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Test Runs - Glad's Bane & Infinity trapper
Old 09-29-2006, 05:17 PM   #1
Bingain
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Default Test Runs - Glad's Bane & Infinity trapper

This is for a walking trapper.

I finally made an Infinity in an eth CV for my trapper after
rolling a cold skiller and sold it for a Ber. It's among the
worst Infinity in terms of ED, but I don't think I can afford to
Hel-cube it.

Vipers, Night Lords, and most other LI monsters are no longer
LI, so I can now re-enjoy picking up gold during combat instead
of throwing Fireblasts myself. Killing speed is indeed faster,
but not exceedingly significant. Reason is simple: only the
initial stage is faster; as soon as some corpses are available
for DS, there is not much difference. It will make a much
significant difference on a sorc.

Even so, I would suggest that for a walking trapper, Infinity
rules.

For a teleporting Trapper, however, one will have to overcome
the mana issue. Since assassin doesn't have Warmth, unless she
carries loads of mana charms, she probably can't afford the mana
needed for teleport, even after BO. As the difference in killing
speed is not so huge, I think it's individual's calls about
Infinity vs Insight.

With or without Infinity, my merc always die on sight of green
clouds. He'd go down so fast there is no chance of feeding him a
fat purple. It didn't matter that he had maxed all resists.
Typically it'd cost me 100k-150k gold on a viper-trip. I'm a
chicken HC player, so I don't go anywhere without a merc.

I got fed up. I dug into my mules to find that Gladator's Bane
someone gave me for some low level stuff. With Bane, his resists
fell to 67% across the board, but he survived the clouds. He'd
walk in the cloud to jab the snakes, then run back to me --
shinny green. He'd lose some health but not to the stage I would
need to feed him a purple (I don't carry red pots).

I think Bane is one of the best merc solutions for viper happy
areas.

Bing
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Test Runs - Glad's Bane & Infinity trapper
Old 09-29-2006, 05:32 PM   #2
Mickey
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Default Test Runs - Glad's Bane & Infinity trapper


Bingain wrote:
Quote:
This is for a walking trapper. I finally made an Infinity in an eth CV for my trapper after rolling a cold skiller and sold it for a Ber. It's among the worst Infinity in terms of ED, but I don't think I can afford to Hel-cube it. Vipers, Night Lords, and most other LI monsters are no longer LI, so I can now re-enjoy picking up gold during combat instead of throwing Fireblasts myself. Killing speed is indeed faster, but not exceedingly significant. Reason is simple: only the initial stage is faster; as soon as some corpses are available for DS, there is not much difference. It will make a much significant difference on a sorc. Even so, I would suggest that for a walking trapper, Infinity rules. For a teleporting Trapper, however, one will have to overcome the mana issue. Since assassin doesn't have Warmth, unless she carries loads of mana charms, she probably can't afford the mana needed for teleport, even after BO. As the difference in killing speed is not so huge, I think it's individual's calls about Infinity vs Insight. With or without Infinity, my merc always die on sight of green clouds. He'd go down so fast there is no chance of feeding him a fat purple. It didn't matter that he had maxed all resists. Typically it'd cost me 100k-150k gold on a viper-trip. I'm a chicken HC player, so I don't go anywhere without a merc. I got fed up. I dug into my mules to find that Gladator's Bane someone gave me for some low level stuff. With Bane, his resists fell to 67% across the board, but he survived the clouds. He'd walk in the cloud to jab the snakes, then run back to me -- shinny green. He'd lose some health but not to the stage I would need to feed him a purple (I don't carry red pots). I think Bane is one of the best merc solutions for viper happy areas.


Which is exactly why I was hunting for an ethereal one for Kenny. I am
not the walking type of trapper, and the ability to teleport has saved
Kenny a bunch of times, but still the repiles get him now and again

Mickey

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Test Runs - Glad's Bane & Infinity trapper
Old 09-29-2006, 05:32 PM   #3
Jason
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Default Test Runs - Glad's Bane & Infinity trapper


Bingain wrote:
Quote:
This is for a walking trapper. I finally made an Infinity in an eth CV for my trapper after rolling a cold skiller and sold it for a Ber. It's among the worst Infinity in terms of ED, but I don't think I can afford to Hel-cube it. Vipers, Night Lords, and most other LI monsters are no longer LI, so I can now re-enjoy picking up gold during combat instead of throwing Fireblasts myself. Killing speed is indeed faster, but not exceedingly significant. Reason is simple: only the initial stage is faster; as soon as some corpses are available for DS, there is not much difference. It will make a much significant difference on a sorc. Even so, I would suggest that for a walking trapper, Infinity rules. For a teleporting Trapper, however, one will have to overcome the mana issue. Since assassin doesn't have Warmth, unless she carries loads of mana charms, she probably can't afford the mana needed for teleport, even after BO. As the difference in killing speed is not so huge, I think it's individual's calls about Infinity vs Insight. With or without Infinity, my merc always die on sight of green clouds. He'd go down so fast there is no chance of feeding him a fat purple. It didn't matter that he had maxed all resists. Typically it'd cost me 100k-150k gold on a viper-trip. I'm a chicken HC player, so I don't go anywhere without a merc. I got fed up. I dug into my mules to find that Gladator's Bane someone gave me for some low level stuff. With Bane, his resists fell to 67% across the board, but he survived the clouds. He'd walk in the cloud to jab the snakes, then run back to me -- shinny green. He'd lose some health but not to the stage I would need to feed him a purple (I don't carry red pots). I think Bane is one of the best merc solutions for viper happy areas. Bing


I think Bane is perhaps the best armor for any melee char. Most people
seriously underestimate what a mere 20 physical damage reduction PER
FRAME will do. I have Gladiator's Bane and Gerke's Pavise. Total
physical damage reduction is 34 points. I can literally type while
surrounded by vipers (ok, I gotta type fast, and with spelling errors,
but I can type). Without this, I die instantly.

-Jason

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Test Runs - Glad's Bane & Infinity trapper
Old 09-30-2006, 02:50 AM   #4
Patrick Vervoorn
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Default Test Runs - Glad's Bane & Infinity trapper

In article <BAjTg.37$F9.29@newsfe09.lga>,
Bingain <bingain@doYouYahoo.com> wrote:

[some snippage]
Quote:
For a teleporting Trapper, however, one will have to overcomethe mana issue. Since assassin doesn't have Warmth, unless shecarries loads of mana charms, she probably can't afford the mananeeded for teleport, even after BO. As the difference in killingspeed is not so huge, I think it's individual's calls aboutInfinity vs Insight.


Well, it'd perhaps mean to dedicate at least 1 row of the belt to Super
Manas perhaps?
Quote:
With or without Infinity, my merc always die on sight of greenclouds. He'd go down so fast there is no chance of feeding him afat purple. It didn't matter that he had maxed all resists.Typically it'd cost me 100k-150k gold on a viper-trip. I'm achicken HC player, so I don't go anywhere without a merc.


Well, I have Enigma on my Trapper, but I mostly walk; I only use the
Enigma to be able to teleport to safety. I'm not sure of my exact success
rate, but in about 50% of the encounters with Tomb Viper, I manage to
teleport the merc to safety, then have the Shadow Master 'Dragon Flight'
(or whatever it is) to the Tomb Viper(s) again, while I Fire Blast them.

It's a bit tricky, but it works. Enigma also freed up my secondary weapon
slot, so instead of a staff with Teleport charges, I put 2 x +3 Shadow
Claws there, for an even beefier Shadow Master. She can hold herself quite
well against Tomb Vipers.
Quote:
I got fed up. I dug into my mules to find that Gladator's Banesomeone gave me for some low level stuff. With Bane, his resistsfell to 67% across the board, but he survived the clouds. He'dwalk in the cloud to jab the snakes, then run back to me --shinny green. He'd lose some health but not to the stage I wouldneed to feed him a purple (I don't carry red pots).I think Bane is one of the best merc solutions for viper happyareas.


OK, this story got me convinced; I'll try to dig up one of the ethereal
Gladiator's Bane I have, and try them as an alternative to the eth bugged
Duress my Trappers Merc is wearing now, and try not to teleport him to
safety anymore.

<rummage-rummage>

Pff, finally found it, it's not too hot, I'll perhaps try to find the
other ethereal one later:

189ed/16dr/17mdr. Total defense: 2139

I'll try it out and report back here.

Regards,

Patrick.
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Test Runs - Glad's Bane & Infinity trapper
Old 09-30-2006, 04:18 AM   #5
Patrick Vervoorn
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Default Test Runs - Glad's Bane & Infinity trapper

In article <a9c26$451e4c11$82a1d3bf$20851@news2.tudelft.nl>,
Patrick Vervoorn <patrick.vervoorn@NOSPAM.perihelion.demon.nl> wrote:
Quote:
In article <BAjTg.37$F9.29@newsfe09.lga>,Bingain <bingain@doYouYahoo.com> wrote:
I got fed up. I dug into my mules to find that Gladator's Banesomeone gave me for some low level stuff. With Bane, his resistsfell to 67% across the board, but he survived the clouds. He'dwalk in the cloud to jab the snakes, then run back to me --shinny green. He'd lose some health but not to the stage I wouldneed to feed him a purple (I don't carry red pots).I think Bane is one of the best merc solutions for viper happyareas.OK, this story got me convinced; I'll try to dig up one of the etherealGladiator's Bane I have, and try them as an alternative to the eth buggedDuress my Trappers Merc is wearing now, and try not to teleport him tosafety anymore. <rummage-rummage>Pff, finally found it, it's not too hot, I'll perhaps try to find theother ethereal one later:189ed/16dr/17mdr. Total defense: 2139I'll try it out and report back here.


While refreshing some mules, I found the other one:

160ed/17dr/19mdr, total def: 1929.

I put that one on the merc and started doing some Nihlatak runs. On run #4
I encountered my first Tomb Vipers. The merc walked into the green
clouds.... And died. I resurrected him, found some new Tomb Vipers, he
walked into a green cloud again and promptly died. Other equipment:

Weapon: 258ed Insight eth CV: 98-884dmg
Helmet: Jeweled Tal Rashas Mask (ed/+str jewel)

So, I'm not so sure Gladiator's Bane is the sole reason yours survives;
what's his other gear, besides the Infinity?

Regards,

Patrick.
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Test Runs - Glad's Bane & Infinity trapper
Old 09-30-2006, 05:46 AM   #6
Mickey
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Default Test Runs - Glad's Bane & Infinity trapper


Patrick Vervoorn wrote:
Quote:
In article <a9c26$451e4c11$82a1d3bf$20851@news2.tudelft.nl>, Patrick Vervoorn <patrick.vervoorn@NOSPAM.perihelion.demon.nl> wrote:
Quote:
In article <BAjTg.37$F9.29@newsfe09.lga>,Bingain <bingain@doYouYahoo.com> wrote:I got fed up. I dug into my mules to find that Gladator's Banesomeone gave me for some low level stuff. With Bane, his resistsfell to 67% across the board, but he survived the clouds. He'dwalk in the cloud to jab the snakes, then run back to me --shinny green. He'd lose some health but not to the stage I wouldneed to feed him a purple (I don't carry red pots).I think Bane is one of the best merc solutions for viper happyareas.OK, this story got me convinced; I'll try to dig up one of the etherealGladiator's Bane I have, and try them as an alternative to the eth buggedDuress my Trappers Merc is wearing now, and try not to teleport him tosafety anymore. <rummage-rummage>Pff, finally found it, it's not too hot, I'll perhaps try to find theother ethereal one later:189ed/16dr/17mdr. Total defense: 2139I'll try it out and report back here.
While refreshing some mules, I found the other one: 160ed/17dr/19mdr, total def: 1929. I put that one on the merc and started doing some Nihlatak runs. On run #4 I encountered my first Tomb Vipers. The merc walked into the green clouds.... And died. I resurrected him, found some new Tomb Vipers, he walked into a green cloud again and promptly died. Other equipment: Weapon: 258ed Insight eth CV: 98-884dmg Helmet: Jeweled Tal Rashas Mask (ed/+str jewel) So, I'm not so sure Gladiator's Bane is the sole reason yours survives; what's his other gear, besides the Infinity?


Stuff a BER in that Tal's fugly and he will do MUCH MUCH better.

Mickey

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Test Runs - Glad's Bane & Infinity trapper
Old 09-30-2006, 07:49 AM   #7
Bingain
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Default Test Runs - Glad's Bane & Infinity trapper

Patrick Vervoorn wrote:
Quote:
I put that one on the merc and started doing some Nihlatak runs. On run #4 I encountered my first Tomb Vipers. The merc walked into the green clouds.... And died. I resurrected him, found some new Tomb Vipers, he walked into a green cloud again and promptly died. Other equipment: Weapon: 258ed Insight eth CV: 98-884dmg


Heh, I thought mine was the worst at around 264%. You beat me
for a few percentile points :P
Quote:
Helmet: Jeweled Tal Rashas Mask (ed/+str jewel) So, I'm not so sure Gladiator's Bane is the sole reason yours survives; what's his other gear, besides the Infinity?


He has a Tal's mask with a p.amst in it. He's only lvl 85 and so
a +9 str jewel won't work.

I have no clue why yours died and mine survived. I did a couple
test runs, and I'm telling you: vipers love me -- I got them 95%
of the time.

Would it be that you simply let him do the win or go home game
while you watched? I helped him with my traps and blasts --
instinct for me as he goes I go. The difference between having
Bane and no Bane was he died ON SIGHT, every time, of green
clouds, and hasn't died so far after wearing the Bane.

Bing
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Test Runs - Glad's Bane & Infinity trapper
Old 09-30-2006, 08:04 AM   #8
Bingain
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Default Test Runs - Glad's Bane & Infinity trapper

Patrick Vervoorn wrote:
Quote:
[some snippage]
Quote:
For a teleporting Trapper, however, one will have to overcomethe mana issue. Since assassin doesn't have Warmth, unless shecarries loads of mana charms, she probably can't afford the mananeeded for teleport, even after BO. As the difference in killingspeed is not so huge, I think it's individual's calls aboutInfinity vs Insight.
Well, it'd perhaps mean to dedicate at least 1 row of the belt to Super Manas perhaps?


That should work, depends on mission types. Nilly runs should be
okay, baal runs may not. And you will have to get used to it and
refill the column afterward. This is how my sorc and many other
non-godly sorcs used to do for Meph runs in the past before the
insight era. Problem is, I often forgot to replenish the blues.
So now I've gotten used to treating my blues as emergency sources.
Quote:
Well, I have Enigma on my Trapper, but I mostly walk; I only use the Enigma to be able to teleport to safety. I'm not sure of my exact success rate, but in about 50% of the encounters with Tomb Viper, I manage to teleport the merc to safety, then have the Shadow Master 'Dragon Flight' (or whatever it is) to the Tomb Viper(s) again, while I Fire Blast them. It's a bit tricky, but it works. Enigma also freed up my secondary weapon slot, so instead of a staff with Teleport charges, I put 2 x +3 Shadow Claws there, for an even beefier Shadow Master. She can hold herself quite well against Tomb Vipers.


I have no teleport at all. I hope one day I can gamble a +3trap
ammy with teleport charges on it. I also have shadow claws on
switch as I only have slvl 12 or so shadow without those claws.
I have a few spare skill points saved, but I'm still looking for
claws. It isn't too much to hope that I can buy/gamble a pair of
+2skills +3shadow +3LS +3DS +30resists claws, right :P

Bing
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Test Runs - Glad's Bane & Infinity trapper
Old 09-30-2006, 08:08 AM   #9
jake lee
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Default Test Runs - Glad's Bane & Infinity trapper

Bingain <bingain@doYouYahoo.com> wrote in
news:BlwTg.674$hM7.513@newsfe12.lga:
Quote:
Patrick Vervoorn wrote:
Quote:
I put that one on the merc and started doing some Nihlatak runs. On run #4 I encountered my first Tomb Vipers. The merc walked into the green clouds.... And died. I resurrected him, found some new Tomb Vipers, he walked into a green cloud again and promptly died. Other equipment: Weapon: 258ed Insight eth CV: 98-884dmg
Heh, I thought mine was the worst at around 264%. You beat me for a few percentile points :P
Quote:
Helmet: Jeweled Tal Rashas Mask (ed/+str jewel) So, I'm not so sure Gladiator's Bane is the sole reason yours survives; what's his other gear, besides the Infinity?
He has a Tal's mask with a p.amst in it. He's only lvl 85 and so a +9 str jewel won't work. I have no clue why yours died and mine survived. I did a couple test runs, and I'm telling you: vipers love me -- I got them 95% of the time. Would it be that you simply let him do the win or go home game while you watched? I helped him with my traps and blasts -- instinct for me as he goes I go. The difference between having Bane and no Bane was he died ON SIGHT, every time, of green clouds, and hasn't died so far after wearing the Bane. Bing


since Ive been enjoying nilly runs with the sole exception of losing
merc to vipers so much of the time, I was curious to try a similar
approach as well...I dont have mules full of useful gear, so I simply
shopped for a plain lo-def 'americae' 15DR armor and re-suited up the
merc.

Only been about 6-8 runs with it so far, but there is really a
noticeable improvement to be sure. I also fling FB/DS to help out as
much as possible, and so far no deaths to vipers....also no deaths as of
yet (close though) to enchanted council when amped,...another common
merc-dying mission for me.

He's just using a lo-budget non-eth reapers toll and a virgin tals
mask,...lvl 89 now.

Maybe i can trade a glad bane for cheap since there seems to so little
demand for non-runeworded armor these days
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Test Runs - Glad's Bane & Infinity trapper
Old 09-30-2006, 09:09 AM   #10
Bingain
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Default Test Runs - Glad's Bane & Infinity trapper

JL wrote:
Quote:
Only been about 6-8 runs with it so far, but there is really a noticeable improvement to be sure. I also fling FB/DS to help out as much as possible, and so far no deaths to vipers....also no deaths as of yet (close though) to enchanted council when amped,...another common merc-dying mission for me.


For Travincal, I would suggest that if you have nothing better
on switch (like shadow claws), try using a LT wand there. Your
merc will not die (so long as you take care of the water snakes
so he won't stare at them while being burned and beaten).

I also like the stand in the middle of the hydras. They do very
little damage to human players who have decent fire resists, but
hurt the merc very badly.

Bing
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