- Feb 24, 2004
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Originally posted by @Grisu on Mar 25, 2007:
Guardian #2: Tamara, MFing Meteorb sorceress
...not a tournament character this time, but a character built to gain some wealth again after my restart (I included links to screenshots - they might take some time to load --> although they are reduced in quality and in GIF-format, they still are around 280 KB each).
Guardian Tamara (Lv 82 sorceress)
Stats (without/with gear)
Str: 84 (125)
Dex: 156 (194)
Vit: 225 (247)
Ene: 35 (35)
Life: 851
Mana: 293
Def: 1369
Chance to Block: 50%
Resists: 58/75/75/56 (Fire/Cold/Lightning/Poison)
Skills
Fire: Meteor 20, Fireball 20, Fire Mastery 12, Warmth, Fire Bolt, Inferno, Blaze, Fire Wall 1
Fire Ball Damage: 2191-2461
Meteor Damage: 5178-5477
Cold: Frozen Orb 20, Cold Mastery 8, Ice Bolt, Ice Blast, Frost Nova, Glacial Spike, Blizzard 1
Frozen Orb Damage: 295-311
Lightning: Static Field, Telekinesis, Teleport 1
Gear
Primary Switch:
Spirit
Crystal Sword
'TalThulOrtAmn'
One-Hand Damage: 5 to 15
Durability: 20 of 20
Required Strength: 43
Required Level: 25
Sword Class - Normal Attack Speed
Item Version: 1.10+ Expansion
Item Level: 47
Fingerprint: 0x25d76ebf
+22 to Vitality
+97 to Mana
+250 Defense vs. Missile
Adds 1-50 lightning damage
Adds 3-14 cold damage over 3 seconds
+75 poison damage over 5 seconds
7% Life stolen per hit
55% Faster Hit Recovery
35% Faster Cast Rate
+2 to All Skill Levels
+7 Magic Absorb
Socketed (4: 4 used)
The Ward
Gothic Shield
Defense: 112
Chance to Block: 46%
Durability: 38 of 40
Required Strength: 60
Required Level: 26
Item Version: 1.10+ Expansion
Item Level: 49
Fingerprint: 0xe99f394a
+10 to Strength
+100% Enhanced Defense
+10% Increased Chance of Blocking
+40 Defense
Magic Damage Reduced by 2
All Resistances +36
Secondary Switch:
Gull, Milabrega's Orb
Might Mercenary:
Tal's Mask, Skin of the Flayed One,
Beast Spike
Hyperion Spear
Two-Hand Damage: 140 to 486
Durability: 23 of 30
Required Dexterity: 120
Required Strength: 155
Required Level: 48
Spear Class - Fast Attack Speed
Item Version: 1.10+ Expansion
Item Level: 81
Fingerprint: 0x7bc3083c
+20 to Mana
+301% Enhanced Damage
+13 to Attack Rating
+9 to Maximum Damage
6% Life stolen per hit
Level 3 Stun (24/27 Charges)
versus Bosses I exchanged Tal's and the Spear for Guillaume's Face and Kelpie Snare.
Further Equipment:
MF Equipment:
Chance Guards (40%)
Tancred's Skull+Weird (78%)
War Traveler (42%)
Fortuitous Ring of Fortune (30%)
Nagelring (24%)
with Gull and Milabrega's Orb mentioned above that's a total of 334% MF
Here's the story:
Did Normal and NM on p8 while stopping a bit at NM Andy and Meph for MFing. Among other things I got a HoZ from NM Mephisto (sweeeeet ).
After leveling to around level72 with Baal runs in NM I progressed to Hell. I rushed through Hell at p1 completing all quests, but leaving most of non-boss-packs behind. I spent some time running Mephisto, who seemed to drop worse than in NM, and so I rushed to Diablo, who was much easier to kill than Mephisto. He also did drop way better...(Verdungo's with 14% damage reduction). Act V would have been annoying if I hadn't just teleported right through to the Ancients.
The first roll was already a good one: After a few FOs and some hits from my merc Talic went down, killing my merc with the explosion he caused. Then I seperated Madawc from Korlic and took him down with Fireballs and Meteors. Only annoying thing was that Korlic had Mana Burn and was Cold Immune, so after my merc died I had to run around the plateau and time my Meteors really good. But I managed to bring him down after a couple of minutes.
For Baal's minion waves 4 and 5 I came up with a kind of new strategy: Instead of teleporting around and shooting one Orb after the other, I let my merc stand his ground while switching between my level 3 Glacial Spike and level 22 Frozen Orb. That way he could leech without being hit too often (Glacial Spike at level3 doesn't freeze that long in Hell... )
Worked out just fine. Baal wasn't a problem, either (at p3), since Kelpie Snare+Guillaume's Face on my might merc proved to be a viable combo. Only useful drop was a Nightsmoke, though.
Oh, and Hellforge Drops were pretty sweet, too:
NM dropped an Um, Hell a Pul.
Conclusion:
Since I've been playing Meteorb builds for quite a long time now, I never really got in danger except for Hell Act V while teleporting through the Act like mad. I used up maybe 50 Full Rejuvs just for teleporting...I think I should improve my tele skills
At first I wasn't sure whether to go max block or vita, but I think I'll stick to max block with this build and give up on the Spirit Monarch I made...maybe an upped Visceratuant or Moser's will suit me well.
And yeah, I was in desperate need of resistances and life, hence the "The Ward" and "Haemosu's" and all those poor charms...
Although I thought that Meteorbs were a very versatile build, I noticed that there were by far more Cold/Fire Immunes as were Lightning/Cold Immunes...so my next sorc might be a CL/FO (after I got my Blizzard sorc through Hell...).
Well, thanks for reading!
Guardian #2: Tamara, MFing Meteorb sorceress
...not a tournament character this time, but a character built to gain some wealth again after my restart (I included links to screenshots - they might take some time to load --> although they are reduced in quality and in GIF-format, they still are around 280 KB each).
Guardian Tamara (Lv 82 sorceress)
Stats (without/with gear)
Str: 84 (125)
Dex: 156 (194)
Vit: 225 (247)
Ene: 35 (35)
Life: 851
Mana: 293
Def: 1369
Chance to Block: 50%
Resists: 58/75/75/56 (Fire/Cold/Lightning/Poison)
Skills
Fire: Meteor 20, Fireball 20, Fire Mastery 12, Warmth, Fire Bolt, Inferno, Blaze, Fire Wall 1
Fire Ball Damage: 2191-2461
Meteor Damage: 5178-5477
Cold: Frozen Orb 20, Cold Mastery 8, Ice Bolt, Ice Blast, Frost Nova, Glacial Spike, Blizzard 1
Frozen Orb Damage: 295-311
Lightning: Static Field, Telekinesis, Teleport 1
Gear
Primary Switch:
Spirit
Crystal Sword
'TalThulOrtAmn'
One-Hand Damage: 5 to 15
Durability: 20 of 20
Required Strength: 43
Required Level: 25
Sword Class - Normal Attack Speed
Item Version: 1.10+ Expansion
Item Level: 47
Fingerprint: 0x25d76ebf
+22 to Vitality
+97 to Mana
+250 Defense vs. Missile
Adds 1-50 lightning damage
Adds 3-14 cold damage over 3 seconds
+75 poison damage over 5 seconds
7% Life stolen per hit
55% Faster Hit Recovery
35% Faster Cast Rate
+2 to All Skill Levels
+7 Magic Absorb
Socketed (4: 4 used)
The Ward
Gothic Shield
Defense: 112
Chance to Block: 46%
Durability: 38 of 40
Required Strength: 60
Required Level: 26
Item Version: 1.10+ Expansion
Item Level: 49
Fingerprint: 0xe99f394a
+10 to Strength
+100% Enhanced Defense
+10% Increased Chance of Blocking
+40 Defense
Magic Damage Reduced by 2
All Resistances +36
Secondary Switch:
Gull, Milabrega's Orb
Might Mercenary:
Tal's Mask, Skin of the Flayed One,
Beast Spike
Hyperion Spear
Two-Hand Damage: 140 to 486
Durability: 23 of 30
Required Dexterity: 120
Required Strength: 155
Required Level: 48
Spear Class - Fast Attack Speed
Item Version: 1.10+ Expansion
Item Level: 81
Fingerprint: 0x7bc3083c
+20 to Mana
+301% Enhanced Damage
+13 to Attack Rating
+9 to Maximum Damage
6% Life stolen per hit
Level 3 Stun (24/27 Charges)
versus Bosses I exchanged Tal's and the Spear for Guillaume's Face and Kelpie Snare.
Further Equipment:
Rich (BB code):
Haemosu's Adamant
Cuirass
Defense: 699
Durability: 50 of 50
Required Strength: 52
Required Level: 44
Item Version: 1.10+ Expansion
Item Level: 59
Fingerprint: 0xa6cffad
+75 to Life
+500 Defense
+35 Defense vs. Missile
+40 Defense vs. Melee
Requirements -20%
Credendum
Mithril Coil
Defense: 109
Durability: 16 of 16
Required Strength: 106
Required Level: 65
Item Version: 1.10+ Expansion
Item Level: 87
Fingerprint: 0xaae9cb3e
+10 to Strength
+10 to Dexterity
+50 Defense
All Resistances +15
Magefist
Light Gauntlets
Defense: 24
Durability: 17 of 18
Required Strength: 45
Required Level: 23
Item Version: 1.10+ Expansion
Item Level: 34
Fingerprint: 0xda0d7f50
+22% Enhanced Defense
Regenerate Mana 25%
+10 Defense
Adds 1-6 fire damage
20% Faster Cast Rate
+1 to Fire Skills
Natalya's Soul
Mesh Boots
Defense: 160
Durability: 66 of 66
Required Strength: 65
Required Level: 25
Item Version: 1.10+ Expansion
Item Level: 87
Fingerprint: 0x576ba41f
+117 Defense
Lightning Resist +18%
Cold Resist +23%
+50 Maximum Durability
40% Faster Run/Walk
Heal Stamina Plus 20% (Based on Character Level)
Natalya's Totem
Grim Helm
Defense: 217
Durability: 39 of 40
Required Strength: 58
Required Level: 59
Item Version: 1.10+ Expansion
Item Level: 87
Fingerprint: 0xa9c24d46
+19 to Strength
+28 to Dexterity
+155 Defense
Magic Damage Reduced by 3
All Resistances +18
Chromatic Amulet of Thawing
Required Level: 41
Item Version: 1.10+ Expansion
Item Level: 81
Fingerprint: 0xc22a0410
All Resistances +27
Half Freeze Duration
Beast Knot
Ring
Required Level: 48
Item Version: 1.10+ Expansion
Item Level: 59
Fingerprint: 0x8e81f30a
+5 to Life
+41 to Attack Rating
Damage Reduced by 1
All Resistances +9
8% Better Chance of Getting Magic Items
Scintillating Ring
Required Level: 59
Item Version: 1.10+ Expansion
Item Level: 81
Fingerprint: 0x5f7b218d
All Resistances +12
Amber Large Charm of Sustenance
Keep in Inventory to Gain Bonus
Required Level: 27
Item Version: 1.10+ Expansion
Item Level: 83
Fingerprint: 0x42d27e63
+18 to Life
Lightning Resist +15%
Large Charm of Vita
Keep in Inventory to Gain Bonus
Required Level: 50
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0x29d2ba3
+29 to Life
Large Charm of Vita
Keep in Inventory to Gain Bonus
Required Level: 50
Item Version: 1.10+ Expansion
Item Level: 84
Fingerprint: 0x7429dbda
+30 to Life
Fiery Large Charm of Vita
Keep in Inventory to Gain Bonus
Required Level: 66
Item Version: 1.10+ Expansion
Item Level: 83
Fingerprint: 0x121c9237
+34 to Life
Adds 1-3 fire damage
Ocher Small Charm of Life
Keep in Inventory to Gain Bonus
Required Level: 14
Item Version: 1.10+ Expansion
Item Level: 49
Fingerprint: 0xf7404108
+7 to Life
Lightning Resist +7%
Jade Small Charm of Greed
Keep in Inventory to Gain Bonus
Required Level: 20
Item Version: 1.10+ Expansion
Item Level: 43
Fingerprint: 0x25ba79a4
Poison Resist +9%
6% Extra Gold from Monsters
Crimson Small Charm
Keep in Inventory to Gain Bonus
Item Version: 1.10+ Expansion
Item Level: 13
Fingerprint: 0xfaba493f
Fire Resist +4%
Azure Small Charm of Strength
Keep in Inventory to Gain Bonus
Required Level: 16
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0x4ac3b018
+2 to Strength
Cold Resist +4%
Cobalt Small Charm
Keep in Inventory to Gain Bonus
Required Level: 20
Item Version: 1.10+ Expansion
Item Level: 87
Fingerprint: 0xce26fc77
Cold Resist +9%
Russet Small Charm
Keep in Inventory to Gain Bonus
Required Level: 10
Item Version: 1.10+ Expansion
Item Level: 31
Fingerprint: 0xea0fd6f1
Fire Resist +7%
MF Equipment:
Chance Guards (40%)
Tancred's Skull+Weird (78%)
War Traveler (42%)
Fortuitous Ring of Fortune (30%)
Nagelring (24%)
with Gull and Milabrega's Orb mentioned above that's a total of 334% MF
Here's the story:
Did Normal and NM on p8 while stopping a bit at NM Andy and Meph for MFing. Among other things I got a HoZ from NM Mephisto (sweeeeet ).
After leveling to around level72 with Baal runs in NM I progressed to Hell. I rushed through Hell at p1 completing all quests, but leaving most of non-boss-packs behind. I spent some time running Mephisto, who seemed to drop worse than in NM, and so I rushed to Diablo, who was much easier to kill than Mephisto. He also did drop way better...(Verdungo's with 14% damage reduction). Act V would have been annoying if I hadn't just teleported right through to the Ancients.
The first roll was already a good one: After a few FOs and some hits from my merc Talic went down, killing my merc with the explosion he caused. Then I seperated Madawc from Korlic and took him down with Fireballs and Meteors. Only annoying thing was that Korlic had Mana Burn and was Cold Immune, so after my merc died I had to run around the plateau and time my Meteors really good. But I managed to bring him down after a couple of minutes.
For Baal's minion waves 4 and 5 I came up with a kind of new strategy: Instead of teleporting around and shooting one Orb after the other, I let my merc stand his ground while switching between my level 3 Glacial Spike and level 22 Frozen Orb. That way he could leech without being hit too often (Glacial Spike at level3 doesn't freeze that long in Hell... )
Worked out just fine. Baal wasn't a problem, either (at p3), since Kelpie Snare+Guillaume's Face on my might merc proved to be a viable combo. Only useful drop was a Nightsmoke, though.
Oh, and Hellforge Drops were pretty sweet, too:
NM dropped an Um, Hell a Pul.
Conclusion:
Since I've been playing Meteorb builds for quite a long time now, I never really got in danger except for Hell Act V while teleporting through the Act like mad. I used up maybe 50 Full Rejuvs just for teleporting...I think I should improve my tele skills
At first I wasn't sure whether to go max block or vita, but I think I'll stick to max block with this build and give up on the Spirit Monarch I made...maybe an upped Visceratuant or Moser's will suit me well.
And yeah, I was in desperate need of resistances and life, hence the "The Ward" and "Haemosu's" and all those poor charms...
Although I thought that Meteorbs were a very versatile build, I noticed that there were by far more Cold/Fire Immunes as were Lightning/Cold Immunes...so my next sorc might be a CL/FO (after I got my Blizzard sorc through Hell...).
Well, thanks for reading!