D2 LOD 1.10 Party version 3

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Anarchist Bunny
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D2 LOD 1.10 Party version 3

Post by Anarchist Bunny »

Alright, too lazy to dig up the old thread, besides couldn't get anyone to confirm they were still up for it so I'm restarting. Once D2 LOD 1.1 patch comes out we play together, we have other characters, but these are only for playing together(so we keep at the around the same level).

Here is right now what I think will work great for a team.

Tank:(Druid most likely)
1 or 2 Support Melee: (Warcry Barb, Trapassin, Matial Artist, etc.)
2 Paladins:(1 Fanatism 1 Lit/Fire/Cold offensive aura)
1 or 2 Long Range: (Bowazon, Javazon, Throwing Barb)
2 Spell Casters: Poison Necro(Anarchist Bunny) (Sorc/Elem Druid/Skull Necro etc)


I really want to try my Poison Necromancer with a group, maxing out Poi Dag, Exsplosion(partly why I'm opposed to a Summoner Necro in the party), and Nova, which at max does 5000-6000, 8000-9000, and 2500-3000 respectively, plus dumping points into Amp Damage or Lower Resist. The Paladins are an almost must, Lit Off Aura, with it's two synergies add 1-3500 damage to all our attacks(including the Long Rangers, making me want two of them), Keevan knows how to make a Tank Druid, and from what I saw it was impressive, plus a Valk or two to help. A warcry Barb with his HP/MP boosting cry to help support the Druid would be nice. With the spell caster, A Fire Sorc is probly the best way to go, puting points mostly into firebolt/ball/mastery and metoeor.

EDIT: Suggestions are appretiated.
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Post by Ghost Rider »

I am still all for it...but after trying out Sorc(all flavors)

The problem I see for her...is dying, and I mean in a hard way. Nitemare is ugly...Hell is fugly.

I may want to be a Pally instead or Barb, because after Normal the Sorc is on very thin ice for HP.
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Anarchist Bunny
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Post by Anarchist Bunny »

Ghost Rider wrote:I am still all for it...but after trying out Sorc(all flavors)

The problem I see for her...is dying, and I mean in a hard way. Nitemare is ugly...Hell is fugly.

I may want to be a Pally instead or Barb, because after Normal the Sorc is on very thin ice for HP.
Yeah, I"m worring about that too because of Necro having low hp and needing a lot of energy since leeching will be hard(I don't know if poison damage goes to leeching) and a lot of my damage will come from up close with poison dagger, but we'll have 8 people absorbing damage plus hirelings plus HP from the Druid boosting them all up, so the only time you'll need to worry is static fielding a boss.
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Re: D2 LOD 1.10 Party version 3

Post by Hamel »

anarchistbunny wrote:Alright, too lazy to dig up the old thread, besides couldn't get anyone to confirm they were still up for it so I'm restarting. Once D2 LOD 1.1 patch comes out we play together, we have other characters, but these are only for playing together(so we keep at the around the same level).
I was wondering when someone was going to bring up this topic again.
Here is right now what I think will work great for a team.

Tank:(Druid most likely)
Druids are horrible "tanks" in 1.10. A true tank would be a concentrate barb or a defiance/HS paladin, and possibly a javazon with evasion skills maxed + valk.

Druids would be useful for oak/HoW, but don't work in hell if you go melee since leech is fucked and you won't have a good weapon. Elementalists might work if you get enough skills.
1 or 2 Support Melee: (Warcry Barb, Trapassin, Matial Artist, etc.)
Warcry doesn't count as melee and sucks, trapassin's work but only if you go death sentry/light sentry route, martial artists might work on players 1.
2 Paladins:(1 Fanatism 1 Lit/Fire/Cold offensive aura)
Addressed below
1 or 2 Long Range: (Bowazon, Javazon, Throwing Barb)
Throw barbs are horrible and need to make town trips every other minute. Javazons are viable; poison jav will do 10kish damage when fully synergized without +skills, and lightning fury still does the trick even though all synergies are 1%/lvl.

Bowers are viable until hell, where only freezing/immolation arrow will do anything. Guided arrow's bugged piercing should have kept for PvM and only taken out of PvP.
2 Spell Casters: Poison Necro(Anarchist Bunny) (Sorc/Elem Druid/Skull Necro etc)
No problems with poison necros, but if you don't want overlords, the only viable necro would use poison. Spear doesn't do enough damage, and BS is too mana hungry and inefficient.
The Paladins are an almost must, Lit Off Aura, with it's two synergies add 1-3500 damage to all our attacks(including the Long Rangers, making me want two of them),
Paladin's offensive elemental auras do not benefit the party. They only work for the paladin that's using it. I'd say a viable lightning paladin would max sacrifice synergy and zeal (for a little extra damage and AR), with maxxed holy lightning and lightning resist aura.
A warcry Barb with his HP/MP boosting cry to help support the Druid would be nice.
War cry takes a ton of synergies and uses up around 30 mana per cast. A baba can't keep it going unless he pumps energy and wields dual wiz spikes.
With the spell caster, A Fire Sorc is probly the best way to go, puting points mostly into firebolt/ball/mastery and metoeor.
Fireball and meteor will destroy everything that isn't fire immune. Do keep in mind that frozen orb still does well in 1.10, even when not fully synergized. One of the few viable dual sorcs uses firewall and orb. Firewall doesn't have synergies but still does over 3k/sec.
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Post by Luke Starkiller »

If you're going to have an elemental paladin have him use 1 point in vengeance and pump his synergies and conviction. He'll certainly help the sorcs and poison necro and nothing in the game can be immune to him. Only one point in vengeance to start with because the synergies offer the same dammage increase per level without the mana increase.
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Post by Hamel »

Luke Starkiller wrote:If you're going to have an elemental paladin have him use 1 point in vengeance and pump his synergies and conviction. He'll certainly help the sorcs and poison necro and nothing in the game can be immune to him. Only one point in vengeance to start with because the synergies offer the same dammage increase per level without the mana increase.
Well...

You'll need a solid, and I mean -solid- weapon to reach or surpass the damage you could do with a fully powered holy shock. Then again, conviction helps you and your party with the lowered resist and defense so you won't need much AR.

And to anyone wondering: FoH paladins are horrible even when fully synergized + max conviction. To their credit, they sodomize undead like nothing else.
Last edited by Hamel on 2003-10-21 12:32am, edited 1 time in total.
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Post by EmperorMing »

Where and when is this going to happen?
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Post by SHODAN »

How about pure elemental party? :P Poison/curse necro (lower resist) couple convinction paladins, three different sorceresses and couple other elementalists.

Ghost Rider wrote:I am still all for it...but after trying out Sorc(all flavors)

The problem I see for her...is dying, and I mean in a hard way. Nitemare is ugly...Hell is fugly.

I may want to be a Pally instead or Barb, because after Normal the Sorc is on very thin ice for HP.
Hmm, I tried a blizzard sorc and she had no problems completing nightmare. She is now at the end of hell/act2 and only hindrance is abundance of cold immune monsters which must be left to merc.
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Post by Xon »

EmperorMing wrote:Where and when is this going to happen?
RSN.

Mostlikely sometime after Starcraft: Ghost has been release.

(Its been over a year since the 1st version of v1.1 got released...).


:edit: v1.1 beta has closed, so it still could be some time till it goes live on bnet
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Post by Hamel »

The public 1.1 beta has only been out for a few months :shock:

Don't know where you heard it's been out for over a year
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Post by Luke Starkiller »

Hamel wrote:
Luke Starkiller wrote:If you're going to have an elemental paladin have him use 1 point in vengeance and pump his synergies and conviction. He'll certainly help the sorcs and poison necro and nothing in the game can be immune to him. Only one point in vengeance to start with because the synergies offer the same dammage increase per level without the mana increase.
Well...

You'll need a solid, and I mean -solid- weapon to reach or surpass the damage you could do with a fully powered holy shock. Then again, conviction helps you and your party with the lowered resist and defense so you won't need much AR.

And to anyone wondering: FoH paladins are horrible even when fully synergized + max conviction. To their credit, they sodomize undead like nothing else.
True, you do need a high damage weapon; you are doing damage in all three elements though so, unlike with Holy Shock, immunes will never be a problem.
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Post by Xon »

Hamel wrote:The public 1.1 beta has only been out for a few months :shock:

Don't know where you heard it's been out for over a year
There have been several versions of v1.1, but your right a year is abit too long.

Almost 5-6 months its been actively kicking around.

And if you count the hidious leadup time before the damn thing was released.
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