His find item ability can be quite useful), Skelemancer (Necro making use of his revives, skellys, and corpse explosion), Bonemancer (Necro making use of his bone skills, and sometimes poison skills), Poisonmancer (Necro making use of poison dagger, explosion and nova and select bone skills), Meteorb Sorc (Dual-tree sorceress with meteor, a synergy, fire mastery, and frozen orb), CL/FO Sorc (Dual-tree sorc making use of chain lightning, it's synergies and frozen orb), Other Dual-Tree Sorc (Sorceress making use of two elements in her arsenal (other than those above)), Trapasin (Assassin making use of different traps of different elements. If you aren't up against cold immunes, freezing arrow may be faster, and safer to disperse of large crowds. Is the game telling me to respec to blizzard sorc? Place Upgraded Langer Brister on the switch, the MF is useful for special packs. Stealskull, for it's MF, leeches, and IAS. With these three pieces of Tals you get an MF bonus. Don't take to much worry to ranged elementalists, as your cyclone armour should protect you. Look for MF and skills in other armours. Shako, for it's MF, skills and life. 1. Weapon - Grandfather, Bul Kathos Colossus Sword. We know that all monsters in the pit can drop from the highest TC. The Maggot Lair is listed there, but: The only way to learn to aim is to try it out yourself. I included a couple helpful tidbits/tools below. His main attack does mainly physical damage, restricting him from really battling with physical immunes. 6-8 packs An exception to this is that, luck permitting, a single monster drops two of the same unique. Magic find affects the quality of the items dropped by different monsters. Blessed Aim - This would be useless if it wasn't a synergy. The Pit is the first Level 85 area found in the game, and the one with the easiest monsters. When immunity problems arise, one of the skills in the technique above will have to be removed. Ethereal items are the top choices for mercenaries, if you can go ethereal, then do so. Because we are already looking at the cheapest build around, I won't include much optional equipment. At this point make use of freezing arrow's splash and fire until most of the pack is dead, or until they have spread out. The barbarian remains in the higher area of expense because of his dependence on several items. If monsters remain standing, repeat this in the opposite direction. Cast rate dependant, this skill creates tornadoes and flings them at enemies.
Shael'd Tomb Reaver Cryptic Axe! The strategy with our Hammerdin is all about learning to aim the hammers. The pits are only truly popular in hell. 6. i love to run AT p7 with a blizz sorc around 550 mf ALOT of my good items have dropped from minions and not the bosses, thats why i prefer p7 over p1 runs. Always be sure that the equipment you choose meets your stats, try not to have it the other way around. I run a Blizz sorc in AT at 440 MF, players 3 for a little extra XP but still good clear speed. Upon reaching your destination, and coming across your first group of monsters, prepare yourself. That comes out to around 300MF with the lowest items listed and above 350MF with the higher items We don't need to worry about super uniques as there are none in the pit. Holy Shield - This is one of the better skills. D/A/E Dodge skills - Gives a chance to dodge enemy melee and ranged attacks. Because the Hammerdin does not attack with his weapon, damage is insignificant, and allows for a lot of MF. Act 1, Burial Grounds - Off a path beside the Cold Plains Try for wizspike and lidless wall, they should speed up your teleports. The strategy with the strafezon is as straight forward as melee/ranged attacks get. Physical immunes are rarely a problem, as the berserk skill is proficient in killing these PIs with only one point invested in it. Pindle or tresh would be a better spot to farm griffons. Hope for annihilus and Gheed's as well. Read the key at the beginning to know what you're looking for. Redemption - Your leech, so to speak. Props are affected by area_Lvl, but not in the same way as monsters. What would you rather run a bunch in terms of getting xp and trying to get some decent stuff to drop? 6. The ultimate weapon for this build, MF, damage, highest range, resists, sockets, onboard IAS and so much more. c) It's noticeably harder than the other areas in that list. Most place tornado on left click and all secondary spells on right click. Head back to the armour, belt and amulet. When shopping for charms, look for combat or offensive skills, and life. Hold on to them and you can roll them for a chance at a better amulet or ring. The aim with these characters is to take as few hits as possible, while maintaining good damage. As was seen, as our MF increases, we slowly get less and less of our actual MF counting towards sets. Uber-Leets (AKA UB3R-1337) - Weapon of high significance and stature. Failed sets are not an issue in hell, as every monster has a high enough qLvl. (Shael'd Steel Pillar, Cruel/Rare Warpikes, Robopikes, BOTD pikes). Look for that. She uses strafe when running into cold immunes. Those are all the common ones that come to mind. While arrows are shooting you are in "Strafe-Lock" while in this lock, you cannot do anything except watch, so be sure you are always at a safe distance before you begin strafing.
The pits are one of several locations that have the highest area level (area_Lvl) in the game, with an area_Lvl of 85 in hell. The Worldstone Keep, The Mausoleum and The Ancient Tunnels all share this area_Lvl of 85, along with a few select others. It does pierce enemies so can disperse of packs. To get even more picky, set and uniques have quality levels (qLvl). Because melee and ranged characters attack everything physically, they have to have a damaging weapon, not always cheap. Because the wind Druid does not attack with his weapon, damage is insignificant, and allows for a lot of MF. Tornadoes are almost random in their movements, but after shooting a few, you get used to the different ways they shoot out and can aim properly. It's usually good to whirlwind through a pack of enemies, and plan to end up on the other side of them.
Shop the stores. This list is in no particular order of speed or quality. Normal monster immunities If you have minions, they recieve all the MF of their handler, so are just as good as a character making the kill. The TC that props are able to drop from are not affected by area_Lvl. The Big Three, in my mind, are The Pit (both levels), The Mausoleum, and the Ancient Tunnels. a) It's only one level (the last)
When I'm not pit running, I try my best to find other places that take a while to move through - usually the other level 85 areas. Though there is a downside to strafe, it is often preferred for MFers because it adds such a speed bonus that increased attack speed gear it not always necessary, allowing for more MF. As always, try to hide behind your tanks. (183% of 5 is 9.15, 5 + 9.15 = 14.15). Some will put one point, others will max it. Location I like blizzard sorc or wind Druid in AT, and hammerdin and wind Druid in Pit. The guides follow in the following order: Meteorb, Hammerdin, Strafezon, Wind Druid, and WW Barb. Try for wizspike and lidless wall, they should speed up your teleports. I have covered all questions that have been asked in the 3 previous postings of this guide, along with some ideas that came to me along the way. 10%fcr rings can spawn with MF, so if you are lucky enough to get one, this combo may be for you. MF and mana in the rings is your best bet. All undead (no leech for melee), fewer packs Keep in mind that no other parts of the guide have been edited to follow the same suit as this section, so don't be surprised if you never hear the other two of The Big Three spoken of again. A monster chooses a TC to drop from, and then an item in that TC to drop. Let a meteor drop onto the pack that is currently battering your mercenary. If you can manage the pit in an 8-player game do it. Upgraded, Upgraded Goldwrap, because of affordability, max slots and MF. Meteor ~Fire - This has some strategy involved. Most equipment can be switched around, especially with the mercenaries. In Appendix B, you can find some information on the other favourite areas besides the pit. We have a normal Dark Archer in the pits. If you can do the pit as easily as the other two, I highly recommend it. Cry battle command first to get that extra point, then do shout and battle orders. also just looking for a griff, have found 3 magic diadems and 1 rare. This subreddit is for people who want to discuss Diablo 2 and Diablo II Resurrected. First note that your character level (cLvl) has no effect on any monster drops. I have found that instead of Goldwrap, I can equip arachnid mesh and a 10%Fcr ring. Magical gloves with magic find mod. Pitzerker will slam pit runs like crazy and is the best there. This guide can also be used to enhance your knowledge about how item generation works in the new patch. If you are ever in a fix, use vigor to kick up some dust and get out. For any particularly nice item, I have listed reasons, and which are the preferable mods. More can be found at the main page of the Strategy Compendium. Our hammers are cast rate dependant, but while we are an MF build, there is no need to worry about achieving the high breakpoints. If a monster wants to have any hope of dropping a unique sacred armour, they must be able to drop from armor87, and have an mLvl equal to or greater than the qLvl of unique sacred armour. I recommended to upgrade everything, but that isn't necessary, do what you can with what you have. 4. Undead means no leeching for physical damage builds, which automatically voids several characters. Look for MF in weapons. The formula we use to assign an iLvl to an item is very simple. There are several different classes for caster characters. Probably not a required skill as you will be pumping dex, but just in case, here it is. Below are the level 85 areas of the first three acts - only the first three, as the going gets tougher in acts 4 and 5. At first aiming may be though. Note if you decide on this combo, wear both the belt and ring, as both are needed to get the fcr breakpoint. Pressing on. The easiest way to explain the effects of MF on monster drops is with an example, but first, there are some things relating to MF you should know. The easiest way to do this is to line yourself up, horizontally to the left or right of a pack of monsters. If you manage to have those extra sockets try throw in some Ist runes. Killing a pack with this technique should not take long. Useful from running away from enemies, or to places. Especially if you're clearing fast. This means that the chest will drop items of iLvl 85. Not only does it boost your defence, improve your chance to block, and speed up your block rate but it looks really nice. Shout - Gives a boost to your defence, making it harder for monsters to hit you. All MF mods from equipment, or other items are added to our base of 100 MF, and then are further calculated to fit the quality of the item. Props do not share this property. Main mods to look for in equipment are MF, leeches, life, and perhaps passive skills and IAS. You should pass through that pack, damaging each, or most of the enemies in it, and end up safely on the other side.
This more or less rolls a monster's drop again, with a slight added MF bonus from the skill itself. Weapon with a high damage. Of course, charms or any items you find whilst MFing can dramatically improve that. Full clear, /players 3, 2-3 minutes a run. If you ever need mana, you need not stop spinning hammers, just hit your redemption hotkey, and switch back to concentration when you have redeemed. Because Meteor and Frozen Orb are both timered spells, mana is not a huge issue. TCs make up groupings of items with similar levels. Hammers always spiral outwards from your 9o'clock (the left side of the screen), and travel clockwise, making two and a half rotations until they disappear. As of 1.10 this no longer works with guided arrow. By maxing it, it's synergies, and it's partnered aura he truly is only of the fastest killers in the game.