Difference between revisions of "Diablo II: Lord of Destruction"

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Revision as of 00:48, 1 September 2009

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I figure someone should start this page. Feel free to add and edit. Since I can't seem to figure out greater and lesser title organization, I guess it should be split in to the following categories:

Amazon

Javazon: Focusing mostly on Jab, Power Strike, and Charged Strike. One point in Critical Strike should be good with enough manipulation. +Jav gloves can be gambled late game.

Assassin

Trapsin: Focusing on Fire Blast and Wake of Fire. Burst of Speed is necessary to maximize FRW. +Traps weapons can be gambled late game. Lightning builds can work in 100% much better than a Fire build can. Shadow Master always like a good oskill to have for bosses.

Necromancer

Bone Necro: Focusing on Teeth, Bone Spear, and Corpse Explosion. No summons aside from oskill gear. Manipulating an early Necromancer head with +Teeth is needed and later heads can be rolled with oskill curses if need be. Bone Spirit is not as adaptable as Bone Spear is. One point in Clay Golem could help to slow down bosses in a 100%. Dim Vision will be a godsend in Hell.

Barbarian

Tank: Focusing mostly on Bash, Double Swing, and Stun. Constant manipulation of good oskill Barb helms is necessary to keep damage and leech rates high enough. +Leap Attack items can save time in certain areas of the game. Probably not good for a 100% run, but enough gear and pure weapon mastery can change this. Not for the faint of heart.

Sorceress

Lit Sorc: Focusing mostly on Lightning and Chain Lightning. This is very dependent on hitting maximum damage potential early on.

Fireball Sorc: Focusing mostly on Fire Bolt and Fireball. Very viable due to Leaf runeword. Begins to have diminishing returns in the 100%.

Meteorb Sorc: Mixes Frozen Orb with either Fireball or Meteor. Too thinly spread for an any% run, but this build is great at taking out non CI/FI mobs with relative ease in the late game.

Druid

Elementalist: Focusing on Firestorm and Fissure. No summons aside form oskill gear. Werewolf's gains in FRW do not make up for lost skill points or mana. oskill pelts are a must, though not as necessary in the early game (Firestorm is great AoE for an early spell). Jerks can get a +Hurricane pelt in 100% if they want to make things easy (and choppy).

Werewolf: Focusing on Lycanthropy and Feral Rage. With good pdsc gear, Rabies can be very beneficial for mobs. oskill pelts are a must early on. If gear is manipulated well enough, this build can work it's way in to Hell very easily.

Paladin

Zealot: Focusing on Zeal and... that's it. Auras as need be. Attack Rating becomes a limiting factor for this run. Too gear dependent for 100% unless certain runewords can be manipulated on to mercs.

Smiter: Focusing on Charge and Smite. Attack Rating is not as important here, but an emphasis on Crushing Blow is. Not viable for 100% unless you can roll the best possible items in a fast manner.

Non-viable Builds

Bowazons: Too gear dependent for normal runs, too dependent on tanks in 100% runs. Duriel would end this idea.

Kicksins: Terrible damage to speed ratios in the short run. Would be considerable for a 100% run if they had better crowd control or AoE.

Summon Necro/Fishmancer/Golemancer: No direct control over damage output in the short run. Only viable in group runs, unless a merc could somehow wear Bramble or Edge.

Singer: No dependable skills below 21, making any% very useless. Great for a 100% group run, but this build is not meant to solo without godly gear.

Enchantress: Only good with a fully synergized Enchant. Would be good for a group run, but this build can only do so much compared to other melee/support builds.

Windy Druid: No good damage until late game.

Kodiak/Werebear: Only viable as a tank until the late game, unless you consider using Shock Wave to whittle down boss hp.

Hammerdin: Too gear dependent, too mana dependent. Absolutely terrible at killing anything in Normal.

Auradin: Requires late game runewords or another Paladin to become actualized.

Farming Areas

Cairn Stones: With proper AoE or Poison Shrines, this area can be kited up to level 6 with relative ease.

Tristram: Close proximity of Champs and Uniques makes for great leveling up to 12. Only usable in 100% runs.

Countess: Notably good exp for its location in the first act, this area becomes doubly beneficial when seeking runes from the Countess.

Inner Cloister: Bone Ash is surrounded by a minimum amount of high exp mobs and has high chances to drop great early game items.

Far Oasis: Beetleburst and his mob gives good exp up to level 18.

Canyon of the Magi/False Tombs: Great experience gains up to level 18 for non-AoE builds, and each tomb contains a high TC chest.

Flayer Jungle: Large mobs of Flayers and the like are fodder for any passing runner.

River of Flame: Hellforge always drops a rune through certain ilvl values. Manipulating these in 100% runs can make otherwise rare runes become viable.

USE JAVELINS IN ACT 1!

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