VNite

VNite

Joined: November 11th, 2000, 10:42 am

April 28th, 2003, 8:08 pm #1

It has been a week full of goodly actions since last VNite, daily

Some folks have expressed interest in gathering up a team of team variants to play on VNite (or any other time). If you are interested, now is the time to put in your 2 bits.

Some are also interested in getting some coop actions with Classic Diablo. Don't just tell me - Post It.

IIRC, I started gnoSniaR the ManZon with a bunch of folks who started new characters as well. He is now lvl 22 reserved to be played with the same partners. Okay if other people went ahead too since now I have quite a character list to be able to join in most any games:

AeroSmith - 66 Air Druid. Done Hell Ancients, needs Baal

Amy - 19 Sorcy Ranger, bow, Litning and FireBall. Act3 Normal

FireEnginRed - 54 (completely) Naked Zon, no jewelry, no charm. New in Hell Act one. Sorry Cy, Charis and I just had to do Baal. Will catch your naked sorcy up today

Hammeroid - 76, Hammer and Smite Patriarch. Mostly guest appearances.

MaterialGirl - 86, washed-up melee sorcy, same build as my all screwed up sorcy (if you can remember that post - the sorcy with 220ish dex and str, base vit). Now a happy MF'er

TooTHrow - 77, 2x thrower. Guest appearances only. People are complaining I take up too many ladder slots ;p

Unknown - 15, Passive Zon in HC. Looking for new partners. RIP CB.

Yawni - 8, some kind of weird Necro team with Gris' WartStewRod

Prime Evils set
Andariel - 15, Poison Zon looking for minions. Any suggestions on Jab or Fend (which to use)?

Duriel - 22, 2 handed axe (possibly spear/javs. Too bad no dual wield) zeal and charge, Cold Immune, Holy Freeze. Already has and army under the banner of CharisCracked

Other Prime Evils are due out soon. Any suggestions on classes and skills for Diablo, Meph, Baal (and Atma) would be appreciate.

Please supply a recent photo with your application to be a minion of your choosen Prime Evil, and a SoJ for handling and processing.

Any plans for tomorrow or just mix and match?

KoP

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Charis
Charis

April 28th, 2003, 9:08 pm #2

> It has been a week full of goodly actions since
> last VNite, daily

Gogogogo, I've hardly slept. Several nights past 2am, I dozed off at desk after too large a lunch today. Last night's "stealth hunt" failed, but it was only a grazing wound (if you have to ask, nvm)

> Some folks have expressed interest in gathering up
> a team of team variants to play on VNite (or any
> other time). If you are interested, now is the time
> to put in your 2 bits.

I would be interested in this, but have been out of the loop so long I don't have any team or plan in mind, just that focused play with regular teammates would be very good, able to base a build around what complemented the others best. Maybe I'll make a few off the cuff comments
- Anything that required every char every time would be very hard to pull off due to busy schedules
- It needn't be a complicated variant. Something as simple as 'team pure' (no twinking, may only trade/share within group, no playing/lvling except to make up a missed quest outside the weekly team game) would be differnent enough to be good.
- A simple 'all bow-users' or 'all rogue mercs', 'all baba merc' squad, a team of 'Cats' (each player has NINE lives, no more, in which to defeat Hell Baal), if everyone has a decent machine an 'all summoning' team.
- Another thought is something that saw a rather brief trial within an EST context - a full game clear but where many activities were done in 2-3 smaller commando squads. Act 2 example: Alpha might go get the staff in maggot lair, another the viper amu, a third hit the Ancient Tunnels. In AS they pair off and cover the four arms simultaneously. Call this one "Special Forces". While there might be a few natural and repeated squads that work well, the idea would be to mix and swap the squad lvl matchups frequently. Each character should avoid being a one trick pony, with two 'modes', to allow it to pick a style that works within that night's commando team. A hybrid AMZ for example might tank when hooked up with a sorc, or provide artillery bow support when hooked up with a barb. In each Act one of the players would act as special force commander, deciding the squad breakdown and arbitrating any disputes (not that there would be any). This cmdr slot would rotate around so everyone (who wanted to) would get a chance.

- Update on progress on my characters

ChariSaharra - lvl 51 Elemental Druid. Runs with FireEngineRed and CyZeroFPS. Hell/1. 105 undistributed points, debating whether to go no dex or full block dex. Probably a baba merc, but unsure.

CharisCrackers - an insane necromancer who started as a cracked gear-only vitality only GFP revivalist (and will run as such with highly variant characters.) He has become a devoted follower of 'the true Duriel', and working to support an Army to follow him. Might merc obtained. Around clvl 21, questing in act 3 but has got to NM/2 briefly for a merc. He has changed now to putting pts to mana to support his army, and will at some point start using better than cracked gear when the 'false Duriel' drops. Can you say "Dury runs" ?

ChariSena - Hybrid 'True' Amazon. Act 3 norm
She has played with Amy and Cy's Sanciere (?)
Sena hopes to be a strong and versatile coop player, at present she sometimes slips off to do AMZ boss hunting and other quests. Plans rogue merc.

ChariSancto - Avenger Paladin, lvl 21, running with Manzon and that crew (been a while, I forget now several of the others). Mid-end of act 2 norm. HF merc planned.

Others planned or started as lvl 1:
CharisSissy - Hydra sorc, either going pure fire (fireball or inferno, some blaze) or Hydra/FO with a future in MF runs :P (Is this skill pair good for MF'ing, else what is, as I do want one very strong hunter)

CL sorc. Current reading suggests a crossbow, which was a total surprise (once agn, KoP was right). Unsure now how to proceed. One thought is a 'Goth' with CL and Fireball skills - but is it possible to 'also' build such a character to be a 'tank'?!
(ie one wpn slot would be Demon Machine for spells and for firing, second slot would be high end wpn, probably ITD, and high block shield. High defense? or a dmg-reduction build with base vit? KoP - your comments or link to previous posts on your melee sorcs would be helpful here) This gal would love to end up in a party with a Fanat pally.

Ranger (Paladin crossbow wielder) is planned with elemental attack focus (probably Holy Shock)

Sparta - the Immortal King. Unsure on path, could be heavy warcries, leap attack specialist, or something else.

CharisShadow - Netherspawn Assassin. Heavy, possibly exclusive focus in the Shadow tree. She'll be a bow wielder, though details aren't fleshed out. Merc will be a rogue (enslaved AMZ). Might add in the CE-like trap skill. Probably not a very 'strong' character. If you don't like Cloak of Shadows, don't get her in your party.

> KoP wrote: Andariel - 15, Poison Zon looking for
> minions. Any suggestions on Jab or Fend (which to use)?

They're both good skills, and doable. For Fend you really want a fast base spear (*NOT* Lance, rather something like War Fork or the faster amz one) with decent overall IAS. If you're thinking 1H jav class so that you can also throw them for plague jav, it's a faster base but no ias on a jav, usually good to get some other IAS on body for fending. Go with the faster 'base' speed javs. Plague jav at near max lvl fills up the whole screen for about 6 secs. It's a glorious Andariel like attack. The rest of your gear if freer if you go with jab, and more choices for wpn. She needs minions, eh? CharisShadow assassin might like a slot there.

> Please supply a recent photo with your application
> to be a minion of your choosen Prime Evil, and a
> SoJ for handling and processing.
Or a piece of the 'cracked set' !

> Any plans for tomorrow or just mix and match?
If nothing definitive is planned for a variant team (highly unlikely on one day notice), I wouldn't mind starting up a new character from my planned list. To encourage others to do so, we should (if we go the spontaneous new char route) set a starting time. Or heck, early crew new char time, say 6pm bnet time, and a late crew time for a new char game, say 9pm bnet (example only, should depend on what schedule works for other players showing interest)

Comments?
Charis
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Zed
Zed

April 28th, 2003, 9:20 pm #3

It has been a week full of goodly actions since last VNite, daily

Some folks have expressed interest in gathering up a team of team variants to play on VNite (or any other time). If you are interested, now is the time to put in your 2 bits.

Some are also interested in getting some coop actions with Classic Diablo. Don't just tell me - Post It.

IIRC, I started gnoSniaR the ManZon with a bunch of folks who started new characters as well. He is now lvl 22 reserved to be played with the same partners. Okay if other people went ahead too since now I have quite a character list to be able to join in most any games:

AeroSmith - 66 Air Druid. Done Hell Ancients, needs Baal

Amy - 19 Sorcy Ranger, bow, Litning and FireBall. Act3 Normal

FireEnginRed - 54 (completely) Naked Zon, no jewelry, no charm. New in Hell Act one. Sorry Cy, Charis and I just had to do Baal. Will catch your naked sorcy up today

Hammeroid - 76, Hammer and Smite Patriarch. Mostly guest appearances.

MaterialGirl - 86, washed-up melee sorcy, same build as my all screwed up sorcy (if you can remember that post - the sorcy with 220ish dex and str, base vit). Now a happy MF'er

TooTHrow - 77, 2x thrower. Guest appearances only. People are complaining I take up too many ladder slots ;p

Unknown - 15, Passive Zon in HC. Looking for new partners. RIP CB.

Yawni - 8, some kind of weird Necro team with Gris' WartStewRod

Prime Evils set
Andariel - 15, Poison Zon looking for minions. Any suggestions on Jab or Fend (which to use)?

Duriel - 22, 2 handed axe (possibly spear/javs. Too bad no dual wield) zeal and charge, Cold Immune, Holy Freeze. Already has and army under the banner of CharisCracked

Other Prime Evils are due out soon. Any suggestions on classes and skills for Diablo, Meph, Baal (and Atma) would be appreciate.

Please supply a recent photo with your application to be a minion of your choosen Prime Evil, and a SoJ for handling and processing.

Any plans for tomorrow or just mix and match?

KoP
Well, it doesn't look likely to happen on 7L, but we could give it a go on Roland's server. I don't know if I can make a commitment to a regular Tues night gig but we can cross that bridge if enough people are interested.

Then there's always the biker chicks theme that Occhi, Hawkmoon, and I dreamed up yesterday while CH was afk from our Slackers game...
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Joined: November 29th, 2000, 9:05 pm

April 28th, 2003, 9:31 pm #4

It has been a week full of goodly actions since last VNite, daily

Some folks have expressed interest in gathering up a team of team variants to play on VNite (or any other time). If you are interested, now is the time to put in your 2 bits.

Some are also interested in getting some coop actions with Classic Diablo. Don't just tell me - Post It.

IIRC, I started gnoSniaR the ManZon with a bunch of folks who started new characters as well. He is now lvl 22 reserved to be played with the same partners. Okay if other people went ahead too since now I have quite a character list to be able to join in most any games:

AeroSmith - 66 Air Druid. Done Hell Ancients, needs Baal

Amy - 19 Sorcy Ranger, bow, Litning and FireBall. Act3 Normal

FireEnginRed - 54 (completely) Naked Zon, no jewelry, no charm. New in Hell Act one. Sorry Cy, Charis and I just had to do Baal. Will catch your naked sorcy up today

Hammeroid - 76, Hammer and Smite Patriarch. Mostly guest appearances.

MaterialGirl - 86, washed-up melee sorcy, same build as my all screwed up sorcy (if you can remember that post - the sorcy with 220ish dex and str, base vit). Now a happy MF'er

TooTHrow - 77, 2x thrower. Guest appearances only. People are complaining I take up too many ladder slots ;p

Unknown - 15, Passive Zon in HC. Looking for new partners. RIP CB.

Yawni - 8, some kind of weird Necro team with Gris' WartStewRod

Prime Evils set
Andariel - 15, Poison Zon looking for minions. Any suggestions on Jab or Fend (which to use)?

Duriel - 22, 2 handed axe (possibly spear/javs. Too bad no dual wield) zeal and charge, Cold Immune, Holy Freeze. Already has and army under the banner of CharisCracked

Other Prime Evils are due out soon. Any suggestions on classes and skills for Diablo, Meph, Baal (and Atma) would be appreciate.

Please supply a recent photo with your application to be a minion of your choosen Prime Evil, and a SoJ for handling and processing.

Any plans for tomorrow or just mix and match?

KoP
When I can catch you guys, I join in.

Plans?

21 Early Act III, Bone_Apart.

Meleeish Necromancer with a Napoleonic Twist, polearms and scythes his aim. He likes artillery, so he will be maxing his bony army of Mage Skeletons and probably Fire Golems. No Bone Spirit, Bone Spear only. Bone Armor. No Amp damage until defeating Szaark, which I just did the other day. No Lower Resist until Lord De Seis gets defeated. As you saw the other night, my tactical knowledge of how to use Earthworks, Bone Wall, is spotty at best. Will work on that. Bone armor, bone Helms, Bone Shields . . . Bone Head, really. Merc = Legionarie, since Napoleon always liked his Lancers. (See the movie Waterloo with Rod Steiger for the Reference . . . Lancer's versus Scots Grays)

NOTE: Anyone who finds a Two Socketed Wand with two or three level Bone Spear on it TELL ME! I NEED IT!

22 Paladin Rogue Ranger: see other posts. Will join in whatever groups he can fit into.

15 Druid Air Burst: Slacker One Trick Pony, play with Slackers only.

43 Druid NM Act II AS at present: Death From Above is Elemental Druid. Adds a point to Ravens with each act Completed. Otherwise, uses barb merc, Armageddon, Hurricaine, occasional Twister for grins.

Barely Started.

Aye_Shadow for Shadow Skills Only Assassin. In Hell Diff, will use Death Sentry as otherwise the 50% phys res makes it too EFFFING tedious. Shadow Master is going to get maxed, deal with cloaks folks!

YourFez_MyAdze is probably a melee sorceress, not sure. Was going to go Fire and Ice, but may change my mind and do

FireBall/Chain/Spike. NO TIMERS!!!!!

Moose_SeeYum is a Boot Camp Dropout. See a few posts down for rules.
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Joined: November 29th, 2000, 9:05 pm

April 28th, 2003, 9:33 pm #5

Well, it doesn't look likely to happen on 7L, but we could give it a go on Roland's server. I don't know if I can make a commitment to a regular Tues night gig but we can cross that bridge if enough people are interested.

Then there's always the biker chicks theme that Occhi, Hawkmoon, and I dreamed up yesterday while CH was afk from our Slackers game...
Hmmmm, memory fuzzy . . .

Barbarian Mercs
All Leather
Lots of Speed
Blade Traps only
Venom? I forget.
Claw Mastery of course.
Fade? cant remember, but my denims always fade with more use . . .

Weapons theme? One axe, one polearm, one sword, one Spear? Or was that just idle musing.

What did I leave out?
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Joined: November 29th, 2000, 9:05 pm

April 28th, 2003, 9:53 pm #6

When I can catch you guys, I join in.

Plans?

21 Early Act III, Bone_Apart.

Meleeish Necromancer with a Napoleonic Twist, polearms and scythes his aim. He likes artillery, so he will be maxing his bony army of Mage Skeletons and probably Fire Golems. No Bone Spirit, Bone Spear only. Bone Armor. No Amp damage until defeating Szaark, which I just did the other day. No Lower Resist until Lord De Seis gets defeated. As you saw the other night, my tactical knowledge of how to use Earthworks, Bone Wall, is spotty at best. Will work on that. Bone armor, bone Helms, Bone Shields . . . Bone Head, really. Merc = Legionarie, since Napoleon always liked his Lancers. (See the movie Waterloo with Rod Steiger for the Reference . . . Lancer's versus Scots Grays)

NOTE: Anyone who finds a Two Socketed Wand with two or three level Bone Spear on it TELL ME! I NEED IT!

22 Paladin Rogue Ranger: see other posts. Will join in whatever groups he can fit into.

15 Druid Air Burst: Slacker One Trick Pony, play with Slackers only.

43 Druid NM Act II AS at present: Death From Above is Elemental Druid. Adds a point to Ravens with each act Completed. Otherwise, uses barb merc, Armageddon, Hurricaine, occasional Twister for grins.

Barely Started.

Aye_Shadow for Shadow Skills Only Assassin. In Hell Diff, will use Death Sentry as otherwise the 50% phys res makes it too EFFFING tedious. Shadow Master is going to get maxed, deal with cloaks folks!

YourFez_MyAdze is probably a melee sorceress, not sure. Was going to go Fire and Ice, but may change my mind and do

FireBall/Chain/Spike. NO TIMERS!!!!!

Moose_SeeYum is a Boot Camp Dropout. See a few posts down for rules.
Karl_Martel

Paladin

Maces, Hammers, and Mauls/Great Mauls only. Scepters OK until the First Mace drops.

Charge (Concentration)
Vengeance
Smite
Holy Shield

He is a deluded Paladin who thinks he is Charles Martel, the Hammer, Victor at the Battle of Tours. He seeks to drive the infidel back from the Land of Westmarch.

Merc? Pikeman I suppose, maybe archers, no mages.

More later.
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Charis
Charis

April 28th, 2003, 10:31 pm #7

Well, it doesn't look likely to happen on 7L, but we could give it a go on Roland's server. I don't know if I can make a commitment to a regular Tues night gig but we can cross that bridge if enough people are interested.

Then there's always the biker chicks theme that Occhi, Hawkmoon, and I dreamed up yesterday while CH was afk from our Slackers game...
As a Paladin fan, and wondering how well an all-Pal team would do, I would likely be interested in the Seven Samurai. (Much more so than the biker one :P ) Do you have more info on the final rules? I ran into your inital post which had many ideas but I wasn't clear what you ended up with.
http://www.network54.com/Hide/Forum/mes ... =990200609

I've never played HC seriously. If you wanted to try that route I wouldn't object, but the comfort level would be much higher on SC. Then again, given how HC would likely turn out, time commitment would end up being far less :P

Charis
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Joined: August 29th, 2001, 4:26 am

April 28th, 2003, 10:41 pm #8

> It has been a week full of goodly actions since
> last VNite, daily

Gogogogo, I've hardly slept. Several nights past 2am, I dozed off at desk after too large a lunch today. Last night's "stealth hunt" failed, but it was only a grazing wound (if you have to ask, nvm)

> Some folks have expressed interest in gathering up
> a team of team variants to play on VNite (or any
> other time). If you are interested, now is the time
> to put in your 2 bits.

I would be interested in this, but have been out of the loop so long I don't have any team or plan in mind, just that focused play with regular teammates would be very good, able to base a build around what complemented the others best. Maybe I'll make a few off the cuff comments
- Anything that required every char every time would be very hard to pull off due to busy schedules
- It needn't be a complicated variant. Something as simple as 'team pure' (no twinking, may only trade/share within group, no playing/lvling except to make up a missed quest outside the weekly team game) would be differnent enough to be good.
- A simple 'all bow-users' or 'all rogue mercs', 'all baba merc' squad, a team of 'Cats' (each player has NINE lives, no more, in which to defeat Hell Baal), if everyone has a decent machine an 'all summoning' team.
- Another thought is something that saw a rather brief trial within an EST context - a full game clear but where many activities were done in 2-3 smaller commando squads. Act 2 example: Alpha might go get the staff in maggot lair, another the viper amu, a third hit the Ancient Tunnels. In AS they pair off and cover the four arms simultaneously. Call this one "Special Forces". While there might be a few natural and repeated squads that work well, the idea would be to mix and swap the squad lvl matchups frequently. Each character should avoid being a one trick pony, with two 'modes', to allow it to pick a style that works within that night's commando team. A hybrid AMZ for example might tank when hooked up with a sorc, or provide artillery bow support when hooked up with a barb. In each Act one of the players would act as special force commander, deciding the squad breakdown and arbitrating any disputes (not that there would be any). This cmdr slot would rotate around so everyone (who wanted to) would get a chance.

- Update on progress on my characters

ChariSaharra - lvl 51 Elemental Druid. Runs with FireEngineRed and CyZeroFPS. Hell/1. 105 undistributed points, debating whether to go no dex or full block dex. Probably a baba merc, but unsure.

CharisCrackers - an insane necromancer who started as a cracked gear-only vitality only GFP revivalist (and will run as such with highly variant characters.) He has become a devoted follower of 'the true Duriel', and working to support an Army to follow him. Might merc obtained. Around clvl 21, questing in act 3 but has got to NM/2 briefly for a merc. He has changed now to putting pts to mana to support his army, and will at some point start using better than cracked gear when the 'false Duriel' drops. Can you say "Dury runs" ?

ChariSena - Hybrid 'True' Amazon. Act 3 norm
She has played with Amy and Cy's Sanciere (?)
Sena hopes to be a strong and versatile coop player, at present she sometimes slips off to do AMZ boss hunting and other quests. Plans rogue merc.

ChariSancto - Avenger Paladin, lvl 21, running with Manzon and that crew (been a while, I forget now several of the others). Mid-end of act 2 norm. HF merc planned.

Others planned or started as lvl 1:
CharisSissy - Hydra sorc, either going pure fire (fireball or inferno, some blaze) or Hydra/FO with a future in MF runs :P (Is this skill pair good for MF'ing, else what is, as I do want one very strong hunter)

CL sorc. Current reading suggests a crossbow, which was a total surprise (once agn, KoP was right). Unsure now how to proceed. One thought is a 'Goth' with CL and Fireball skills - but is it possible to 'also' build such a character to be a 'tank'?!
(ie one wpn slot would be Demon Machine for spells and for firing, second slot would be high end wpn, probably ITD, and high block shield. High defense? or a dmg-reduction build with base vit? KoP - your comments or link to previous posts on your melee sorcs would be helpful here) This gal would love to end up in a party with a Fanat pally.

Ranger (Paladin crossbow wielder) is planned with elemental attack focus (probably Holy Shock)

Sparta - the Immortal King. Unsure on path, could be heavy warcries, leap attack specialist, or something else.

CharisShadow - Netherspawn Assassin. Heavy, possibly exclusive focus in the Shadow tree. She'll be a bow wielder, though details aren't fleshed out. Merc will be a rogue (enslaved AMZ). Might add in the CE-like trap skill. Probably not a very 'strong' character. If you don't like Cloak of Shadows, don't get her in your party.

> KoP wrote: Andariel - 15, Poison Zon looking for
> minions. Any suggestions on Jab or Fend (which to use)?

They're both good skills, and doable. For Fend you really want a fast base spear (*NOT* Lance, rather something like War Fork or the faster amz one) with decent overall IAS. If you're thinking 1H jav class so that you can also throw them for plague jav, it's a faster base but no ias on a jav, usually good to get some other IAS on body for fending. Go with the faster 'base' speed javs. Plague jav at near max lvl fills up the whole screen for about 6 secs. It's a glorious Andariel like attack. The rest of your gear if freer if you go with jab, and more choices for wpn. She needs minions, eh? CharisShadow assassin might like a slot there.

> Please supply a recent photo with your application
> to be a minion of your choosen Prime Evil, and a
> SoJ for handling and processing.
Or a piece of the 'cracked set' !

> Any plans for tomorrow or just mix and match?
If nothing definitive is planned for a variant team (highly unlikely on one day notice), I wouldn't mind starting up a new character from my planned list. To encourage others to do so, we should (if we go the spontaneous new char route) set a starting time. Or heck, early crew new char time, say 6pm bnet time, and a late crew time for a new char game, say 9pm bnet (example only, should depend on what schedule works for other players showing interest)

Comments?
Charis
What would be cool is if somebody actually had a go at playing this team that I developed a year or so ago.

I've been wanting to get some players together for it for a while. And what's more is that I can actually make Vnite nowdays (I think). All I really have to do is get the timezones right...

EDIT: Of course we could (and probably should) substitute BNet for Rolands server...

---------------------------------------------------------

Note. Some of these rules are either exactly the same, or variations on some of the rules of the Elemental Strike Team, and as such, credit goes to Sirian for their creation (this mainly applies to some of the general team rules).

Characters: three paladins, one amazon, one assassin, one sorceress and two barbarians.

- If a smaller team is desired, one of the barbarians may be dropped, or the assassin may be dropped. Both may be dropped for a 6 player version.

- All characters to be played "pure" -- no gifts, no twinks, no trades outside the closed group. Gambling is allowed but should be approached from a group strategy, and item sharing and gold sharing should be handled in a "community property" sort of way, ensuring everyone gets what they need, and items go where they are most needed. Characters play together, and are not to be played without the whole group present. (Later on, this might be able to be relaxed, when one or two session's worth of play behind won't put someone out of the game.)

- If a player DOES miss a session, he can solo to make up lost experience, and catch up with lowest clvl in the party. Soloing is to occur ONLY to make up experience if you miss a session, and is not to be abused. Soloing can occur between multiple members of the team if more than one is behind, but all make-up play, solo or otherwise, is to take place in closed passworded games with no characters present from outside the team.

- Players will make new Bnet accounts for their character and make the password known to the team leader so that the role can be adopted by someone else if a player bows out of the team. (This rule optional -- team leaders: arrange things to suit your own team best).

- Whether or not substitutions are allowed on the fly, for one or two gaming sessions, or whether some roles will be "shared" with more than one player playing the same character at different times, is up to the team leader and team members to decide.

- Character naming conventions should be decided by the team as a group. Anything the team wants is viable.

- All Quests are to be completed.

- Finding waypoints, exploring optional dungeons/tombs, and whether or not to full-clear areas, are optional and should be decided within each team.

- Whether or not to replay through areas of the game for items, experience, and cash, is optional. The team may opt for a straight-through approach, without repeating areas, or may repeat any areas they like as often as they wish. The team should discuss its policy ahead of time, so that all players will be on the same page here, having agreed to whatever the terms will be.

- The Army is intended to stay together. This does not mean every player jammed together like sardines into tight spaces. If there are six or more players present in the game at the time, it's feasible to split into two groups, along whatever lines the players see fit. It's recommended that both parties stay near each other, though, to call on players and skills they may need in crisis situations. Help should never be too far away! A good rule of thumb seems to be keeping everyone visible on the automap. How close to stick together may vary by situation and personal preferences.

- Running off to solo is prohibited. Use common sense with this rule, folks. Obviously there will be times when retreat isolates players, or allies have fled or perished, leaving someone alone -- and certainly when fighting LEBs, it may be wise to let one or two players attack instead of everyone getting one another killed with TOO MUCH attacking. Also, some very short-range scouting, luring, or lag-trap clearing may be of benefit. This rule is meant to help the team and keep everyone focused. Running ahead to solo is a clear violation, but what about falling behind as allies rush ahead, bypassing enemies? This too is discouraged. If players disagree on what pace to play, and whether or not to skip fights or even whole levels, this should be ironed out to everyone's satisfaction in advance, preferably, rather than disintegrating the team during play.

- There WILL be times when not everyone shows up. You need more than half the team present for a viable game session, though. So that's the rule: more than half the team. If half or less are present, play should stop or not begin. This does not include make-up play, for players who have fallen behind (due to absence or frequent death and exp loss). They are allowed to play to catch up to the lowest clvl in the main party. The Team Leader should determine what clvl that is, informing players who have fallen behind how far they may catch up. If someone comes late to a session, they should join right in wherever the group is at, and go back later, solo if necessary, in a new game if required, to catch up on whatever was missed.

- If Quests are missed, players are allowed to solo these. However, this may not always be wise. Any character with any restrictions can finish Normal Act 1 quests solo, but what about quests later in the game or on later difficulties? The team should certainly consider going back to redo quests with someone to catch them up, as appropriate. The players will have to decide for each situation.

- Handling items and cash is, of course, a team responsibility. However, if it turns out some players die less frequently, perhaps these should be given the duties of holding on to savings (money). Sharing items can be done efficiently by dropping them in the center of town for anyone to look over; however, be careful, in that a server-side crash can wipe out all items left on the ground. If this approach is taken, be careful to sell off surplus on a regular basis. Alternatively, all items could be identified in a group way, with the entire team gathering in town to look it all over and decide how best to use it. This takes more time but offers the best optimization of item use. Finally, there is the independent (and perhaps easiest, though perhaps NOT most efficient) method of leaving judgement up to each player, as to what to keep and what to offer to the rest of the group. Whatever is chosen for item handling, team leaders should arbitrate any disputes, and extras should be sold for cash rather than left go to waste.

- character skill point restrictions only apply before +skill equipment. (For example, the general may have a legitimate scepter that gives +3 to fanaticism. His natural points in vigor and sanctuary may then be exceeded by his points in fanaticism, but only due to the item. Similarly, + all skills is not factored into skill restrictions.)


THE GENERAL (Paladin)

- The General is the core and backbone of the army. As such, he leads and inspires the members of his army with these skills: Fanaticism*, Sanctuary and Vigor. He is also such a charismatic leader that he has the ability to turn opponents to his team by the use of Conversion.

Note: Fanaticism levels may never exceed 1/2 of his levels in sanctuary+vigor (eg to have level 20 fanaticism he must have level 20 vigor and level 20 sanctuary). All prerequisite points are only allowed one point, and may not be used.

- Equipment: Such an inspirational leader must always be able to ignore his targets defense. He must also always use a scepter and crown to show his importance. (He may not wear headgear until a crown is able to be worn, however, he may use scepters until the first ITD scepter is found. After finding that he may never equip a non-ITD scepter). He must also wear jewelry with damaged reduced or magic damage reduced on it (safety crafts are allowed).

- additional restrictions: Since the general is to be protected at all costs, before entering battle, he must have either a belt completely full of full rejuvenation potions, or he must have all of the teams full rejuvenation potions in his belt. This means that he must always have the first 8 (at least) full rejouvs that are found or cubed.


THE ARCHER (Amazon)

- The archer is restricted to putting skills into two trees. The passive/magic tree and the bow and crossbow tree. These skills are permissible for a modern day archer: All passive/magic* except for Valkyrie, fire arrow, exploding arrow, immolation arrow, strafe arrow. All prerequisite points are only allowed one point, and may not be used.

NOTE: Points in the pierce skill may never exceed 50% of the points in fire arrow. Therefore the maximum points allowable in pierce is ten.

- Equipment. The archer is not permitted to wear any cold damage equipment. She may never wear any jewelry that gives either mana or life steal. Also, as a modern archer, her armour must be light and may never be of a higher class than studded leather types (though exceptional and elite versions of these are ok). That means she may wear: quilted, leather, hard leather and studded leather armours.

ASSASSIN (Assassin) (this character may be dropped from the team depending on numbers)

- The Assassin is the stealthy killer in the army. She may not use any elemental damage skills at all. Her permissible skills are these: Tiger Strike, Dragon Talon, Dragon Claw, Cobra Strike and Dragon Flight. She is also able to use Burst of Speed, Fade and Venom. Claw mastery may be used, but it is never to have more than 3/4 of the points that are placed into Burst of speed.

- Equipment: The Assassin may only ever wield a dagger or claw in her hands. No shields are permitted. She must also have the highest amount of faster run/walk in the army. She also must wear stealth armours as soon as they are available.


MEDIC (Paladin)

The medic in the team is restricted to the following skills: Holy Bolt, Prayer, Meditation, Holy Shield and Salvation. As a medic, he also has the technology to stun his opponents using smite. However, to gain the ability to imbue his shield with holy energy, he needs to gain at least an equivalent level in prayer.

- Equipment: The medic must always be ready for any emergency, and must therefore be able to cop a pounding. Therefore all his equipment (except weapon) must have + to life. He should always have at least +1 to holy bolt on some of his equipment. (+1 all skills is allowed provided he has at least 1 point in holy bolt).

THE PYROMANIAC / FIREBAT (sorc)

- The pyromaniac invests her skill points only in the fire tree. She is limited to: inferno, blaze, fire mastery, warmth and enchant. Inferno must always be her highest skill (except for warmth up to she reaches level 12). All other skills may not exceed inferno. Also, her level in warmth may never be exceeded by her level in fire mastery.

- Equipment: The Pyromaniac must always wear a staff, and all her other equipment must have fire resistance. The Pyro gets the first Tir rune and the first Ral rune that become available.

PRIVATE PSYCHO (Barbarian) (this character may be dropped from the team depending on numbers)

- The Psycho is limited in his options to these skills: Bash, berserk, Frenzy, increased speed/stamina, natural resists and axe mastery. One point only may be placed into iron skin.

- Equipment: The Psycho may never wear a shield, magic damage reduced or damage reduced equipment. So not to slow himself down, he may never wear any armours other than light armour classes (quilted, leather, hard leather, studded leather, breastplate, light plate).

THE FOOTMAN (Barbarian)

- The footman is the standard front line fighter. He is limited to concentrate, leap attack, sword mastery, battle orders and any combination of other passive (non mastery) skills he wants.

- Equipment: The footman is restricted to wielding a sword and a shield. He must wear the heaviest armours available (so he must switch to full plates and other heavy armours as soon as they are available).

THE LIEUTENANT (Paladin)

- The Lieutenant causes his men to gain much higher levels of concentration. He also inspires fear into his enemies. He is allowed: Concentration, Conviction, zeal, Vengence and sacrifice. Due to his undying loyalty, his highest level skill must be sacrifice. He also may never have conviction+Vengence higher than his concentration level.

- Equipment. To be able to shout orders properly without being misunderstood, the Lieutenant must always have his head showing. Therefore his headgear is restricted to circlet/coronet types. He must also wear metallic gear at all times. This includes all paladin shields, but excludes gothic, tower, bone and spiked shield types. It also excludes any leather armours/gloves/boots.
Last edited by smegged on April 28th, 2003, 10:43 pm, edited 1 time in total.
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SoulEdge
SoulEdge

April 29th, 2003, 10:57 am #9

It has been a week full of goodly actions since last VNite, daily

Some folks have expressed interest in gathering up a team of team variants to play on VNite (or any other time). If you are interested, now is the time to put in your 2 bits.

Some are also interested in getting some coop actions with Classic Diablo. Don't just tell me - Post It.

IIRC, I started gnoSniaR the ManZon with a bunch of folks who started new characters as well. He is now lvl 22 reserved to be played with the same partners. Okay if other people went ahead too since now I have quite a character list to be able to join in most any games:

AeroSmith - 66 Air Druid. Done Hell Ancients, needs Baal

Amy - 19 Sorcy Ranger, bow, Litning and FireBall. Act3 Normal

FireEnginRed - 54 (completely) Naked Zon, no jewelry, no charm. New in Hell Act one. Sorry Cy, Charis and I just had to do Baal. Will catch your naked sorcy up today

Hammeroid - 76, Hammer and Smite Patriarch. Mostly guest appearances.

MaterialGirl - 86, washed-up melee sorcy, same build as my all screwed up sorcy (if you can remember that post - the sorcy with 220ish dex and str, base vit). Now a happy MF'er

TooTHrow - 77, 2x thrower. Guest appearances only. People are complaining I take up too many ladder slots ;p

Unknown - 15, Passive Zon in HC. Looking for new partners. RIP CB.

Yawni - 8, some kind of weird Necro team with Gris' WartStewRod

Prime Evils set
Andariel - 15, Poison Zon looking for minions. Any suggestions on Jab or Fend (which to use)?

Duriel - 22, 2 handed axe (possibly spear/javs. Too bad no dual wield) zeal and charge, Cold Immune, Holy Freeze. Already has and army under the banner of CharisCracked

Other Prime Evils are due out soon. Any suggestions on classes and skills for Diablo, Meph, Baal (and Atma) would be appreciate.

Please supply a recent photo with your application to be a minion of your choosen Prime Evil, and a SoJ for handling and processing.

Any plans for tomorrow or just mix and match?

KoP
Thanks to the help of many folks who bravely tanked the Ancients, AmaSoul (Amazon) has finished Hell difficulty, is currently clvl 74ish. She uses Ice, Immolation and Guided Arrow.

SaucySoul (sorceress) is only clvl 15ish, have only used two skill points thus far to get Lightning. Planned to make her a CL sorc, with GS and Blaze later on.

SoleSoul (sorceress) is clvl 18ish HC, main spell is FBall, planned to use CBolt and FOrb (because I have never used FOrb before!).

Would love to join the VNite but time difference is a big issue for me. =(


- SoulEdge -
"*burp* too many pots, I need to pee..."
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Joined: November 11th, 2000, 10:42 am

April 29th, 2003, 11:51 am #10

> It has been a week full of goodly actions since
> last VNite, daily

Gogogogo, I've hardly slept. Several nights past 2am, I dozed off at desk after too large a lunch today. Last night's "stealth hunt" failed, but it was only a grazing wound (if you have to ask, nvm)

> Some folks have expressed interest in gathering up
> a team of team variants to play on VNite (or any
> other time). If you are interested, now is the time
> to put in your 2 bits.

I would be interested in this, but have been out of the loop so long I don't have any team or plan in mind, just that focused play with regular teammates would be very good, able to base a build around what complemented the others best. Maybe I'll make a few off the cuff comments
- Anything that required every char every time would be very hard to pull off due to busy schedules
- It needn't be a complicated variant. Something as simple as 'team pure' (no twinking, may only trade/share within group, no playing/lvling except to make up a missed quest outside the weekly team game) would be differnent enough to be good.
- A simple 'all bow-users' or 'all rogue mercs', 'all baba merc' squad, a team of 'Cats' (each player has NINE lives, no more, in which to defeat Hell Baal), if everyone has a decent machine an 'all summoning' team.
- Another thought is something that saw a rather brief trial within an EST context - a full game clear but where many activities were done in 2-3 smaller commando squads. Act 2 example: Alpha might go get the staff in maggot lair, another the viper amu, a third hit the Ancient Tunnels. In AS they pair off and cover the four arms simultaneously. Call this one "Special Forces". While there might be a few natural and repeated squads that work well, the idea would be to mix and swap the squad lvl matchups frequently. Each character should avoid being a one trick pony, with two 'modes', to allow it to pick a style that works within that night's commando team. A hybrid AMZ for example might tank when hooked up with a sorc, or provide artillery bow support when hooked up with a barb. In each Act one of the players would act as special force commander, deciding the squad breakdown and arbitrating any disputes (not that there would be any). This cmdr slot would rotate around so everyone (who wanted to) would get a chance.

- Update on progress on my characters

ChariSaharra - lvl 51 Elemental Druid. Runs with FireEngineRed and CyZeroFPS. Hell/1. 105 undistributed points, debating whether to go no dex or full block dex. Probably a baba merc, but unsure.

CharisCrackers - an insane necromancer who started as a cracked gear-only vitality only GFP revivalist (and will run as such with highly variant characters.) He has become a devoted follower of 'the true Duriel', and working to support an Army to follow him. Might merc obtained. Around clvl 21, questing in act 3 but has got to NM/2 briefly for a merc. He has changed now to putting pts to mana to support his army, and will at some point start using better than cracked gear when the 'false Duriel' drops. Can you say "Dury runs" ?

ChariSena - Hybrid 'True' Amazon. Act 3 norm
She has played with Amy and Cy's Sanciere (?)
Sena hopes to be a strong and versatile coop player, at present she sometimes slips off to do AMZ boss hunting and other quests. Plans rogue merc.

ChariSancto - Avenger Paladin, lvl 21, running with Manzon and that crew (been a while, I forget now several of the others). Mid-end of act 2 norm. HF merc planned.

Others planned or started as lvl 1:
CharisSissy - Hydra sorc, either going pure fire (fireball or inferno, some blaze) or Hydra/FO with a future in MF runs :P (Is this skill pair good for MF'ing, else what is, as I do want one very strong hunter)

CL sorc. Current reading suggests a crossbow, which was a total surprise (once agn, KoP was right). Unsure now how to proceed. One thought is a 'Goth' with CL and Fireball skills - but is it possible to 'also' build such a character to be a 'tank'?!
(ie one wpn slot would be Demon Machine for spells and for firing, second slot would be high end wpn, probably ITD, and high block shield. High defense? or a dmg-reduction build with base vit? KoP - your comments or link to previous posts on your melee sorcs would be helpful here) This gal would love to end up in a party with a Fanat pally.

Ranger (Paladin crossbow wielder) is planned with elemental attack focus (probably Holy Shock)

Sparta - the Immortal King. Unsure on path, could be heavy warcries, leap attack specialist, or something else.

CharisShadow - Netherspawn Assassin. Heavy, possibly exclusive focus in the Shadow tree. She'll be a bow wielder, though details aren't fleshed out. Merc will be a rogue (enslaved AMZ). Might add in the CE-like trap skill. Probably not a very 'strong' character. If you don't like Cloak of Shadows, don't get her in your party.

> KoP wrote: Andariel - 15, Poison Zon looking for
> minions. Any suggestions on Jab or Fend (which to use)?

They're both good skills, and doable. For Fend you really want a fast base spear (*NOT* Lance, rather something like War Fork or the faster amz one) with decent overall IAS. If you're thinking 1H jav class so that you can also throw them for plague jav, it's a faster base but no ias on a jav, usually good to get some other IAS on body for fending. Go with the faster 'base' speed javs. Plague jav at near max lvl fills up the whole screen for about 6 secs. It's a glorious Andariel like attack. The rest of your gear if freer if you go with jab, and more choices for wpn. She needs minions, eh? CharisShadow assassin might like a slot there.

> Please supply a recent photo with your application
> to be a minion of your choosen Prime Evil, and a
> SoJ for handling and processing.
Or a piece of the 'cracked set' !

> Any plans for tomorrow or just mix and match?
If nothing definitive is planned for a variant team (highly unlikely on one day notice), I wouldn't mind starting up a new character from my planned list. To encourage others to do so, we should (if we go the spontaneous new char route) set a starting time. Or heck, early crew new char time, say 6pm bnet time, and a late crew time for a new char game, say 9pm bnet (example only, should depend on what schedule works for other players showing interest)

Comments?
Charis
about my screwed up sorcy too, so here's the link I managed to dig up.

http://www.network54.com/Hide/Forum/mes ... 1025375119

It wasn't meant to be a build guide, I just thought I'd let people have some fun guessing.

Some more comments:
- Base Vit: 20 Vit bonus shown on the pix is from the Thundergod Vigor.

- Strength: First stage is to get it to 102 which would allow you to wear Griswold's Heart plate with 917-950 DR. The plate has -40 req and 3 sockets, gives 20 Str as a side bonus. Prime choices for the holes would be +resist runes, stats (str for example), or just perfect topaz for MF.

- Strength second stage: Now that you have Griswold's plate you will have 122 Str which would allow you to wear the ThunderGod Vigor (110 str req).

TGV has +20 Lightning Absorb and 10% To Maximum Lightning Resist. It makes you pretty safe from LEBs even with low to mid LR, and mild/semi-strong LEBs will actually heal you if you have high LR. Blackhorn Face does a good job on lite absorb too but there are so much more desirable mods you can have on the hat. Blackhorn Face plus another good belt cannot match the bonuses you can get with TGV plus a good hat, so get your lite abs from the belt.

You mentioned using Light Sabre. That would be the same case as above since you can do better with a Wizard Spike which will almost fix any characters resist problems and gives you a huge mana pool to fuel your ES. Also, 50% fast cast would be just the thing you are looking for if you plan to use Fireballs. If you combine maxed FM, fast casted FB and Hydra you would be a scary sight to any non FIs. IIRC, you have seen Penny (the discontinued est fire sorcy) in acton What little damage you can do with a Lite Sabre on a sorcy would not make a good melee setup in MP anyway.

- Strength 3rd+ stage: TGV also gives 20 str bonus which would take you to 144 str so you would need only 12 more str to equip a Storm Shield. SS gives you another 30 str bonus and blocks at 67% for a sorcy. I pumped dex higher to max it at 75%. Of course you know other shields can block just as good as the Stormy and the reason for the SS is its 35% damage reduction. And since you are going melee anyway, you would want a heavy weapon that would make some baba look like a sissy. By now you would have 186 str with the SS equiped and be able to weild any one handed weapon in the game by putting 3 more points to strength Can you say Schaefer's Hammer?

If you are going for a 2 handed weapon with your swap setup then you would have to pump str from 156 (before SS bonus) - save stats and distribute as you find heavier weapons. Parfait can pickup an IK maul, tried a HellSlayer (looks too small, wimpy) and settled on a Cruel Glorious Axe. Looks more intimidating and faster than the other 2 choices.

Other items used included:
Rising Sun amulet - practically Fire Immune. Heals even under mild Hydra attacks by the councils if you have decent fire res.
A Cathan Seal
Resist ring / Raven Frost when playing in Act5 caves
Dual resist fast w/r boots
+2 sorc circlet with a topaz.
Chance Guard

When I anticipate heavy slashing action I would switching to Sigons gloves and boots, and throw on a Shaftsstop if I plan to use my glorious axe.

Okay, so you don't have all this stuff. That's what make this build fun. Its the versatility you get from pumping str and dex. Even if you have all the uber items you would still be switching items around to suit your different moods/needs - BECAUSE YOU CAN

As far as MFing is concerned, you really need nothing other than things that boosts you MF% and half decent LR. The other resists are not much of concerns when you have a nonstop flight to uncle Mephy.

Safety and Tanking - Dex/Blocking is half the formula and you can still get 75% block with easy to find items. A decent lvl of ES is the other half of the formula (no item required) with your low Vit. Somewhere around 50% would be about right depending on your total mana and final HP. Be careful not to actually put that many skill points into ES, adjust it by the amount of +skills you expect to have. With that kind of Str and Dex you can use practically any items in the game - I don't have to tell you the possibilities

It's not as much as I wanted to say but more than I have time to organize my thoughts ;p Hope it still helps.

KoP
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