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 [50]
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: [0]
+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!