@lag: Concerning your skillplan... You're absolutely right about Holy Shock, I forgot to delete it, after playing around with the skilltree (to find optimal setting). It's corrected now. Also, there are some changes for the Lightning- and Fire-sorc too, to improve damage-output on earlier levels...
Anyway, here are some improvements for your skillplan: - Sacrifice on Level 2 (This skill almost triples the dmg-output you do in the very early game! must-have on Level 2!) - Conviction needs to be maxed as soon as possible! This aura is the only reason we have this paladin in the party! It just ROCKS in connection with all the fire-power we have, so it definitely needs to be maxed by Level 49 (soonest possible)! Meanwhile, only the rest of the points, which couldn't go in Conviction (quest-reward surplus) should go in Vigor then... - Only after those 2 auras are on their stated levels, the rest of the points should go in Holy Shield, to be able to tank a little bit better at the last parts of the game. You could also go for Holy Shield Level 5 (btw. you got 6 points in Holy Shield, that's 1 point too much) a little bit earlier and leave Vigor on Level 5 for a start, bringing it up to Level 12 with the very last level-ups you get.
Anyway here is some other piece of the strategy, the status-points of the characters (please critizise, if you have some improvements):
Points altogether: 320 each (Level 61 + 3*Lam Esen)
for the pala's armour, you may want a 3 or 4os armour with some rubies in it for some extra life, also when are you gonna get charge, that should be a must as soon as you reach level 12, it makes the paladin run at superfast speeds, it is a SPEED run after all.
also instead of ancients pledge, maybe making a 3 socket sheild with 3 Pdimonds. more resists and the defence from a large sheild is irrelevant anyway. your probably going to want a plated belt, i mean do the sorcs really need all that life when they want more killing power(more potions, also faster buying new potions).
for the pala's armour, you may want a 3 or 4os armour with some rubies in it for some extra life
3-socket-armor is a good idea, not for rubies, but for resi-runes (rals and orts from the act 5 quest). The paladin needs 5 strenght for that (breast-plate is the first 3-socket-armor). Changed!
Quote from Beenman500:
also when are you gonna get charge, that should be a must as soon as you reach level 12, it makes the paladin run at superfast speeds, it is a SPEED run after all.
Charge is not needed at all in the early game, because the paladin runs with at least 1 sorceress always, who is slower than him anyway (but needed because of static field!). Even after Level 18 (sorc gets teleport) Charge is not needed, because we can't move that fast forward in acts anyway (because we need level 22 till Travincal, which is why we have to be focused more on killing than on moving forward) + The big-xp-group (our leveling strategy in most of the early parts of the game) is not fast enough to keep up with him anyway + We need damage, not runspeed on the paladin, because that is his main-job till Level 24 + The big areas (those who are worthless for leveling) from Level 18 on will ALWAYS be mastered by a solo-teleport-sorc, who are MUCH faster than him! + Charge needs too much mana in the early game, which is then missing for zealing down enemies! So that one is a definite nono!
Quote from Beenman500:
also instead of ancients pledge, maybe making a 3 socket sheild with 3 Pdimonds. more resists and the defence from a large sheild is irrelevant anyway.
Great Shield are not taken for their defence value, but for their 3 sockets (first shield who has it!) Pdiamonds are no free items like the RalOrtTals, that you get for free and they only give you 9 % more resistances, so RalOrtTal-Shields are the way to go if you don't want to sacrifice extra-time, hunting for unlimited amounts of diamonds in the speedrun... ShaelEth-Bone Shield for Paladin is not taken for the defense, but for the high-block-value it has (and low str-req.)!
Quote from Beenman500:
your probably going to want a plated belt, i mean do the sorcs really need all that life when they want more killing power(more potions, also faster buying new potions).
I knew, someone would raise this point. Well my answer to the belt-point is very simple: Demonhide Sashs/Sharkskin Belts As for the life: Sorcs desperately need life for teleporting, if they don't want to die instantly when hit once or twice on the way!
Made the suggested changes to the skill point plan. I knew Sacrifice adds a ton of useful mods but with the added HP of the mobs I'll need to pick up silly amounts of health pots to keep it up. Unless I use PRAYER :DDD
Sacrifice adds almost no damage at all to you! Have you tested it? Do it! It's really almost unnoticeable! I would also get it at the first level up, because its much much more useful than Might (even with all the party around you), trust me...
Charge is used to always be in front of the xp-group from Level 30 on (where you get conviction). It's important that you are in the best possible conviction-position, which is right in the middle of all the monsters on the screen, as FAST as possible, so that the casters don't waste any spells without this GODLIKE aura (I'm not exaggerating!) being on all monsters. So that's what charge is for.
do you think it might be posible to use the socket quest on the proposed headgear of sorcs to give them a sheal rune, for FHR, thats real important for teleporting as it will save alot of time getting raped by many a monster, also maybe an option for a paladin, though i realise shaels don't grow on trees. also amazon might benifit from sheals for IAS though i've never actually played a javazon so i dont know if it is important
Also to save on mana pots why not try and make a polearm runeword that gives meditation for the assasin, she doesn't nessaserily need + skills as shes shit late game asside from corpse explosion
edit: insight may also be useful for a sorc as it has 35% fcr and it can be made in staffs, which can be cube roled to give +3 to a useful skill like blizzard or nova, and not too mention again FREE MANA
insight might be worth while yeah could work on the pally but then he loses blocking and some + to conviction(baring much luck with items) so probably not worth while but would be a way to get hp regen from prayer synergy
so I suppose on the sin is best bet or maybe orb sorc? orb sorc could possibly get a lvl of frozen armor to offset the lack of a shield uber mana regen for all does sound nice abusing ral/ort/tals sounds like a nice idea
maybe if we find one/ socket quest one,add a strength runeword to the pally's conviction scepter and smiting bosses for a little more help? I do so love crushing blow never really used a smiter though <3 kickers
also sadly can't socket javelins and other things you can throw
doubtful it would have too much affect on the run but i'm probably wrong respeccing the sin and pally later i suppose?
“We traveled for an eternity...” - Marius
Travel no longer my friends - the Diablo II 1.13 Public Test Realm is LIVE!
Q: How do I begin testing on the PTR? A: When you start Diablo II change your Battle.net gateway to “ClassicBeta”. When you log in the 1.13 patch will be applied to your game and you can begin testing the changes made in the patch. Since it's a new realm you'll need to create a new account.
Q: I don't see the ClassicBeta realm in my gateway list! A: Log into one of the other gateways first, then back out and the classicbeta realm will appear.
Q: What if I want to play the normal game again? A: Simply choose any of the other (non-PTR) gateways. Your game will be reverted to version 1.12 and you’ll be able to play on the live realms as normal.
Q: Where are my characters? A: The PTR realm is separate from the live realms so your current characters aren’t carried over. You’ll need to create a new character to begin testing. But, cheats are enabled and you may use the following cheats by typing them into chat while in a game: Gold # - Will provide the amount of gold specified Level # - Will increase your level to the number specified Waypoints 1 - Will activate all waypoints. You must still reach an act before that act’s waypoints will be unlocked with this cheat.
Q: What happens to my characters once the PTR testing period ends? A: They remain on the PTR realm to be removed once the test ends. Characters on the PTR realm won’t transfer to the normal realms.
Q: How long with the PTR run for? A: As long as we deem necessary to ensure the patch and changes are solid.
• All post should have a subject line that clearly describes the bug or feedback being given • Use the search feature to ensure a thread doesn’t already exist before posting • When reporting a bug include as much information as you can, including steps to reproduce it if possible • Any non-constructive posts may be deleted and the poster’s privilege to post revoked • This is a chance for you to ensure the 1.13 patch includes changes and balance tweaks that you think would lead to a better overall experience. Getting the information to us in a clear and logical way helps us understand your view and makes it easier for us to collect feedback for any potential updates to the 1.13 patch before release. ------------------------------------------------------------------------- - Patch 1.13 --------------------------------------------------------------------------
A new Mystery has been revealed!
- Players of Hell Difficulty Realm games are hereby warned once again, that a series of new and challenging tests await you! The answer lies within Diablo's Bosses, which span across the world from the Den of Evil to the Throne of Destruction...
Major Bugs
- Fixed an item dupe bug. - Video improvements for Intel Mac machines with OS 10.5 or greater.
Minor Bugs
- Uber Mephisto now checks for both Uber Baal and Uber Diablo to be killed before spawning summoned minions (Before he would only check for Uber Baal). - The game will no longer stop and then restart the game music after the window loses and then regains focus. - Fixed an issue where the game window would minimize when running in windowed mode when it lost focus. - Fixed an issue where the game window wouldn't center properly when it was created.
Specific changes/improvements
- Respecialization is now possible! Completing the 'Den of Evil' quest will now additionally reward 1 free respec which can be saved. Players who have already completed this quest should receive 1 free respec in Hell difficulty. - Increased the drop rate of high runes. - Support for blit scaling in windowed mode. The game can now be maximized to the largest 4:3 resolution supported (hooray widescreen users). - Some rare drop items now have an orange color. i.e. Runes and items required for Uber Tristam. - Modified the gold bank limit to be a flat cap not bound by level. - Nightmare/Hell WilloWisps champions/uniques have had their damage greatly reduced. - Removed the requirements to create a hardcore character. - Greatly reduced the explosion damage dealt by Fire Enchanted monsters. - Uber Mephisto and Uber Baal's summoned minions no longer give experience. - Removed Oblivion Knight's Iron Maiden curse. - Hellfire Torch Firestorm proc rate has been reduced to 5%. - Users can now toggle the display of text over the Health and Mana globes by clicking on the bottom area of each orb. - Updated two Act 5 mercenary names to Klar and Tryneus. - When creating a single player game, pressing the 'Enter' key now automatically creates a Hell difficulty game if possible. - When creating a game, each difficulty button is now bound to a unique key: Normal 'R', Nightmare 'N', and Hell 'H'. - The 'Enter Chat' Button in the battle.net waiting room is now bound to the 'Enter' key. - Added the windows system buttons to the game window (MIN, MAX, CLOSE). - Added new command line parameter '-nofixaspect' which allows users to not fix the aspect ratio to 4:3 when maximizing windowed mode. This lets the game 'stretch' to fill your monitor. - Added support for '-sndbkg' command line switch. This enables sound in background. - Added support for '-nosound', '-window', and '-windowed' command line options.
Revised Skill balance for Player Character classes
Amazon
-Immolation Arrow - Increased radius of Explosion effect by 33% and Immolation effect by 50%. -Immolation Arrow - Explosion effect damage increased by 20%. -Immolation Arrow - Increased base duration by 33%.
Assassin
-Shadow Master - Increased resistance range per point from 5-80 to 5-90.
Barbarian
-Whirlwind - Reduced initial mana cost by 50%. -Masteries - Changed critical strike chance from 0-25 to 0-35.
Paladin
-Blessed Hammer - No longer ignores resistances of undead and demons.
Druid
-Werebear - Damage bonus increased by 15% across all ranks. -Werebear - Increased health by 25% and armor by 1% per point. -Shockwave - Synergy from Maul adds 5% damage per point.
Necromancer
-Blood Golem - Removed negative shared life effect (player no longer loses life when golem takes damage). -Corpse Explosion - Increased base damage dealt from 60% - 100% to 70% - 120% of corpses health. -Poison Nova - Increased base damage by 15%.
Sorceress
-Firewall - Synergy receives 1% damage per point of Inferno and Blaze and 4% per point of Warmth. -Blaze - Synergy receives 2% damage per point of Firewall and 4% per point of Warmth. -Hydra - Increased base damage by 15% per rank. -Hydra - Increased base speed of Hydra projectile. -Hydra - Reduced cooldown by 25%. -Lightning Mastery - Reduced overall effect by 15%.
Kinda dissapointing on the patch specs, skill wise at least, considering all that is still outright broken, like Sanctuary. I guess snej is the future or something for substantial changes/improvements? Wisp weakening, no more iron maiden, seemingly tremendous hammerdin nerf, better odds for high runes---yep, this patch SHOULD allow for some old runs to be beaten or at least better sanity odds on more elaborate runey gear for runs tackling hell and such.
Hoping there's more stuff fixed under the hood they just didn't bother the mention, but some odd ones to it for such a long in the making patch Shadow Master slightly more unkillable by the elements yet Psychic Hammer still scraping the dirt, good lord...
Yeah no idea why they're fixing hydra when it really wasn't too bad (although it could use a buff compared to fireball/meteor) and firewall when inferno/arctic blast are still broken/bugged. (not to mention a bazillion other skills noone ever uses... iron golem, poison explosion, poison dagger, buncha curses, arctic blast, molten boulder, that first fire skill, armageddon, third spirit, third vine, and that's just two classes)
Oh well. Play Median XL if you want a good version of d2
I got Median XL. It's sooooo easy. I guess it's balanced towards Destruction difficulty, but what's the point in making you play for 20 hours to reach 'the game'?
Removed Oblivion Knight's Iron Maiden curse Sanctuary being a joke now? at least oyu can freely ww through the packs or use pala/werewolf non stop attack
Blood Golem - Removed negative shared life effect (player no longer loses life when golem takes damage). Maybe we will see some use for it, i remember IM gives blood golem life back ... must test that on boss
Blessed Hammer - No longer ignores resistances of undead and demons. HAHA poor hammerdin, they will suffer from it ! they cant solo the game anymore
why on earth did they boost corpse explosions damage, that skill is godlly enough as it is, i seriously think it may be worth putting a necromancer in the team, i mean lower resist is pretty useful, its not a waste of space or anything, though eailir killing power will be a problem...
edit: insight may also be useful for a sorc as it has 35% fcr and it can be made in staffs, which can be cube roled to give +3 to a useful skill like blizzard or nova, and not too mention again FREE MANA
Aren't the only cube rolling recipes for magic items?
I say no necromancer and do the run on 1.12. The next generation of runners (or us if we're still teamed up) can do the 1.13 one in a year or so. Necromancer was tempting to me though just like Barbarian was since the first thing I think of when I picture a team is buffers and debuffers. On paper it seems 6-7 enhanced people with weakened mobs would > 7-8 strong ones but I think the game just isn't hard enough (especially with our equipment) for us to need anything but brute force to obliterate anything in a few moments. I think he'd be a burden on whoever his running partner is also. My point is, buffers and debuffers are good for overcoming unlikely odds and powerful opponents but this here is just going to be a curbstomp most of the time so paladin should be all the support we need.
edit: insight may also be useful for a sorc as it has 35% fcr and it can be made in staffs, which can be cube roled to give +3 to a useful skill like blizzard or nova, and not too mention again FREE MANA
Aren't the only cube rolling recipes for magic items?
i was under the immpression that you could re-roll a staff/orb/scepter/shrunken head/ etc with 3 chipped gems and that items in a cube as long as it isnt magical though it can have sockets, so you could roll a 4os staff to get +3 blizzard, then put insight into it.
wuv, doing the run on patch 1.12 - 1.13, i'm pretty sure its going to be run on battle net. so everyones gonna have to upgrade to the next patch, though i don't think this should stop the runners from practicing on 1.12, and you can change versions(within reason) within a run.
It is blizzard though so the test round could exist for a while, probably not but we shall see
seem to remember one where it was same ilvl or ilvl based on original / your character's lvl that could get up to more than 2 sockets, a time when people actually collected chipped gem
only cube recipe using chipped gems now though
3 Chipped Gems + 1 Magic Weapon = Socketed Magic Weapon This adds sockets to a magic weapon. The original magic weapon properties will be removed (rerolled) when the new weapon is created. If you use this formula with a weapon that is not normally socketed such as a Javelin, this recipe will create a new magical weapon without any sockets. ilvl=25 magic weapon with 1-2 sockets.
Transmute Formula 3 Standard Gems (normal) and 1 Socketed Weapon (Any Type) = 1 Socketed Magic Weapon (of same type) This takes a socketed weapon and makes it a magic socketed weapon with a random number of sockets. This allows you to get new magic bonuses on an otherwise non magical weapon. The original weapon properties will be removed (rerolled) when the new weapon is created. ilvl = 30. It gets 1-2 sockets.
Transmute Formula 3 Chipped Gems + 1 Magic Weapon = Socketed Magic Weapon This adds sockets to a magic weapon. The original magic weapon properties will be removed (rerolled) when the new weapon is created. If you use this formula with a weapon that is not normally socketed such as a Javelin, this recipe will create a new magical weapon without any sockets. ilvl=25 magic weapon with 1-2 sockets.
Transmute Formula 3 Flawless Gems + 1 Magic Weapon = Socketed Magic Weapon This adds sockets to a magic weapon. The original magic weapon properties will be removed (rerolled) when the new weapon is created. If you use this formula with a weapon that is not normally socketed such as a Javelin, this recipe will create a new magical weapon without any sockets. ilvl=30 magic weapon with 1-2 sockets.
@Beenman500: - Sorcs already got TalEth for fhr, that's enough (Shaels dont grow on trees, as you said!).
- Javelins can't be socketed.
- Insight can't be build, because it's a closed b-net only item unfortunately. Spirit is another example of a kickass-item which can't be build, because of b-net only, so that's why there are no Insights/Spirits on our list.
- The problem with necromancer is, that you need to get an army in each segment to be really useful, which needs a lot of time, which we don't have in a speedrun... As for CE: We already got Death sentries from the assassin and don't really need 2 corpse-exploding skills.
- We will make this run via TCP/IP for a number of reasons... (mostly lag-related and being able to fully use Meteor-dmg for example, without crashes...)
@ofcourse: - For Insight: Look my answer to Beenman above.
- Paladin: Cb sounds like a nice idea, but if you count in survivability it's a definite nono, because the bosses will just rape him hard, if he comes too close to them (because of terrible level/resi/hp...) Better let Shadowmaster/Valkyrie do the tanking for us...
- respec: This is by FAR the most important change of the patch for our speedrun! Because of this feature, we will definitely have to wait until the final patch is out, to have a run with respec, because you can HEAVILY abuse early/mid/lategame-builds for each character with it, to speed things up even more in the run! The only thing we can do before the final patch release is the testrun with the beta-patch. When that's finished we have to wait until the final patch is out, just for this godlike feature!
Wuv: Why on earth should we not abuse the respec-feature with the new patch? I would say, we definitely have to wait for the final patch for our real speedrun (not testrun), because it will speed up the run sooooo much. Just think about it for a while...