Official DiabloFans' Diablo II Character Builds Thread
This thread is reserved for posting character builds and guides. To avoid the dense tangle of spam and off topic and non-guide posts that occurred in the old thread, I'm asking that you do not comment or ask about any builds in here- please PM or VM the maker outside of this thread. I will be slowly moving the old builds from that thread to this one.
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DiabloWikiCharacter Classes (our Wiki) (general character class page- links to other classes and comprehensive articles on skills)
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Smiter Pally:
Gear:
helm: guillumes face 15 ias jewel
wep: light saber, great cheap wep for a smiter... if u want get 2 bers and 4 shaels and make ur own... it owns ubers ez lol
armor: preferably a coh but a rattle cage will give great cb
shield: exile... bout 4 sojs for a cheapo on us east... this will save ur but
ammy: highlords, 20 ias +1 skills... if having truble go mara's
rings: ravens... this will ensure max block
belt: nosfuertus or a string... for ias
gloves: laying of hands or dracules... either work
boots: gores
Skills:
20 fanacism
20 smite
20 holy shield
20 defiance... i put remaining points in here for def bonus
with this build you will have 100% cb and u will reach the smite ias breakpoint
Stats:
str: as much as u need with gear... generally 120 will work. but it depends on ur charms
dex: enough to get max block with holy shield... i belive i have 75 or something
vit: rest
energy: none
Killing ubers:
i havent tryed to solo them yet... everytime i have some help from my lvl 90 barb with a lvl 40 bo and shout... basically you wanna go in portal run to the top then go to the east of trist.. run in between the two houses and hit meph... it will take 30 seconds to kill meph... the barb was only thier to keep the bums off me while i killed... when u get to diablo you may have truble with his summons... they do alot of dmg, as long as u get life tap on them and have some1 to distract them it will be ez as cake
i have done 6 uber trist runs in under an hour... took longest to switch chars and id the torch in a full game
End Game Gear:
helm: +3 summon skills 2 soc with 15 all resis or p topaz
ammy: +3 all skills
shield: bone flame +3
wep: beast king leoric in stash cta on switch
armor: enimga... no question
rings: sojs
belt: arach
boots: marrowalks +2 mast
gloves: frosties... u will need mana
charms: 9 summon gcs/ torch/ anni
Skills:
20 skele mast
20 skele
20 mages
20 revives
1 summon resists
1 bone armor
1 corpse exp
1 in iron golem... depending ur ur going to have an aura merc if u ar go with fire
Stats:
str: depending on charms could go with base but generally 75
dex: no need to block here... with all these summons around
vit: pump this
energy: ull have alot of mana from gear but 75-100 in this will help
Merc: act 2 nm might merc, offensive
dmg gear:
wep: ebotd warpike
armor: e fort
helm: e andarials
with this setup u will get skele dmg (not including auras) of 1.1k with king leorics and 850 with beast and u will have a total summon count of...19 skele 19 mages 1 golem and ~ 50 revives... with a skill shrine 20/20/1/52 for a total of 93 summons
with auras using the dmg merc u will get around 2.4k dmg a skele
rough mage dmg is as follows
fire... ice... psn...light
800.. 500.. 500... 1.1k
i have calculated my total skele dmg including merc in one hit and it came out to be over 100k
dueling hammerdins just wait till he stops and surrounds himself in hammers... then tele in directly ontop him making sure u amped him... they are very ez once u get the hang of it, fb sorces... 1 hit and ur dead... dont get hit.. all u have to do is tele on her one time and poof.. barbs tele around and let ur mages do the work if the barb ww locks u this is alot easyer, anything that tele's alot.. just keep trying to tele on them.. lite sorces wont have much affect neither will orb sorces.. just keep going and try to lead them into a wall, they will easily out tele u if they get away..bone necs.. the spear wont hit u if skeles are stacked so tele on top of them or let them tele near u.. a smart blizz sorc will sit in one spot and blizz herself... if u think u can survive this do it if not tele around her leting mages do the dmg.. ele druids... these suck... mages are useless and thier tornadoes have a spash effect similar to fire ball meaning if ur skeles are stacked u will get hit and hard... try to catch them off guard tele ur summons and run out
Bonemancer Build- Your main goal for this build is to kill things using magical damage. There are almost no monsters in the game that are resistant to magical damage, and with everything maxxed you will do a ton of it. So to begin, the skill set up
Poison/Bone Skill Tree -- This is going to be your main skill tree, so learn it well, and come back to it often to distribute your skill points. The correct order to distribute skill points is Teeth, Wall (until you get Spear) then max spear, then a couple into Spirit and prison, and then from there put more points into what you like more whether it be spirit or wall or prison.
20 Bone Spear - This will be your main pvm weapon for most of the game. This solid attack will go through monsters, and can clear an entire hallway in one shot. Extremely valuable and mana efficient. Max this skill as soon as you acquire it.
20 Bone Spirit - This is a spirit that has a homing capability. The duelers best friend, it is available after spear, and is definitely worth maxing. Although it requires a bit more mana, the effects of spamming (or repeatedly casting) this spell can be devastating.
20 Bone Wall - A wall. Made of Bones. Go figure... Actually an incredibly valuable skill, that blocks monsters from reaching you. It also synergies with spear, spirit, and armor pumping those skills up, causing more damage and giving you more defense. Definitely worth maxing, and experiment with it to learn how to cast it.
20 Bone Prison - Sort of like wall, except instead of casting a wall straight across, it casts it around a target. Cast 3 or 4 bonewalls around a monster, and there is no chance of escape. Cast an iron maiden on said monster, and watch as they hack their way out of the prison, they'll be dealing 250% damage back to themselves, and they'll die without you having launched a single attack!
1 Armor- An incredibly important skill. However, only one point is needed because both wall and prison synergize with it, adding 15 points, while a point into armor only adds 10 points. So by adding a point to wall your actually adding a point to wall, 15 more damage points to armor, and around 20 more attack points to spear/spirit. Not a bad deal, but again only 1 point is needed here.
1 Teeth- Ah, Teeth. The trouble with teeth is the fact that only one "tooth" can hit at a time. So even if you shoot 27 teeth, only one can hit a monster at a time. Believe me when I say you'll be happy you saved the skill points that could have gone into teeth for spear/wall/spirit.
Curses Tree -- Highly Under-rated for a bonemancer. This tree provides important skills, and with around +3 in skills from plus skill items, these can become important items.
1 Amp Damage - Important until you get spear. You will have to deal primarily with physical damage until level 18 unless you find a wand with teeth skills, or a wand with some summon abilities, so having amp damage will help you with the difficult problem of killing things with a puny wand.
1 Dim Vision - Absolutely crucial at some times. Although it is easy to forget you have, when ranged enemies are blinded, its amazing how easy it is to breeze through a group of archers or mages or other ranged attackers, and just sit there and blow their brains out while they are too blind to fight back.
1 Iron Maiden - I love this curse. Throw a couple bone walls in front of a pack of monsters, or spam prisons around them, throw this curse on, and watch them die trying to hack their way out of the bone walls that surround them. Nothings like watching Andarial kill herself. It also has minor uses while things are killing you in the beginning.
1 Weaken - You'll use it early on in the game, and then later for parties. Granted its not the most important skill for a bonemancer to have, it does have its uses. This point may be thrown into teeth if your so inclined.
1 Confuse - Funniest curse of all time. Cast this on a group of monsters, watch them get confused and start beating the crap out of each other. While they're killing each other, you can just sit back, relax, and shoot spears at them until they are all dead. It is also a powerful attract spell, bringing monsters from FAR off screen, so it can also serve as a scouting tool.
1 Attract - Force monsters to all kill one specific monster. This can be insanely helpful. One of the most powerful curses, watch as an entire pack of devil kin turn on the devil kin shaman and kill him. Useful for all sorts of trouble, and again, reasonably amusing to watch.
1 Decrepify - Putting that point into weaken should be done if only to use this skill. It drastically weakens a monster, while at the same time slowing it down greatly and making it essentially a slow moving target. Just pound away at it until it dies, because it can do nothing to you.
Summon Tree -- Totally useless to a bonemancer. A golem from a wand may be helpful to take some damage but otherwise don't waste any points here and dedicate all your points into the above skills.
This build requires 90 points, and thusly should be done by level 78 (including the 12 skill points you get from quests.) All remaining skill points can be used to pump up teeth, thusly synergizing with Spirit and Spear, making them even more powerful. Most skills can be bolstered to 23-26 with plus skill gear, which also greatly helps.
Stat Points
Strength - Enough to wear the gear you want to use. I'd reccomend putting a total of 20 points here. Any more can be found elsewhere using items. Silks of the Victor requires 100 skill points, while sigs shield requires 76, and a good breastplate requires 55. Just some things to consider, although its not reccomend you attempt to use silks, as the mods are not all together beneficial for a necro.
Dex - Leave at base, theres absolutely no need for dexterity.
Vitality - Oh baby, pump it up pump it up. Once you have everything else where you want it, the rest of your skill points are belonging here.
Energy - Hopefully you'll be able to find lots of regenerate mana and + mana gear. Leach life will not work here because it only works with physical attacks, something you will not be doing. If you stumble across a shield called Wall of the Eyeless, it adds +5 mana after every kill. So put a couple points here until you can comfortably cast spells using only the pots your find on the ground.
Barbarian Build- The barbarian - everyones favorite fighting class. Your main goal here will be to hit things with sharp/pointy/blunt objects until they die. Here's a simple build, that happens to be very generic.
20- Weapon Mastery of Choice - This is the key to a good barb. Your choices encompass all of the possible weapons one could run across, but only two are really worth having. This is because of the mechanics of whirlwind. Wielding two weapons and wirlwinding (ww) does not cause twice the damage, nor does it cause 50% more hits in classic, but instead the weapons just alternate hits every four (4) frames when the game runs a check to see if your attack hits or not. So a good whirlwind barb will not need to worry about having two weapons, but rather one very strong one. This leaves us with spears and mace class items. Lance barbs are popular due to the extreme range of the lance, it allows for very effective skirting around while still causing mass damage. The problems with lances are the relative rarity of them, the very weak durability, and the fact that they require quite more dexterity then most care to put into it. Hammers on the other hand are very short ranged, and also quite slow. However, two of them can be wielded until lvl 30 using double swing, which negates the slowness, yet does nothing to help the short range. Hammers are slightly more abundant and have durability of 60, which means they need to be repaired less. However, if one wanted to make a sword barb, there are a couple of options. Good swords are abundant, and if one could get an insanely powerful sword, and then equip a shield like swordback which increases open wounds, and also helps damage and blocking things, then that would be a solid build. Swords have the advantage of using 1 or 2 hands. While the two handed damage isn't as good as a martel or lance, the ability to use 1 hand greatly makes up for it. Another possible option is equipping said powerful sword and a gull dagger and magic finding all over the place. Your call, pick one and stick with it.
Skill Points
Strength - As much as you need for equipment. The heaviest armors clock in at around 170 for an Ornate Plate. Martel's usually hit 169. Thats about as much as you could possibly need.
Dexterity - Could be needed for some items such as lances and swords, so be certain to have enough for the high ended items that you want to use and put enough skill points here in order to use those items, and then leave dexterity alone, and find AR and defense elsewhere.
Vitality - All points that are not needed to wear gear go into vitality. While some may consider this a waste, while they could be getting points of damage, or a higher attack rating, vitality is absolutely necessary. A finished Barbarian should have over 3,000 life with battle orders. This is necessary for withstanding the high-pressure attacks of Hell. No one can explain how hard hell can be until they get there.
Energy - Putting points here will not be necessary. With high level battle orders, and mana leech abilities, points into energy will not be necessary.
Notes: The most important thing for a barbarian is life leach and mana leach and attack rating. These three things will be your saving grace. Good life leach is between 10-20%, closer to 20 in HELL due to the leaching restrictions they add. Mana leech will be huge because whirlwind is not what we call a mana effective skill. However, with enough mana leach, you should never have to pot if you hit something with whirlwind. Seek for around 10-20 mana leach, less if your weapon deals over 200 base damage. Attack rating is important because you need to hit things. 75% is a good rating to shoot for. You can see your chance to hit by hovering your mouse over the attack rating, in case you didnt know... The most effective way of raising attack rating is the combination of angelic amulets/rings (set items) which raise AR exponentially depending on level. Duel rings with the ammy at level 70 can add 2,000 to you AR. Of course there are other alternatives. Your chance to hit ratio is also based on level, so as you see your level increase, you will also be able to see your to hit percentage going up. Dexterity raises your AR but not much, and is not a very good option.
Zealer Paladin
Well I am the dark half I have an level 81 pally I got to hell and beat hell diablo i do alot of damage and if you follow this guide well then you can too !
Level:
1-12 prerequisites to fanaticism and holy shield ( one point each nothing more ) as well as sacrifice, defiance
12-30 zeal, sacrifice, defiance, holy shield as many points as you see fit
30-80 fanaticism, zeal, sacrifice( if not maxed already) defiance, holy shield
This setup maxing zeal, fanaticism, sacrifice, holy shield, defiance will cost
100 points not including prerequisites for these skills ( 7 skill points on prerequisites) by level 80 you will have 92 skill points ( yes including all the skill quests) so use these wisely
if you don't want to max zeal that gives you another 15 to play around with ( 5 to just have the 5 hit ability and less of a damage boost)
Equipment:
mods – you will want these mods on your equipment in this order:
life, +stats , + skills, faster hit recovery, damage modifiers, defense multipliers, resistance obviously in weapons you will look for damage and in armors defense but otherwise this if the order you look for things.
What & Why
Weapon - High damage rare one handed Naga - high damage hammers with speed equal to a Naga are hard to find, also nagas usually have more damage
usually
High defence ornate – ( Ideally 750+) see mods above
Belt – the more FHR( faster hit recovery) defense and resistance the better but mods above still apply
Boots – ( 30 faster walk speed ) high def if you can get - use these for whatever mods you may be lacking in when you choose boots such as resistance, dexterity, don’t rely on them too much unless you're using duped ones.
Helm – High defense mods above resistance if you can get but not important.
Rings – min damage gets boosted here as sojs are not the greatest for a zealer, life leech is important to get here and min dmg is good too; resistance is ok as well and a nice perk if you can find. Another really important thing to look for is Life and Mana leech as always, especially life leech, because you will have no real way to escape.
Amulet + 2 and whatever mods you need
Shield + 2 20 block rate /30 increased chance to block/17 fhr and mostly resistance
Gloves – increased attack speed and follow above mods
How to play:
You are a Zealer and if you have the right skills and the right equip then ideally you should jump into the heart of the fray and hammer everyone into submission. And hopefully quickly as you have no way of getting out and end up relying on damage, leech, and fhr to survive. Zealers are not good duelers, whirlwind from a barb beats then every time and sorceresses teleport out of the way. If you want a dueler paladin go for a Foher or a Hammerdin. Use the usual leveling methods and play with lots of other people they will help you gain exp and you will help them with your auras ( most noticeably with barbarians as fanaticism helps them lots)
Yes its everyones favorite class, that got supremely nerfed in 1.10. The bowazon. This character is an amazon that utilizes the bow/crossbow skill tree and the passives skill tree. There are two variations as described below:
PvP (dueling)
20 Guided Arrow
20 Multishot
10 into Dodge
20 into Avoide
10 into Evade
10 into Critical stirke
10 into Penetrate
1 into Pierce (not useful for pvp)
1 into pre-reqs
Stats:
60ish strength
300 dex
rest into vit
no nrg
This build is essentially a tanking high damage bowazon. With maxed avoide, you should be able to stand there and take a whirlwind or three before being affected by it, all the while pumping them full of guided arrows, or if those aren't working, spamming mulitshot on the run. You should always firing, and your goal is to get as much increased attack speed and fast hit recovery as you can. You are going to be very limited on health, so try to avoide hits as best as you can, and admit to yourself that bowazons aren't as godly as they used to be. However, a good bowazon, played correctly, can really suprise people in duels.
PvM (questing/rushing build)
20 into Strafe
20 into Freezing Arrow
20 into Valk
5-15 into pierce
10 into Decoy
3 each into D/A/E
10 into Critical Hit
5 or so into penetrate
1 in all pre-reqs.
This build is an amazing deal of fun. Shoot a peircing freezing arrow into a crowd to freeze everyone and then lay into them with a high level strafe. Increased attack speed is good, but its all right to sacrifice a little bit for damages sake. Knockback is extremelly valuable to keep people off of you. Howltusk helm does an excellent job of this. You should always have your valkeryie cast, as it does and EXCELLENT job of tanking, especially b/c it gets the advantages of D/A/E. The most important thing is to not rush into battle, but hang back, and pick things off from a distance.
20 Blessed Hammers
20 Vigor (synergy)
20 Blessed Aim (synergy)
20 Concentration (main aura)
Rest into pre-reqs then everything into holyshild. Holy shield should be gotten as soon as possible, because its extremelly useful, boosting your defense greatly, as well as chance to block.
The key to building a good Hammerdin is only putting points into the skills you're going to use. This means saving all your early level points (except putting ones in places you know you're going to need as pre-reqs). It is very important you have good gear for this build, as it tends to be a bit expensive, due to the high mana strains placed on a hammerdin. Play essentially is based around setting concentration as your aura and hammers as your left click. Stand, throw some hammers until monsters get too close, charge/vigor away (very good to have these two hotkeys close together). Charge and vigor used together is like the pally's teleport. He can cover insane distances and get away quickly.
Equips:
your main goal here is to get as much mana with the fewest points into Energy as possible.
Helm: Tarnhelm is a good choice here, because +skills for the paladin really add a lot of damage, considering both the skill and the aura get boosted simultaneously (synergise don't with plus skills).
Armor: Goldskin is an excellent choice for the resistances, if not goldskin then silks for the plus skills. I prefer goldskin myself, because having good resistanes is absolutely critical.
Gloves: Frostburns are mandatory here. 40% increased mana is essential for creating a large mana pool.
Rings: 2x sojs (told you it was a bit expensive) Plus skills and 40% more mana. You can not do much better here. Really the best rings, and the choice of every hammerdin who can afford them.
Boots: Boots are debatable. If you can afford a duped pair with tri-resists on them, then more power too you. If not tearhaunches offer +2 to vigor, 10 resist all and are a good cheap alternative.
Weapon: Spectral Shard. Fast Caste rate applies to hammers, and so throwing as many hammers as you can is crucial. It also boasts resists, mana, and is all around great, so it is easily the best choice for a hammerdin.
Shield: There are many options here. I prefer a shield with lots of resists (prismatic). You will be searching for places to add resists, and 20-30 for each element is going to be really helpful. Or you could go sig's shield for the +skill or wall of the eyeless for the +5 to mana after each kill, which becomes negligable after a while, or if you can find one/afford it, a +2 to pally skills shield works very well. If you were really rich a +2 skills prismatic shield would be awesome. The ward is an EXCELLENT shield that can boast up to 50 resist all (30-50) resists, as well as a nice +10 strength bonus and a lot of defense.
Amulet: Whatever you feel like here. If you want more +skills, go for +skills with a +2 pally ammy. If you still feel like you need more resists, then by all means find a nice prismatic ammy. Really up to you.
Stat Distribution
Here's my favorite item equips for you so you know what to put in where
So, for this build you will need 70 base strength, coupled with the Ward shield will give you 80 needed for goldskin. You will need 51 dexterity for the shard, which is steep, but worth it.
so in total you'll need to allocate:
- 45 points (9 lvls) into strength
- 31 points (6.2 lvls) into dex
------------------------------------
- 76 points ( 23.2 lvls) into things for equipment, and seeing as thoug the build requires level 80 to complete, you will have 56.8 levels or 293 points plus 15 from quests, giving you 318 points to play around with. If you put these all into vitality you would end up with 1186 base vitality points, which would be a rather nice buffer, especially if played alongside with a barb. If you have all the equips I mentioned, and mana pots, your mana needs should be ok with base. If you are a person, however, that would rather be very safe with mana, consider putting 20 points into energy which would get you 30 more mana points, with mana increasing gear would get you roughly 50 more mana points, enough for 2-3 more hammers. It is totally up to you what you do with your build. Have fun with it, and try not to get hit too much!
Gear:
armor: fort... 300% ed and 1600 def great armor, ctc frosen armor and alot of life
helm: eth zoded arreats.. resist leach str
ammy: gale shell. +2 skills dual leach vit and resists
shield: pheonix 350% ed and redemption// 40/15 ss on switch
wep: ebotd cb.. i prefer the extra ww range to zerkers extra dmg/// grief phase blade if u can afford
rings: dual raven frosts +40 to dex... meaning 40 spare stats
belt: dungoes dr frh and vit
boots: gore riders... cb ds ow
gloves: draculs life tap ow 15 str
charms: torch anni and alot of 3/20/20s
Skills:
20 ww
20 bo
20 shout
20 sword mast
1 iron skin, faster run/walk, increase stamina, howl, bash, leap, leap attack, concentration, beserk
remaining points into natural resists untill p resists are achieved... then put remaining skills into either iron skin or fr/w
89 skill needed
Stats:
str: 53-73 depending on anni and torch
dex: enough for max block with ss/// unless using grief then minimum of 76-96 depending on charms
vit: rest
in duel game u will have superior life and about 4-6k dmg as always stack resists and sorb vrs sorces... vrs hammerdins take off ur shield, run into them ww and run out... hit and run basically with 5k life u shuld be able to tank 4 hammers w/o much truble.. vrs other barbs make sure u dont ww them strait on, dodge thier ww and ww at a slight angle to them, trying to ww them when they stop as soon as ur ww stops circle around them because they will start to ww at you, repeat untill u win... java zons... the hacked kind... stack all the resists and sorb u can... ive been killed easily with 6.6k life 95 resist stacked to over 180 (some wep that gave +90% resis based on lvl) and enough sorb to stop a 44k light sorc in her tracks... most likly the java zon will have farcast so rits a lil bit harder... best bet is to run around in a half circle then run in and try to ww
Frenzy barb
Gear:
helm: guillumens with a 40/15, str ias ed and alot of cb
armor: fort... 300% ed lots life and nice def
wep1: preferably a grief but a botdz works
wep2: beast... that fana will own
ammy: highlords... cheap 20 ias +1 skill and alot of ds
rings: dual ravens... 40 dex... good ar
belt: nosfuertus str and ias
boots: gore riders cb ds ow whats not to like?
gloves: draculs... 15 str life tap and ow///laying of hands for bosses 200% dmg to demons
Charms:
torch
anni
3/20/20s
Skills:
20 bo
20 frenzy
20 double swing
20 taunt
1 iron skin, bash, double throw, increase speed, increase stamina
X into natural resistance untill u get p resis
X in shout... def doesnt really mater a whole lot
87 skills+ for this build
Stats:
str: 53-73 depending on torch and anni
dex: 58-78 depending on torch and anni
vit: rest
life is the key to this build... def doesnt matter as long as u can leach ur life back u are fine... meaning dont duel anything melee unless they have no shield... casters are fun aslong as u frenzy some fallen to get ur speed up... this does good pvm and bvc stack resists and get some sorb and sorces cant touch u for other barbs... try to run them out of mana first dont duel them head on ull be much faster and thier ww will suck the mana alot run around and dont get hit...
Ice zon: frosty nipples
Gear:
Bow: wizendraw with a 5/5 cold facet..a possible -40% enemy cold resis// doom and a 20/20 cold monarch on switchg
helm: nightwing 5/5 cold facet.. 20% cold dmg -5% enemy resis
armor: my best guess would be a 160/60 u will need alot of speed for this
rings: soj/raven, substitute wisp/dwarf when dueling certain elements
belt: nosfuertus
gloves: either crafted +2 skill ias resis gloves or draculs
ammy: highlords, 20 ias +1 skill and nice deadly strike
boots: gore riders?? im not to sure here
charms: anni torch, id guess bow n crossbow for the dmg
skills:
20 cold arrow
20 ice arrow
20 freezing arrow
1 slow missle, critical strike, penetrate, inner sight, evade, magic arrow, multi shot, guided
rest of points split betwen ur dodge avoid
stats:
str: u will need 103 for archon 160/60
dex: 50
vit: pump this
ok the basic strat is to run around and fire at them, if they run away from u shot alot then hit "w" to switch to doom, this will kill thier resists big time.. if they charge you just sit tight and fire at them... if they hyave stacked resis and sorb bassically just hit and run. it would prolly be better to use guided in a situation like that
helm: dream... obvious
shield: dream obvious
armor: dragoon, dont ask just do, the holy fire aura will help alot
wep1: doom, more auras yay
wep2: widowmaker with a shael
boots: as long as it has frw str and dex its good
gloves: my choice would be mage fists
rings: dual sojs/ ravens if u need ar
ammy: maras
belt: arach?? or nosfuertus?
charms:
sorce torch
anni
9 light skill gcs
9 fire gcs to prebuff enchant if possible
Skills:
20 light mast
20 enchant
20 cold mast
20 fire mast
1 fire bolt, fire ball, tele, telekenesis, ice bolt, ice blast, frosen armor, shiver armor
xx in warmth
Stats:
str: 100-120
dex: for 50%+ block
vit: rest
strait up elemental dmg here... tele around and hit them with a barrage of arrows... after you soften them up go in for the kill and let ur superior dmg do the work
extras:
pally torch(3-17-18)
anni(1-17-10-7)
7xpcombs(plain/lifer/strenght)
5x3-20-20's sc's
3x290's (if i'm bored i stack these in invent for pvp or pvm)
exta preq skills:
mine i put some on charge for pvp then less on salvation if i duel casters for sorbing.
put charge on left skill/click then put salvation on right skil/click.
then charge a caster away!
General: Ahhh the Wind Druid, one of my favorite characters. A bit tricky to use but its beatiful once,
you have mastered it. It can handle immunes as it uses two elements. Both physical and cold damage.
Skill Tree
Elements- Max Cyclone Armor, Hurricane, Twister, and Tornado
Summon Tree- 1 into each Vine, 1 into Spirit Wolves, the rest into Oak.
Stats
Dex=None unless going for max block
Str=Enough for Gear
Mana= None, Zip, Nada
Vit= Der, Duh, Dee the rest goes here!!!
Gear
Helm= Jalals
Armor=Enigma
Belt=Spider
Weapon=Hoto
Shield=SS*
Rings= Two Sojs
Ammulet=Mara's Or a Plus 3 Druid Ammy**
Gloves=Magefists
Boots=Aldurs***
* Ss Has it all, Physical Immune, Resistance, Block.
** Skills Verse Resistance, Maras had good resists but Cylone Armor can cover that. So a plus 3
ammulet to druid skills might be your choice.
*** Why Aldurs boots? Am I insane? Well it gives a nice life bonus and it gives some good resists to fire,
And of course 10% of damage goes to Mana. If you think you need Fhr, then go get some SandTreks
Tips: In Dueling, remember beating a trapsin is like seeing the eyes of god. Its very hard to do even with cyclone armor and good resistance.
What happens is that you need some hell of fhr in order to survive all the traps. Wanna know a tip, sometimes teleporting isn't the way to go.
Merc: My Choice would be an Ice Rouge
General- The Orb Sorc is a simple and effective build. Both Rich and Poor can make this sorc to be a sucess.
The Sorc can both pk and mf like a good ol' character.
Stats-
*No Dex
*No Energy
*Enough Str For Gear
*Rest into Vit
Skills-
@Max Orb
@Max Ice Bolt
@Max Cold Mastery
@1 to teleport,static field,thunderstorm, shiver armor, energy orb
@Rest Into Warmth
Gear-
+Armor= Ormus or CoH or Armor with skills and mf.
+Helm= Shako with Um or P Topaz, Nightwings
+Belt= Dungos or Spider
+Rings= 2 nagels or 2 sojs or 2 bk rings. You may replace one of the 2 rings with another listed or
a Raven Frost.
+Ammy= Maras, Amulet with Skills and mf.
+Boots= War Travelers, SandTrek.
+Gloves= Frosties, Magefists, Chance Guard
+Weapon= Occy, Fathom
+Shield= Lidless, Spelndor, Or Spirit
General: The Hammerdin Is one of the best PvM Characters ever!!! It requires certain gear in order
for it to function. And of course the skills are key.
Skills: Max: Blessed Hammer, Concentration, Blessed Aim, Vigor
1 Point Into: Meditation
Rest into Holy Shield
Stats:
No Energy
Enough Dex for Max Block with Holy Shield
Enough Str for Gear
Rest Into Vit
Gear: Shako with Um, Enigma, Maras, 2 Sojs,Spider,Magefists, Eth SandTreks,Hoto.
Switch Gear: Raven Frost, Cta with Lidless,Speldor, or Spirit on weapon switch.
Trapsin-
Skills: Max All Lightning traps, 1 to each shadow discipline but venom
Stats: Enough Str For Gear, No dex, No mana, Rest into Vit
Gear:Shako, 2 soj, +3 trap ammy, nigma,spider, war travs, magefists, two +3 trapclaws
Extra:Sorry this guide is a bit short, Trapsins are an excellent duelers. Be sure to include some trap gcs,
And a hellfire torch.And add light faucets to your gear.Also you may want to replace shako with
Griffin's Eye.
1 in all Combat Masteries except the Masteries, just do Mace
Rest in Natural Res
Equipment:
Helm - Uped Eth Arreats Zod'd
Amulet - Perfect Mara's
Weapon - EBOTD Thunder Maul (400% +)
Switch - CTA and HOTO or 2 HOTO
Armor - Fortitude Sacred Armor
Gloves - Steelrends (55% +) or Draculs
Rings - 2 5ll BK or Dual Leechers
Belt - Perfect Verdungos
Boots - Uped Gore Riders
__________________
If there is nothing there now, what exactly was there to begin with? Was it moved? Was it crushed? Did it disappear? Or...was it ever there at all?
im to tired to look everything up but..
shako w/ 5/5 psn die
+2 ammy with fcr
enigma
deathsweb wand w/ 5/5 facet
2 sojs
arach
trangs gloves
homunculus w/ 5/5 facet or um 4 resis
marrowwalks
torch
anni
9 pnb gcs
on switch
wand with + xteeth
spirit
skills
20 psn dagger
20 psn explosion
20 psn nova
20 lower resists
1 in all spells to get these
1 in skele mast, skele, mage, revive, clay golem, bone armor
rest in teeth
stats
str nuff 4 gear
dex max block will be nice if ur gona sit and tank... go for 50% block
vit rest
energy 50-75
get ur small army, cast lr, nova the hell out of them, and then get teeth after them
Helm ... shako (with topaz sock in it)
Armor ... Tal Armor (also with topaz sock in it)
Belt ... Tal belt or gold wrap (which ever you perfer i think tal belt gets ya more mf tho)
Gloves ... Chancies
Boots ... War Travs
Wep ... Occy (with Ist Rune sock in it)
Sheild ... you can so several ways with this but (I would recomend a Rhyme 2 sock shields "Sheal Eth" 25mf and solid res perferably into a 2os Grim Sheild ... pretty ez to make a find the materials to produce)
Rings ... two Nagles
Ammy ... Tal ammy
Now stats
Str - dont go over 95 you wont need any more than 95 for ur war travs base usally 80-85
Dex - Either none, or all the way for max block i say none for more Vit
Vit - All Extra pts
Mana - Zero!!!! dont touch mana ... it sux in the start with no mana after 4-5 casts but when you get around 50 youll love the extra life you didnt spend on mana if you playing h/c youll need all the vit you cant get haha
yep thats it i think ... if ya got and questions or concerns just pm me on build im also open to changes if you think theres a better way to build an mfer ...
Smiter Pally:
Gear:
helm: guillumes face 15 ias jewel
wep: light saber, great cheap wep for a smiter... if u want get 2 bers and 4 shaels and make ur own... it owns ubers ez lol
armor: preferably a coh but a rattle cage will give great cb
shield: exile... bout 4 sojs for a cheapo on us east... this will save ur but
ammy: highlords, 20 ias +1 skills... if having truble go mara's
rings: ravens... this will ensure max block
belt: nosfuertus or a string... for ias
gloves: laying of hands or dracules... either work
boots: gores
Skills:
20 fanacism
20 smite
20 holy shield
20 defiance... i put remaining points in here for def bonus
with this build you will have 100% cb and u will reach the smite ias breakpoint
Stats:
str: as much as u need with gear... generally 120 will work. but it depends on ur charms
dex: enough to get max block with holy shield... i belive i have 75 or something
vit: rest
energy: none
Killing ubers:
i havent tryed to solo them yet... everytime i have some help from my lvl 90 barb with a lvl 40 bo and shout... basically you wanna go in portal run to the top then go to the east of trist.. run in between the two houses and hit meph... it will take 30 seconds to kill meph... the barb was only thier to keep the bums off me while i killed... when u get to diablo you may have truble with his summons... they do alot of dmg, as long as u get life tap on them and have some1 to distract them it will be ez as cake
i have done 6 uber trist runs in under an hour... took longest to switch chars and id the torch in a full game
End Game Gear:
helm: +3 summon skills 2 soc with 15 all resis or p topaz
ammy: +3 all skills
shield: bone flame +3
wep: beast king leoric in stash cta on switch
armor: enimga... no question
rings: sojs
belt: arach
boots: marrowalks +2 mast
gloves: frosties... u will need mana
charms: 9 summon gcs/ torch/ anni
Skills:
20 skele mast
20 skele
20 mages
20 revives
1 summon resists
1 bone armor
1 corpse exp
1 in iron golem... depending ur ur going to have an aura merc if u ar go with fire
Stats:
str: depending on charms could go with base but generally 75
dex: no need to block here... with all these summons around
vit: pump this
energy: ull have alot of mana from gear but 75-100 in this will help
Merc: act 2 nm might merc, offensive
dmg gear:
wep: ebotd warpike
armor: e fort
helm: e andarials
with this setup u will get skele dmg (not including auras) of 1.1k with king leorics and 850 with beast and u will have a total summon count of...19 skele 19 mages 1 golem and ~ 50 revives... with a skill shrine 20/20/1/52 for a total of 93 summons
with auras using the dmg merc u will get around 2.4k dmg a skele
rough mage dmg is as follows
fire... ice... psn...light
800.. 500.. 500... 1.1k
i have calculated my total skele dmg including merc in one hit and it came out to be over 100k
dueling hammerdins just wait till he stops and surrounds himself in hammers... then tele in directly ontop him making sure u amped him... they are very ez once u get the hang of it, fb sorces... 1 hit and ur dead... dont get hit.. all u have to do is tele on her one time and poof.. barbs tele around and let ur mages do the work if the barb ww locks u this is alot easyer, anything that tele's alot.. just keep trying to tele on them.. lite sorces wont have much affect neither will orb sorces.. just keep going and try to lead them into a wall, they will easily out tele u if they get away..bone necs.. the spear wont hit u if skeles are stacked so tele on top of them or let them tele near u.. a smart blizz sorc will sit in one spot and blizz herself... if u think u can survive this do it if not tele around her leting mages do the dmg.. ele druids... these suck... mages are useless and thier tornadoes have a spash effect similar to fire ball meaning if ur skeles are stacked u will get hit and hard... try to catch them off guard tele ur summons and run out
Bonemancer Build- Your main goal for this build is to kill things using magical damage. There are almost no monsters in the game that are resistant to magical damage, and with everything maxxed you will do a ton of it. So to begin, the skill set up
Poison/Bone Skill Tree -- This is going to be your main skill tree, so learn it well, and come back to it often to distribute your skill points. The correct order to distribute skill points is Teeth, Wall (until you get Spear) then max spear, then a couple into Spirit and prison, and then from there put more points into what you like more whether it be spirit or wall or prison.
20 Bone Spear - This will be your main pvm weapon for most of the game. This solid attack will go through monsters, and can clear an entire hallway in one shot. Extremely valuable and mana efficient. Max this skill as soon as you acquire it.
20 Bone Spirit - This is a spirit that has a homing capability. The duelers best friend, it is available after spear, and is definitely worth maxing. Although it requires a bit more mana, the effects of spamming (or repeatedly casting) this spell can be devastating.
20 Bone Wall - A wall. Made of Bones. Go figure... Actually an incredibly valuable skill, that blocks monsters from reaching you. It also synergies with spear, spirit, and armor pumping those skills up, causing more damage and giving you more defense. Definitely worth maxing, and experiment with it to learn how to cast it.
20 Bone Prison - Sort of like wall, except instead of casting a wall straight across, it casts it around a target. Cast 3 or 4 bonewalls around a monster, and there is no chance of escape. Cast an iron maiden on said monster, and watch as they hack their way out of the prison, they'll be dealing 250% damage back to themselves, and they'll die without you having launched a single attack!
1 Armor- An incredibly important skill. However, only one point is needed because both wall and prison synergize with it, adding 15 points, while a point into armor only adds 10 points. So by adding a point to wall your actually adding a point to wall, 15 more damage points to armor, and around 20 more attack points to spear/spirit. Not a bad deal, but again only 1 point is needed here.
1 Teeth- Ah, Teeth. The trouble with teeth is the fact that only one "tooth" can hit at a time. So even if you shoot 27 teeth, only one can hit a monster at a time. Believe me when I say you'll be happy you saved the skill points that could have gone into teeth for spear/wall/spirit.
Curses Tree -- Highly Under-rated for a bonemancer. This tree provides important skills, and with around +3 in skills from plus skill items, these can become important items.
1 Amp Damage - Important until you get spear. You will have to deal primarily with physical damage until level 18 unless you find a wand with teeth skills, or a wand with some summon abilities, so having amp damage will help you with the difficult problem of killing things with a puny wand.
1 Dim Vision - Absolutely crucial at some times. Although it is easy to forget you have, when ranged enemies are blinded, its amazing how easy it is to breeze through a group of archers or mages or other ranged attackers, and just sit there and blow their brains out while they are too blind to fight back.
1 Iron Maiden - I love this curse. Throw a couple bone walls in front of a pack of monsters, or spam prisons around them, throw this curse on, and watch them die trying to hack their way out of the bone walls that surround them. Nothings like watching Andarial kill herself. It also has minor uses while things are killing you in the beginning.
1 Weaken - You'll use it early on in the game, and then later for parties. Granted its not the most important skill for a bonemancer to have, it does have its uses. This point may be thrown into teeth if your so inclined.
1 Confuse - Funniest curse of all time. Cast this on a group of monsters, watch them get confused and start beating the crap out of each other. While they're killing each other, you can just sit back, relax, and shoot spears at them until they are all dead. It is also a powerful attract spell, bringing monsters from FAR off screen, so it can also serve as a scouting tool.
1 Attract - Force monsters to all kill one specific monster. This can be insanely helpful. One of the most powerful curses, watch as an entire pack of devil kin turn on the devil kin shaman and kill him. Useful for all sorts of trouble, and again, reasonably amusing to watch.
1 Decrepify - Putting that point into weaken should be done if only to use this skill. It drastically weakens a monster, while at the same time slowing it down greatly and making it essentially a slow moving target. Just pound away at it until it dies, because it can do nothing to you.
Summon Tree -- Totally useless to a bonemancer. A golem from a wand may be helpful to take some damage but otherwise don't waste any points here and dedicate all your points into the above skills.
This build requires 90 points, and thusly should be done by level 78 (including the 12 skill points you get from quests.) All remaining skill points can be used to pump up teeth, thusly synergizing with Spirit and Spear, making them even more powerful. Most skills can be bolstered to 23-26 with plus skill gear, which also greatly helps.
Stat Points
Strength - Enough to wear the gear you want to use. I'd reccomend putting a total of 20 points here. Any more can be found elsewhere using items. Silks of the Victor requires 100 skill points, while sigs shield requires 76, and a good breastplate requires 55. Just some things to consider, although its not reccomend you attempt to use silks, as the mods are not all together beneficial for a necro.
Dex - Leave at base, theres absolutely no need for dexterity.
Vitality - Oh baby, pump it up pump it up. Once you have everything else where you want it, the rest of your skill points are belonging here.
Energy - Hopefully you'll be able to find lots of regenerate mana and + mana gear. Leach life will not work here because it only works with physical attacks, something you will not be doing. If you stumble across a shield called Wall of the Eyeless, it adds +5 mana after every kill. So put a couple points here until you can comfortably cast spells using only the pots your find on the ground.
Barbarian Build- The barbarian - everyones favorite fighting class. Your main goal here will be to hit things with sharp/pointy/blunt objects until they die. Here's a simple build, that happens to be very generic.
20- Weapon Mastery of Choice - This is the key to a good barb. Your choices encompass all of the possible weapons one could run across, but only two are really worth having. This is because of the mechanics of whirlwind. Wielding two weapons and wirlwinding (ww) does not cause twice the damage, nor does it cause 50% more hits in classic, but instead the weapons just alternate hits every four (4) frames when the game runs a check to see if your attack hits or not. So a good whirlwind barb will not need to worry about having two weapons, but rather one very strong one. This leaves us with spears and mace class items. Lance barbs are popular due to the extreme range of the lance, it allows for very effective skirting around while still causing mass damage. The problems with lances are the relative rarity of them, the very weak durability, and the fact that they require quite more dexterity then most care to put into it. Hammers on the other hand are very short ranged, and also quite slow. However, two of them can be wielded until lvl 30 using double swing, which negates the slowness, yet does nothing to help the short range. Hammers are slightly more abundant and have durability of 60, which means they need to be repaired less. However, if one wanted to make a sword barb, there are a couple of options. Good swords are abundant, and if one could get an insanely powerful sword, and then equip a shield like swordback which increases open wounds, and also helps damage and blocking things, then that would be a solid build. Swords have the advantage of using 1 or 2 hands. While the two handed damage isn't as good as a martel or lance, the ability to use 1 hand greatly makes up for it. Another possible option is equipping said powerful sword and a gull dagger and magic finding all over the place. Your call, pick one and stick with it.
Skill Points
Strength - As much as you need for equipment. The heaviest armors clock in at around 170 for an Ornate Plate. Martel's usually hit 169. Thats about as much as you could possibly need.
Dexterity - Could be needed for some items such as lances and swords, so be certain to have enough for the high ended items that you want to use and put enough skill points here in order to use those items, and then leave dexterity alone, and find AR and defense elsewhere.
Vitality - All points that are not needed to wear gear go into vitality. While some may consider this a waste, while they could be getting points of damage, or a higher attack rating, vitality is absolutely necessary. A finished Barbarian should have over 3,000 life with battle orders. This is necessary for withstanding the high-pressure attacks of Hell. No one can explain how hard hell can be until they get there.
Energy - Putting points here will not be necessary. With high level battle orders, and mana leech abilities, points into energy will not be necessary.
Notes: The most important thing for a barbarian is life leach and mana leach and attack rating. These three things will be your saving grace. Good life leach is between 10-20%, closer to 20 in HELL due to the leaching restrictions they add. Mana leech will be huge because whirlwind is not what we call a mana effective skill. However, with enough mana leach, you should never have to pot if you hit something with whirlwind. Seek for around 10-20 mana leach, less if your weapon deals over 200 base damage. Attack rating is important because you need to hit things. 75% is a good rating to shoot for. You can see your chance to hit by hovering your mouse over the attack rating, in case you didnt know... The most effective way of raising attack rating is the combination of angelic amulets/rings (set items) which raise AR exponentially depending on level. Duel rings with the ammy at level 70 can add 2,000 to you AR. Of course there are other alternatives. Your chance to hit ratio is also based on level, so as you see your level increase, you will also be able to see your to hit percentage going up. Dexterity raises your AR but not much, and is not a very good option.
Zealer Paladin
Well I am the dark half I have an level 81 pally I got to hell and beat hell diablo i do alot of damage and if you follow this guide well then you can too !
Level:
1-12 prerequisites to fanaticism and holy shield ( one point each nothing more ) as well as sacrifice, defiance
12-30 zeal, sacrifice, defiance, holy shield as many points as you see fit
30-80 fanaticism, zeal, sacrifice( if not maxed already) defiance, holy shield
This setup maxing zeal, fanaticism, sacrifice, holy shield, defiance will cost
100 points not including prerequisites for these skills ( 7 skill points on prerequisites) by level 80 you will have 92 skill points ( yes including all the skill quests) so use these wisely
if you don't want to max zeal that gives you another 15 to play around with ( 5 to just have the 5 hit ability and less of a damage boost)
Equipment:
mods – you will want these mods on your equipment in this order:
life, +stats , + skills, faster hit recovery, damage modifiers, defense multipliers, resistance obviously in weapons you will look for damage and in armors defense but otherwise this if the order you look for things.
What & Why
Weapon - High damage rare one handed Naga - high damage hammers with speed equal to a Naga are hard to find, also nagas usually have more damage
usually
High defence ornate – ( Ideally 750+) see mods above
Belt – the more FHR( faster hit recovery) defense and resistance the better but mods above still apply
Boots – ( 30 faster walk speed ) high def if you can get - use these for whatever mods you may be lacking in when you choose boots such as resistance, dexterity, don’t rely on them too much unless you're using duped ones.
Helm – High defense mods above resistance if you can get but not important.
Rings – min damage gets boosted here as sojs are not the greatest for a zealer, life leech is important to get here and min dmg is good too; resistance is ok as well and a nice perk if you can find. Another really important thing to look for is Life and Mana leech as always, especially life leech, because you will have no real way to escape.
Amulet + 2 and whatever mods you need
Shield + 2 20 block rate /30 increased chance to block/17 fhr and mostly resistance
Gloves – increased attack speed and follow above mods
How to play:
You are a Zealer and if you have the right skills and the right equip then ideally you should jump into the heart of the fray and hammer everyone into submission. And hopefully quickly as you have no way of getting out and end up relying on damage, leech, and fhr to survive. Zealers are not good duelers, whirlwind from a barb beats then every time and sorceresses teleport out of the way. If you want a dueler paladin go for a Foher or a Hammerdin. Use the usual leveling methods and play with lots of other people they will help you gain exp and you will help them with your auras ( most noticeably with barbarians as fanaticism helps them lots)
Yes its everyones favorite class, that got supremely nerfed in 1.10. The bowazon. This character is an amazon that utilizes the bow/crossbow skill tree and the passives skill tree. There are two variations as described below:
PvP (dueling)
20 Guided Arrow
20 Multishot
10 into Dodge
20 into Avoide
10 into Evade
10 into Critical stirke
10 into Penetrate
1 into Pierce (not useful for pvp)
1 into pre-reqs
Stats:
60ish strength
300 dex
rest into vit
no nrg
This build is essentially a tanking high damage bowazon. With maxed avoide, you should be able to stand there and take a whirlwind or three before being affected by it, all the while pumping them full of guided arrows, or if those aren't working, spamming mulitshot on the run. You should always firing, and your goal is to get as much increased attack speed and fast hit recovery as you can. You are going to be very limited on health, so try to avoide hits as best as you can, and admit to yourself that bowazons aren't as godly as they used to be. However, a good bowazon, played correctly, can really suprise people in duels.
PvM (questing/rushing build)
20 into Strafe
20 into Freezing Arrow
20 into Valk
5-15 into pierce
10 into Decoy
3 each into D/A/E
10 into Critical Hit
5 or so into penetrate
1 in all pre-reqs.
This build is an amazing deal of fun. Shoot a peircing freezing arrow into a crowd to freeze everyone and then lay into them with a high level strafe. Increased attack speed is good, but its all right to sacrifice a little bit for damages sake. Knockback is extremelly valuable to keep people off of you. Howltusk helm does an excellent job of this. You should always have your valkeryie cast, as it does and EXCELLENT job of tanking, especially b/c it gets the advantages of D/A/E. The most important thing is to not rush into battle, but hang back, and pick things off from a distance.
20 Blessed Hammers
20 Vigor (synergy)
20 Blessed Aim (synergy)
20 Concentration (main aura)
Rest into pre-reqs then everything into holyshild. Holy shield should be gotten as soon as possible, because its extremelly useful, boosting your defense greatly, as well as chance to block.
The key to building a good Hammerdin is only putting points into the skills you're going to use. This means saving all your early level points (except putting ones in places you know you're going to need as pre-reqs). It is very important you have good gear for this build, as it tends to be a bit expensive, due to the high mana strains placed on a hammerdin. Play essentially is based around setting concentration as your aura and hammers as your left click. Stand, throw some hammers until monsters get too close, charge/vigor away (very good to have these two hotkeys close together). Charge and vigor used together is like the pally's teleport. He can cover insane distances and get away quickly.
Equips:
your main goal here is to get as much mana with the fewest points into Energy as possible.
Helm: Tarnhelm is a good choice here, because +skills for the paladin really add a lot of damage, considering both the skill and the aura get boosted simultaneously (synergise don't with plus skills).
Armor: Goldskin is an excellent choice for the resistances, if not goldskin then silks for the plus skills. I prefer goldskin myself, because having good resistanes is absolutely critical.
Gloves: Frostburns are mandatory here. 40% increased mana is essential for creating a large mana pool.
Rings: 2x sojs (told you it was a bit expensive) Plus skills and 40% more mana. You can not do much better here. Really the best rings, and the choice of every hammerdin who can afford them.
Boots: Boots are debatable. If you can afford a duped pair with tri-resists on them, then more power too you. If not tearhaunches offer +2 to vigor, 10 resist all and are a good cheap alternative.
Weapon: Spectral Shard. Fast Caste rate applies to hammers, and so throwing as many hammers as you can is crucial. It also boasts resists, mana, and is all around great, so it is easily the best choice for a hammerdin.
Shield: There are many options here. I prefer a shield with lots of resists (prismatic). You will be searching for places to add resists, and 20-30 for each element is going to be really helpful. Or you could go sig's shield for the +skill or wall of the eyeless for the +5 to mana after each kill, which becomes negligable after a while, or if you can find one/afford it, a +2 to pally skills shield works very well. If you were really rich a +2 skills prismatic shield would be awesome. The ward is an EXCELLENT shield that can boast up to 50 resist all (30-50) resists, as well as a nice +10 strength bonus and a lot of defense.
Amulet: Whatever you feel like here. If you want more +skills, go for +skills with a +2 pally ammy. If you still feel like you need more resists, then by all means find a nice prismatic ammy. Really up to you.
Stat Distribution
Here's my favorite item equips for you so you know what to put in where
So, for this build you will need 70 base strength, coupled with the Ward shield will give you 80 needed for goldskin. You will need 51 dexterity for the shard, which is steep, but worth it.
so in total you'll need to allocate:
- 45 points (9 lvls) into strength
- 31 points (6.2 lvls) into dex
------------------------------------
- 76 points ( 23.2 lvls) into things for equipment, and seeing as thoug the build requires level 80 to complete, you will have 56.8 levels or 293 points plus 15 from quests, giving you 318 points to play around with. If you put these all into vitality you would end up with 1186 base vitality points, which would be a rather nice buffer, especially if played alongside with a barb. If you have all the equips I mentioned, and mana pots, your mana needs should be ok with base. If you are a person, however, that would rather be very safe with mana, consider putting 20 points into energy which would get you 30 more mana points, with mana increasing gear would get you roughly 50 more mana points, enough for 2-3 more hammers. It is totally up to you what you do with your build. Have fun with it, and try not to get hit too much!
Gear:
armor: fort... 300% ed and 1600 def great armor, ctc frosen armor and alot of life
helm: eth zoded arreats.. resist leach str
ammy: gale shell. +2 skills dual leach vit and resists
shield: pheonix 350% ed and redemption// 40/15 ss on switch
wep: ebotd cb.. i prefer the extra ww range to zerkers extra dmg/// grief phase blade if u can afford
rings: dual raven frosts +40 to dex... meaning 40 spare stats
belt: dungoes dr frh and vit
boots: gore riders... cb ds ow
gloves: draculs life tap ow 15 str
charms: torch anni and alot of 3/20/20s
Skills:
20 ww
20 bo
20 shout
20 sword mast
1 iron skin, faster run/walk, increase stamina, howl, bash, leap, leap attack, concentration, beserk
remaining points into natural resists untill p resists are achieved... then put remaining skills into either iron skin or fr/w
89 skill needed
Stats:
str: 53-73 depending on anni and torch
dex: enough for max block with ss/// unless using grief then minimum of 76-96 depending on charms
vit: rest
in duel game u will have superior life and about 4-6k dmg as always stack resists and sorb vrs sorces... vrs hammerdins take off ur shield, run into them ww and run out... hit and run basically with 5k life u shuld be able to tank 4 hammers w/o much truble.. vrs other barbs make sure u dont ww them strait on, dodge thier ww and ww at a slight angle to them, trying to ww them when they stop as soon as ur ww stops circle around them because they will start to ww at you, repeat untill u win... java zons... the hacked kind... stack all the resists and sorb u can... ive been killed easily with 6.6k life 95 resist stacked to over 180 (some wep that gave +90% resis based on lvl) and enough sorb to stop a 44k light sorc in her tracks... most likly the java zon will have farcast so rits a lil bit harder... best bet is to run around in a half circle then run in and try to ww
Frenzy barb
Gear:
helm: guillumens with a 40/15, str ias ed and alot of cb
armor: fort... 300% ed lots life and nice def
wep1: preferably a grief but a botdz works
wep2: beast... that fana will own
ammy: highlords... cheap 20 ias +1 skill and alot of ds
rings: dual ravens... 40 dex... good ar
belt: nosfuertus str and ias
boots: gore riders cb ds ow whats not to like?
gloves: draculs... 15 str life tap and ow///laying of hands for bosses 200% dmg to demons
Charms:
torch
anni
3/20/20s
Skills:
20 bo
20 frenzy
20 double swing
20 taunt
1 iron skin, bash, double throw, increase speed, increase stamina
X into natural resistance untill u get p resis
X in shout... def doesnt really mater a whole lot
87 skills+ for this build
Stats:
str: 53-73 depending on torch and anni
dex: 58-78 depending on torch and anni
vit: rest
life is the key to this build... def doesnt matter as long as u can leach ur life back u are fine... meaning dont duel anything melee unless they have no shield... casters are fun aslong as u frenzy some fallen to get ur speed up... this does good pvm and bvc stack resists and get some sorb and sorces cant touch u for other barbs... try to run them out of mana first dont duel them head on ull be much faster and thier ww will suck the mana alot run around and dont get hit...
Ice zon: frosty nipples
Gear:
Bow: wizendraw with a 5/5 cold facet..a possible -40% enemy cold resis// doom and a 20/20 cold monarch on switchg
helm: nightwing 5/5 cold facet.. 20% cold dmg -5% enemy resis
armor: my best guess would be a 160/60 u will need alot of speed for this
rings: soj/raven, substitute wisp/dwarf when dueling certain elements
belt: nosfuertus
gloves: either crafted +2 skill ias resis gloves or draculs
ammy: highlords, 20 ias +1 skill and nice deadly strike
boots: gore riders?? im not to sure here
charms: anni torch, id guess bow n crossbow for the dmg
skills:
20 cold arrow
20 ice arrow
20 freezing arrow
1 slow missle, critical strike, penetrate, inner sight, evade, magic arrow, multi shot, guided
rest of points split betwen ur dodge avoid
stats:
str: u will need 103 for archon 160/60
dex: 50
vit: pump this
ok the basic strat is to run around and fire at them, if they run away from u shot alot then hit "w" to switch to doom, this will kill thier resists big time.. if they charge you just sit tight and fire at them... if they hyave stacked resis and sorb bassically just hit and run. it would prolly be better to use guided in a situation like that
helm: dream... obvious
shield: dream obvious
armor: dragoon, dont ask just do, the holy fire aura will help alot
wep1: doom, more auras yay
wep2: widowmaker with a shael
boots: as long as it has frw str and dex its good
gloves: my choice would be mage fists
rings: dual sojs/ ravens if u need ar
ammy: maras
belt: arach?? or nosfuertus?
charms:
sorce torch
anni
9 light skill gcs
9 fire gcs to prebuff enchant if possible
Skills:
20 light mast
20 enchant
20 cold mast
20 fire mast
1 fire bolt, fire ball, tele, telekenesis, ice bolt, ice blast, frosen armor, shiver armor
xx in warmth
Stats:
str: 100-120
dex: for 50%+ block
vit: rest
strait up elemental dmg here... tele around and hit them with a barrage of arrows... after you soften them up go in for the kill and let ur superior dmg do the work
extras:
pally torch(3-17-18)
anni(1-17-10-7)
7xpcombs(plain/lifer/strenght)
5x3-20-20's sc's
3x290's (if i'm bored i stack these in invent for pvp or pvm)
exta preq skills:
mine i put some on charge for pvp then less on salvation if i duel casters for sorbing.
put charge on left skill/click then put salvation on right skil/click.
then charge a caster away!
General: Ahhh the Wind Druid, one of my favorite characters. A bit tricky to use but its beatiful once,
you have mastered it. It can handle immunes as it uses two elements. Both physical and cold damage.
Skill Tree
Elements- Max Cyclone Armor, Hurricane, Twister, and Tornado
Summon Tree- 1 into each Vine, 1 into Spirit Wolves, the rest into Oak.
Stats
Dex=None unless going for max block
Str=Enough for Gear
Mana= None, Zip, Nada
Vit= Der, Duh, Dee the rest goes here!!!
Gear
Helm= Jalals
Armor=Enigma
Belt=Spider
Weapon=Hoto
Shield=SS*
Rings= Two Sojs
Ammulet=Mara's Or a Plus 3 Druid Ammy**
Gloves=Magefists
Boots=Aldurs***
* Ss Has it all, Physical Immune, Resistance, Block.
** Skills Verse Resistance, Maras had good resists but Cylone Armor can cover that. So a plus 3
ammulet to druid skills might be your choice.
*** Why Aldurs boots? Am I insane? Well it gives a nice life bonus and it gives some good resists to fire,
And of course 10% of damage goes to Mana. If you think you need Fhr, then go get some SandTreks
Tips: In Dueling, remember beating a trapsin is like seeing the eyes of god. Its very hard to do even with cyclone armor and good resistance.
What happens is that you need some hell of fhr in order to survive all the traps. Wanna know a tip, sometimes teleporting isn't the way to go.
Merc: My Choice would be an Ice Rouge
General- The Orb Sorc is a simple and effective build. Both Rich and Poor can make this sorc to be a sucess.
The Sorc can both pk and mf like a good ol' character.
Stats-
*No Dex
*No Energy
*Enough Str For Gear
*Rest into Vit
Skills-
@Max Orb
@Max Ice Bolt
@Max Cold Mastery
@1 to teleport,static field,thunderstorm, shiver armor, energy orb
@Rest Into Warmth
Gear-
+Armor= Ormus or CoH or Armor with skills and mf.
+Helm= Shako with Um or P Topaz, Nightwings
+Belt= Dungos or Spider
+Rings= 2 nagels or 2 sojs or 2 bk rings. You may replace one of the 2 rings with another listed or
a Raven Frost.
+Ammy= Maras, Amulet with Skills and mf.
+Boots= War Travelers, SandTrek.
+Gloves= Frosties, Magefists, Chance Guard
+Weapon= Occy, Fathom
+Shield= Lidless, Spelndor, Or Spirit
General: The Hammerdin Is one of the best PvM Characters ever!!! It requires certain gear in order
for it to function. And of course the skills are key.
Skills: Max: Blessed Hammer, Concentration, Blessed Aim, Vigor
1 Point Into: Meditation
Rest into Holy Shield
Stats:
No Energy
Enough Dex for Max Block with Holy Shield
Enough Str for Gear
Rest Into Vit
Gear: Shako with Um, Enigma, Maras, 2 Sojs,Spider,Magefists, Eth SandTreks,Hoto.
Switch Gear: Raven Frost, Cta with Lidless,Speldor, or Spirit on weapon switch.
Trapsin-
Skills: Max All Lightning traps, 1 to each shadow discipline but venom
Stats: Enough Str For Gear, No dex, No mana, Rest into Vit
Gear:Shako, 2 soj, +3 trap ammy, nigma,spider, war travs, magefists, two +3 trapclaws
Extra:Sorry this guide is a bit short, Trapsins are an excellent duelers. Be sure to include some trap gcs,
And a hellfire torch.And add light faucets to your gear.Also you may want to replace shako with
Griffin's Eye.
1 in all Combat Masteries except the Masteries, just do Mace
Rest in Natural Res
Equipment:
Helm - Uped Eth Arreats Zod'd
Amulet - Perfect Mara's
Weapon - EBOTD Thunder Maul (400% +)
Switch - CTA and HOTO or 2 HOTO
Armor - Fortitude Sacred Armor
Gloves - Steelrends (55% +) or Draculs
Rings - 2 5ll BK or Dual Leechers
Belt - Perfect Verdungos
Boots - Uped Gore Riders
__________________
If there is nothing there now, what exactly was there to begin with? Was it moved? Was it crushed? Did it disappear? Or...was it ever there at all?
im to tired to look everything up but..
shako w/ 5/5 psn die
+2 ammy with fcr
enigma
deathsweb wand w/ 5/5 facet
2 sojs
arach
trangs gloves
homunculus w/ 5/5 facet or um 4 resis
marrowwalks
torch
anni
9 pnb gcs
on switch
wand with + xteeth
spirit
skills
20 psn dagger
20 psn explosion
20 psn nova
20 lower resists
1 in all spells to get these
1 in skele mast, skele, mage, revive, clay golem, bone armor
rest in teeth
stats
str nuff 4 gear
dex max block will be nice if ur gona sit and tank... go for 50% block
vit rest
energy 50-75
get ur small army, cast lr, nova the hell out of them, and then get teeth after them
Helm ... shako (with topaz sock in it)
Armor ... Tal Armor (also with topaz sock in it)
Belt ... Tal belt or gold wrap (which ever you perfer i think tal belt gets ya more mf tho)
Gloves ... Chancies
Boots ... War Travs
Wep ... Occy (with Ist Rune sock in it)
Sheild ... you can so several ways with this but (I would recomend a Rhyme 2 sock shields "Sheal Eth" 25mf and solid res perferably into a 2os Grim Sheild ... pretty ez to make a find the materials to produce)
Rings ... two Nagles
Ammy ... Tal ammy
Now stats
Str - dont go over 95 you wont need any more than 95 for ur war travs base usally 80-85
Dex - Either none, or all the way for max block i say none for more Vit
Vit - All Extra pts
Mana - Zero!!!! dont touch mana ... it sux in the start with no mana after 4-5 casts but when you get around 50 youll love the extra life you didnt spend on mana if you playing h/c youll need all the vit you cant get haha
yep thats it i think ... if ya got and questions or concerns just pm me on build im also open to changes if you think theres a better way to build an mfer ...
Dear lord this is useful. I've seen builds on other sites but they're all like the same three build per character and pretty much nothing good for Paladin. Shall be used
Gear:
Helm: Harlequin Crest Shako Socketed with Perfect Topaz, Um Rune, or Ist Rune
Amulet: Mara's Keleidoscope
Shield: Darkforce Spawn Bloodlord Skull socketed with Perfect Diamond, Um Rune or Ist Rune
Weapon: Heart of the Oak Flail
Body Armor: Enimga
Rings: 2x Stone of Jordan or 1 Stone of Jordan and 1 Bul-Katho's Wedding Band
Belt: Arachnid's Mesh Spiderweb Sash
Boots: War Traveler Battle Boots
Gloves: Trang Oul's Claws Heavy Bracers
Charms: Hellfire Torch, Annihilus, Gheed's Fortune & as many mf small charms as possible
Split remaining points between Corpse Explosion and Amplify Damage
Stats:
Strength: Enough to equip piece of gear with highest requirement (usually 103 for theArchon Plate)
Dextarity: at least 35 for flail
Vitality: all points that remain after strength and dextarity are done
energy: none
Stats:
Strength: Enough to equip piece of gear with highest requirement (usually 103 for the Archon Plate)
Dextarity: Enough for gear
Vitality: all points that remain after strength and dextarity are done
energy: none
Note: Never Base stats on bonuses from Charms or gear with variable stat bonuses
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MF Summoning Necromancer
Gear:
Helm: Harlequin Crest Shako Socketed with Perfect Topaz, Um Rune, or Ist Rune
Amulet: Mara's Keleidoscope
Shield: Darkforce Spawn Bloodlord Skull socketed with Perfect Diamond, Um Rune or Ist Rune
Weapon: Heart of the Oak Flail
Body Armor: Enimga
Rings: 2x Stone of Jordan or 1 Stone of Jordan and 1 Bul-Katho's Wedding Band
Belt: Arachnid's Mesh Spiderweb Sash
Boots: War Traveler Battle Boots
Gloves: Trang Oul's Claws Heavy Bracers
Charms: Hellfire Torch, Annihilus, Gheed's Fortune & as many mf small charms as possible
Skills:
20 Skeleton Mastery
20 Raise Skeleton
20 Raise Skeleton Mage
20 Summon Resist
5 or 6 Clay Golem
5 or 6 Golem Mastery
Split remaining points between Corpse Explosion and Amplify Damage
Stats:
Strength: Enough to equip piece of gear with highest requirement (usually 103 for theArchon Plate)
Dextarity: at least 35 for flail
Vitality: all points that remain after strength and dextarity are done
energy: none
Mercenary: any act 1 mercenary
Mercenary gear:
Weapon: Faith Hydra Bow or Crusader Bow
armor: ethereal Fortitude Archon Plate preferred
helm: ethereal Andariels Visage
My Zeal Plaldin Build
Gear:
Helm: Guillaume's Face Winged Helm
Amulet: Highlord's Wrath
Shield: Ethereal Exile Vortex Shield
Weapon: Ethereal Breath of the Dying Berserker Axe
Body Armor: Fortitude
Rings: 2x Raven Frost
Belt: Verdungo's Hearty Cord Mithril Coil
Boots: Gore Rider War Boots
Gloves: Dracul's Grasp Vampirebone Gloves
Charms: Hellfire Torch, Annihilus, & any +Skill or +Resist All Charms
Skills:
20 Sacrifice
20 Zeal
20 Holy Shield
20 Fanaticism
20 Defiance
Stats:
Strength: Enough to equip piece of gear with highest requirement (usually 103 for the Archon Plate)
Dextarity: Enough for gear
Vitality: all points that remain after strength and dextarity are done
energy: none
Note: Never Base stats on bonuses from Charms or gear with variable stat bonuses