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1.11 Passivezon Guide by Supreme Chicken Man
Version: 1.11 | Updated: 12/31/05
Diablo II: Lord of Destruction v.1.11 "Passivezon" guide 1234567890123456789012345678901234567890123456789012345678901234567890123456789 :::::::::::::::::: [Legal Disclaimer] :::::::::::::::::: This guide is property of Yue Jiang (Supreme Chicken Man). It is illegal to use any part of this guide in any form on any website, print materials, or any other medium. Any use of this guide without my express permission is prohibited, and will result in immediate action. If you would like to reproduce this guide or any part contained in it, please contact me for permission. Any other non-private use is considered a breech of copyright. ::::::::::::::::::: [Table of Contents] ::::::::::::::::::: I. Version History II. Why Passivezon? III. Useful Tables IV. Open Wounds VI. The Stat Issues VII. Final Stat Allocation VIII. Final Skill Allocation IX. Equipment X. Charms XI. Mercenary XII. Strategy XIII. Credits XIV. Thanks To XV. Fifteen ::::::::::::::::: [Version History] ::::::::::::::::: 1.11 12-31-05 Large problem fixed regarding STR/DEX 1.01 12-28-05 Minor issues, added section on open wounds damage 1.00 12-08-05 Finished first draft! ::::::::::::::::: [Why Passivezon?] ::::::::::::::::: As many of you have seen on battle.net, most Amazons are either Javalin or Bow/Crossbow Amazons. This character, the "Passivezon", is meant to be a hell-viable alternative. This character is meant to be fun to play, effective even in hell, and is meant to be a unique build that is not often seen. What is a Passivezon you ask? Quite simply, a Passivezon is an Amazon that doesn't spend a single point in Bow/Crossbow or Javalin/Spear skills, and focuses exclusively on the Passive/Magic skill tree. Stay with me here. These builds are hell-viable, extremely fun to play, and garner interesting reactions from the majority of battle.net. The only problem is midrange resist. No negative resists, obviously, but resists will hover around the 20 range without charms. Also, some of the equipment is just a :tad: expensive. Regardless, this build is very unique, fun to play, and best of all, this guide is thorough. Holy crap - there's a novel concept. Ready? Here goes! ::::::::::::::: [Useful Tables] ::::::::::::::: Only feasible breakpoints are listed here. [Increase Attack Speed Breakpoints-Amazon weilding Winged Knife] 10 frame 34 [We are here] 9 frame 63 [Jewel - Add 3 IAS for this breakpoint] [Hit Recovery Breakpoints-Amazon] 6 frame 52 [We are here] 5 frame 86 [Jewel/Charms - Add 16 more FHR for this breakpoint] [Hit Recovery Breakpoints-Act II Mercenary] 10 frame 30 [We are here] 9 frame 42 [Jewel - Add two more FHR for this brekapoint] 8 frame 60 [Blockframe Breakpoints-Equipping Throwing Weapons] 5 frame 0 [We are here] 4 frame 13 3 frame 32 2 frame 86 1 frame 600 Note: There is a separate table for Amazons weilding swinging weapons, such as Scimitars, Ataghans, Axes, etc. The blocking frames are generally tripled, which involve 18 frame blocks. DO NOT BLOCK USEING SWINGING WEAPONS. This table is block rates equipping thrusting weapons, such as Daggers, Bone Knives, Winged Knives, etc. Important Note: Lacerators are considered swinging weapons, and will use the greatly increased blocking frame rates. NEVER melee in them! [Dodge/Avoid/Evade "Breakpoints"] 8 frame Default ::::::::::::: [Open Wounds] ::::::::::::: Here it is, a section on Open Wounds. The OW formulae are as follows: Clvl=1-15: 8(25*(9*Clvl+31)/256) Clvl=16-30: 8(25*(18*Clvl-104)/256) Clvl=31-45: 8(25*(27*Clvl-374)/256) Clvl=46-60: 8(25*(36*Clvl-779)/256) Clvl=61-99: 8(25*(45*Clvl-1319)/256) If you take the time to graph that out, you'll see that the slopes for the damage increase over time. Thus, the higher level you are, the greater rate the damage will increase. Against bosses/uniques/champions, damage is cut by two. Open Wounds sets monster regeneration at a massively negative number, and thus negates monster regeneration for the duration of the attack. :::::::: [Skills] :::::::: Here, I will list all of the skills necessary for this build. I will also include pertinent tables, as well as some general remarks about the build. You'll also see a nifty ASCII art representation of the Passive/Magic skill tree. It took me about half an hour to do. Level 1 [Inner Sight] [Critical Strike] | | | | | | | | | | Level 6 | [Dodge] | | | | | | | | | | | | | V V | Level 12 [Slow Missile] [Avoid] | | | | | | | | | | | | | | | V Level 18 | | [Penetrate] | | | | | | | | | | | | V V | Level 24 [Decoy] [Evade] | | ./ | | ./ | | ./ | | ./ | V V V Level 30 [Valkyrie] [Pierce] [Inner Sight] Mana Cost: 5 Radius: 13.3 yards Duration: 8 seconds + 4 seconds per level Skill level: -Enemy Defense: 1 40 9 260 Effect: Illuminates enemies within the specified radius, and will lower enemy defense by a certain amount. Enemies affected will have stars dancing above their heads. [Critical Strike] Skill level: Chance for double damage: 1 16 9 54 Effect: Chance to deal double physical damage when you attack. Stacks percentage with Deadly Strike, and those percents add when you attack. With modifiers such as enhanced damage, the damage percentages are added together. Elemental damage, such as damage from charms, is not affected. [Dodge] Skill level: Chance to dodge: 1 18 9 46 12 50 15 62 18 55 20 56 Effect: Chance to dodge a melee attack while standing still. [Slow Missile] Skill level: Duration: 1 12 9 66 Mana Cost: 5 Radius: 13.3 yards Attacks Slowed To: 33% Duration: 12 seconds + 6 seconds per level Effect: Will slow missiles down to one third their normal speed. Missiles are easier to dodge. Monsters or players affected will not show that they are slowed, you'll only notice the effect when they attack. The casting animation is pretty cool. Fun idea: Duel a Bone Necromancer at the last fcr breakpoint, slow missile him, and have him spam Teeth. It makes for a cool effect. [Avoid] Skill level: Chance to dodge: 1 24 9 54 Effect: Chance to dodge missile attacks when standing still. [Penetrate] Skill level: AR Bonus %: 1 35 28 315 % Bonus to Attack Rating: 35% + 10% per level Effect: Gives Attack Rating bonus per level. [Decoy] Duration: 10 seconds + 5 seconds per level Life+: 10% per level Resist all: 4 per skill level; max 85 resist all Skill level: Mana Cost: 1 19 28 1 Effect: Will create an EXACT copy of your character that will stand still. The Decoy draws fire from enemies, and will have more life than you. More useful than it seems. [Evade] Skill level: Chance to dodge: 1 18 9 46 12 50 15 52 18 55 20 56 Effect: Chance to dodge attacks. Also works against Area-of-effect attacks such as Meteor. [Pierce] Skill level: Chance to pierce: 1 23 9 69 Effect: Chance that a missile will pass through the first enemy and will hit the subsequent ones. [Valkyrie] Mana Cost: 25 + 1 per level Life: 440 + 40 per level % Damage: 0 + 25% per level % Attack: 40% + 40% per level % Defense Bonus: 0 + 10% per level Resist all: 2x(Valkyrie level + Decoy level); max 85 +Dexterity: +12 per level; hidden +defense/AR level [Valkyrie] receives bonuses from: Decoy (+20% life per level) Penetrate (+40 Attack Rating per level) Critical Strike Dodge Avoid Evade Valkyrie Equipment Addtions: Skill level: Additional piece of equipment: Quality: 1 Full Plate Mail Rare 1 Spear Rare 2 Gauntlets Magic 4 Greaves Magic 5 Plated Belt Magic 7 Chaos Armor Rare 8 Lance Rare 10 War Gauntlets Magic 11 War Boots Magic 12 War Belt Magic 13 Amulet Magic 14 Circlet Magic 16 Sacred Armor Rare 17 War Pike Rare 19 Crusader Gauntlets Rare 21 Myrmidon Greaves Rare 23 Colossus Girdle Rare 25 Amulet Rare 27 Tiara Rare Effect: Creates a tank. The Valkyrie will always be glowing, and will have a different color armor depending on the rolled stats. Note that the Valkyrie gains different equipment at each level, and these equipment pieces will have their effects on the Valkyrie. For example, a Magic Plated Belt that the Valkyrie equips at level 5 may add 10 to life. The ilvl of these items is based on the formula 25 + 3 per level. :::::::::::::::::::: [The Strength Issue] :::::::::::::::::::: Keep in mind, this character needs quite a bit of Strength, and we can't always rely on FalFalFalFal Armours go obtain that. So we'll rely on STR boosting charms and equipment. Please remember that Enigma will add around 40-50 STR, and other equipment, such as Drac's and Nosferatu's as well as Torch/Anni will add ~60 as well. Thus, with let's say, +20 STR from large charms (easily attainable), we'll need to add around 30 STR to equip our most heavy piece of equipment. ::::::::::::::::::::: [The Dexterity Issue] ::::::::::::::::::::: Again, we have equipment that adds to Dexterity. Of course, we'll need to end up with 142 DEX to finish with. Let's assume +20 DEX from charms again. With around +30 DEX from gear, we'll need around 80 DEX to equip our weapon. ::::::::::::::::::::::: [Final Stat Allocation] ::::::::::::::::::::::: STR: 30~ DEX: 80~ VIT: What's left NRG: Base [Final Skill Allocation] We have 96 points to work with. I'll give the short version at the top, then detail the choices in the paragraphs after. Inner Sight: 1 Critical Strike: 1 Slow Missile: 1 Dodge/Avoid/Evade: 1 each Decoy: 20 Valkyrie: 20 Penetrate: 20 Pierce: 1 11 left over for anything you want. I recommend Critial Strike and D/A/E. Inner Sight gets one point, as it is a prereq. Same goes for Slow Missiles, which gets one point as well. Critial Strike, which also benefits your Valkyrie, will get one point only, as a prereq. However, at the end, you can spend points here to help your Valkyrie out. Note: Critical Strike and Deadly Strike chances stack, though they are mutually exclusive!! The Dodge/Avoid/Evade skills get one each, for the same reason. With +skills, you will have a good enough chance to dodge the attacks. Your Valkyrie will obtain the bonuses here too. Penetrate will get a full 20 points. With +skills, you will reach massive AR levels, which help you hit. Unlike the other skills, the pattern for Penetrate is linear, so more points help at the same rate. It helps your Valkyrie as well. Decoy gets a full 20, as it is invaluable and pumps up your Valkyrie. Enemy AI is set to attack the Decoy first, and if you cast it a ways away, with enough HP it will survive for quite a while, as well as keep enemies occupied for you, your merc, and your Valkyrie. Valkyrie gets 20 as well, because at level 27 it obtains a rare Tiara. Also, it is boosted from the Decoy, and even in hell, the Valkyrie survives very well. We have now went through 65 points. 1 point in Pierce, as with +skills and the innate ability of the Warshrikes to pierce, you'll be piercing at around 90% of the time. We have 67 skill points done, with 29 left. Frankly, it doesn't matter where the hell you put them. Put them in places that will help both you and your Valkyrie, so boost up D/A/E and Critical Strike. However, with the tiny bonuses, you should only do it if you're so inclined. It's pretty cool to see a character with 30 saved skill points solo hell. ::::::::::::::::::::::: [Recommended Equipment] ::::::::::::::::::::::: The following is the ideal equipment set-up for a Passivezon. Items are listed in no particular order. Keep in mind that all of the equipment listed are in their unupgraded versions. If you wish to upgrade, you will gain either a boost in damage of defense where applicable, but comes at the cost of increasing the requirements dramatically. Also note that you can socket any socketable with the socketable of your choice. If it's not listed however, it is not required. A condensed list of my favored equipment is here, but you'll miss on all of the stats and dry-as-hell commentary. The commentary! Equipment: Weapon 1: Warshrike Weapon 2: Lacerator Prebuff 1: Demon Limb Prebuff 2: Call to Arms + Spirit Helm: Crown of Ages Armor: Duress, with low-req Enigma to equip heavy equipment Sheild: Phoenix Gloves: Dracul's Grasp Boots: Gore Riders Belt: Nosferatu's Coil Rings: Ravenfrost + Bul Kathos' Wedding Band Amulet: Highlord's Wrath [Weapons] Yes, there will be some prebuffing involved. Anyway, mainly, you will use the Warshrikes as your main weapon. The 50% pierce, coupled with points in Pierce and +skills will guarantee a 100% pierce rate. The deadly strike increases expected damage by 50%, and the 25% ctc Nova will go off quite a lot. The Lacerator is used on weapon switch. With a decent Pierce rate from your skills and +skills, you will have piercing about half the time. The 33% open wounds will reverse monster healing, but the fact that it has the PMH mod already on it just adds to its effetiveness. The HCMtF will help when you are swarmed. The good part is the 33% ctc Amplify Damage, which will be the solution to Physical Immunity. Also note that if you melee, when you use the Warshrikes, the blocking rates are the ones listed. If you melee with the Lacerator, the blocking rate will be greatly incrased. In fact, you will always stay in the upper 10 range, and will start out with an 18 frame block. It's pretty bad. Do not ever melee with the Lacerator. The Demon Limb will always be used as a prebuff. Level 23 Enchant adds 87-111 fire damage, but more importantly, will add 218% to your Attack Rating. It costs 47 mana and will last for over eleven minutes. The Call To Arms will be your other prebuff. Always cast Battle Command before summoning your Valkyrie, and cast Battle Orders whenever it runs out. A level six Battle Orders will add 50% to your Life, Mana, and Stamina. [Warshrike - Winged Knife] Throw Damage: (69-80) To (117-136) (93-108 Avg) One-Hand Damage: (81-94) To (105-122) (93-108 Avg) Required Level: 75 Required Strength: 45 Required Dexterity: 142 Base Weapon Speed: [-20] Max Stack: (200) +200-250% Enhanced Damage (varies) 50% Deadly Strike +30% Increased Attack Speed Piercing Attack  25% Chance To Cast Level 9 Nova On Striking Replenishes Quantity [1 in 3 sec.] (Ladder Only) [Lacerator - Winged Axe] Throw Damage: (17-21) To (150-186) (83.5-103.5 Avg) One-Hand Damage: (27-34) To (140-173) (83.5-103.5 Avg) Required Level: 68 Required Strength: 96 Required Dexterity: 122 Base Weapon Speed: [-10] Max Stack: (180) +150-210% Enhanced Damage (varies) +30% Increased Attack Speed 33% Chance of Open Wounds Prevent Monster Heal Hit Causes Monster To Flee 50% 33% Chance To Cast Level 3 Amplify Damage On Striking Replenishes Quantity [1 in 4 sec.] [Demon Limb - Tyrant Club] One-Hand Damage: (89-105) To (162-189) (125.5-148 Avg) Required Level: 63 Required Strength: 133 Durability: 65 Base Weapon Speed:  +180-230% Enhanced Damage (varies) +50% Damage To Undead +123% Damage To Demons Adds 222-333 Fire Damage 7-13% Life Stolen Per Hit (varies) Fire Resist +15-20% (varies) Level 23 Enchant (20 Charges) Repairs 1 Durability in 20 Seconds [Call To Arms - AmnRalMalIstOhm] +1 To All Skills +40% Increased Attack Speed +250-290% Enhanced Damage (varies) Adds 5-30 Fire Damage 7% Life Stolen Per Hit +2-6 To Battle Command (varies)* +1-6 To Battle Orders (varies)* +1-4 To Battle Cry (varies)* Prevent Monster Heal Replenish Life +12 30% Better Chance of Getting Magic Items [Helm] There are really two choices for the helm. Both of them are useful, and both are excellent melee helms. The first one, the Crown of Ages, is probably the most versatile, as it provides DR, skill, resists, 30% FHR, and the best part of all, two sockets. This allows for variability in the helm. For example, you could socket 40/15 jewels in it for damage, or a -15%/XX jewel if you aren't wearing an Enigma or have obscene amounts of +Strength. The second choice is the set Winged Helm, Guillaume's Face. It's a nice merc helm as well, but the three mods to look for are the 30% fhr, the 15% DS and the 35% CB. With another piece of the set it gives some life, but the other pieces don't really have much use in this build. If you're poor, you can try the Battle Belt of the same set, which gives dual leech. However, other belts are more useful for this build. Cute trick: Shop around for a 'Godly Crown of Ages' in Larzuk's shop. It makes for a nice screenshot. It doesn't have any mods except enhanced defense and "Indestructible". Make a game called "Godly CoA here", put it in the trade screen, and laugh at the responces. [Crown of Ages - Corona] Defense: 349-399 (Base Defense: 111-165) Required Level: 82 Required Strength: 174 +50% Enhanced Defense +100-150 Defense (varies) +1 To All Skills Damage Reduced By 10-15% (varies) All Resistances +20-30 (varies) +30% Faster Hit Recovery Socketed (1-2) (varies) Indestructible [Guillaume's Face - Orphan's Call Winged Helm] Defense: 217 (Base Defense: 85-98) Required Level: 34 Required Strength: 115 Durability: 40 +120% Enhanced Defense +30% Faster Hit Recovery 15% Deadly Strike 35% Chance of Crushing Blow +15 To Strength [Armor] Again, two choices. One is everyone's favourite, Enigma, because it gives obscene +Strength and +1 Teleport. However, I think a more useful decision would be Duress. It gives a huge 40% FHR, as well as a slight increase in damage, resist, CB and OW chances, as well as some cold damage. The choice is really up to you, as they're both excellent armors. [Enigma - JahIthBer] +2 To All Skills +45% Faster Run/Walk +1 To Teleport +750-775 Defense (varies) + (0.75 Per Character Level) +0-74 To Strength (Based On Character Level) Increase Maximum Life 5% Damage Reduced By 8% +14 Life After Each Kill 15% Damage Taken Goes To Mana + (1 Per Character Level) +1-99% Better Chance of Getting Magic Items (Based On Character Level) [Duress - ShaelUmThul] +40% Faster Hit Recovery +10-20% Enhanced Damage (varies) Adds 37-133 Cold Damage 2 sec. Duration (Normal) 15% Chance of Crushing Blow 33% Chance of Open Wounds +150-200% Enhanced Defense (varies) -20% Slower Stamina Drain Cold Resist +45% Lightning Resist +15% Fire Resist +15% Poison Resist +15% [Sheild] Really, there are no hands down best choices here. If you're lacking in the resist department, you could always the Sanctuary for its rediculous amounts of resists. The FHR and FBR help as well. The second choice is the perennial favorite, Stormsheild. It gives some resist as well as FBR and a large Strength boost (to make up for its 156 STR reqs), but the best part of the sheild is its 35% DR. I believe that there are better choices, but the 35% DR and other mods make the Stormsheild a pretty good choice. The last choice is Phoenix, a runeword that hardly anyone uses. I don't see why, though. In addition to its Redemption aura which regenerates your stats and automatically has the Slain Monsters RIP mod, it gives a tiny amount of +max resist, and +300-400 damage. Because the throwing weapons don't have very high physical damage themselves, this mod will boost your damage by over 100%, and is very useful. The 40% CTC Firestorm looks like a mini-version of a torch, and it's affected by the -28% enemy fire resist. This would be the sheild of my choice. [Sanctuary - KoKoMal] +20% Faster Hit Recovery +20% Faster Block Rate 20% Increased Chance of Blocking +130-160% Enhanced Defense (varies) +250 Defense vs. Missile +20 To Dexterity All Resistances +50-70 (varies) Magic Damage Reduced By 7 Level 12 Slow Missiles (60 Charges) [Stormsheild - Monarch] Defense: (136-504) - (151-519) (varies)(Base Defense: 133-148) Required Level: 73 Required Strength: 156 Chance to Block: Pal: 77%, Ama/Asn/Bar: 72%, Dru/Nec/Sor: 67% Paladin Smite Damage: 12 To 34 + (3.75 Per Character Level) 3-371 Defense (Based On Character Level) +25% Increased Chance Of Blocking 35% Faster Block Rate Damage Reduced By 35% Cold Resist +60% Lightning Resist +25% +30 To Strength Attacker Takes Lightning Damage of 10 Indestructible [Phoenix - VexVexLoJah] 100% Chance To Cast level 40 Blaze When You Level-up 40% Chance To Cast Level 22 Firestorm On Striking Level 10-15 Redemption Aura When Equipped (varies) +350-400 Defense Vs. Missile (varies) +350-400% Enhanced Damage (varies) -28% To Enemy Fire Resistance +50 To Life +5% To Maximum Lightning Resist +10% To Maximum Fire Resist +15-21 Fire Absorb (varies) [Gloves] Dracul's Grasp are popular gloves. They give a Strength boost, as well as ll, as well as 25% OW, but by far the most important mod is the small CTC of Life Tap. This mod is extremely useful, as you can imagine, as it is basically 50% ll on each cursed enemy. The second choice is Steelrend, which requires huge amounts of strength, much like the Crown of Ages. It gives Enhanced Damage (which unfortunately doesn't affect the +damage from Phoenix if you choose to wear it), as well as +str. The 10% CB works well with this build as well. Both gloves are excellent choices. [Dracul's Grasp - Vampirebone Gloves] Defense: 125-145 (Base Defense: 56-65) Required Level: 76 Required Strength: 50 Durability: 14 +90-120% Enhanced Defense (varies) +10-15 To Strength (varies) +5-10 Life After Each Kill (varies) 25% Chance of Open Wounds 7-10% Life Stolen Per Hit (varies) 5% Chance To Cast Level 10 Life Tap On Striking [Steelrend - Ogre Gauntlets] Defense: 232-281 (Base Defense: 62-71) Required Level: 70 Required Strength: 185 Durability: 24 +170-210 Defense (varies) +30-60% Enhanced Damage(varies) 10% Chance of Crushing Blow +15-20 To Strength (varies) [Boots] By far the most important mods on boots for this build are %s of OW, DS, and CB. Followed closely are life and fr/w. Thus, the best boots are either upped Gores or upped Goblin Toes. [Goblin Toes - Light Plated Boots] Defense: 33-34 (varies)(Base Defense: 9-11) Required Level: 22 Required Strength: 50 Durability: 18 Assassin Kick Damage: 8-16 +50-60% Enhanced Defense (varies) 25% Chance of a Crushing Blow -1 To Light Radius Damage Reduced By 1 Magic Damage Reduced By 1 +15 Defense [Gore Rider - War Boots] Defense: 140-162 (varies)(Base Defense: 43-53) Required Level: 47 Required Strength: 94 Durability: 34 Assassin Kick Damage: 39-80 +160-200% Enhanced Defense (varies) 30% Faster Run/Walk 10% Chance Of Open Wounds 15% Chance Of Crushing Blow 15% Deadly Strike Requirements -25% +20 Maximum Stamina [Belt] Again, both choices are excellent, and there is no real hands-down choice. Nosferatu's gives Slows Target, which is useful, as well as IAS, +str and small ll. Dungos give DR as well as FHR and a large boost to life. It's up to you to decide. [Nosferatu's Coil - Vampirefang Belt] Defense: 56-63 (varies) Required Level: 51 Required Strength: 50 Durability: 14 16 Boxes Slows Target By 10% +2 To Mana After Each Kill 5-7% Life Stolen Per Hit (varies) +15 To Strength 10% Increased Attack Speed -3 To Light Radius [Verdungo's Hearty Cord - Mithril Coil] Defense: 125-158 (Defense: 58-65) Required Level: 63 Required Strength: 106 Durability: 16 16 Boxes +90-140% Enhanced Defense (varies) 10% Faster Hit Recovery +30-40 To Vitality (varies) Replenish Life +10-13 (varies) +100-120 Maximum Stamina (varies) Damage Reduced By 10-15% (varies) [Rings] Rings are by far the most customizable part of any build. Ravenfrosts are a cheap way to obtain CBF, as well as give Cold Absorb and a large boost to Attack Rating and Dexterity, both very important stats on a Passivezon. BK is another favorite. It gives life, +skills, and small ll. If you do not equip a Phoenix and are up against bosses such as Nilathak, a Nature's Peace will be your best friend. Slain Monsters RIP makes sure that corpses can not be exploded, revived, consumed, or used for any other purpose by anyone. It also gives charges of Oak Sage, which help with your life dramatically. Also, you can customize the three absorb rings, Ravenfrost, Dwarf Star, and Wisp Projector depending on the situation. A rule of thumb is that every point % of absorb is equal to double the amount of resist. For example, the 20% Cold Absorb on the Ravenfrost equates to a +40 Cold Resist. [Ravenfrost] Required Level: 45 +150-250 To Attack Rating (varies) Adds 15-45 Cold Damage, 4 sec. Duration (Normal) Cannot Be Frozen +15-20 To Dexterity (varies) +40 To Mana Cold Absorb 20% [Bul-Kathos' Wedding Band] Required Level: 58 +1 To All Skill Levels + (0.5 Per Character Level) 0-49 To Life (Based On Character Level) 3-5% Life Stolen Per Hit (varies) +50 Maximum Stamina [Nature's Peace] Required Level: 69 Slain Monsters Rest In Peace Prevent Monster Heal Poison Resist +20-30% (varies) Damage Reduced by 7-11 (varies) Level 5 Oak Sage (27 charges) (Ladder Only) [Amulet] The only amulet worth considering is Highlord's Wrath, which gives DS, IAS, +skills, and other lesser mods. If lacking in Resists or Stats however, a Mara's Kaleidoscope is also useful. Generally, Passivezons don't require much +skills. [Highlord's Wrath] Required Level: 65 +1 To All Skill Levels 20% Increased Attack Speed + (0.375 Per Character Level) 0-37 % Deadly Strike (Based On Character Level) Lightning Resist +35% Adds 1-30 Lightning Damage Attacker Takes Lightning Damage Of 15 [Mara's Kaleidoscope] Required Level: 67 +2 To All Skill Levels All Resistances +20-30 (varies) +5 To All Attributes (Only Spawns In Patch 1.09 or later) :::::::: [Charms] :::::::: Last but not least, charms. Everyone should have the first two charms in their inventory, regardless of build. The rest are recommended mods on their respective charms. [Annihilus - Small Charm] Required Level: 70 +1 To All Skills +10-20 To All Attributes (varies) All Resistances +10-20 (varies) +5-10% To Experience Gained (varies) [Hellfire Torch - Large Charm] Required Level: 75 +8 to Light Radius All Resistances +10-20 (varies) +10-20 To All Attributes (varies) + 3 To All Skill Levels (of a specific class, Amazon, Sorceress, etc.) Level 30 Hydra (10 charges) 25% Chance To Case Level 10 Firestorm On Striking (Diablo's Firestorm. The kickass one, not the wimpy Druid one.) For charms: Please note that Small Charms take up one space, Large take up 1x2, and Grand take up 1x3. Also: Though 3/20/20s are desired, this is mainly because of its small size. The version on the Large charm is actually better, because of its efficiency. Though doubling in inventory space, the effects are greater. However, most people do not want these charms because of the space they take up for others, such as skillers. Because this build does not rely heavily on +skills, we are free to use Large Charms. Get one Passive/Magic GC, just for good measure. Of course, you don't have to. I would recommend, after Torch/Anni, Have one "Sharp Large Charm of Vita" for each two "Shimmering Small Charm of Vita"s. Thus, for each 1x4 square, you will have 75 life, 48 AR, 6 max damage, and 10 all resist. You can shuffle around the charms as necessary. [Small Charm Prefixes] "Fine" +10-20 To Attack Rating, +1-3 To Maximum Damage "Shimmering" All Resistances +3-5% "Pestilent" +175 Poison Damage Over 6 Seconds [Small Charm Suffixes] "of Vita" +16-20 Life "of Anthrax" Anthrax +50 Poison Damage Over 6 Seconds [Large Charm Prefixes] "Sharp" +21-48 To Attack Rating +4-6 To Maximum Damage "Shocking" +1 Minimum and +59-90 Maximum Lightning Damage [Large Charm Suffixes] "of Vita" +26-35 Life [Grand Charm Prefixes] "Sharp" +49-76 To Attack Rating +7-10 Maximum Damage "Shimmering" All Resistances +3-15% [Grand Charm Suffixes] "of Balance" 12% Faster Hit Recovery :::::::::::::: [Hell Resists] :::::::::::::: As you can see, a major downside of this build is how lacking it is in resists. The first number is the actual resist, and the second number is the max resist. Of course, one could always use a Sanctuary (KoKoMal) if needed, but many bonuses, such as the large proc of Firestorm and the 350-400% extra damage, along with the Redemption, will be lost. Generally, you will be all right since you aren't in much danger with two tanks and a decoy. The only elemental attacks you may want to watch out for are the lightning attacks from the souls, and the poison attacks from the vipers. Resistances will be boosted by charms. You will be in the 20s range for Fire and Poison, and have high resists for Cold and Lightning. But lightning is really the only resist you have to watch out for, so you'll be ok. ::::::::::: [Mercenary] ::::::::::: Really, for any build, there are only four mercenary options. Act 2 - Defiance Act 2 - Might Act 2 - Holy Freeze Act 2 - Blessed Aim And perhaps an Act 1 merc if you're so inclined. This build will utilize a Holy Freeze mercenary from Act 2. You can hire these as the "Defensive" mercenaries in Nightmare difficulty. Your mercenary, along with your Valkyrie and Decoy, are there to provide additional damage, but more importantly, they are there to tank and attract attention. Your merc, valk, and decoy, will have thousands of life each, and with your Valkyrie having bonuses from points in D/A/E from you, they will provide good support and protect you from attacks. The attractive thing about the Holy Freeze mercenary, isn't the tiny bonus to his attack, but rather in the fact that a decently-ranged radius of effect will be around the mercenary, and any enemy in that range will take minimal cold damage, but also be chilled. Their attack and movement rates are much slower, and they have a chance to shatter on death. Keep in mind that the aura will also affect enemies who are Cold Immune, though the tiny ping damage will not be there. Your mercenary's equipment: Generally, you will want equipment that will help your mini-party out, as well as keep him alive. You will want a high damage thrusting weapon, armor with good defense and mods, and leech, procs, damage, or other useful modifiers such as auras. [Helm] Andariel's Visage is a good choice here, with IAS and leech. The -fire resist is very annoying, but it won't matter much. Other good choices here include Guillaime's Face set winged helm, with its very nice melee mods. Stats are listed in the equipment section. [Andariel's Visage - Demonhead] Defense: 310-387 (varies)(Base Defense: 101-154) Required Level: 83 Required Strength: 102 Durability: 20 +100-150% Enhanced Defense (varies) +2 To All Skills 20% Increased Attack Speed 8-10% Life Stolen Per Hit (varies) +25-30 To Strength (varies) +10% To Maximum Poison Resist Fire Resist -30% Poison Resist +70% 15% Chance To Cast Level 15 Poison Nova When Struck Level 3 Venom (20 charges) (Ladder Only) [Weapon] Obedience gives your merc a proc of Enchant, which is always useful for AR. Also there is a large amount of Crushing Blow, and reduces Target Defense so not as many points are required by you in Dexterity for AR. The +defense is nice, as well as the 40% FHR. I actually prefer this runeword to other, more costly ones, as this build doesn't utilize attacks affected much by auras such as Concentration or Conviction, auras found on expensive runewords such as Pride or Infinity. The Fire pierce, along with Phoenix's, will make sure that procs of Diablostorm and Druid Firestorm do much more damage. This won't be too useful, but any little bit of damage will help. [Obedience - HelKoThulEthFal] 30% Chance To Cast Level 21 Enchant When You Kill An Enemy 40% Faster Hit Recovery +370% Enhanced Damage -25% Target Defense Adds 3-14 Cold Damage 3 Second Duration (Normal) -25% To Enemy Fire Resistance 40% Chance of Crushing Blow +200-300 Defense (varies) +10 To Strength +10 To Dexterity All Resistances +20-30 (varies) Requirements -20% [Armor] Two choices here, really; Guardian Angel takes advantage of the fact that mercs get naturally high resists, so 90 resist all will be used, as well as the high defense once upgraded. Shaftstop's main point is Damage Reduce, which comes at a whopping 30%. The choice of armor is really up to you. Upgrade all armors to their elite forms! [Guardian Angel - Templar Coat] Defense: 770-825 (varies)(Base Defense: 252-274) Required Level: 45 Required Strength: 118 Durability: 60 +180-200% Enhanced Defense(varies) +20% Increased Chance Of Blocking +30% Faster Block Rate + (2.5 Per Character Level) 2-247 To Attack Rating Against Demons (Based On Character Level) +1 To Paladin Skill Levels +4 To Light Radius 15% To Maximum Poison Resist 15% To Maximum Cold Resist 15% To Maximum Lightning Resist 15% To Maximum Fire Resist [Shaftstop - Mesh Armor] Defense: 599-684 (varies)(Base Defense: 198-213) Required Level: 38 Required Strength: 92 Durability: 45 +180-220% Enhanced Defense (varies) Damage Reduced By 30% +250 Defense Vs. Missile +60 To Life :::::::::: [Strategy] :::::::::: This character is geared on procing and special melee statuses. With each missile, you'll get OW, DS, as well as CB and procs. It's quite a sight, really. You ever see a Bowazon with Brand? This is akin to that. Something to note: This character will ALWAYS double max base damage. The main strategy is as follows: Cast Valkyrie, and merc. Have valk distract, and cast Decoy strategically to occupy enemies. Given a decent level D/A/E, your valk will survive very well. As your prebuffs, enchant your valk and merc, and BO everybody. And if any attacks are coming for you, run, cast Decoy from your rear, and go until the enemies are attacking the merc, valk, and decoy. This shouldn't take long. All the while, position yourself safely so that the high Pierce attacks as many enemies as possible. If you encounter immunes, you will switch to your weapon switch and rely on the amp proc to take care of them. Unlike WWS, this amp proc is pretty large, so you'll get amp damage in no time. Generally, your D/A/E Valk, Decoy, and Merc will be there to tank, while you throw your weapons and hope for a decent roll (on OW/CB). With such high pierces, your mods will trigger a lot. Not to mention the fact that statistically, you have higher than 50% on each attack to trigger your procs. Combine that with your guaranteed max double damage, CB and large OW, you'll be a viable build into hell and beyond. Good luck. ::::::::: [Credits] ::::::::: http://users.tkk.fi/~tgustafs/ For some of the tables. http://diablo2.ingame.de/ For some of the tables. http://www.battle.net/diablo2exp/ For general information as well as item stats. ::::::::::: [Thanks To] ::::::::::: Supreme Chicken Man For writing this guide. Ha. I'm ever so clever. Blizzard Entertainment For making this game. Chou Balloon Fighter "Looks good.". Thanks for the support >_<! bbkorps For telling me of the laziness of the average player. Or maybe I'm overdoing it with my STR routine. Kirbix For inspiring me to write a guide, and for giving me some tips on cutting out some useless information. Before his comments, I had all breakpoints, as well as skill information for all levels up to twenty. Thanks for removing the clutter. Copyright 2005 Yue Jiang (Supreme Chicken Man) All Rights Reserved. ::::::::: [Fifteen] ::::::::: I hate having only fourteen items in the table of contents. This is filler!