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The Lightning Amazon Author: Jek |
Version: 1.11 Page 1 |
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Lightning
Lightning
"I am upsetting the wind
blowing against me
Rainy days
Come
Without my permission
Lightning
Signs its name
Against the turbulent sky"
-- Jill Chan
Part I: Skills
Introduction:
Hi, some of might know me, some of you might not. After having conquered the
1.10 patch, and made it to hell on ladder (with a Hammerdin, yes I'm cheesy). I
wanted to try something new. A friend of mine suggested making a Javazon, at
first I raised an eyebrow, why on earth would I want to make a fruity 1.09
build? But, my interest had been wakened. After having studied the skills and
synergies, I came to the conclusion that the build just might be a strong
choice, so I booted up Diablo2, and created my very first 1.10 Lightning Amazon.
She was a disaster, simply put. I had fallen for Power Strike's charming high
damage, and thus negated other important skills. At first I thought the build
was weak, but then after some discussion and skill calculation/speculation I
tried again, this time with great success.
I do not consider the following text as a "normal" Diablo 2: Lord of Destruction
guide. I'm not going to say, Thou shalt equip a Stormshield, Titans Revenge and
an Enigma armor or thou willth be smiteth by The Holy Gods of Diablo!. Instead
of giving a clear-cut item setup, Ill try to make a discussion about most of
the viable uniques/runewords/crafted items there is. And as a result, end up
with a guide thats capable of playing untwinked from level 1 to level 99. For
the same reason the discussion of stat-points will be one of the smaller parts
of this guide. I will give this advice however: "Enough for your items,
high block and rest to vit."
One of the strongest features of this kind of char is she's very item
independent, she could waltz through Chaos Sanctuary with a cracked javelin if
need be.
I hope this will spawn some attention to this great subclass, lets show them
Paladins, Necromancers and Sorcerers that the Amazon is still the queen of
killing the spawns of hell!
LF: Lightning Fury
CS: Charged Strike
LS: Lightning Strike
LI: Lightning Immune
PI: Physical Immune
AR: Attack Rating
MS: Multiple Shot
LE: Lightning Enhanced
IAS: Increased Attack Speed
FPA: Frames per Attack
APS: Attacks per Second
CBF: Can't Be Frozen
FHR: Faster Hit Recovery
FBR: Faster Block Rate
FRW: Faster Run/Walk
ICB: Increased Chance of Block
MF: Magic Find
Rating System:
The King!: *****
Very Good: ****
Good: ***
"Average": **
Useless: *
Javelin Skills:
This tree will be where we'll spend most of our time
allocating skill-points. I've split it up into two discussions, #1-Lightning
Skills, #2-Physical Skills, I'll jump right over the Poison Skills since I have
little to no experience using these, if anyone could help me out here I'd
greatly appreciate it. Enough senseless rambling, unto the skills!
Lightning:
Ah, the source of all our powers - after all we are the Lightning Amazon. This
is both our strength and our weakness, while specializing yourself heavily in
one elemental you will lose killing speed when encountering LI monsters,
while there are methods to slay these foul fiends it is something you should
consider. Would I really want to sacrifice flexibility for pure power? If the
answer is yes, then read on, if no I suggest going the route of a
Poison/Lightning Fury Javazon.
Power Strike:
At first one could be tempted by this skill, it does list some incredible
lightning damage. Do not blind yourself, this skill pales in comparison with the
later skills. My suggestion, spend one point as a pre-requirement. One could
argue its worthwhile for starting out; I personally do not have troubles using
it until I reach Charged Strike.
Rating: *
Lightning Bolt:
This is an excellent early skill; converting 100% of your physical damage into
lightning elemental is very nice against early encounters with demons of the
physical immune species. However, it as its low level cousin (Power Strike)
pales in comparison with a certain cow frying skill (read: Lightning Fury). But
as Power Strike, boosting this a tad might help out the starting procedure;
again, I will advice against doing so.
Rating: **
Charged Strike:
Now we are talking, this skill will be your bread and butter when it comes to
killing "big" monsters and smaller packs (Hard to explain, but usually around 5
are a good choice for CS). By "big" monsters I mean monsters which are larger
than your average size fiend, good examples would be Venom Lords and Act Bosses,
their size allows your strike to hit the monster multiple times with the charged
bolts which results in a crispy carcass (multiple bolts will hit the same target
resulting in massive damage). Until you've tried killing Diablo with this skill
and two synergies you haven't seen the build's true power.
NOTE: This skill will probably be your left click if you decide to go the more
balanced Lightning route.
Rating: *****
Lightning Strike:
Another excellent skill, Lightning Strike is very effective at bringing down
larger packs - in fact in the later acts/difficulties more important than LF. As
with CS you'll have to use it against the "right pack", basically any big pack
would do. As an additional bonus the skill looks awful when executed on a large
group.
NOTE: This skill might be affected by the NextDelay bug. The chain lightning
from LS jumps between monsters and if a monster is hit twice within 4 frames
then it the last LS will not deal any damage.
Rating: ****
Lightning Fury:
An old friend of many I suspect. We all remember the 1.09 days of slaughtering
cows upon cows with this little gem. To all the lovers of it out there, do not
moan over this lost friend for it shines again! LF really adds the last piece to
the Lightning Puzzle; it gives you great ranged power which most sorceresses
would envy you.
Rating: *****
Physical Skills:
Jab:
An excellent early physical skill, this is my skill of choice when dealing with
the LIs you will encounter, even if you go all the way of the Lightning
Amazon you'd need to get this skill as a pre-req, luckily it's a one-point
wonder.
Rating: ****
Javelin "normal" speedtab
fps [20] [10] [0] [-10]
16/8 0
15/8 2
14/7 7 0
13/7 14 3
12/6 24 11 0
11/6 39 23 10 0
10/6 58 39 23 10
10/5 65 40 25 15
9/5 89 63 42 26
8/5 142 102 72 50
8/4 170 120 90 60
7/4 270 187 133 95
-
Amazon Attack Speed Tables
Impale:
Some might argue this skill has it uses, personaly I hate it. While it can
work it need the entire char to be pretty much build for it. And the entire
ideas about destroying your equipment for damage seems rather weak, youd want
those gold coins spend on repairing for gambling/shopping.
Rating: *
Fend:
Fend, while being a decent skill it got one problem, to really make it better
than Jab you have to dedicate a lot more points into it. Fend simply can't
compete with Jab skill-point economic-vise.
NOTE: Bugged, if you are hit during a fend-cycle the remaining attacks will
miss. Quite dangerous as you will be standing in the middle of combat.
Rating: ***
Suggestions:
Below I've listed my three amazons, one pure lightning, one with FA and one with
Guided Arrow. Overall I believe the pure lightning to be the strongest, with a
good enough javelin and jab you really don't need another element. It's alot
more expensive tho.
Pure Lightning Amazon
Max Charged Strike
Max Lightning Strike
Max Lightning Fury
This will give you great melee both against big and lesser packs (CS and LS)
while still having the option of going ranged against great mobs (LF) -- You
wouldn't need ranged against single monsters, CS should allow you kill even the
strongest mob very fast. A one-point wonder to remember is Jab, this will be
your main attack against LI's, and Ive chosen not to raise it. I've never had
the urge for it, this is a personal choice.
Balanced Lightning Amazon
Max Charged Strike
Max Lightning Strike
Level 1 Guided Arrow or going all the way to get Freezing Arrow
This will give you very strong lightning attacks, not as strong as that of a
pure lightning build obviously, but enough to handle most monsters with relative
ease. LI monsters are handled from range with a high damage bow, Valkyrie and
your mercenary. Its worth mentioning that going the FA route will add a lot of
safety to your Valkyrie and mercenary when they fight the foul beats.
End Game Damage:
Skill Level=20
Pure Lightning Amazon
LF 21 Bolts 1-823
LS 21 Hits 1-1286
CS 7 Bolts 1-1674
Balanced Lightning Amazon
LF 21 Bolts 1-707
CS 7 Bolts 3-1030
Passive/Magic Skills:
Survival. This Skilltree will make you live through the carnage. This is not a
skill tree to be ignored; ignoring this will most likely result in pulling out a
lot of hair and deciding to restart the char.
Passive:
What's really better than boosts you don't have to spend time activating? This
is here we will talk about the passives in the survival skill tree.
Dodge:
Will help you survive in the heat of battle. Really longer your lifespan if
wielding a shield too, a very powerful skill for the people that wants to live.
Rating: ****
Avoid:
Dodging missile attacks is strong, but against archers you'll most of the time
rush against them and thus negating the bonus from Avoid, it's a decent skill,
but there are better.
Rating: **
Evade:
Ever dreamt about being Neo and dodging bullets like there's no tomorrow? Well
this skill will help you do exactly that. A very strong choice as ranged
monsters really is a force to reckon with now. This does what Avoid wanted to do
and more.
Rating: ****
Critical Strike:
Doubling your physical damage is good, don't get me wrong, but most of your
damage will be from Lightning anyway. Some might argue that it'll help you
against LIs, true, but from my testing it isn't needed. It's a very good point
to spend on level 2 however, as it will most likely be combined with Jab as of
level 3.
Rating: **
Rating: **** -- If focusing more on Physical damage.
Penetrate:
Getting higher AR is almost always good; however you really do not need it. CS,
LS and LF are all auto-hits. Even if you went with PS instead of one of the
others you wouldn't need it as PS gives quite a boost to AR on its own. It's a
useful one-point wonder however, as it helps you when jabbing.
Rating: **
Pierce:
We all remember how much 1.09 Javazons (Lightning Fury + Pierce) just
slaughtered cows. This skill can either be great or a waste, it boils down to
your play style. If you find yourself using Lightning Fury often, definitely
spend some points here.
Rating: ***** or *
Magic:
Ever wanted to be a necro, and placing powerful curses on your enemies? Ever
wanted to be a wild druid, summoning the wilder beasts to do your bidding? This
is the skills for you then!
Valkyrie:
This is probably one of the strongest skills in the game now. The Valkyrie has
been improved so much since 1.09 it now receives the same bonuses from Dodge,
Avoid and Evade as you do, which results in a very tough tank. Raising the level
of this will improve its equipment and at level 17 she will be equipped with a
War Pike. Strong choice!
Slvl 1 : Full plate mail and Spear (mod1 = 6)
Slvl 2 : adds Heavy gloves (mod1 = 4)
Slvl 4 : adds Heavy Boots (mod1 = 4)
Slvl 5 : adds Heavy Belt (mod1 = 4)
Slvl 7 : upgrades Full Plate Mail to Chaos Armor (mod1 = 6)
Slvl 8 : upgrades Spear to Lance (mod1 = 6)
Slvl 10: upgrades Heavy Gloves to War Gauntlets (mod1 = 4)
Slvl 11: upgrades Heavy Boots to War Boots (mod1 = 4)
Slvl 12: upgrades Heavy Belt to War Belt (mod1 = 4)
Slvl 13: adds Amulet (mod1 = 4)
Slvl 14: adds Circlet (mod1 = 4)
Slvl 16: replaces Chaos Armor with Sacred Armor (mod1 = 6)
Slvl 17: replaces Lance with War Pike (mod1 = 6)
Slvl 19: upgrades War Gauntlets to Crusader Gauntlets (mod1 = 6)
Slvl 21: upgrades War Boots to Mirrored Boots (mod1 = 6)
Slvl 23: upgrades War Belt to Colussus Girdle (mod1 = 6)
Slvl 25: changes mod1 for amulet from 4 to 6
Slvl 27: upgrades Circlet to Tiara (mod1 = 6)
(Mod1 = 4) Is a Magic item
(Mod1 = 6) is a Rare item.
Lvl17 seems to be optimal, Damage Wise.
- Ctrl+Alt+Delete
Rating: *****
Decoy:
A very good spell however is passed by Valkyrie. A strong feature of the Decoy
is "decoy-scouting", cast it in front of you (at the edge of the screen) to
check the area for foes. Combined with Valkyrie and you have to tools to fool
your enemies and only take minimal damage. A very strong one-point wonder!
Rating: ***
Slow Missile:
Probably one of the most underrated skills in the game. This spell gives you so
much for just a singe point, against MS enhanced monsters you chill down their
shoots to a laughable pace, MS+LE enchanted monster's bolts are easily dodged.
Using this against the inferno spraying monsters will greatly decrease their
damage as the flames wont travel as long. And in general renders archers pretty
much useless. Excellent one-point skill!
Rating: *****
Inner Sight:
I might hear from this but simply put this skill is garbage. I haven't ever had
to use this skill. Sadly it's a pre-req. Grr.
Rating: *
Suggestions:
Giving advices on points to spend here is hard, as it's mainly based upon
experience and play style. I suggest getting a decent level Valkyrie and getting
your Dodge and Evade to 50s (but don't forget about Avoid, it still has its
uses). Remember to count in +skills from items, points saved will result in
stronger lightning attacks.
The more points spend here, the stronger a tank you'll get in the form of the
Valkyrie. If you are ignoring this skill tree you are missing out one of the
most potent tanks in the game - the Valkyrie. Believe me when I say that she'll
most likely save your life many times during the course of the game.
Part II: Stats and Items
Stats:
Strength:
The simple answer is, "Enough for your equipment. your end-game goal should be
enough to wear Matriarchal Javelins (107). But you should take into
consideration that using a spear on switch would require a greater strength,
which means either more points spend here or fix it with your equipment.
Dexterity:
Again, aim for enough for Matriarchal Javelins (151), luckily this also boosts
your chance to block.
Vitality:
This is where you should spend as many points as possible. Surviving is
essential to keep up the fast leveling pace once you hit hell. High vitality
helps that.
Energy:
Should be kept at base, leech and potions should be your way to replenish the
blue ball.
Items:
Having a Javelin/Shield and a big damage spear on switch
has been the combination I've had the most success with, the Javelin/Shield
setup would allow you to take on even the greatest mob when combined with your
defensive skills.
Just for kicks I tried stripping my Lightning Amazon and just using items
bought from vendors to see her in action in Chaos Sanctuary, while her killing
speed was slowed she could hold her own.
Weapons:
Of course it'd be easy to just talk about the "perfect" setup, but since this
guide is more or less targeted at Ladder-play I'll try to make my suggestions
more realistic for that. I'll try to write a perfect setup though, just for the
non-ladder players.
Javelins:
That sharp little pointy stick, you will be using next to your shield. With
skills setup as I suggested earlier you're going to tear through every non-LI
like a knife through butter, even act bosses (Charged Strike) will drop faster
than cows in 1.09 to a Javazon. Now the question remains, which weapon would be
the best choice?
When looking for a CS javelin you should look for speed and when looking for a
weapon for LS and to some degree LF look for damage too: to help leeching. Both
by suffix and by item speed. The faster the better. Hitting fast will allow you
to fill the screen with beautiful white lightning and drop every single monster
on screen in a matter of seconds, now it's only to pick off the survivors with
jab or CS.
Javelin "normal" speedtab
fps [20] [10] [0] [-10]
16/8 0
15/8 2
14/7 7 0
13/7 14 3
12/6 24 11 0
11/6 39 23 10 0
10/6 58 39 23 10
10/5 65 40 25 15
9/5 89 63 42 26
8/5 142 102 72 50
8/4 170 120 90 60
7/4 270 187 133 95
-
Amazon Attack Speed Tables
The class-specific (Maiden, Ceremonial and Matriarchal
Javelins) are all great weapons as they add unto your attack skills which
results in a greater damage output. As a bonus they all come with a -10 speed
package.
Useful pre/suf-fixes to look for would be IAS and ML, sadly this can't spawn on
the same weapons -- barring rare. Remember you don't have to use a
class-specific Javelin. Often a regular javelin will be more than enough,
one thing to remember is physical damage more or less doesn't matter.
Some weapons worth mentioning:
- Safety Javelins: The fixed mods aren't that
great it's a cheap way to make a decent weapon. All you'll need is: Magic
Javelin, Sol Rune, Perfect Emerald and a Jewel.
- Thunderstroke: While it seems impressive at
first, it doesn't compare to Titan's Revenge. Thunderstroke is too narrow;
while it deals out great lightning damage it doesn't offer the same
flexibility as Titan's Revenge in term of stats, skills, run/walk and Life
Leech. You will already be doing thousands of thousands lightning damage,
but it is not a bad weapon in any ways.
- Titan's Revenge: As hinted when I talked
about Thunderstroke, this is the strongest weapon for the build, an amazing
+4 to javelin skills, +2 to everything else, life leech, amazing stats,
run/walk, replenishing stack size. You really couldn't ask for much more,
BUT, on top of that you'll get a quite amazing damage when upgraded.
Spear (switch):
Having a physical damage switch will most likely be your weapon against LIs,
either that or fast legs, remember to keep out the Valkyrie as she is actually
be able to deal damage in this patch. There is three routes you can go from
here, the route of a bow, spear or throwing those pointy sticks (not LFing!).
The thing I like about giving advice about the switch is its so easy, look for
physical damage and speed. Take care of your mercenary too!
Spear Jab speedtab
fps [20] [0] [-10] [-20]
14.0 0
13.0 5
12.0 10
11.5 15
10.5 20 0
9.5 30 5
9.0 40 10 0
8.5 50 15 5
8.0 60 25 10 0
7.5 70 30 20 5
7.0 90 40 25 15
6.5 115 60 40 25
6.0 155 80 55 35
5.5 225 115 80 60
5.0 * 175 125 90
4.5 * * 210 150
4.0 * * * 295
-
Amazon Attack Speed Tables
Armor:
I really wouldn't be able to cover every single unique and
runeword there is, that'd require a few ten thousands more words than I would
like to write. I have highlighted a few which I felt needed. Overall you should
try to aim for getting high resists, if possible boosts to skills. Defense isn't
all that important; I've done Hell Diablo runs with 150 Defense armors before.
Body Armor:
- Twitchtoe: This is a great and relative
cheap armor. +20 Ias, +20 FHR, +20 Block Rate all in one. A strong choice.
Its weakness lies in it's low defense and no resists. It will be excellent
through normal and nm, and if your charms are up for it, hell.
- Silks of Victor: An excellent armor. +1
skills and ML, hard to top that. But again, no resists. Overall a good
choice.
- Skin of Vipermagic: +1 skills and potential
GREAT resists. Very strong choice.
- Tal Rasha's Armor: My favorite armor. It
got huge resists and MF, while still having great defense, not much more to
ask for.
- Smoke (Nef + Lum): An excellent armor. Huge
resists, 20 FHR and decent defense. Strong and cheap choice.
- Lionheart (Hel + Lum + Fal): This armor, is
simply put, probably the best armor, while still being affordable. It holds
huge stat bonus, resist bonus, life bonus, mana bonus, -requirement and to
top it off even damage bonus. Wow. EXCELLENT!
- Chains of Honor (Dol + Um + Ber + Ist): If
you can afford it this armor is pure gold. It offers everything from MF, to
PDR, to skills, to resists and finally improves your damage. Only a few
armors can rival a Lionheart, this is one of the few, and the only to pass
it.
- Enigma (Jah + Ith + Ber): Again a strong
choice for your MF runs. As this build will be able to do diablo runs with a
basic armor bought from a vendor you can certainly do Diablo runs with this
one, Teleport will speed up River of Flame considerable. Certainly a good
armor, however it is inferior in overall game-play compared to Chains of
Honor and Lionheart.
- Stone (Shael + Um + Pul + Lum): Great
defense and resists, the ability to summon a clay golem, however it's not
worth the runes. If you can afford this you should certainly be able to make
a Lionheart.
Helmet:
- Tal's Mask: If you can look past its looks
this helmet is simply breathtaking. It holds a combined package of resists
and dual leech. You really couldn't ask for much more on a helmet!
- Vampire Gaze: Another excellent piece, dual
leech and PDR and MDR. Personally I like to see this helmet on my mercenary
more so than on myself. It is a strong choice nonetheless, expensive
however.
- Griffon's Eye: If you're looking for some
huge damage, this is the headgear for you, it's rare, but the boost it
offers is huge. A good choice, it lacks defensive attributes however.
- Harlequin's Crest: Huge life and mana
bonus, +2 skills which allow for even more damage - and less points to spend
on passives! 10% PDR - more survival, and 50% MF, overall a great helmet.
- Crown of Thieves: A great choice until you
get a Tal's Mask. Good choice for your mercenary too.
- Stealskull: Dual leech, FHR, IAS and MF.
Excellent choice too! Combine this with 20% Ias gloves and you've reached a
decent jabbing speed. Good choice, suffers the same fate as Tal's Mask, the
looks.
- Delirium (Lem + Ist + Io): A strong choice.
Giving incredible crowd control and plus to skill, MF and GF is just icing
on the cake. Incredible fun when used on your mercenary.
- Lore (Ort + Sol): Strong early choice, plus
skills, mana per kill and Lightning Resist.
Shield:
- Stormshield: Socket with hel or -req jewel
else the strength requirement will most likely be too high. It holds great
blocking and PDR, to top it out resists too. Good choice, very expensive
however.
- Moser's Blessed Circle: This shield gives
you everything you might want from a shield, resists and decent block. Good
for surviving. Good shield.
- Tiamat's Rebuke: This shield is awesome if
you decide to go Javelin/Shield as you're weapon against LIs, great switch
shield!
- The Ward: A great early shield due to the
high resists and strength bonus.
- Whistan's Shield: Incredible block, lacks
pretty much everything else.
- Sanctuary (Ko + Ko + Mal): Ah - the new kid
on the block. AWESOME resists, FHR, FBR, ICB, Dex and nice defense. This is
by far my shield of choice, now if only I could find the Ko runes.
- Ancient's Pledge (Ral + Ort + Tal): Easily
accessible and a good choice due to the high resists. However it lacks
anything besides resists. You get the runes after completing the Free the
barbarians quest in act 5.
- Rhyme (Shael + Eth): CBF, FBR, ICB,
resists, GF and MF a strong early shield. This shield will easily take you
into hell and probably all the way to the Matriarch title.
Gloves:
- Laying of Hands: IAS, Fireworks (chance to
cast spell) and huge damage to demons, good choice.
- Immortal King Gloves: Huge stats bonus
great choice, lacks IAS however.
- Bloodfist: 10 IAS, minimum damage, 40 Life
and 40 FHR great choice. Easy to find compared to the bonuses.
- Souldrainer: Dual leech and chance to cast
weaken, excellent choice, hard to find however.
- Crafted Gloves: IAS, LL/ML these can be
great. These are an excellent choice with the right mods on them.
Belts:
- String of Ears: PDR, LL and decent defense
good choice.
- Nosferatu's Coil: Slow target by 10%, +2
mana per kill, 5-7 life leech, 15 strength, 10% IAS, you can not look for
much else. A very strong choice.
- Immortal's King Belt: Great strength bonus,
fire and lightning resist.
- Thundergod's Vigor: An excellent belt,
boosts your skills, gives great protection against attacks of the lightning
kind. The belt adds a great chunk of strength and vitality (LIFE).
- M'avina's Belt: ML and FRW go great partial
set bonus if you happen to have other pieces.
- Wilhelm's Pride: Dual Leech, some cold
resist and nothing else.
- Trang'Oul's Belt: Great life and mana
boost. Most important stat is the CBF.
- Razortail: Offers 33% bonus to piercing
attack along with 15 dexterity and 10 max damage, a very good choice if you
want to go down the more LF slinging path.
Boots:
- Sander's Riprap: Great FRW, +dexterity and
strength. An excellent pair of boots, another bonus is it is rather easy to
find.
- Natalya's Soul: Great FRW and adds 15% to
cold and lightning. Strong choice.
- Aldur's Boots: 40 FRW, Stamina boost and
great life boost. Excellent choice.
- Gorerider: A great pair of boots if you
want to lower your weakness against LIs, their offer of Crushing Blow will
help quite a bit when jabbing/fending. Decent choice.
- War Traveler: Great strength and dexterity
bonus, which means more points to spend on vitality (more life), more damage
added to weapon which means easier time against LIs and more leech. To top
it off it got quite a bonus to MF! Strong pair of boots.
- Crafted Blood Boots (Magic Light
Plate/Battle/Mirrored Boots + Eth Rune + Perfect Ruby + Jewel): Can be
the strongest choice due to the fixed mods: 10-20 Life, 1-3% Life Leech,
5-10 life regeneration. A great choice with the right mods.
Jewelry:
You can get pretty much everything out of your amulet,
important stats to look for are +skills, ML, LL, stats and resists. If you don't
have CBF on any of your other item slots, you should definitely try to get a
Ravenfrost (remember you can get the bonus from other items), believe me - being
frozen and decrepified really is a pain.
Amulets:
- The Cat's Eye: Great dexterity, FRW and IAS.
Great amulet.
- Crescent Moon: This amulet is great due to
the high ML, if you happen to find one of these you wont need another source
of ML. It's rare to find a dual leech amulet. Strong choice.
- Mara's Kaleidoscope: Stat bonus, +skills
and huge resists.
- Saracen's Chance: Great resists, stat bonus
and chance to cast Iron Maiden, a very good amulet.
- Safety Amulet (Amulet + Thul Rune + Perfect
Emerald + Jewel): ICB makes this recipe huge. Potential the best amulet
you can get.
Rings:
- Cathan's Seal: Great early level ring
featuring Life Leech at a very low requirement.
- Manald Heal: If you haven't found ML any
other places.
- Ravenfrost: Great choice. Lowers Cold
Damage dealt to you, CBF, AR boost and dexterity. Great ring.
- Bul-Kathos: +Skills, life and LL, doesn't
get much better.
- Blood Ring (Ring + Sol Rune + Perfect Ruby +
Jewel): Great fixed mods: Life, str and LL.
- Carrion Wind: High LL, defense, resists and
fireworks (chance to cast twister on strike), a very good ring.
Summary:
In general you should aim for max resists, around 5 or so ML, then focus on
skills and LL. You can easily do without having a high ML, by drinking plenty of
blue potions. Another option would be using Tir runes; this option is very
viable in the earlier stages of the game. Once you reach hell you should be able
to fuel your skills simply from ML, remember to have a few potions ready however
as the monsters with mana drain pretty much equals mana burn in 1.10.
Just in case I'll say this again. Do not ignore your resists, they are
more important than ever.
Dream Setup:
Helmet - Griffon's Eye
Amulet - Mara's Kaleidoscope
BodyAr - Chains of Honor
Gloves - Laying of Hands
FeetAr - Aldur's Boots
Finger - Ravenfrost
Finger - Rare Dual Leech Ring
WaistA - Thundergod's Vigor / Razortail
Weapon - Ethereal Upgraded Titan's Revenge
Shield - Sanctuary / Stormshield
Switch:
Weapon - Ethereal BOTD War Pike / Call To Arms
Part III: Socketing and Mercenary
Socketing:
Socketing your equipment is a great way to improve on weak
spots such as Damage, Resists and Stats. Act VI, Quest I rewards you a socket in
any piece of equipment (except Javelins), even uniques. Something important to
remember once socketing your equipment is whether or not a cheaper alternative
exists, an example would be finding a 15% resist all jewel, which in itself is a
rather rare treasure, now remember socketing an Um in your Armor/Helmet would
give the same boost and a bigger in your shield, but what to remember is you
can't get resists on your weapon in any other way than Jewels. Always remember
your other options when considering what to socket in your equipment.
Perfect Ruby:
A cheap way to improve upon your life, if your resists and attack speed are up
it, this is an excellent socket.
Tir Runes:
One of my favorite sockets, while leech in hell is quite harsh now, having a Tir
or two will greatly help your mana flow. Having a few will easily take you
through normal and nightmare.
One Element Resist Runes (Tal, Ral, Ort, Thul):
If you desperately need Lightning resist socketing an Ort into your armor will
greatly increase your resist. These runes are a little narrow but their impact
on a certain element makes up for it.
Perfect Diamond:
19 Resist All when placed in a shield, an awesome feature to use on a 3-socket
shield early on the game. Very good gem. Will greatly increase your chance of
survival in the early game.
Um:
15% Resist All in Armor/Helm and 22% in shield, while better than Perfect
Diamond in shield it's a lot rarer, more often than not you're going to place
this in your helmet/armor, as you will most likely have access to Perfect
Diamonds which can be socketed in your shield, and your shield only for the
resist bonus.
Rainbow Facets:
Version I
Required Level: 49
100% Chance To Cast Level 41 Nova When You Level-Up
Adds 1-74 Lightning Damage
+3-5% To Lightning Skill Damage (varies)
-(3-5)% To Enemy Lightning Resistance (varies)
(Only Spawns In Patch 1.10 or later)
Version II
Required Level: 49
100% Chance To Cast Level 47 Chain Lightning When You Die
Adds 1-74 Lightning Damage
+3-5% To Lightning Skill Damage (varies)
-(3-5)% To Enemy Lightning Resistance (varies)
(Only Spawns In Patch 1.10 or later)
-
The Arreat Summit
These two jewels both add quite a punch to your attack
force, having one or two of these would greatly improve your attack speed.
Personally I'd use the Version II of the jewel, seeing as when dying I really
wouldn't mind if it's clear at my corpse rather than getting a bonus Nova when
leveling.
Mercenary:
Act I - The Rogues:
A great helper in Act I normal, but she's made obsolete when you hit Act II and
gain access to the Town Guards. I usually rush to the Bloodraven quest to gain
my rogue as fast as possible. Try to find a 3 socket bow and add all the chipped
topaz you can, the rogue will then easily hold her own in 8-players Act I.
Act II - The Town Guards:
There's really only two choices here, Defiance or Holy Freeze. While the Might
Mercenary will help your leech he wont do much else. Holy Freeze and Defiance
will help you survive.
It now boils down to playstyle.
Holy Freeze:
Slows everything down, enables your mercenary and Valkyrie to live longer. By
slowing down the monsters your Valkyrie will be able to abuse her insane life
regen and be pretty near immortal.
Defiance:
Makes it harder for monsters to hit, enables your mercenary and Valkyrie to live
longer. The Defiance mercenaries will require a little bit of your items, mainly
bigger defense (if you want it to compare with Holy Freeze).
Act III - The Iron Wolves:
Out of the mages I've only found the cold mage to be a viable mercenary, he is
great for normal difficulty but will but severely handicapped once nightmare is
made.
Act IV - The Barbarians:
Great tanks, but are obsolete when compared to Town Guards. A defiance Town
Guard will be able to stand much longer in a crowd than a barbarian before going
down. That's not to say they're bad, Town Guards are just better.
I'll leave it to people to draw their own conclusions, after all the mercenary
should follow your playstyle.
One thing to remember for the rich players, if you can make the "Doom" runeword
you could have a mercenary with both Holy Freeze and Defiance or your aura of
choice, if not Defiance I'd suggest Thorns (Quite the laugh with Valkyrie and
Decoy) or Might.
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