What build for area running? (pits, ancient tunnels, etc)

TheStone

Diabloii.Net Member
What build for area running? (pits, ancient tunnels, etc)

What is the best build for area-running, and what equip should I have?
Currently have both a meteorb and a CB/FO sorc, any good or make a new one? Pure builds the best option?

Got average gear (lidless, duriels, wizzy, frostburn, string of ears, tearhaunch, mahim-oak, peasant crown, low crafted rings), can I use what I have, or do I need the best?

Any help appreciated=)
 

XCodes

Diabloii.Net Member
Re: What build for area running? (pits, ancient tunnels, etc)

If you want to do pits you basically need dual element; there's fire, cold, and light immunes down there. Since the fire immune is a mere Devilkin, I think your meteorber would probably be the best one to go with down there.

If memory serves, Crypt and Ancient Tunnels both have no Cold immunes, so anything with a synergized Blizzard would mutilate them.
 

FoxyG

Diabloii.Net Member
Re: What build for area running? (pits, ancient tunnels, etc)

yup, blizz sorcs have no problems with MAUSOLEUM (dont do the crypt its only lvl83) and the tunnels

however, the pit has all 3 immune types so yes a dual-elementer is far better off
 

Deuterium

Diabloii.Net Member
Re: What build for area running? (pits, ancient tunnels, etc)

My Meteorb does the Pits very efficiently; I would recommend a dual elemental build.
 

Davio

Diabloii.Net Member
Re: What build for area running? (pits, ancient tunnels, etc)

In all the Pit runs I did, the dark archer lightning immunes were by far the least common.

Most common were the cold immune skellies & dark melee and fire immune fallens.

I like lightning/fire here, though it's a rarely used combo. Is it even doable?
 

deadbeater

Diabloii.Net Member
Re: What build for area running? (pits, ancient tunnels, etc)

Problem with light/fire combo is total lack of crowd control that cold provides.
 

droid

Diabloii.Net Member
Re: What build for area running? (pits, ancient tunnels, etc)

lightning/fire combo usually ends up as a max-ES enchantress since thats how the synergies play out best. You couldnt really do a CL-FB sorc like you can do a CL-FO or a Meteorb sorc, since the lightning and fire trees would each require the bulk of your synergy points to be effective, whereas FO gets by with just 20 points and a few in CM.
 

DH Amazon

Diabloii.Net Member
Re: What build for area running? (pits, ancient tunnels, etc)

I like lightning/fire here, though it's a rarely used combo. Is it even doable?
Building one at the moment, cleared Pits first time at lvl68 without any problems.
And that was with bad items around +5 skills, now she has +12 and speed is quite good already.

Those are strong sorcs, full game pits are no problem. Can do full game at, m3,travi temples too.

My build not done yet, still at lvling stage, going strong as clearing those tc85 areas in full game gives around 1.5lvls per game (sorc now 81).


Merc can tank, thats enough crowd control. With Reapears,Shako,Threachery, he doest just fine.

edit: Just did more testing (lvl83 now). Full pits is easy and fast, no problem there. In 6-players baal, needed to park lister, but baal went down just nicely.

This is my 3rd caster type fire-lightning sorc, did couple with enchant and one with hydra backup. I build this new one with Griffon+Crescent Moon, so those add little extra for 'weak' lighting skills. Need to make new CM, as phase version not suited for this one, so haven't tested with those yet.


doable: yes, but little mana hungry. I hate orb, so IMO this much better than orb-version. But not good for starting char, as those both skills need lots of mana and lots of +skills, as too few points to max synergies.



 
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DH Amazon

Diabloii.Net Member
Re: What build for area running? (pits, ancient tunnels, etc)

What's the skill tree build?

Cheers,
20 fire bolt
20 fire ball
1 fire mastery
1 warmth

1 Charged bolt
1 Static
1 Telekines
1 Static
20 Lightning
20 Chain L
1...x L mastery, currently lvl86 sorc, not sure how much here already, but rest goes here.

End game gear (not yet, CM,belt,tal orb missing, or not transferred yet)
Griffon (found, so need to make at least one build around it)
1 sorc 20fcr amu
35 spirit, 30 spirit at other side
CM (at switch tal orb for -15%fire)
Tal armor+belt
Magefist
soj
nature piece (don't want to kill monsters twice)

Gives 120 fcr while using CM, -58 L resist
enough (135) fcr while using fireball -15% R resist, boss killer, faster+mf bonus with 3 tal items

sorc torch, 1Fire skiller, 1L skiller so far

Currently using Shako and spirit 34fcr sword. I replace those with listed items when I have time to do trasferring.

edit: After transferring items, gives only 110 fcr as no fcr bonus from belt. Need to go back to 78fcr in CM side or use fcr ring.



 
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Bull

Diabloii.Net Member
Re: What build for area running? (pits, ancient tunnels, etc)

hmm I am building a lite sorc atm and I think there are rarely any lite immune archer in pits.
 

DH Amazon

Diabloii.Net Member
Re: What build for area running? (pits, ancient tunnels, etc)

hmm I am building a lite sorc atm and I think there are rarely any lite immune archer in pits.
Those archers are quite common (around 2/3 games or maybe even more often) there and those hit hard (only monster there that can kill you/merc).

I run Pits in full games, so need to take down archers fast.

I tried with full L-sorc (lvl89), but it was too slow for my taste It kills very fast, but those archers (pits), beetles(in couple tc85 areas), skelemages(AT), flying ones(chaos), souls(throne,worldstone2) and mages(worldstone3, infy cant break these) slow down/prevent using pure build (no infy yet).

Those L-immunes are all quite weak, so even low orb/fireball can take them down in full games. Surely you lose half or even more L-damage, but even that is good enough for full games.



 
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