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The Fighter-Mage Tournament

Discussion in 'Single Player Forum' started by wakiki, May 16, 2008.

  1. wakiki

    wakiki IncGamers Member

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    The Fighter-Mage Tournament

    Welcome to the Fighter-Mage Tournament!

    Ever dreamed of crushing your enemies to a pulp with a Maul-wielding Meleemancer or frying them to a crisp with an Enchantress? Here's your chance!

    The rules are straightforward:

    Gameplay
    • You may not rerun areas. When you start a new session, run through the cleared area killing as few monsters as possible. Items found in re-cleared areas may not be used on your character.
    • You may skip an area and return to it later if you wish. Keep track of this if you do it.
    • You may revisit previous acts to shop and use quest rewards.
    • Any players setting is allowed, just no /p1 kill /p8 open chests cheese.
    • You cannot Save and Exit to avoid death.
    Muling
    • The characters must be untwinked.
    • You may mule items off your character.
    • Atma may be used as an extended stash.
    Versions & Mods
    • You may use any version you like, but let everyone know if you are using something other than 11.1b Expansion.
    • Red Rune Mod, Runeword Mod, and other Item Color mods are all allowed. No others are allowed.
    Schedule
    • The tournament starts now. You can start playing any time you like!
    • You may re-enter as many times as you like.
    • The tournament ends after there have been no posts in the thread for three months (i.e. people have lost interest).
    Winning & Losing
    • This tournament is HC. You may play SC if you wish, but your character is out of the tournament after your first death.
    • When updating the table, waypoints are what determines advancement, not level.
    • You may skip sidequests if you wish. Killing Baal is the official goal.
    • The winner is the person who finishes the game with the highest amount of experience.
    • Winners receive bragging rights. Sorry, no items.

    Skill Restrictions (Here's where it gets interesting)

    Utility Skills & Synergies
    For utility purposes, you are allowed to use any skill if you place no more than one hard point into it. For example, an Enchantress may put one point into Hydra to scout. If a skill is not allowed, you may add points for synergies, but once you place that second hard point, it may no longer be used in battle.

    Here's the list of allowed skills for each character class:

    Amazon

    Power Strike, Charged Strike, Lightning Strike, Cold Arrow, Ice Arrow, Freezing Arrow, Fire Arrow, Exploding Arrow, Immolation Arrow, all Passive & Magic skills except Valkyrie

    Assassin

    Fists of Fire, Claws of Thunder, Blades of Ice, Phoenix Strike, all Shadow Masteries skills except Shadow Warrior and Shadow Master

    Necromancer

    Golem Mastery, Summon Resist, Bone Armor, Bone Wall, Bone Prison, all Curses

    Barbarian

    Not allowed. Sorry, folks.

    Paladin

    Holy Bolt, Vengeance, Conversion, Holy Shield, all Defensive Auras

    Sorceress

    Frozen Armor, Shiver Armor, Chilling Armor, Static Field, Thunderstorm, Telekenesis, Teleport, Energy Shield, Warmth, Enchant, Cold Mastery, Lightning Mastery, Fire Mastery

    Druid

    Cyclone Armor, Hurricane, Armageddon, Werewolf, Wearbear, Lycanthropy, Fire Claws, Heart of Wolverine, Spirit of Barbs

    Take note: maxing Dire Wolves and placing one point into your Bear summon will give you a hefty tank without breaking the rules. Also, Druids using Hurricane or Armageddon need to be attacking physically, else they aren't true Fighter-Magi.

    If you have questions about the rules or situations that may arise, please ask. I would rather address issues before they come up.

    Code:
    Forum Name      Character       Class           Location                Level    
    ----------------------------------------------------------------------------
    wakiki          Keletos         Meleemancer     Rogue Encampment        1
    
    For now, everyone can feel free to post the table as they join. Once the table gets larger, we will be posting the full table less often. If you participated in my No Vit tourney, you know what to do, and I'm sure the rest will figure it out.

    GOOD LUCK everyone!:thumbsup:
     
  2. Morathi

    Morathi IncGamers Member

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    Re: The Fighter-Mage Tournament

    Code:
    Forum Name      Character       Class           Location        Level    
    -----------------------------------------------------------------------
    wakiki          Keletos         Meleemancer     Rogue Camp       1
    Morathi         Malus           Mojomancer      Rogue Camp       1
    
    WOOOT.....

    Great tournament idea Wakiki, looks awesome and the fact that almost every build will be unorthodox just makes it even more exciting and challenging. ( i love unorthodox builds, it really is what makes me play this game).

    I need to re-analyze the skills and possible combinations before i decide on my character however you can count me in.

    PS. I fixed up the table so there is no scrolling thing.

    Edit- I decided to go with my original plans, so without further ado allow me to introduce to you all Malus, the mojomancer.

    I will get started right after i do abit of study for my accounting SAC (exam) next monday.

    Good luck everyone :smiley:.
     
    Last edited: May 16, 2008
  3. Raver

    Raver IncGamers Member

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    Re: The Fighter-Mage Tournament

    Well I wish my daggerzon could rock out with a maxed valk...but I'll give it a try and just save those 20 points for whenever this is over.

    Code:
    Forum Name      Character       Class           Location        Level    
    -----------------------------------------------------------------------
    wakiki          Keletos         Meleemancer     Rogue Camp       1
    Morathi         Malus           Mojomancer      Rogue Camp       1
    Raver           Ruby            Daggerzon       Rogue Camp       1
     
  4. Genraek

    Genraek IncGamers Member

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    Re: The Fighter-Mage Tournament

    I'm considering entering as a side project..... Don't know what I'll make just yet. I'm prolly gonna make a MA sin..... hmmmmmmmmmmmmmm


    I'll officially enter later, I'm definately interested (just wanted to post to express that mostly) I'm just not going to enter for a couple days, since I wanna get my ancient out of normal and finish my current leg of the SUTC4 tourny.
     
  5. RssDiablo

    RssDiablo IncGamers Member

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    Re: The Fighter-Mage Tournament

    This sounds interesting, i may just have to join it!
     
  6. wakiki

    wakiki IncGamers Member

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    Re: The Fighter-Mage Tournament

    Thanks Morathi, although I think the scrollbar will be back when we add "RIP" to the end, which will cause the scrollbar to come back

    Code:
    Forum Name      Character       Class           Location        Level    
    -----------------------------------------------------------------------
    wakiki          Keletos         Meleemancer     Cold Plains      7
    Morathi         Malus           Mojomancer      Rogue Camp       1
    Raver           Ruby            Daggerzon       Rogue Camp       1
    I just did the Moor / Den. Nothing good so far -- although the only good thing I could possibly find would be Topazes.
     
  7. Evah

    Evah IncGamers Member

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    Re: The Fighter-Mage Tournament

    Just a little note on the skill restrictions for paladins.
    IMO Vengeance should be removed from the list of allowed skills or else you can get a pack of a bit underpowered (w/o Convi) Avengers instead of fighter magi.
    I'd leave Smite (well i guess it's allowed since Holy Shield is) and Fist of Heavens (speaking of wich I don't mean creating chars a-la powerhouse FoH'er 'cause there is neither Convi nor Holy Shock on the list). This way Smite can deal some damage and KB/stun will give enough time to cast some FoH's/Holy Bolts. Aren't Smiting Templars (or however pala-fans call this type of char) fighting magi?
     
  8. Morathi

    Morathi IncGamers Member

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    Re: The Fighter-Mage Tournament

    Code:
    Forum Name      Character       Class           Location        Level    
    -----------------------------------------------------------------------
    Morathi         Malus           Mojomancer      Stony Field      13
    wakiki          Keletos         Meleemancer     Cold Plains      7
    Raver           Ruby            Daggerzon       Rogue Camp       1

    Well after I decided on my build I had to do some tactical planning.

    I decided that Malus will be a offensive mojomancer, a fighter and a tank. His massive Dex investments and the Inner Sight his rogue will provide means that he will have a decent chance to hit. I will also aim for 75% block, high life, and instead of dishing wads of damage I will be more of a support for my rogue. Applying PMH, OW, CB, Poison damage, Knockback, Slow monsters by X%…… and the list goes on. I also have some interesting ideas regarding tanking abilities...

    Malus and Kyle (his fire rouge which he will aim to take all the way) have had a great start to their journey. Malus is using a rare spiked club with 27 poison damage over 5 seconds and Kyle has just been equipped with a 3soc Hunters bow with 2x cRubies and 1x cSapphire. Little has stood in our way thanks to Amp damage which is currently at level 4 and I recon I will leave it at that. Amp'd monsters go down in 1 hit from Kyle, even on p/8, so progress is very fast.

    Malus has also found 6 early cTopazes, which is very good for my standards (they never drop when I need them…:rant:). I already have 45 % MF and I am only at the Stony field waypoint :cool:.

    Kyle: “Malus I want a topaz, why do you get them all?….gimme a topaz….”
    Malus: “ In due time Kyle they are dropping like flies at the moment and all my slots are full so you are next”
    Kyle “But……they are my….. PRECIOUS!!! (with a golem accent)”
    Malus: “Kyle you gotta stop watching movies”
    Kyle: “Your probably right, but I really want a topaz”.

    As you can see Kyle is a very demanding women who loves her topaz’s, and Malus relies too much on Kyle to make her disappointed so what Kyle wants, Kyle gets.

    Kyle the Fire rouge aided by Malus the Mojomancer, level 10 / 13, Act 1, Stony fields, 45% MF for Kyle kills and 45% for Malus.
     
  9. Alzakarr

    Alzakarr IncGamers Member

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    Re: The Fighter-Mage Tournament

    Code:
    Forum Name      Character       Class           Location        Level    
    -----------------------------------------------------------------------
    Morathi         Malus           Mojomancer      Stony Field      13
    wakiki          Keletos         Meleemancer     Cold Plains      7
    Raver           Ruby            Daggerzon       Rogue Camp       1
    Alzakarr        Gunther        Enchantress      Blood Moor         1

    I'm in. You should specify, though: Are babas not allowed period, or just not allowed to put more than 1 point in a skill?
     
    Last edited: May 16, 2008
  10. Raver

    Raver IncGamers Member

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    Re: The Fighter-Mage Tournament

    Code:
    Forum Name      Character       Class           Location        Level    
    -----------------------------------------------------------------------
    Morathi         Malus           Mojomancer      Stony Field      13
    Raver           Ruby            Daggerzon       Cold Plains      12
    wakiki          Keletos         Meleemancer     Cold Plains      7
    Alzakarr        Gunther         Enchantress     Blood Moor       1
    Ruby has been having it rather easy, she keeps finding those 20 psn dmg jewels and that helps out with here cold dmg dagger and makes here a machine. I'll be venturing into stony today; I'm doing full clears of everything much like SuperDave did just without the whole crap gear thing :tongue:.
     
  11. rickcarson

    rickcarson IncGamers Member

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    Re: The Fighter-Mage Tournament

    Code:
    Forum Name      Character       Class           Location        Level    
    -----------------------------------------------------------------------
    Morathi         Malus           Mojomancer      Stony Field      13
    Raver           Ruby            Daggerzon       Cold Plains      12
    wakiki          Keletos         Meleemancer     Cold Plains      7
    Alzakarr        Gunther         Enchantress     Blood Moor       1
    rickc           Tehelf          Heavy Metalmancer     Dry Hills  19
    
    As per my normal practice with tournies I waited to pass Act 1 before saying anything. Dying in Act 1 is too embarrassing to share :D I've rescued the cube, but not done the sewers yet.

    Of note: chipped emeralds verily rained down upon me. For most of Act 1 I had more chipped emeralds than all other chippies combined. Also, the only really really good wands I've seen so far for this build appeared when I didn't have enough money for them. D'oh!

    I accidentally put a second point into Bone Armour, so to celebrate I got bombed on Jagermeister. Note to self: measure out the bad stuff first because otherwise the quantity is hard to judge and easy to overdo... I wish I could claim that I was drunk before messing up my build, but alas, it is not so.
     
  12. Morathi

    Morathi IncGamers Member

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    Re: The Fighter-Mage Tournament

    Minus the Valk :azn:.

    And by the way...rickcarson what the hell is a heavy metalmancer???

    Anyway good luck to everyone.

    Malus should get another session today, but i first need to do some work.



     
  13. SilvioDante

    SilvioDante IncGamers Member

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    Re: The Fighter-Mage Tournament

    Gidday, look like a pretty interesting tourney. I think I'll go with a Fire Claws/Geddon Bear with HoW. If I come across FI's then I'll be thankful to have made it that far :D
    I'll add him to the table in a couple of hours... :evil:
     
  14. rickcarson

    rickcarson IncGamers Member

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    Re: The Fighter-Mage Tournament

    Code:
    Forum Name      Character       Class           Location        Level    
    -----------------------------------------------------------------------
    Morathi         Malus           Mojomancer      Stony Field      13
    Raver           Ruby            Daggerzon       Cold Plains      12
    wakiki          Keletos         Meleemancer     Cold Plains      7
    Alzakarr        Gunther         Enchantress     Blood Moor       1
    rickc           Tehelf          Heavy Metalmancer  Kurast Docks  24
    
    For the Heavy Metalmancer build I'll give you a hint :D
    He's level 24 and already got nine points in Iron Maiden*. (Would be more... shakes fist angrily but futilely at Bone Armour)

    *for those of you keeping score at home, thats 400% (4x) damage return.

    Damage Return 101:
    So my merc does ~100 points of damage, therefore in theory if the monsters can do at least 25 points of damage that means that Iron Maiden is as effective as Amplify Damage. More than that, and Iron Maiden is proportionately better. Flayers do 10-15 points of damage and so if I'm faced with three or more Flayers then Iron Maiden is (superficially) a better curse.

    In practice there are a number of other factors that make it more complicated than that (including but not limited to):

    In Amp's favour
    (1) My merc attacks faster than most monsters (but Jab may also be reducing his damage by an amount I haven't bothered to calculate)
    (2) The golem also does a small amount of damage
    (3) Game theory indicates that concentrating fire is more effective than spreading it out
    (4) Works better with corpse explosion (but note that CE is limited to one point in this tournie)
    (5) Against high physical resist critters Amp is better
    (6) Everyone knows Amp is better than Iron Maiden, and if everyone says it, it must be true :rollseyes:

    In Iron Maiden's favour
    (1) Amp has a small radius compared to Iron Maiden so may need to be cast a lot more on large groups
    (2) I can pump more points into Iron Maiden, making it better than it is currently (should easily get over 7x damage return with 20 points + a little help from +skills)
    (3) There is an obscene combo with Attract :evilgrin:
     
  15. Morathi

    Morathi IncGamers Member

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    Re: The Fighter-Mage Tournament

    Sounds interesting, i look forward to reading on your progress.

    PS. Malus is yet to receive a session from me today as i have been fairly busy, but he should get some attention soon.
     
  16. tripsu

    tripsu IncGamers Member

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    Re: The Fighter-Mage Tournament

    This game always draws you back in. It's been about 8 months since I've last played and decided to come on and see if there were any good tournies just starting.

    I'm going to try this one out. I'm away from my comp until Monday, so thats when I'll get started and make my final decision on character. Learning towards an enchantress right now.

    Good luck all! :thumbsup: I expect someone to have Normal Baal down by Monday.
     
  17. Zefimas

    Zefimas IncGamers Member

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    Re: The Fighter-Mage Tournament

    Code:
    Forum Name      Character       Class           Location        Level    
    -----------------------------------------------------------------------
    Morathi         Malus           Mojomancer      Stony Field      13
    Raver           Ruby            Daggerzon       Cold Plains      12
    wakiki          Keletos         Meleemancer     Cold Plains      7
    Alzakarr        Gunther         Enchantress     Blood Moor       1
    rickc           Tehelf          Heavy Metalmancer     Dry Hills  19
    Zefimas        Varumbrus      Meleemancer     Blood moor      1
    
    
    I guess this is the perfect opportunity for my first attempt at hardcore:azn:
    Will try a meeleemancer, I don't expect to get far, but a meelee necro seems pretty stylish and I might even try typing a little background story in the near future:tongue:

    GL to all:thumbsup:
     
  18. rickcarson

    rickcarson IncGamers Member

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    Re: The Fighter-Mage Tournament

    Code:
    Forum Name      Character       Class           Location        Level    
    -----------------------------------------------------------------------
    Morathi         Malus           Mojomancer      Stony Field      13
    Raver           Ruby            Daggerzon       Cold Plains      12
    wakiki          Keletos         Meleemancer     Cold Plains      7
    Alzakarr        Gunther         Enchantress     Blood Moor       1
    rickc           Tehelf    Heavy Metalmancer     Flayer Jungle    28
    Zefimas         Varumbrus       Meleemancer     Blood moor       1
    
    
    Update:
    Since there's an audience, I decided to level up a bit by clearing out the Fake Tombs (normally I wouldn't have bothered). In the process, I discovered 0 useful shoppable wands. Hooray! So after the second to last tomb - when I was about 900 gold away from my absolute carry limit, I went to Alkor for some help with this problem.

    Half a million gold later, he'd coughed up exactly 0 rare circlets and 0 rare plated belts (the two things I was gambling). Frankly, its a good thing the world gets undone at the end of Act 5, otherwise Alkor would get his bony butt kicked from one end of the jungle to the other.

    To demonstrate just how bad it was, I think the plated belt I've ended up using (the best of the bunch) has 12% lightning resist. Note, that isn't 12% lightning resist and a couple of other things I just didn't bother mentioning, its 12% lightning resist, end of story, good night.

    Not once, but twice the stupid old goat trotted out a +1 to summoning circlet. This would have been okay, except for the fine print which says (Druids only). Alkor you pathetic old git, what part of pasty white Necromancer do you not understand? Druid -> big tanned and smells of animals. Necro -> skinny, pallid and smells of... well... never mind about that. They're completely different. Do these hands look to you like the hands of someone who works with wild animals with their big gnashing teeth to you? I don't think so!! That thing following me around is an Iron Freaking Golem, not an oversized Teddy Bear!!! How can you not tell the difference!? Do I look like I have fleas? I pity the flea that tries to drink my blood, because for sure that is the last thing it'll ever do!

    (NB: Iron Maiden on small bloodsucking creatures = hilarious party trick)

    Since then I've been slogging through the jungles, taking out my righteous metallic wrath on everything in sight. since Attract won't stop the Flayer Shaman from shooting off its inferno, and Confusion just causes the Flayers to scatter all over the place, I've actually been using a little bit of Dim Vision. As I've said elsewhere, DV is a pretty good combo with IG, but the prayer merc is doing most of the heavy lifting against the Flayers anyway.

    I'm doing bosses at 1 player setting (after all it _is_ a damage return build), and general monster killing at 5 players. And this has been enough to get me to level 28 by the end of the Flayer Dungeon.

    I admit to being slightly surprised, I'd always thought the people getting to level 30 before taking on Mephisto were ... how shall I put this diplomatically ... strange. But it looks like if I carry on this way I'll get there too, without even doing some of the side bits like the Great Marsh. I'm certainly not planning on doing a full clear of the jungles.

    Also, if it starts slowing down too much, I'll just switch back to players 1... the monsters should die pretty quickly, even though by this stage I would normally have a higher level IM.

    I still have 9 points in Iron Maiden, and a single point in each of Bone Prison, Summon Resist, Iron Golem, Attract and Decrepify.

    Equipment:
    The main thing I was happy to see was a +2 Bone Spear shrunken head, which I've stashed away, waiting for Big D. I'll also shop a +BS wand. If I remember correctly though, this build shouldn't need that, as Iron Maiden _should_ (in theory) be a good boss killer.
    On weapon switch I've got +5 to Clay Golem, though I did the majority of Act 2 (including Duriel) with only a lvl 4 Clay Golem.

    This is how bad my wand situation is: I'm still using Javelins in my primary weapon slot. From about levels 6-22 I used the same 'Superior' Javelins, until I replaced them with a new pile with some mod like +3 minimum damage. Fear the sharp end of the stick, muahahaha. I did chip roll a bunch of wands, but sucked out on mods.

    For my primary shield, I'm still using the one Charsi tossed at me at about level 16, which has +2 Confusion and some random mods (+mana, small resists, ctc charged bolt on being struck)

    Mercboy has a Pike with +17 poison damage over 3 seconds which he puts to moderately effective use. But again, nothing to write home about.

    Don't get me wrong, other than the gambling it hasn't all been bad. I'm just struggling to think of the good stuff. Umm... I found a Ral rune, and a Vidala's amulet (which is rather uncommon I think). The two other set items I've found have been the Berserker's Hatchet, and an Isenhart's Lightbrand.

    I'm not sure why Poison Dagger is nerfed - the one point utility skill rule ensures PNova won't be abused if you synergise it.

    There's an interesting Necro build out there on the internets called (I think) the Bone Mason. Basically it slaps down Bone Walls and then pokes the monsters over/through the wall. Weapon range becomes an important factor in that, though I don't remember if you want it long or short.



     
  19. wakiki

    wakiki IncGamers Member

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    Re: The Fighter-Mage Tournament

    As you said, Smite is a 1 point wonder anyway. The thing about FoH is that there's no fighter aspect to it. Vengeace seems more Fighter-Mage-like than FoH, since you are melee attacking enemies and creating elemental damage. I won't deny that the fact that it is based off of physical weapon damage makes me unfomfortable, but I wanted a way for Paladins to realistically play in the tournament.

    I never really knew that a Smiting Templar build as you describe would be practical. If they are, I suppose they would be fighter magi, but is FoH really any good without Conviction?

    Since there's no good way to make Barbs into Fighter-Magi, I decided to disallow them.

    Well, 'Mage' tends to imply elemental rather than poison damage. I also considered disallowing Venom for Assassins, but people using Venom (for instance, Bladefury 'Sins) tend to rely on elemental damage as well, rather than pure poison damage. I suppose banning Poison Dagger has to do with the fact that 60 points can be placed into it -- whereas Venom has only 20, so your whole build can't revolve around it.



     
  20. wakiki

    wakiki IncGamers Member

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    Re: The Fighter-Mage Tournament

    Code:
    Ocher Small Charm of Frost
    Keep in Inventory to Gain Bonus
    Required Level: 10
    Item Version: 1.10+ Expansion
    Item Level: 4
    Fingerprint: 0x43dfb5d5
    Lightning Resist +7%
    Adds 1-2 cold damage over 1 seconds
    I love it when Hell-worthy charms drop in the Stony Field.:azn:

    The game has progressed in standard fashion so far. I have Dim Vision at level 6 and it's hilariously useful. I can attack enemies with my rare Bardiche and not even get countered. I cast it on Archers and my Rogue picks them apart from afar while they just sit and take it. And best of all, no Shamans ressurecting! Champions provide me with a slight challenge though. My only S/U so far is the Arctic Binding. 8 Topazes, although only 7 are being used since I have one waiting in the stash for a Gem Shrine.

    Code:
    Forum Name      Character       Class           Location        Level    
    ----------------------------------------------------------------------
    rickc           Tehelf          H-Metalmancer   Flayer Jungle    28
    wakiki          Keletos         Meleemancer     Inner Cloister   19
    Morathi         Malus           Mojomancer      Stony Field      13
    Raver           Ruby            Daggerzon       Cold Plains      12
    Alzakarr        Gunther         Enchantress     Blood Moor       1
    Zefimas         Varumbrus       Meleemancer     Blood moor       1
    
    By the way, Morathi, what's a Mojomancer?
     

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