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I made another attempt to accomplish what I consider the greatest challenge
in the game, a HC, SP, Purist Guardian. By 'Purist' I mean; no hacks, no
twinking, no cheeze, no exiting the game other than town, and once through
all areas killing everything (no MF runs, no parking). The hardest part for
me is stash management, what to save and what to throw away. My goal going
in was to wear as much MF as possible while maintaining reasonable resists.
I had around 50 MF in normal, 150 in NM and 200 in Hell. Overall I had
reasonable drops and I think the MF strategy paid off.
I decided to go with a Skellimancer. Maxed Skellies and Mastery, then 15 in
CE, followed by maxing Dim Vision. I had Decrepify on a head so I got away
with Amp as my only other curse (till I bought a Necromancers wand with
Attract). I also had one point in all the other Summons.
Since I only had one run through, I player all of Normal and NM at
'Players8', so as to maximise experience and drops. FYI, P8 clearing
everything gave me these benchmarks:
Andy- L20
Duriel - L28
Mephisto - L32
Diablo - L35
Baal - L48
NM A - L52
NM D - L60
NM M - L64
NM D - L67
NM B - L74
I tried the Hell Blood Moor at P8 and it was terribly tedious, so I switched
to P4.
In Hell I had good resists despite having 200ish MF. My resists were
75/66/75/-19. Most of my gear came from gambling. Though every wand I used
was purchased from the vendors. The only unique I used was a Dwarf Star ring
found in early A2 Hell. The rest was rares and magical (except for a 4 PT
Gothic Plate). My charms were all resist and life charms, I had some very
good luck rerolling charms. And I also crafted a nice +1 Necro, prismatic
Ammy with some other minor mods.
I had a good run going. In the open areas we generally swarmed the baddies.
I'd DV a large area then Amp the small areas where my minions were fighting.
This let us move along quickly and fairly safely. DV is an awesome skill at
high levels. Inside it was slightly different. I'd cast DV just outside a
door, then open it and cast DV again as far into the room as possible. Then
I'd run (or teleport) in as far as I could to drag my army into the room. If
the Mages stopped in the doorway, or if some of the minions stopped near the
doorway to melee, I'd TP back to town and immediately return to concentrate
my horde. Overall I was cruising and was sure I'd make Guardian.
But this was HC, and as soon as you start feeling comfortable and confident
....
I made it as far as the CVT. Things were going good.I entered another room
full of baddies and had just return TP'd when my Merc tied into an ES, FE
Beetle boss. I thought I was standing plenty far enough away. But one stray
spark caught me. Deeds.
Damn, I was pissed to fall to the FE bug. But I'm not sure how I could have
played it differently. I guess I could have stood outside the doors and
waited till someone made a corpse for me to explode. But that makes the game
really tedious. I did it a few times (a lot in the Maggot lair) when the
rooms were too full to run or teleport into. And it was extremely time
consuming. I really don't want to play like that, I prefer a more aggressive
approach.
Like I said, my biggest difficulty was stash management. I saved all
flawless gems to cube for rerolling, and that was good. I also saved all my
runes and cubed them up as I went. But I never used a rune except for
crafting blood ammies. Looking back, the runes took up about 20-30 inventory
slots, for very little return. In the future maybe I should just ignore
runes.
To mitigate some of my stash problems, I frequently left stuff laying on the
ground in town while I adventured. Of course I lost a lot of good stuff that
way. Socketed items seem to disappear very quickly. Does anyone know the
rules for when and why stuff left on the ground disappears?
I'd like to give it another go, but I'm pretty burned out on a Skellimancer
for now. Not sure which other character I can play that has a reasonable
chance to kill everything, while avoiding the FE bug.
Regards-
Mark
Bongo-Fury
I made another attempt to accomplish what I consider the greatest challenge
in the game, a HC, SP, Purist Guardian. By 'Purist' I mean; no hacks, no
twinking, no cheeze, no exiting the game other than town, and once through
all areas killing everything (no MF runs, no parking). The hardest part for
me is stash management, what to save and what to throw away. My goal going
in was to wear as much MF as possible while maintaining reasonable resists.
I had around 50 MF in normal, 150 in NM and 200 in Hell. Overall I had
reasonable drops and I think the MF strategy paid off.
I decided to go with a Skellimancer. Maxed Skellies and Mastery, then 15 in
CE, followed by maxing Dim Vision. I had Decrepify on a head so I got away
with Amp as my only other curse (till I bought a Necromancers wand with
Attract). I also had one point in all the other Summons.
Since I only had one run through, I player all of Normal and NM at
'Players8', so as to maximise experience and drops. FYI, P8 clearing
everything gave me these benchmarks:
Andy- L20
Duriel - L28
Mephisto - L32
Diablo - L35
Baal - L48
NM A - L52
NM D - L60
NM M - L64
NM D - L67
NM B - L74
I tried the Hell Blood Moor at P8 and it was terribly tedious, so I switched
to P4.
In Hell I had good resists despite having 200ish MF. My resists were
75/66/75/-19. Most of my gear came from gambling. Though every wand I used
was purchased from the vendors. The only unique I used was a Dwarf Star ring
found in early A2 Hell. The rest was rares and magical (except for a 4 PT
Gothic Plate). My charms were all resist and life charms, I had some very
good luck rerolling charms. And I also crafted a nice +1 Necro, prismatic
Ammy with some other minor mods.
I had a good run going. In the open areas we generally swarmed the baddies.
I'd DV a large area then Amp the small areas where my minions were fighting.
This let us move along quickly and fairly safely. DV is an awesome skill at
high levels. Inside it was slightly different. I'd cast DV just outside a
door, then open it and cast DV again as far into the room as possible. Then
I'd run (or teleport) in as far as I could to drag my army into the room. If
the Mages stopped in the doorway, or if some of the minions stopped near the
doorway to melee, I'd TP back to town and immediately return to concentrate
my horde. Overall I was cruising and was sure I'd make Guardian.
But this was HC, and as soon as you start feeling comfortable and confident
....
I made it as far as the CVT. Things were going good.I entered another room
full of baddies and had just return TP'd when my Merc tied into an ES, FE
Beetle boss. I thought I was standing plenty far enough away. But one stray
spark caught me. Deeds.
Damn, I was pissed to fall to the FE bug. But I'm not sure how I could have
played it differently. I guess I could have stood outside the doors and
waited till someone made a corpse for me to explode. But that makes the game
really tedious. I did it a few times (a lot in the Maggot lair) when the
rooms were too full to run or teleport into. And it was extremely time
consuming. I really don't want to play like that, I prefer a more aggressive
approach.
Like I said, my biggest difficulty was stash management. I saved all
flawless gems to cube for rerolling, and that was good. I also saved all my
runes and cubed them up as I went. But I never used a rune except for
crafting blood ammies. Looking back, the runes took up about 20-30 inventory
slots, for very little return. In the future maybe I should just ignore
runes.
To mitigate some of my stash problems, I frequently left stuff laying on the
ground in town while I adventured. Of course I lost a lot of good stuff that
way. Socketed items seem to disappear very quickly. Does anyone know the
rules for when and why stuff left on the ground disappears?
I'd like to give it another go, but I'm pretty burned out on a Skellimancer
for now. Not sure which other character I can play that has a reasonable
chance to kill everything, while avoiding the FE bug.
Regards-
Mark
Bongo-Fury