daiblo 2

vmxa said:
It probably works out to some small fraction of a cent per hour for all the playing time I have gotten. I all every char through Hell mode at least once in SP. Some more than once.

I recently bought Diablo 2 (played it back in 2000 as well, but I was a stupid kid and wasn't able to get past Act 2) and got up to Act 3. I got annoyed by all the respawning monsters whenever I ended the game. They're nice for experience, but when I have to take a long route to the next quest it gets very annoying with the large amount of enemies in Act 3. Maybe I don't have the will to power through since it's a rather old game and I also want to continue on other, newer games.
 
Strauss said:
I recently bought Diablo 2 (played it back in 2000 as well, but I was a stupid kid and wasn't able to get past Act 2) and got up to Act 3. I got annoyed by all the respawning monsters whenever I ended the game. They're nice for experience, but when I have to take a long route to the next quest it gets very annoying with the large amount of enemies in Act 3. Maybe I don't have the will to power through since it's a rather old game and I also want to continue on other, newer games.

Yes I am not easily put off by hard or tedious, once I decide I am going to do it.

The respawn use to bug me, but then I learned to love it. You just always hit the way points before saving, so you can come back and skip the rift raft, if you want.

If you are running any Necro or any char that needs some dead bodies, you like those respawns. I use to send my Necro back to some easy spot to raise his army and then go after the new area with a full crew. Very useful in Hell, even Nighmare it does not hurt.

It is also useful for things like getting XP for a new hire. Say you decide to switch from your current handyman and hire from a say Act 2 Nightmare. The new guy may be many levels behind you, so spin down to some place where he can do most of the killing and catch up.
 
The respawn use to bug me, but then I learned to love it. You just always hit the way points before saving, so you can come back and skip the rift raft, if you want.
There is one way point you might not want to hit - the one in Halls of Pain (Act 5, Level 3 of Halls of Pain). If you activate it, a red portal inside the town, connected to a easy farming site, would be closed. If you don't, the red portal stays. Sure the patch nerfed Pindleskin's loot... but it's still okay since it's so accessible. Especially for Barbarians... you can easily get a lot of potions in a short amount of time.

It is also useful for things like getting XP for a new hire. Say you decide to switch from your current handyman and hire from a say Act 2 Nightmare. The new guy may be many levels behind you, so spin down to some place where he can do most of the killing and catch up.

If you install the lastest patch (v1.11), all henmen you hire will be 1 to 5 levels lower than you. No more tedious henchmen training!
 
I know they changed it in the 1.11, but I was in the middle of a game and did not want to apply it. I may for the next one. Catching up the hired help is not a concern to me though.

Not sure if I care about Anya's portal, once I have the waypoint to the Hall. I guess if all you want to do is keep killing Piddle.
 
It's a very convenient location - the red portal is in town. And once you're there, there are plenty of skeletons to kill in a small area - which means easy potions for Barbarians and an army for Necromancers.

Plus Pindleskin used to drop good items - they nerfed him a bit though, so no longer useful for farming items, but still good for Barb and Necro for the above reason.
 
I know where the portal is, but I never had much interest in Piddle, nerfed or not. I like the Crystalline Pasage and the Glacial Trail.

If I am looking for items, then Baal is the ticket.
 
My characters are only up to NM. IIRC the furthest one is a skelemancer, in NM act 5. The next best one is a Zealadin (holy freeze), in NM act 4. Then it's a trapsin, in NM act 2, followed by bowazon (guided), in NM act 1.

I don't think the real farming game starts until I arrive in hell. ;)
 
I only play SP... so my characters are safe from inactivity... that's one of the reason I don't play online. They want to get you hooked and unable to leave.
 
kcwong said:
My characters are only up to NM. IIRC the furthest one is a skelemancer, in NM act 5. The next best one is a Zealadin (holy freeze), in NM act 4. Then it's a trapsin, in NM act 2, followed by bowazon (guided), in NM act 1.

I don't think the real farming game starts until I arrive in hell. ;)

I can't speak to 1.11, but I don't do much "farming", if that is meant as runs through some area you have cleared before, until I hit a spot that I find hard to get past.

It usually is NM Act V and those Acienct barbs. IN 1.10 fire enhanced ubers can die and kill you. If you are using a melee char, that is trouble.

Otherwise I do not farm, until I have finish NM and want to start Hell. If you are not in the 70's, it is very hard to kill monster in Hell. So if I breezed through NM, I may have to keep at it until I can beef up to the low 70's.

This is where Act V is useful, lots of monster and some decent uniques and rares.

Now I best watch out or I will want to fire up another char. Nay it was not that long ago that I finished. If you can still remember where things are, it is too soon.
 
My skelemancer is in trouble in NM Act5 - I have trouble in the Frigid Highlands. There're missle troops in NM but not Normal. My skelemancer is drinking potions like there is no tomorrow.

Trapsin is not doing sufficient damage (lightning and death sentry), and she has no +trap gear at all. Just a few +all, and lots of +ma which I don't use at all.

Zealot is doing fine, just getting tired playing a melee class.

Bowazon can leech back nearly all the mana using guided if the target is not PI, so she's doing fine too. Just need some room to run around in.

Oh and I have a Zookeeper (wolf) in Normal... just got Grizzly for him but it isn't too impressive in Act 4. I am worried about how he would do against Diablo.
 
Well much of how you fare is based on your equipment. I just love the Griz, once he get up with some points. Send him in and switch into were mode and rush in to deal lots of damage.

Act V can be real pain, especially in hell. What is your resistance like? I forget the numbers, but you have it cut a fraction of what it was in normal. Also if you are fighting monsters more than 5 levels above you it is hard to hit them.

Try this site for some guides on char:

http://strategy.diabloii.net/news.php?id=509
 
I found the Grizzly's AI to be flawed... he's slow moving, sometimes he does not go after the enemies, and its pathfinding is bad. The wolves' AI are much better. It's a long time since I played, but I think my Zookeeper just got Grizzly... level 32 or so.

I remember only the Zealot has good resists (I think I can get all to full with a tiny sacrifice in offensive power)... Skelemancer's is okay, Trapsin's and Bowazon's suck.

Even though I can trade items among them, I don't have much to trade... so far the best loot is from Skelemancer and Zealot, farming in NM act 2 (all the tombs) and 5. The best I got are two pieces of the Tal Rasha's set... but no one to wield them at the moment.

Got truckloads of gems on a mule... so perhaps I should find some worthy socketted gears.
 
Hireling and minions do dumb things, that is just part of the game. Skels are fine in NM, but late into Hell they are very hard to run IMO. I did quite well in NM and the cows were a breeze as a Skel master

I got late into Hell and the act bosses would chew up all the minions. A level 10 or better Grizz is not easy to kill and you can use him as a nice tank.

I used the grizz to kill those Acient barbs. I would run around to stay out of their way and recast the griz and I used a bow to get in some licks.

I could kill them head up, but the fire enhanced bug would kill me, I kill one and I would be at full health and die. I forget what spell they cast upon death, but it is lethal.

I did not use the death trap, I used the lighting sentry. The problem is in Hell everyone is immune to at least one thing and many are immune to two. If they had cold and lighting or fire and lighting, you can have trouble.

The real good stuff is in Hell. 4,5 and even 6 sockets.
 
I could kill them head up, but the fire enhanced bug would kill me, I kill one and I would be at full health and die. I forget what spell they cast upon death, but it is lethal.
Fire enchanted things explode when they die. I guess it's part fire and part physical.

Level 10... so I had to level up 8 more times... so more River of Flame runs for my Zookeeper. And Grizzly really can't handle Oblivion Knights.

I use Death sentry and lightning sentry - the tree got synergies. Plus Death sentry does CE once Lightning sentry drop the first critter. For Fire and Lightning immune things I will need to use my shadow.

I did find some 6 sockets weapons and 4 sockets armor in NM... but they are quite rare.
 
Oblivion Knights cast Maiden and if any attackers hits them, the damage is reflected upon the attacker. This is nasty for hard hiting things like Barbs and Griz.

You want to watch for the spell and not hit them while you are under it. Your minions will just plow ahead and die. So you recast them, from a safe distance.

They are easy for Trap, set the sentries and stay out of the way. The hard times is in ACt V in the Worldstone Keep. There they can come in large numbers in Hell and will have friends with them.
 
God, do I hate LoD. Classic is a much better game, in my opinion, with much less items etc. to have to wade through. In classic, I was able to get a character up to 80 with very good stuff in a month or two. With LoD, its impossible. Maybe I just didn't play enough, but I definetely found it much more fun on classic.
 
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