Tournament suggestion/discussion: Orb Tankasorcs Just to be clear: this thread is for discussion (and interest survey) only. There is no tournament yet. If there is interest, I will announce the tournament start in a new thread. This idea just threw itself over me. I found it a lot more appealing than the two other tourney ideas IÂ´ve been playing with for about a year now. I like it a lot, and I want to see how you like it. Basically, I want to know: 1. if you would be interested in playing in this type of tournament 2. if you think any rule should be changed/removed/added, and if so, why? No melodramatic introduction at this stage, I just give you the Suggested rules for the Orb Tankasorc Tournament: Â§1. This is a Sorceresses Hardcore tournament. Â§2. If your sorc dies in the first two acts in Normal, you are allowed one more chance. Â§3. You may not give your sorceress any items from outside sources, but you may use ATMA (or other means of muling) as an unlimited stash. You may only mule between playing sessions, no 'hot-muling'. Â§4. Skills Â§4a. The following skills are unrestricted: Warmth, all cold armors, all three Masteries, Enchant, Energy Shield, Static Field and Teleport. Â§4b. You have to make a choice regarding Telekinesis. Either you can place one point in it as a Teleport prerequisite and use if freely, or you can place more points in it to reduce the mana loss from Energy Shield, but if you do this, you may not use it on monsters. You may still use it on shrines, wells, WPs, doors, urns, etc. Â§4c. Glacial Spike is banned in Normal but you are allowed to place one point here and use it in NM and onwards. Â§4d. Hydra is restricted to one point (itÂ´s still useful for scouting). Â§4e. Frost Nova is banned in the first act, except against Andariel. After that, itÂ´s unrestricted. Â§4f. All other sorceress skills (i.e. the ones not mentioned above) are banned, except as prerequisites. See the next rule, though! Â§4g. All +skills (staffmods) you find on orbs are allowed to use, even banned skills! Note that since the Masteries are unrestricted, you can have great use for this. A +3 Fire Wall orb, a couple of +all/sorc/fire skills and maxed Fire Mastery will lead to some respectable damage. Also note that this actually allows you to use certain prerequisite points in banned skills (Fire Ball as a prerequsite for Enchant is a good example). Make sure you are wielding the orb with the +skill in question when you you use such a skill. Â§4h. All charged skills from other classes are allowed. ItÂ´s the same with those actual +skills you can get from other classes (but see Â§5, there will be no fancy 'Passion' Phase Blades and such used in melee...). Charges with banned skills may not be used. All '% chance to cast' abilities are allowed. Â§5. The only weapon types your sorceress is allowed to melee with are sorceress orbs. You may wield other melee weapons (for charges, resists, MF, etc.) but donÂ´t attack anything with them. Until you find your first orb, you can use whatever weapon you want. Note that the Fire Bolt on the starting staff is banned. Â§6. Ranged weapons and throwing weapons (using Throw, not melee) are perfectly acceptable to use in occasional fights, but donÂ´t make it your main tactic. Some monsters (killing blows to FE bosses and Dolls, Might/Extra Strong/Cursed Frenzytaurs) are simply best not taken on in melee by frail sorcies... Â§7. You may NOT use Act 2 mercs. We need variety! Â§8. No Save & Exit outside of town. Â§9. Non-essential quests are optional, but the Cow King MUST die before you proceed to the next difficulty. Finding waypoints is optional. Â§10. You may only kill Act Bosses and the Countess once per difficulty. Otherwise, you may freely run or skip areas as much as you want, but know that excessive area/SuperUnique/chest/rack running and skipping dangerous optional areas will be looked down upon... Â§11. Any /players setting is allowed and you may chance it when and as often as you like.