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 Forum index » Diablo 2 Discussion Section » LLD Discussion
LLD world changes once reset hits
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Inexorable

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PostPosted: Sun Dec 12, 2004 2:44 pm    Post subject:  LLD world changes once reset hits  

With Spirit and Insight hitting the whole lld world once ladder resets.. I'd like to see some speculation as to what builds might get better, or even be viable in the first place.

I'm looking forward to putting together a level 30 warcry barb, myself.
Hammerdins got a HUGE boost, if I may say so, spirit sword/shield both being available to them.
The E-shield sorc might be a better build to try now, so long as they have a good staff to make an insight out of.

Pre-buffs got bigger too, thanks to spirit.

Well, that's all I got time to say, back to my typing job I go. Let's chat this one up, I wanna see what else you guys think will work.

*plots and plans how many insight pally shields and crystal swords he'll be able to make before reset*

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Knarl wrote:
Inexorable beat LittleKnarl, 4-3. Grumble grumble. My poor smiter.

Knarl wrote:
4-3 for inexorable again in melee. 10 life...pssh.


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ChasingChickens


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PostPosted: Sun Dec 12, 2004 3:05 pm    Post subject:  

I think more than just casters will be using the 'spirit' runeword, at least for the shield, and I'm interested in using 'insight' on an eshield sorc.

And I also think edge will be used, at least for shopping Very Happy

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Belarathon


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PostPosted: Sun Dec 12, 2004 3:06 pm    Post subject:  

i think one of the most scary lld's after ladder reset is insight charger. it's easy to make so someone could stack up a bunch of ethereal ones, or just try and get a decent dmg non eth one. with mediation if he gets a charge lock itll basically neverr stop till you hit a wall or a rock etc. he will be able to charge bug ALL THE TIME (the bug where a charger dissapears and you see yourself dying but dont know how) 46% double damage and 250%ish bonus to ar, i think itll for sure be a major build people might even just use insight/lvl 1 charge on switch, on a different type of pala. and yes hammerdins are good now! i need to practice a lot to becmoe skilled like a few of my friends in hammerdin dueling
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ChasingChickens


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PostPosted: Sun Dec 12, 2004 3:15 pm    Post subject:  

I always found it hard to duel with a hammerdin because they could just run the distance and cast at you, are hammerdins allowed to use foh?
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VoicesLLD

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PostPosted: Sun Dec 12, 2004 3:21 pm    Post subject:  

yes.
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Belarathon


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PostPosted: Sun Dec 12, 2004 3:24 pm    Post subject:  

hammerdins main problem is necro, yes they can run away and shoot at you, but if you can keep on charging at them and keep them running and not casting, you could catch up to them and hammer a couple times and they die. vs sorc, it's basically just randomly placing your hamemrs, charging alll ove rthe palce neevr stays till long enought o get hit and cast ahmmers eventually they will teleport into some or walk, i dont think they would ever be able to hit a paladin who is constantly charging, possibly blizz sorc if the pally isnt charging well or if blizz gets namelock. vs melee its obvious what to do Razz but ya, necro will be hard for hammerdin, and i dont think hamemrdin will beat good necros even if hammerdin is great. but he can beat msot necros
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ChasingChickens


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PostPosted: Sun Dec 12, 2004 3:54 pm    Post subject:  

just thought of something, the only real problem with psychic hammer sins is the lack of mana regen, what if one uses a insight stave or something?
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Inexorable

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PostPosted: Sun Dec 12, 2004 4:28 pm    Post subject:  

ChasingChickens wrote:
just thought of something, the only real problem with psychic hammer sins is the lack of mana regen, what if one uses a insight stave or something?



I got an insight battle staff if someone wants to test this on ladder right now.

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Knarl wrote:
Inexorable beat LittleKnarl, 4-3. Grumble grumble. My poor smiter.

Knarl wrote:
4-3 for inexorable again in melee. 10 life...pssh.


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Jerkazoid


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PostPosted: Sun Dec 12, 2004 4:52 pm    Post subject:  

ChasingChickens wrote:
just thought of something, the only real problem with psychic hammer sins is the lack of mana regen, what if one uses a insight stave or something?


even with indefinite mana the hammer sin shouldnt win.
by this i mean a soe or viper magi negates most of the dmg.

slvl 29 = 50-66 magic + 50-66 phys
this is avg of 20 pvp...

all u need is 20 mdr.. or 10mdr and 10 dr.. or 17dr and 3 mdr.. dmg would then be 0.. mdr and dr will filter over to the other dmg type bc each may be lowered into the negatives by dr or mdr

also a 100% unblockable, auto hit, namelock from 1 screen away, single frame attack is of the upmost in BM...

imagine if the skills dmg had been viable (granted it would need a +200% syngery)

i forsee a spirit casting lvl 29 with meditation on switc....h as being fun..

... but in no way will it be viable. the dmg is just too low. (and thats a good thing).. had this hit just 200 physical and 200 magic we would all be in trouble. and at 300/300 the build would have owned everyone with its 51/51 pvp dmg, autohit, 9 frame, zap from across 3 screens,95% kb.... and NO cool down. Twisted Evil

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ChasingChickens


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PostPosted: Sun Dec 12, 2004 5:03 pm    Post subject:  

what if you had a shadow master to do damage for you? would that work?
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Jerkazoid


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PostPosted: Sun Dec 12, 2004 5:23 pm    Post subject:  

its basiclly a shockbear then... however the shadow master is not as strong as bear, right? it could work, but ud have to get good at it.. also u gotta watch out for KB NOT working, u gotta run when people get close.

its a mixed blessing

a full Psychic or Psionicist should have been alowed viability with syngery from MB and CoS.. yet hitting viable dmg (about 35/35 pvp) would condem us all.

mixed with some traps it could work too. u cant tell your master to not lay traps,, so it starts to falter in the rules? not sure

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ChasingChickens


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PostPosted: Sun Dec 12, 2004 6:36 pm    Post subject:  

or you could just go with the infinite mana and a rubber band and have the most annoying character ever
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tupacalypse1622

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PostPosted: Sun Dec 12, 2004 7:46 pm    Post subject:  

isnt the runeword spirit for 4 socket shields and swords? as for shields i can only see it changing lld since pallys will be able to use it but no one else....and it would be nice for a caster to use the mods from spirit and hold a sword but they can probably find better (i.e. orb or wand).....i havent looked much into insight yet....

how do u know what the level reqs are going to be? are they posted? or does it automatically become the highest mod or rune used?
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Inexorable

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PostPosted: Sun Dec 12, 2004 9:46 pm    Post subject:  

Look around. The runeword stats and screenshots are all over the net.
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Knarl wrote:
Inexorable beat LittleKnarl, 4-3. Grumble grumble. My poor smiter.

Knarl wrote:
4-3 for inexorable again in melee. 10 life...pssh.


If you cannot take the heat....
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Jerkazoid


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PostPosted: Sun Dec 12, 2004 10:12 pm    Post subject:  

FYI i did a small test in SP

insight can give double replenish if used with a combat merc. who has prayer as well. the prayer he has adds its synergy to the meditation from the runeword. with his prayer on.. u get it twice.

a normal act2 combat merc at lvl 55 reaches lvl 18 prayer (highest he can get)
http://www.diabloii.net/townsfolk/warrior-combat.shtml
it would be 38 life in 2 seconds. with med + prayer

since +skills will add to the prayer and prayer DOES give its syngery from +skills..
getting your merc to slvl 24 prayer can give u about 66 life in 2 seconds


i should say that if u put this on a single lone paladin and got a good slvl30 prayer for him... wearing the insight + clensing aura is looking at about 94 life in 2 seconds,,,

if u really went crazy u could use clensing + insight on a slvl 40 prayered paladin,, then add the +23 prayer on merc and u get 185 life in 2 seconds with just you and your merc.

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