary at the beginning and "Commit" to it regardless of level, type and so on.
    @kestegs - Where's the official player table?
     
  4. kestegs

    kestegs D3 Monk Moderator

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    Sorry, guys. Haven't had good access to the forums lately, but that is remedied.

    On act 2 Mercs : It was my original intention to pick a single merc and never change them. The thing I don't like is that it probably further penalizes melee builds. So I'll adjust it slightly. You can allow your act 2 merc to respecialize once. He must have the same name (I believe that's realistic, correct me if I'm wrong) so that it's essentially the same merc then.

    I'll get a table up soon!

    Nice progress everyone, fun to read already! The armor and head slots are weird with no mf, but I have really enjoyed feeling like I have the freedom to choose. I've stuck sapphires in my spots for now, +40 Mana early on is wonderful for a caster. I would put a tir in also, but haven't found any yet.
     
  5. felixbavaria

    felixbavaria Diabloii.Net Member

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    I couldn't decide whether to enter as an Amazon, Assassin, or Paladin, so I rolled Assassin. I will play a single-tree dual claw Shadow Assassin teaming up with a Cold Rogue (and a Shadow Master). Stat points will be distributed evenly. This is almost no restriction, as the higher level claws all require significant Strength and Dexterity investment, and both STR and DEX will boost her damage - only Energy is wasted.

    Cisa and Elexa, level 17.9, Inner Cloister
     
  6. logoutzero

    logoutzero Diabloii.Net Member

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    re: The Find Potion thing;

    Ghosts/Apparitions can be leeched, but not horked for pots. Guess we are literally carving the guts from corpses to make tasty brews! Bizarre that I've never noticed these things, even though they are logical.

    Barry is almost 25, clearing the Arcane Sanctuary right now. Took a little break for few minutes to come post. Managed to gamble a set of tri-res boots (with MF Y_Y) that got sold straight back to Elzix. Managed to find Shadowfang and also the Skewer, both of which are rather outclassed by 'Steel' Flail.

    Question for you @jiansonz --
    How many Amn Runes can I expect to find in Normal? I'm sure it varies, but do you think 3 is a safe assumption?
     
  7. Southpaw8668

    Southpaw8668 Diabloii.Net Member

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    Nothing too exciting, since we started to venture further out into the desert. Just kind of slow without a desert mercenary and all those higher poison immune levels.

    Our poison javelins tend to work more effectively on the undead slow movers.
    Plague javelin, now that it is getting higher in level works much better on large gatherings of creatures much more rapidly.

    Nothing notable has been found, however we have made it to the Horadric Cube, freeing up all that much needed space in our stash from all those chipped gems and small juvies.

    Ema, Level 22, Act II
     
  8. Dezrok

    Dezrok Diabloii.Net Member

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    I'm in with Marita the Assassin, Martial Arts specialist going down the Kicker (DT) path. Seeing as though the build will be complete by the end of Act I, we'll probably put some points into Phoenix Strike and synergies as well, for some elemental damage. Although the Tiger Strike and Dragon Tail combo might also be worth a look. Committing to an even spread for stat points and will try to solo it to NM A2 for a HF or Might merc (although if things get super tough I might take advantage of Kestegs life-line rule amendment regarding A2 mercs).

    Marita is currently preparing for the Outer Cloister. Smooth going so far with nothing really of note happening. I enjoyed putting chipped topazes into some claws, just for the novelty of it. Have also been struggling with what to do with armour and headgear, so far it is a mix of sapphires and rubies. Stealth armour seems likely at some point in Act 2 (and Countess helped out by dropping a Tal).

    Side Note: I did start a Lightning Trapsin and steamrolled through to the Outer Cloister. Early days but even with a commitment to Energy and a Fire Rogue it was all a bit cheesy. Could see that regular play would be a breeze, but a stair trap or a pack of extra fast/strong Frenzytaurs would cause a rapid death at some point. Anyway, it was a bit too mindless for my liking, hence the restart and try with Martial Arts.
     
  9. jiansonz

    jiansonz Diabloii.Net Member

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    Maybe so, but the effect of no MF is obvious. Even rares are, well, rare. :)
    Infernal Cranium is one of only three set pieces that have dropped after almost 2.5 acts of play. The other two are Angelic Mantle and Cathan's Seal. No dropped uniques yet (so my two gambled pairs of boots make up 40% of my S/U haul!).


    My gut feeling says that 3 sounds close to both the average and median.
     
  10. dhaos

    dhaos Diabloii.Net Member

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    Hi everyone, i have a question, if i feel that i can get death in my next area.
    Can do mobs runs, any place runs or maybe last area cleaned runs?
     
  11. Southpaw8668

    Southpaw8668 Diabloii.Net Member

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    If I'm understanding your question correctly, the answer is no. Rerunning areas, bosses to level up is against the rules. Single pass is the rule.
     
  12. dhaos

    dhaos Diabloii.Net Member

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    So if i want upgrade my equipement. What i can do?
     
  13. Pb_pal

    Pb_pal Diabloii.Net Member

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    This is a huge part of the challenge (and the fun!) of Single Pass play. You have several options, here are some of them:

    - hope to find better equipment directly through drops on your first pass through (this is limited in this tournament, due to MF restriction)
    - keep all relevant socketables and make Runewords out of the runes you find (you should have several decent options in the late game)
    - save every gem you find and take advantage of cube recipes (eg. re-roll high qlvl magical polearms for your mercenary and hope to get good mods)
    - crafting can yield good results, though it is a bit trickier, and higher priced.
    - do LOTS of gambling (sell all higher priced items you find to maximize your gold)
    - Imbuing can (theoretically) get you some good equipment, though it's a long shot.
    - You can shop for some surprisingly good and useable equipment, especially at high levels.

    Take a read through some of the other tournaments that have gone on and it will give you a good idea of what is possible. If you are doing full clears, that is ALOT of drops. so higher end gear is definitely attainable with a little bit of luck and persistence!
     
  14. Dazliare

    Dazliare Diabloii.Net Member

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    @Pb_pal gave you a great answer, but I'll follow up with the fact that a big part of the challenge is that you don't have access to the best items, unless you get very lucky. The fun part is figuring out how to use existing tools. Wands with curse charges for crowd control, crushing blow for act bosses, odd runewords with charges, etc. and using positioning to make your battles more favorable.
     
  15. srrw

    srrw Diabloii.Net Member

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    @Pb_pal post is pretty much it for single-pass, but it's a bit generalized. If I knew your build I'd offer something more specific but here's some pointers:
    Weapon slot: It can vary a lot depending on the build, usually for physical damage users it would be gambled or shopped (hard but possible) Cruel damage (200%-300% ED) Rare/Magic with other nice mods. Or if you get lucky a unique or a runeword. Passion, Lawbringer, Strength, Black and so on are all very useful cheap runewords.
    Shield: Rhyme RW is usually by far the best choice, but since MF is banned is not an option. Here you either hope for decent unique/rare drop or shop a decent Magic you like and take it to Lazruk.
    Head: Gambled circlets is by far your best bet on pretty much any character
    Armor: There are a ton of cheap end-game runewords. Smoke, Lionheart, Treachery... take your pick
    Belt: Gambled/found rare with resists/strenght/life etc. You can also shop pretty decent ones with high single resists and +life
    Gloves: Gambled/found with IAS(if needed)/High single resists/Stats. Common useful unique/set are Magefist, Cleglaw's, Bloodfist, Sigons (used with other pieces of the set) etc.
    Boots: Gambled/found rares with FRW/FHR and high resists
    Rings/Amulet: Highly depends on the build, but gambled and 3->1 cube recipe are good options

    Most of the above is for later Normal/early Nightmare. If your somewhere in early Normal gems do wonders. Topazes go in weapons, Rubies in armor/head, Diamonds in shield. You can also put Sapphires in armor and head if your build is mana hungry and you feel safe enough.
     
  16. Interdasting

    Interdasting Diabloii.Net Member

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    Nevermind I'm a fool and was a page behind.
     
  17. Azimuthus

    Azimuthus Diabloii.Net Member

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    I'm in with Bade Fury Assa -)

    Name will be... well... let it be Fury. Starting now -)
     
  18. Dazliare

    Dazliare Diabloii.Net Member

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    Best of luck! I'll be really interested to see your weapon choices
     
  19. kestegs

    kestegs D3 Monk Moderator

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    I agree with everyone's explanations above :)

    Always wanted to make a blade Fury Assassin, good luck!
     
  20. Azimuthus

    Azimuthus Diabloii.Net Member

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    That won't be too hard, I think. This build with current rules has a good potential to beat Hell Ancients (we'll put at least 30 / 30 points into fire & lightning, 20 into blade fury as physical attack. The weapon will be any most damagin 1-h wep I can find (if these calculations are correct, and I think they are, it is doable).
     
    Last edited: Mar 13, 2015

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