Al-T" wrote:That's the beauty of Zy-El, you can do this and then change later having the ability to eventually max all skills in all trees. Bash then Double Swing (Level 40) are generally what I use for my main melee killing skills at lower levels and later move to either Whirlwind or a combination of Frenzy+Double Swing and Frenzy+Double Throw when facing IM (that's what weapon switch was made for).
Mix & Match... I love it! Looks like a sound plan.
Level 25, made an Order runeword in a quad charm. Going to wait 'til 35 to upgrade Bloodmist's weapon to a Squire. Continuing to pump points into Mace Mastery for now. Granted, +5% damage and +8% AR per skill level is not as good as Bash's +4 raw damage, +10% damage, and +5% AR per skill level, but come level 40 Bash is history. Blood will be using Double Swing with Squires/Footmen thereafter, and Mace Mastery will still be useful.
By 28, he was doing BM and Den at p32, Cold Plains, Burial Grounds, and Stony Field at p8 with no trouble. Level 32 brought Catastrophe gloves and a Zephyr quad charm, then into the Underground Passage he went! And immediately realized that he was not ready for that, at least not at players 8. Disfigured and Rock Golems en masse are unpleasant, to say the least. Time instead to see about getting a merc and leveling her up in Blood Moor.
Leveled the merc from 9 to 26 doing p8 Cold Plains runs, putting Bloodmist at level 40. Gave Elly an old pair of Mist gloves and a Patiently hunter's bow with a standard topaz for extra lightning damage. She is a good little helper as long as things don't get too rough.
Decided to postpone weapon upgrades until level 45. Damage is ok for now (no need to go through the Underground Passage yet), so I can save a few pennies by waiting.
Made Blood's first Gigantor runeword at level 40 – Increase max life 24% and +48 all resists. Up to -16 all resists now; slowly improving. 955 life at level 40. He needs to farm more cube scrolls, but killing monsters one at a time is so incredibly slow. Ah well, the life of a lowbie melee character!
At 41, made Amity in a quad charm. Still trying to find the best way to farm... and after trying out the Amity, I think I've found it! The amount of freeze on Amity is really, really, REALLY
nice. Blood is using three items with knockback, all of which have great mods apart from the knockback. The bad news is that knockback destroys the effectiveness of Double Swing. Frozen targets, however, are not knocked back, so problem solved! Double Swing in a group spreads the love around, rather than focusing on one target. This is nice with Amity because it then freezes anything that takes a hit from Double Swing. I'm loving the barbie power right now, for sure.
Elly's bow has CTC Amplify, which is immediately overwritten with Blind from her and Blood's Mist runewords, so it is basically useless. Need to find a bow for her with pierce/knockback that has decent damage instead of amplify. Could ditch the Mist runewords, but the Blind effect is the better of the two effects so long as crowd control is needed, which it certainly is at this point.
Thinking ahead to the side quest, I think my approach will be high, high life. Probably a Shield or Defender ChoM and four life sticks. One of the sticks will be the charm Blood has been using as the depository for all hp and mana scrolls – it should be well over 500 life by level 75. The other three sticks will be four-socket talls with perfect rubies in them. I've already started doing shrine runs in Blood Moor to upgrade standard rubies first to flawless and then to perfect. Bloodmist's Blood Moor map has four shrines that don't take long to run. That is a lot of Gem Shrines to find, but hopefully it will pan out. Do a shrine run while popping chests at p127, then duck into the Den at p64 and clear it out for cube scrolls... yum!
On the cube scroll front, I was upgrading commons to uncommons, but then I realized that what I really need are commons right now. Specifically, key to 5- and 6-socket hex charms, hp to charm, and the lower level rune upgrades to get closer to the Sol and Dol runes that Blood needs to make his Footman sceptres at level 45 and Man at Arms sceptres at level 60.
Level 43, 1054 life, Double Swing damage 300-1250.
Anyway, that's what's going on with Bloodmist right now. Good luck to all of you playing this tournament, especially to my contemporaries!
By level 45 I had done dozens and dozens of runs around Blood Moor, popping chests and examining all of the shrines for Gem Shrines. Found a total of seven during that time, and now have 4 Perfect Rubies. With all of the life and damage charms that Bloodmist is toting around, there is no room for Gold Find charms, and his income is suffering because of it. This is by far the poorest character I've yet played. Even Suwayyah was richer than Blood! :-0
Found/rerolled plenty of low-level rune upgrade scrolls, a couple of Bar1 skills scrolls, but no more hp to charm have shown up yet.
Once I got fed up with seeking Gem Shrines, I changed around some of Blood's charms, removing a couple that had poison damage, and remaking two two-socket runewords in a couple of new quads. Then Blood headed back into the Underground Passage, again at p8, and did fine – freeze target and more life leech were the keys. Also, Shout lowers the chance to hit of all monsters by about 13% at skill levels 1 to 3, so that helped. The downside is that it doesn't last too long. Found two- and three-socket primal helms, one for now and one for level 60. Horrid defense, but the runewords will add quite a bit of defense. I'm seriously debating putting off upgrading weapons until level 60. I know I keep putting it off, but I think that I'm only going to get one upgrade while Blood is still in Act I, and I want to make it the best possible. Level 45 sceptres (Footman runeword) would be very nice, but level 60 sceptres (Man at Arms runeword) are even nicer. One of the things that allows me to have a choice at all is that I rerolled two scrolls of chipped skull to quad-2, and those have 3% life/mana leech each, which helps offset a load more damage than before.
Level 2 of the Underground Passage was a different story. I don't know why I am always surprised when my characters get raped going in there for the first time... I never learn, and am never prepared!
cast Shout before engaging the Black Rogues, but as they do combination physical/fire (Blood had -6 fire resistance), they hurt him pretty bad. We retreated, and the merc lived, so we went and found a skill shrine to boost Shout a little, and went back in. All it would have taken is to have cast Shout and then started spamming Howl, but noooooooo, Blood waded right into the thick of them and was taken down even while quaffing some greater heals. The recovery went smoothly, as I took my head out of my posterior long enough to actually start using Howl. One and two at a time are no problem at all. Ah well. Maybe on the next character........
The next problem didn't occur until the Black Treant party descended on Blood and Elly in a frenzied flurry of flailing fluffernutters. (Yeah, I don't know what those are, either, but it's the only noun I could come up with to complete that awesome string of alliteration!
) Again, the normal ones are ok in ones and twos. Treehead, being a named beastie, cannot be frozen, just cold-slowed, and even then he can put the hurt on at players 8. Had to make sure not to corner him or he starts getting more hits on Blood. Pushing him through the trees across the Dark Wood was kind of humorous!
It becomes more and more apparent to me the more characters I play that I have a serious decision-making disorder when it comes to resource expenditure. I will put off making a decision on what runeword to put into a new item for hours and hours just because I don't want to regret my decision later. Pretty soon, all the use I could have gleaned from it is no longer available because the situation has changed. Usually, by that time, the item itself is also no longer useful because something better has come along. I've really got to look into getting over that.
Level 48, 1137 hp, Double Swing damage 170-1200.
Yes, damage dropped even with higher Mace Mastery. Why? [rant]Poison damage should not be displayed in the damage box on the character screen. In fact, no damage over time numbers should ever
be combined with instantaneous damage numbers – it makes absolutely no sense whatsoever. The previous damage I listed was a lot higher than the actual damage precisely because of that.[/rant]
On the agenda: Still need to decide what bow to give Elly. Tristram portal is opened and awaiting our entry. More shrine running for perfect rubies. Still want some “hp to charm” and “key to hex-5” common scrolls, so still rerolling those.