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I've had abit of snoop around the forum, and I've noticed the common perception is that Barbs cannot do speed runs due to gear dependance and single target eliminations. I've had abit of a thought about it and came up with a strategy to get barb through normal. 100% runs seem rather dull, and i want to avoid it, but i am still working on what to skip for barb, seeing as it needs the gear that the quests often provide.

Level - aiming for 21, but might need to be around 24.

Stats;
Str - 75
DX - 65
VT - rest
EN - 15

Skills;
Combat - Bash(6), Leap(1), LeapA(1), Stun(1), DS(1), DT(1), Conc(4), Frenzy(1)
WC - Shout 2+, everything else 1 each except find pot/item
Passive - ThrowM(1), Any melee weapon(1), Iron skin(1)

Equip

The equipment seems to be the achillies heel of barbs. so i'll try to adress what i can here. The easiest way to get decent equip other than luck manipulation would be runewords and crafted items, heres a few of what i am talking about.

Steel
Tir (3) + El (1)
Works: Sword, Axe, Mace
Doesn't work: Maul, Great Maul, War Hammer
Clvl Required: 13  +20% Enhanced Damage
+3 Minimum Damage
+3 Maximum Damage
+50 Attack Rating
50% Chance of Open Wounds
+1 light radius
+2 mana per kill
25% Increased Attack Speed 

Malice
Ith (6) + El (1) + Eth (5)
Works: All Melee Weapons
Clvl Required: 15  +33% enhanced damage
+9 max damage
+50 Attack Rating
100% chance of open wounds
-100 monster def/hit
Prevents Monster Heal
-25% target defense
Life drain -5

Holy Thunder
Eth (6) + Ral (8 ) + Ort (9) + Tal (7)
Scepters only
Clvl Required: 21  Level 7 Chain Lightning 60 charges
-25% Target Defense
+60% Enhanced Damage
+75 Poison Damage over 7 secs
+5% Maximum Lightning Resistance
+60% Lightning Resistance
+21-110 Lightning Damage
+5-30 Fire Damage
+3 to Holy Shock
150% Damage vs. Undead

Ancient's Pledge
Ral (8 ) + Ort (9) + Tal (7)
Shields
Clvl Required: 21  +43% Cold Resistance
+48% Fire/Lightning/Poison Resistance
10% Damage Taken Goes to Mana
+50% Enhanced Defense  Recipe is given by Qual-Kehk as a reward for completing the second quest in Act Five. The inherent bonuses on Paladin shields will stack with the runeword properties.

Rhyme
Shael (13) + Eth (5)
Shields (All types)
Clvl Required: 17  Cannot be Frozen
40% Faster Block Rate
20% Increased Chance of Blocking
Regenerate Mana 15%
+25% to all Resistances
+25% to Magic Find
+50% Extra Gold from Monsters

Nadir
Nef (4) + Tir (3)
Headgear (all types)
Clvl Required: 13  Level 13 Cloak of Shadows (9 charges)
+50% Enhanced Defense
+2 mana per kill
-3 light radius
+30 Defense vs. missile
+10 Defense
+5 Strength
-33% gold from monsters 

Stealth 
Tal (7) + Eth (5)
Body Armor
Clvl Required: 17  25% Faster Casting Rate
25% Faster Hit Recovery
25% Faster run/walk speed
-3 magical damage taken
+15% Mana Regeneration Rate
+30% Poison Resistance
+15% Maximum Stamina
+6 Dexterity 

Myth
Hel (15) + Amn (11) + Nef (4)
Clvl Required: 25  3% Chance To Cast Level 1 Howl When Struck
10% Chance To Cast Level 1 Taunt On Striking
+2 To Barbarian Skill Levels
+30 Defense Vs. Missile
Replenish Life +10
Attacker Takes Damage of 14
Requirements -15% 

As you can see, Most of the runes with exception of Hel and Shael will be relatively easy to obtain, namely the countess in A1 drops 2-3 of them. It covers Armor, Helm, Shield and Weapons. Its just a matter of finding the right items with the amount of sockets. Malice is especially nice, I've found 2 hits on most things and it'll bleed to death in a few seconds. Holy Thunder may be scepters only, but its got a nice +26-140 elemental dmg and 75 poison dmg. Pretty nice for a 1hander.

For Crafted items, Blood seems to be the way to go.

Blood Gloves Magic Heavy Gloves/Sharkskin Gloves/Vampirebone Gloves
Nef Rune
Perfect Ruby
Any Jewel
Crushing Blow (5-10)%
(1-3)% Life Stolen Per Hit
+(10-20) To Life 

Blood Belt Magic Belt/Mesh Belt/Mithril Coil
Tal Rune
Perfect Ruby
Any Jewel
Open Wounds (5-10)%
(1-3)% Life Stolen Per Hit
+(10-20) To Life

Blood Amulet Magic Amulet
Amn Rune
Perfect Ruby
Any Jewel
5-10% Faster Run/Walk
(1-4)% Life Stolen Per Hit
+(10-20) To Life 

All of the above mats are very easy to obtain, with the exception of perfect ruby. Its eventually obtainable, its a matter of when can you get it. Getting blooded gloves early with its CB will help out during boss fights. In addition, you can also Imbue a weapon in A1, which helps bridge a gap between gear requirements. If somehow a jackpot is scored by finding an item that sells for 10k, the option of buying charged items becomes a possibility.

Strats for Acts

Act1 - If we're talking about 100% run, then rush to blood raven first, then move to darkwoods to get the scroll and rescue cain. Aim for cain and the special mobs for exp, the tp out. The ring thats gotten afterwards can be good sales if money is needed, buy javs with the money. After that, it would be a good time to do den for reasons that you get more stam and you can port out of den afterwards and go straight to DW wp. Countess shouldnt take too long and it drops juicy basic runes to make Steel. After that, just rush through and do the other 2 quests as such.

Level bash to kill things, but put 1 point into howl to scatter melee fest. you can still hit the monsters as they are running away. pick up and store any javalins you happen to find. Its got great throw damage for its level, and it can be used to kill a pack of special monsters you couldn't melee. in the first few levels, if you see a monster that wouldnt be overkilled with jav, use it. its alot faster. Double Throw does alot of damage once its learnt, but it uses up stockpiles too quickly. If scepters and blunts are found, keep them and switch to them when hitting masses of undead. once gotten double swing, use dw and blitz through as much as possible until hits become fairly hard, then put on a shield and use bash to get through whats left. Use antidote pots and look out for poison res rings or -duration items, it'll be useful for andy and A2. finally, when fighting bosses, use Shout + BC so that even if you only have 70% chance to hit, BC will bring down the defence by 50%.

A2 - Do all of the quests, Leap through arcane sanc and as much of act as possible. Use Tower shield(req 75str) or any good shield aginest durial. Would be nice if the shield has +chance to block +block speed +cold resistance. Build up Malice if haven't done so already. Bash / Conc aginest durial, and keep BC and Shout up and use Blessed aim merc. Keep self alive and durial focused on self and bleed / CB durial whilst letting the merc finish it off.

A3 - Make a bee line towards the kalim artifacts and giblet. Wouldn't worry about the statue as thats easily farmed. Use leap to skip rivers and skip council members if possible, use howl to scatter the non special ones. Once gotten to Meph, use Double Throw and avoid its ice spheres. By the time you get a 3 socket war sword or axe, upgrade them to malice.

A4 - Start getting blooded items ready and fire resistance up. Use Leap for the river and use CoS from nadir helm to get through much of chaos sanc. Its mostly iron maiden and clustered of ranged thats going to screw with you. melee could be feared, whilst you can be free to move on or pick them off. One thing though, Chaos sanc should be proceeded with caution, much too easy to get killed in there. With diablo, I wouldn't melee him unless 1) got flurry AND bleed/CB 2) got high def and fire resistance. use lots of tps, and grind him away with DT.

A5 - Not much to say, just leap all the way to quests. use the Ancients runeword shield and lure pack 3-5 of baal's minions out with flurry if level 24 else leap and howl. with baal, its back to using a shield and leap through his wave attacks if you're using throws. Ancients aren't too bad. Keep shield, shout and conc up and bleed them and range them until they're down to one then flurry/DS to finish them. When fighting baal, Hope that bleeds, CBs and merc damage would be enough. Same as durial, keep BC, Shouts, and BO ups whilst if possible back up and use DT or use it for flurry and switch back to sword and board.

Flurry lasts 6 sec. BC last 12sec, Shouts and BO will most likely last around 40sec.  If switching could be fast enough, for every 2 flurries do a BC, for 3 BC refreash Shout and BO. in the meantime pot up and use conc / bash.

Overall, this requires alot of actions of atleast 8 skills that you need to switch around and use constantly in a minute, but with so much utility, you can be prepared for many situations and boost the current abilities.

With merc, A2 blessed aim is good. if ar is enough definance or A3 cold merc is a good choice. A1 merc could be used if aginest diabio / meph and with a Zephyr bow.

Overall, theres still many things to cover and i intend to build it up, but from what i can see so far, its quite feasable to do a barb speed run within 3 hours, hopefully close to 2.
Thread title:  
Well, an idea of hardcore speedrun is a very interesting one. Let's beat Diablo's ass! Grin
100% runs=great to watch
I wish you all the best luck and success with this.  Really, you will need to segment manipulate for runes/runeable EQ like a MADMAN as soon as mathematically possible for this to not get bogged way down, manip exp shrines and such like current runs do, pretty much just pull out the stops.
Quote from abr_alex:
Well, an idea of hardcore speedrun is a very interesting one. Let's beat Diablo's ass! Grin


The 100% All Difficulties speedrun done by Siyko is HC as well. Sorceress, though.
I think i'll let the comments pile up abit and any wisdom being shared is happily welcomed. I find the barb that lacks Def and Res to be fairly fragile aginest certain enemies, mostly in A4. I thought runeword was a good idea due to the fact its drop rates are higher than that of unique or set items, while its properties will be better than rare items. I honestly think P.Ruby is the only hard thing to obtain, unless i farm andy 9 times for it /sarcasm. Hopefully enough is dropped by A4 to get CB gloves and maybe OW belts. Btw, this is a guest account, and anyone can be posting under this name.

Diamond (any quality) + 1 Staff (any type and quality) + 1 Kris (any quality) + 1 Belt (any type and quality) = Savage Polearm Class Weapon

So, a chiped diamon, a short staff, a kris, a cracked sash gives a pretty good 80ED polearm for A2 merc.

1 Axe + 1 Dagger = Throwing Axe

something on the side, not going to be awfully useful but its got versitiliy.

1 Spear + 1 Quiver of Arrows = 1 Stack of Javelins

Useful in A1-2 as jav tops the dmg board.

In addition, the throwing knives in A1 sell pretty well, for 2 slots and whatever the quality, it goes for 480 a piece. Gas pots are basically worthless, but fulminating pots can be useful early on in A1 for abit of aoe.

Lastly, i would also mention that Heavy armors and heavy shields are for bosses only, would not wear heavy items during rush to boss. Which is why stealth runeword is in there, as i intend to put it on a light armor. And in A1, Den would be done as soon as theres a wp to port to afterwards, maybe after raven.
Ignore the recipie for javs, I tend to forgot you dont get cube til A2.

according to http://strategy.diabloii.net/news.php?id=512

I think grinding might be needed in A1 to atleast 11-12. Tristram seems like a solid place to grind, with about 6-8 special mobs around it gives fairly good exp for single hitting barbs. Any other suggestions as to power leveling? it does slow down the run, but as a barb without OW, you're going to have to ignore most mobs. I think i might actually enjoy A3, until around lv22 where i have to kill things that don't respawn, and need to kill alot for the quests. Like i mentioned in the post above, any wisdom to contribute towards the run is welcome.
The only place I would imagine you could get a perf ruby without wasting a lot of time manipulating gem shrines is HF, meaning you'd only get CB for A4, where it isn't really useful, because if you're not meleeing Diablo, only 1/16th of his health will be reduced by CB. Adding into that the low CB%, really the only place where it'd be useful in the slightest is Baal, so I don't really see the big time saver there. Especially if you're not going for 100% (I couldn't really make out if you were from your post), I'm pretty sure it would only waste time.

I also think you're being VERY optimistic about getting the runes for Malice, not to mention getting them twice! I wouldn't recommend relying on any of the runewords, except maybe Steel. But even Steel requires lvl 13, so I'm not sure how useful it'll be at that point. At level 15, OW does about 16 damage per second. Normal Meph has a bit over 6000 hit points. I'm not sure if there's any better alternative available though, save for some unique items. So I guess what I'm trying to say is that you're screwed either way Smiley But still, good luck if you're really going for this run, all I can say is that you're REALLY going to need it to finish the run in a reasonable time.
Lay waste to everything...but I still love SDA!
Quote from Kyrsimys:
I'm not sure if there's any better alternative available though, save for some unique items.


In single player, i usually find a unique one-hand weapon with CB in the first two or three acts. So i think it can be an option, especially for a melee character. And CB is a must for bosses in a speedrun imho.

Oh, and the polearm recipe doesn't create an excep-elite one? I'm not sure, but if i remember correctly, that recipe is not for low levels.

Anyway, good luck for the run!
100% runs=great to watch
It is possible to find at least one CB Unique weapon dealie in Act 1...latter part of it, but still.  I know at least one of them is a blunt weapon of some sort but the name escapes me.

You WILL have to farm for stuff in repeat segments....probably no way around it to save the time/make things possible.  Might have to do some gambling as well.  Charms will also be SUPER important in this run unlike the others to increase your damage potentials.
Quote from bimanc:
In single player, i usually find a unique one-hand weapon with CB in the first two or three acts. So i think it can be an option, especially for a melee character. And CB is a must for bosses in a speedrun imho.


Your options are:

The Gnasher (best chance to drop from Coldcrow 1:856 or from Andariel (Quest) 1:1222)
Crushflange (Andariel (Quest) 1:123 or Andariel 1:282)
Knell Striker (Coldcrow 1:2522 or Andariel (Quest) 1:3656)
Rixot's Keen (Coldcrow 1:851, Bishibosh 1:856, Bonebreaker 1:856, Corpsefire 1:858 or Andariel (Quest) 1:1216)

The odds for getting Crushflange to drop from Andariel aren't that bad actually, but it could still take hundreds of attempts if you're unlucky. Also, since the chances are so much better for the first kill, you should probably try to get it to drop the first time you kill Andariel, meaning you would be doing the runs with a very weak character, taking a lot of time and probably being pretty difficult.
heh heh heh heh heh heh heh heh heh
That Perfect ruby should not be to hard with some luck manipulation, find a chipped ruby and 4 gem shrines later you have a perfect ruby, but for 3 items that means you'd have to find 12-15 gem shrines.
Just call me the cynicism machine
You know, if you drop the HC requirement, you can park the whole throne pretty easily and shave a bunch of time and effort off of that last segment.
I used to be athiest until I realized I was God.
Quote from Anon:
Level - aiming for 21, but might need to be around 24.

Stats;
Str - 75
DX - 65
VT - rest
EN - 15

Skills;
Combat - Bash(6), Leap(1), LeapA(1), Stun(1), DS(1), DT(1), Conc(4), Frenzy(1)
WC - Shout 2+, everything else 1 each except find pot/item
Passive - ThrowM(1), Any melee weapon(1), Iron skin(1)


I guess the most obvious call is to AR. Even with Battle Cry, Conc, and good gear, have you done math against bosses' defense rating?

I see you put one into throwing mastery, which I'm surprised at. Are you going to be doing heavy throwing?

Quote from Anon:
Equip

The equipment seems to be the achillies heel of barbs. so i'll try to adress what i can here. The easiest way to get decent equip other than luck manipulation would be runewords and crafted items, heres a few of what i am talking about.

Steel
Tir (3) + El (1)
Works: Sword, Axe, Mace
Doesn't work: Maul, Great Maul, War Hammer
Clvl Required: 13  +20% Enhanced Damage
+3 Minimum Damage
+3 Maximum Damage
+50 Attack Rating
50% Chance of Open Wounds
+1 light radius
+2 mana per kill
25% Increased Attack Speed 


Steel is just really bad, I wouldn't bother. It's abilities are absurdly weak and it requires level 13.

Quote from Anon:

Malice
Ith (6) + El (1) + Eth (5)
Works: All Melee Weapons
Clvl Required: 15  +33% enhanced damage
+9 max damage
+50 Attack Rating
100% chance of open wounds
-100 monster def/hit
Prevents Monster Heal
-25% target defense
Life drain -5


This guy is pretty good, but you're limited to 3os weapons. There's a level minimum for these, I don't think they show up until late a2. This might be a keeper from duri - dia though.

Quote from Anon:
Holy Thunder
Eth (6) + Ral (8 ) + Ort (9) + Tal (7)
Scepters only
Clvl Required: 21  Level 7 Chain Lightning 60 charges
-25% Target Defense
+60% Enhanced Damage
+75 Poison Damage over 7 secs
+5% Maximum Lightning Resistance
+60% Lightning Resistance
+21-110 Lightning Damage
+5-30 Fire Damage
+3 to Holy Shock
150% Damage vs. Undead


The nice thing about this is you get everything but Eth from A5 quest. I never considered using this on a Barb, but it might be nice. Problem is its CLVL requirements and number of runes means you will basically have to wait until A5 to use it - so its for ancients + dia only.

Quote from Anon:

Ancient's Pledge
Ral (8 ) + Ort (9) + Tal (7)
Shields
Clvl Required: 21  +43% Cold Resistance
+48% Fire/Lightning/Poison Resistance
10% Damage Taken Goes to Mana
+50% Enhanced Defense  Recipe is given by Qual-Kehk as a reward for completing the second quest in Act Five. The inherent bonuses on Paladin shields will stack with the runeword properties.


Good, but I doubt the resistances are needed in Normal at the levels you're planning. I'd try to find better uses for the runes.

(you cannot use paladin shields btw)

Quote from Anon:
Rhyme
Shael (13) + Eth (5)
Shields (All types)
Clvl Required: 17  Cannot be Frozen
40% Faster Block Rate
20% Increased Chance of Blocking
Regenerate Mana 15%
+25% to all Resistances
+25% to Magic Find
+50% Extra Gold from Monsters


No.

Quote from Anon:
Nadir
Nef (4) + Tir (3)
Headgear (all types)
Clvl Required: 13  Level 13 Cloak of Shadows (9 charges)
+50% Enhanced Defense
+2 mana per kill
-3 light radius
+30 Defense vs. missile
+10 Defense
+5 Strength
-33% gold from monsters 


There's really nothing useful on this helm apart from CoS. That might be enough though, because of the poor AR situation of the barb. 9 charges is rough though, I'd plan carefully.

Quote from Anon:
Stealth 
Tal (7) + Eth (5)
Body Armor
Clvl Required: 17  25% Faster Casting Rate
25% Faster Hit Recovery
25% Faster run/walk speed
-3 magical damage taken
+15% Mana Regeneration Rate
+30% Poison Resistance
+15% Maximum Stamina
+6 Dexterity 


See above. The FRW is nice, but the rest is wasted.

Quote from Anon:
Myth
Hel (15) + Amn (11) + Nef (4)
Clvl Required: 25  3% Chance To Cast Level 1 Howl When Struck
10% Chance To Cast Level 1 Taunt On Striking
+2 To Barbarian Skill Levels
+30 Defense Vs. Missile
Replenish Life +10
Attacker Takes Damage of 14
Requirements -15% 


Req level 25 and you're not going to get a Hel rune in normal under any circumstances. Out of the question.

Quote from Anon:
Act1 - If we're talking about 100% run, then rush to blood raven first, then move to darkwoods to get the scroll and rescue cain. Aim for cain and the special mobs for exp, the tp out. The ring thats gotten afterwards can be good sales if money is needed, buy javs with the money. After that, it would be a good time to do den for reasons that you get more stam and you can port out of den afterwards and go straight to DW wp. Countess shouldnt take too long and it drops juicy basic runes to make Steel. After that, just rush through and do the other 2 quests as such.


A1 is strange for a barb. There's no real gear to aim for, and everything should be pretty easy up until Andy. I would put priority on Countess runes, leveling efficiency, and gold.

Quote from Anon:
Level bash to kill things, but put 1 point into howl to scatter melee fest. you can still hit the monsters as they are running away. pick up and store any javalins you happen to find. Its got great throw damage for its level, and it can be used to kill a pack of special monsters you couldn't melee. in the first few levels, if you see a monster that wouldnt be overkilled with jav, use it. its alot faster. Double Throw does alot of damage once its learnt, but it uses up stockpiles too quickly. If scepters and blunts are found, keep them and switch to them when hitting masses of undead. once gotten double swing, use dw and blitz through as much as possible until hits become fairly hard, then put on a shield and use bash to get through whats left. Use antidote pots and look out for poison res rings or -duration items, it'll be useful for andy and A2. finally, when fighting bosses, use Shout + BC so that even if you only have 70% chance to hit, BC will bring down the defence by 50%.


You're using bash and DW, but not leveling energy or seeing mana leech. I think this is impossible, you'll be using normal attack 95% of the time (unless 3 rows of potions are mana, which is not out of the question).

Quote from Anon:
A2 - Do all of the quests, Leap through arcane sanc and as much of act as possible. Use Tower shield(req 75str) or any good shield aginest durial. Would be nice if the shield has +chance to block +block speed +cold resistance. Build up Malice if haven't done so already. Bash / Conc aginest durial, and keep BC and Shout up and use Blessed aim merc. Keep self alive and durial focused on self and bleed / CB durial whilst letting the merc finish it off.


Why on earth would you ever bash duriel? He cannot be stunned. Also if you plan on BC'ing him, you're going to be level 18 for duriel, that means you will spend significant time leveling elsewhere in A2. Just something to be aware of. I'm not sure what your defense / blocking chance will look like against duriel, but with that low of a dex, and expectation of 75 str, it's probably going to be garbage. Zurreco would know better though, with his paladin experience on it.

Quote from Anon:
A3 - Make a bee line towards the kalim artifacts and giblet. Wouldn't worry about the statue as thats easily farmed. Use leap to skip rivers and skip council members if possible, use howl to scatter the non special ones. Once gotten to Meph, use Double Throw and avoid its ice spheres. By the time you get a 3 socket war sword or axe, upgrade them to malice.


Double throw will kick his ass here for sure. What about ths high council? Any specific strat? I believe they're all bashable so it shouldn't be too bad, but worth noting.

Quote from Anon:
A4 - Start getting blooded items ready and fire resistance up. Use Leap for the river and use CoS from nadir helm to get through much of chaos sanc. Its mostly iron maiden and clustered of ranged thats going to screw with you. melee could be feared, whilst you can be free to move on or pick them off. One thing though, Chaos sanc should be proceeded with caution, much too easy to get killed in there. With diablo, I wouldn't melee him unless 1) got flurry AND bleed/CB 2) got high def and fire resistance. use lots of tps, and grind him away with DT.


You should NOT display caution in CS, unless you're planning to stand around waiting for every IM to be recursed / fall off. CoS will be interesting, and quite difficult at anything under level ~27 or so. You mention Flurry here, which is level 24, so this might be ok if you do spend all that time leveling.

Quote from Anon:
A5 - Not much to say, just leap all the way to quests. use the Ancients runeword shield and lure pack 3-5 of baal's minions out with flurry if level 24 else leap and howl. with baal, its back to using a shield and leap through his wave attacks if you're using throws. Ancients aren't too bad. Keep shield, shout and conc up and bleed them and range them until they're down to one then flurry/DS to finish them. When fighting baal, Hope that bleeds, CBs and merc damage would be enough. Same as durial, keep BC, Shouts, and BO ups whilst if possible back up and use DT or use it for flurry and switch back to sword and board.


Shouldn't be too bad, ancients are gentle on a sword n board. If you do use BC / CoS / BA all up, you should be in good shape.

Quote from Anon:
Flurry lasts 6 sec. BC last 12sec, Shouts and BO will most likely last around 40sec.  If switching could be fast enough, for every 2 flurries do a BC, for 3 BC refreash Shout and BO. in the meantime pot up and use conc / bash.


That's a lot of pots for the ancient fight.

Quote from Anon:
Overall, theres still many things to cover and i intend to build it up, but from what i can see so far, its quite feasable to do a barb speed run within 3 hours, hopefully close to 2.


I am apprheensive about these numbers, I think you're seriously undersestimating the amount + speed of leveling you'll have to do.

Best of luck.
heh heh heh heh heh heh heh heh heh
Quote from Anon:
With diablo, I wouldn't melee him unless 1) got flurry AND bleed/CB 2) got high def and fire resistance. use lots of tps, and grind him away with DT.


High def and fire resistance will help against his melee attack and that ring of fire, but wasn't his Hose of Death spell lightning and physical damage? It cooked my mercenary yesterday, quite literally. I don't think I could have thrown a weapon because that Hose spell went far enough to nearly cook me without D being on the screen
I used to be athiest until I realized I was God.
Quote from xud9dab2:
Quote from Anon:
With diablo, I wouldn't melee him unless 1) got flurry AND bleed/CB 2) got high def and fire resistance. use lots of tps, and grind him away with DT.


High def and fire resistance will help against his melee attack and that ring of fire, but wasn't his Hose of Death spell lightning and physical damage? It cooked my mercenary yesterday, quite literally. I don't think I could have thrown a weapon because that Hose spell went far enough to nearly cook me without D being on the screen


Hose size is dependent on the difficulty. Normal hose is not bad. But yes, it's 50% physical 50% lightning.
Quote from Siyko:
I guess the most obvious call is to AR. Even with Battle Cry, Conc, and good gear, have you done math against bosses' defense rating?

I see you put one into throwing mastery, which I'm surprised at. Are you going to be doing heavy throwing?


its possible that heavy throwing might be involved, but at the moment, its something to fall back to when you can't engage in melee, and need to thin down their numbers. or say when fighting diablo.

As a total reply to the runed armors and shields. The list itself is not a list of items the barb should have, but rather an inventory of items to choose from when excess runes are left over or when a certain task is required. In regards to Hel rune, its not quite impossible to obtain a Hel rune, but 9 shael would be required to get it to work. I have little faith in obtaining Myth armor, but hey, its still possible. I noticed many people skip countess and may not be aware of her high drop rate of runes. IIRC, Countess can be farmed in less than a minute from the wp to the death of her, unlikely though. Heres a 04 forum thread on her.
http://forums.diii.net/showthread.php?t=203681

Quote from Siyko:
You're using bash and DW, but not leveling energy or seeing mana leech. I think this is impossible, you'll be using normal attack 95% of the time (unless 3 rows of potions are mana, which is not out of the question).


Stam pots, Javs, Fulminating pots, mana pots, health pots, antidotes, thawing etc etc, i'll be using consumables like theres no tommorow :P. I am not so sure what kind of "charged" item i can buy later on. Amp is not that useful since BC is there. Any inputs on this would be great.

Quote from Siyko:
Why on earth would you ever bash duriel? He cannot be stunned. Also if you plan on BC'ing him, you're going to be level 18 for duriel, that means you will spend significant time leveling elsewhere in A2. Just something to be aware of. I'm not sure what your defense / blocking chance will look like against duriel, but with that low of a dex, and expectation of 75 str, it's probably going to be garbage. Zurreco would know better though, with his paladin experience on it.


Bash is there as substitute for Concentrate when you're not 18 yet, not so much to stun durial but for extra damage. Bash should have atleast 6 points in it, because it gives double swing a awesome 10% boost to dmg and 5% boost to concentrate, all the while you can also use bash when needed. At 18, you'll get BC, Concentrate and Iron skin, combine that with heavy armor and heavy shield, and it shouldn't be too hard with -25% enemy dmg, -50% enemy defence, +100% AR, +100% defence on shout +30% on iron skin, +100% on concentrate and it could work. If defence is lacking, chance merc to Defence, and get another 120% Def boost. I think there is a psyche with durial like butcher from D1. Its overlooked that its not multiplayer with /players 8 and its a run where its fairly easy to manipulate certain things, say, a defence shrine or combat shrine. For leveling, i plan to farm countess for runes / farm tristram, til around 13. Move through levels quickly, kill special mobs and use howl to scatter their minions. if all else fails, A2 tombs and maggot lair is going to take some time anyway.

Quote from Siyko:
Double throw will kick his ass here for sure. What about ths high council? Any specific strat? I believe they're all bashable so it shouldn't be too bad, but worth noting.


Depends if i want to kill them all or just the one that drops the flail. For the latter, lure that one out with throws and DS it, then charge in there with howl should get all but 2 councils off your back, switch to bash and get the last 2 out of the way if needed. Smash the orb, ???, profit.
For killing them all, killing them 1 by 1 seems to be the choice. kill the snakes in the pond and then lure them out 1-2 at a time. i am not sure if taunt works.

Quote from Siyko:
You should NOT display caution in CS, unless you're planning to stand around waiting for every IM to be recursed / fall off. CoS will be interesting, and quite difficult at anything under level ~27 or so. You mention Flurry here, which is level 24, so this might be ok if you do spend all that time leveling.


I hope to skip as much of CS as i possibly can. mana leeches, shit curses, ranged elemental attacks and hordes of enemies. Taunt could be used, but it'll waste too much time, i am hoping the 9 cos lets me open 4 seals. I am also hoping(the key word), that i'll get a barb helm with +2-3 to frenzy or Warcrys. Its quite plausible in the sense that, you're not purposely farming for these things but they do drop along the way. Grisworld drops barb helms rather often, although low level, its going to be quite handy.

Quote from Siyko:
I am apprheensive about these numbers, I think you're seriously undersestimating the amount + speed of leveling you'll have to do.


I agree with you here. It is all under planning stage at the moment, during the trial we can see how everything works out, least it might work.
I have just done a few test runs of farming countess. She drops an average of 2 runes per run, with el and ith being most popular drops. The run only takes about a minute from the wp, unless killing special mobs are desired. charge in there with a stam pot, fear away countess's minions, 2 howls should do it, and double swing the bitch to death and that usually takes around 5 seconds, loot, save & exit, easily within a minute. will take more if waiting for chest to open or for assassinating special mobs.

In additon to handsome rune drops from countess, she drops charms, amulets, rings and rare at a high rate. It would seem to me, this is THE place to mf few times to stock up on runes, and its only a matter of getting the level requirements and the socketed items.
Quote:
In regards to Hel rune, its not quite impossible to obtain a Hel rune, but 9 shael would be required to get it to work.

Heh. I would very much like to see this run done, which is why I'd like to say that you should keep your expectations realistic. If you have to do ten thousand attempts at something to make it work, you may be better off not doing it even if it would save you time. A incomplete (abandoned) run will never be faster than a completed one.
Quote from Smilge:
Quote:
In regards to Hel rune, its not quite impossible to obtain a Hel rune, but 9 shael would be required to get it to work.

Heh. I would very much like to see this run done, which is why I'd like to say that you should keep your expectations realistic. If you have to do ten thousand attempts at something to make it work, you may be better off not doing it even if it would save you time. A incomplete (abandoned) run will never be faster than a completed one.


I have actually said i doubt it would drop 9 shaels / 3 dol in A5, but if theres a chance in hell, it wouldn't hurt. no pun intended.

Quote from Zurreco:
You know, if you drop the HC requirement, you can park the whole throne pretty easily and shave a bunch of time and effort off of that last segment.



I just might do that, thanks for the advise.

Quote from xud9dab2:
Quote from Anon:
With diablo, I wouldn't melee him unless 1) got flurry AND bleed/CB 2) got high def and fire resistance. use lots of tps, and grind him away with DT.


High def and fire resistance will help against his melee attack and that ring of fire, but wasn't his Hose of Death spell lightning and physical damage? It cooked my mercenary yesterday, quite literally. I don't think I could have thrown a weapon because that Hose spell went far enough to nearly cook me without D being on the screen


I'll adress this in my boss strats below.

Boss strats

A1 - fun fact, andy takes 50% more fire dmg, but i would not spare any chipped ruby on her. her melee attacks have poison in them, but its very minor. Her spray and sting on the other hand needs to be cured with antidote or waste time running around potting or tp back to heal. Spray is rather easily reconised, but sting is abit harder in melee range. Basically, pull her out of the main room and rape her in a dark corner. Since you do not have BC, inner focus works just as well from A1 merc.

A2 - Durial is like a 2h-pally with charge, jab and smite along with holy frost. If i can keep it from charging, its about bringing enough pots to grunt through his smite and jabs. you could also disengage and use pots to heal up some more if required, but imo its better to bring rejuvs and have the merc giving aura and doing damage. L18 would be prefered, but i'll try to see if it can be done sooner.

A3 - Pull Mef to moat, use double throw, Huh? , profit. Might actually see if i can luck out some earlier hits to see if i can CB him in mlee a few times before leaping back.

A4 - The reason i am stressing fire resistance is due to the fire ring and fire storm, especially when the latter can hit 9 times for 38 fire and 17 physical. It is the primary reason i need to range him, on the other hand, pink lightning can be avoided easily by running around him, save the first second of it. Finally, diablo does 7x more damage to merc and summons, which is why your merc died so quickly. I might considering doing a temp change to A3 or A1 merc for diablo, before switching back to A2, loss of AR would hurt though.

A5 - nothing much to add to my last comment.

finally, i want to ask is it within the rules to /players 8 for some bosses?
Lay waste to everything...but I still love SDA!
I think Andy should not be that big problem, try to stack poison length reduce items, and of course drink an antidote before the fight. The temp resist can help a lot at Duriel, too, but i don't think you can keep the merc alive that long. Too many potions needed, so tank him yourself. At Diablo, the mercenaries are useless. They will walk into the firestorm, which kills them instantly. But an a3 merc could be ok, mainly for the seal bosses. Please remember that Diablo loves to run around, so he will dodge most of your ranged attacks. Maybe it would be faster to melee him. The lightning hose can't hit you in melee range, and you can run out of the firestorm if he casts that. Do you know how high level will be at chaos sanctuary, anyway?
Oh, and i think you can't use 8 player setting in an SDA run, but if you can, you have to use the same value in the whole run.
Quote from bimanc:
The lightning hose can't hit you in melee range

Actually, depending on how close you are, it can.
Quote:
Oh, and i think you can't use 8 player setting in an SDA run, but if you can, you have to use the same value in the whole run.
Yes, /players # must be the same throughout the whole run. You can't turn it up just for levelling segments, or have it high from the beginning and turn it down for bosses.
Just call me the cynicism machine
Err, you can't use /players # at all, as it changes the mechanic of the game and/or makes runs non-comparable.
Tristram runs would take roughly 1-2 minutes, killing griswold, lightning guardian of portal, and special mobs in tristram. With exp shrine, trist runs are quite worth it, provided griswold is killed last.

The question is - Would one trist run be 1 segment, or can you combine several trist runs together to make a segment. each trist run would be manipulated to get exp shrine.
every time you save and exit is a new segment, so each trist run would be its own thing.
Let the music play!
This may seem an odd suggestion, but do you think you will have the spare skill points to drop 1 into Grim Ward? Its great crowd control, and could save you a few seconds in heavily populated areas.