/r/pathofdiablo

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Path of Diablo is a Diablo II community server project that aims to increase build diversity, improve replayability and add quality of life features with as few changes to the original experience as possible. Ladders happen every three to four months and always includes a content & balance patch which helps keep the game fresh and exciting.

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Welcome to /r/pathofdiablo


This Diablo II community server has one main goal: Increase build diversity and replayability with as little changes to the original experience as possible. The skill tree has been rebalanced so that skills that are underpowered and rarely used are now viable, allowing you to create many more builds than before. The end game has also been revamped so that more areas are worth exploring, allowing you to experience more varied content. These modifications combine the best ideas from both Diablo II and Path of Exile, two of the best ARPGs in existence. We hope you join our community and enjoy yourself on the server!


  • This is a community server. It does not cost anything to play. We do not make money from this. We have no affiliation with Blizzard or Grinding Gear Games. We do not support piracy. We urge you to buy a legit copy of the game. Posting about torrents or anything related to piracy is forbidden and will result in a permanent ban.
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/r/pathofdiablo

31,417 Subscribers

17

Time for WHAT ARE YOU GOING TO PLAY?

We just got a date and that means its hype time!!! Obligatory what is everyone going to be playing this ladder as their starter? Their end game?

What are the big changes for this patch? What builds got better? What got worse?

Is Hemo still the best thing in the game? Who are the best mappers?

LETS GO!

9 Comments
2024/11/02
02:17 UTC

0

Jah rune anyone?

I've managed to get a Ber, does anyone have a Jah so I can complete my Nigma?

4 Comments
2024/10/30
22:18 UTC

0

Season 12 Rant/wishlist, please discuss kindly.

glossary

Skill damage builds, Character that get strong with just skills, generally caster. Like Sorcs, Assasins, Javzons

Weapon damage based builds, Character that are depended on weapon to get stronger. Barbs Bowzon, some palidans, etc

Scavenge, looking for items, generally that it is stuff people already picked through

Grind, leveling on your own

Grush, bypassing ancient Q by leeching baal q. being in NM or Hell at low level

Walk, doing thing as the game intended, taking to long route

Leech, when people kill for you to gain exp, or referring to obtain the quest from town when someone else do it.

Flags and check, meaning a programing thing that prevents you from doing things

Camp, staying in town or something, or just doing nothing.

Noob, referring low level things, or a someone that doesn’t know the game well

GG, Good game, showing respect that you accepted an action have been done. example grab a good loot, accept that there gear is good, accepted defeat.

Meta, or current meta, is just when everyone is doing the same thing or build probably because it’s the best version atm. Acronym for Most Effective Tactic Available

DPS, Damage per second, usually referring to that your are doing. Low or high.

OP, overpowered or broken, something, a build item or skill, that is too strong atm dominating most of the game or something everyone is gravitate toward doing, enjoy it while you can and probably will get nerfed next season. Usually something unbalanced for what it is or unfair.

Diminishing returns, when a skill eventually doesn’t do increase as much or not a all at the higher levels

Bump/bumper, referring to someone trying to get baal quest from to Grush, bumper the one doing the quest is usual at level 40 to do 2 bumps. People can charge a fee.

Carry, referring to the person killing everything.

Snatch/ed, taking something from a kill that is not yours, including chest. and before they pick through it

Pick through, looking through drops and leaving some for other players.

Hijack/ed, when somebody makes the next run, either on purpose or accident. they probably didnt pick the same server. With good or bad intent. Is there a good intent?

Snatcher, them players that take drops that wasn’t their kill. Including chest. Don’t be a snatcher. I know your probably broke but still we know it’s a “free for all” but people are doing you a service for free probably.

Abbreviations of things, IAS increase attack speed, FCR Faster cast rate, FHR Faster hit recovery, FRW faster run/walk, MF Magic find, AFK away from key board, Q quest, WP Waypoint TLDR, too long didn’t read, NM nightmare, H Hell, GN game name, HR high runes, LR Lower resist.

Some terms I made up for this discussion

Glorified normal attack, a skill that attack like normal attack some extras. Usually single target are some AOE with splash jewel. Try mapping with these skills and see how it turns out.

Not map viable. Something that isn’t balance for mapping because of large number monsters. Mostly because of AOE. Sometime due to damage. Sometime due to speed. Sometime due to not safe to use usually because its melee and easily mobbed up and hit by lots of range attacks. hence glorified normal attack.

High damaging/DPS AOE. Something strong enough to clear maps

The definition of synergy. Two or more things that work well together and boost each other. Some synergies to skill don’t make sense and is not the definition of synergy

1 point wonder. As skill you only need 1 point to matter. As leveling doesn’t make it strong enough probably from diminishing returns

 

Amazon

Jav

Molten strike uhh. It’s just not strong enough. Im not gonna say it’s a glorified normal attack but it has the same problem as one. Jab is just fast attacking and so is fend. Or we can wipe the floor with charge strike and lighting strike. If molten strike had the damage output and spread like that.

The lighting furys nerf is rough. Just makes us spam more.  Plague javelin has a casting delay, you can spam lighting fury but not plague. Its strong and carries hard in leveling, but not for endgame.

We could probably get rid of or rework few skills like power strike, lightning bolt, maybe poison javelin. They’re just there to be synergies. Jab and fend are kinda the same. Maybe just fend it would default to 3 hits like jab with 1 target or just minimum 3 hits.

Passive,

casting phase run. What if I it had it chance to proc instead of reset, it would just mean we wouldnt have to recast it at all? It be more of a passive like that. Or we just like casting it town.

Bow

Multishot is back again kinda and if intended or not, procs things at all range making atma’s amp proc very good. Im still wishing for all the other skills to be just as good. The Elemental skill just doesn’t cut and has dependance the weapon being used on AR while sorc and trapsins doesnt. The increase damage per level is insufficient. Conversion are nice but does not add more damage, maybe a conversion on top of 100% physical. Wishing for all the elemental arrows to synergies each other so you’re not lock to just fire or ice. Wishing Magic arrow to have synergies from something or to something. Kinda like MA sin you can max all 5 charge up skills. And get a super magic arrow does fire and cold. Maybe cut a few or combine a them add some new ones. Like Cold and ice arrow. Or fire and exploding arrows. Maybe some synergies to multishot, strafe, and guided arrows.

I would like to see the og guided arrows where it pierce 1 target like 3 times. or a new skill that uses both immolation and freezing arrow. that sounds op.

Assassin

MA

The strongest glorified normal attack. I just want a more ways to extend proc duration or reset all active duration.  Maybe with dragon flight. Yes, I want that to reset the timer on dragon flight. And maybe with dragon talon but that might be too op. Mosaic add 3 seconds isn’t cutting it for me, if it resets all active charge it be more in line with resurrected version. Please do this. Or 50% chances reset all active charge up on any hit, then dual wield like in resurrected and it 100% reset which broke that game. We can Whirlwind with chaos without switching back to build blades of ice as often.

SD

Nothing was changed I have no strong opinion. Havent seen any mind blast sins, they don’t have the dps like anything else. cough* hemo 1 click 100k vs 10 click 100k and then phys res on monster, geez how do we compare. Venom isnt a whole lot of damage why is this skill here again? I heard weapon block can block anything, or we can use stormshield loaded with facets.

Traps

That wake of fire nerf is rough. It use to be barely geared and win. now it’s geared out and win. well still kinda hard to pull off now

Paladin, double auras pretty cool. But nothing seem strong enough to just stand and win. Or stand and be immortal.

Defensive

Offensive

Combat

Nice rework Charge. But i must suck at the game or something I still get mobbed by monster and die. Mapping problems. And I never see sacrifice or zeal or conversion. Maybe conversion can be chance all the time?

Sorc

I dunno what to say about sorcs. They just seem not balance to mapping. As you can go 1 element and get walled out even with conviction in certain maps. It would be nice to dual element more, but things have too many synergies on top of masteries or energy shield. I would suggest to rework the synergies. maybe just 1 synergy per spell, if more it should be strong enough carry.
If we can, if it isnt to broken to remove cooldowns from certain skill like all of them. If we can spam fire traps, hemo, corpse explosion, all have like huge dps and aoe and sniping. I think sorc should to have high dps and aoe or better, but since its elemental you get elemental issues, immunes.

another issues is that sorc dont have the range on mapping. or like what im saying you lose range from the lack of pierce. only blizzard, hydra, firewall meteor cast on click and lighting surge. wait maybe that alot, but most of them have a cooldown.

I think discharge was a great addition but the cooldown.

Cold

I would like to see a cold builds make a return. It just icebolt, glacier spike, and ice blast are all kinda the same, be nice to have a multishot of these. They arent balanced to maps. Blizzard wide area is kinda inconsistent and cooldown. Freeze pulse is just wide pierce attack a directional frost nova? or a cold cleave.

Lighting, recommending to not use the slower cast animation for lighting surge and chain lightning. Is that broken? Novas good for single player. But when the player counts kicks you start using 10 novas to kill things is kinda shit. Tstorm for the ball lighting builds. is nice having max tele but annoying to max it as it doesnt do anything else.

Fire, I want to spam firewall but i cant. And is it just me or inferno is doing way more damage than it says I’m assuming its stacking on itself. Is removing the cooldown on meteor too op i mean it still cost alot and req a large mana pool? Fire bolt and fireball. immolate is just a fire cleave.

Druid

Didnt play much, not much has change but equipment. Metamorphosis a competing with Jalah’s

Elemental, just not as quick and erratically. For fire and wind skill. I think there is potential. People are just spamming fire dash. Some of the skill just too many synergies. Then we have summon to combine with. Tornado and twister are kinda the same thing, and firestorm and molten boulder, and also fissure and volcano. 

Shift shape, Rabies nice with metamorphosis. Then everything else is just glorified normal no comparable damage. Except fire claw.

Summon, I feel we want to use more. But everything else is kinda just better, or too much synergies to bother with summons.

Necro

Well we always want one on the team, but then lately I have been annoyed by necros. They either don’t curse enough or they go off solo annoyingly off on their own. And they tend to snatch items, that one is a personal problem, well it is because they do damage over time while blinding and convocation(as a second teleport) to snatch things easily.

Summon, wishing skeletons would get some decrep synergies and/or skeleton mage synergies from lower res as it already does but I want more. Wishing for more Multi golem options. Didn’t see any this season not that they are weak, maybe just a hassle to macro. People dont seem to use the offering skills. Maybe if was just 1.

PnB

They also do the annoy, solo annoyingly. I like that CE can do some decent damage and creating bodies from convocation and desecrate. Think the current meta for that is using trang set, as is getting boost from fire mastery. And a secret glitch that is also boosting it that I wont get into.

But haven’t seen many poison builds rip. Why is that? Why poison nova is weaker then desecrate, by like alot.

Curse

They are very strong and probably the strongest meta atm, nothing else with a single click do damage that it does over x secs with little to no weakness. As the curse reduction mods just wall out dim vision or something. my only gripe is that there all built kinda built the same. And doing the same annoying things. The blinding running ahead. They all kinda suffer with 1 point decrep or Lower res, or a max dim vision. I can only educated wish is the to change the synergies ups. To open up more or all curse to either increase the range or the damage of Hemo. 2 things might happen. 1 people will have more diverse curse pool. 2 Hemo builts can figure out a balance between having more range or more damage, while trying to reduce convocation cooldown or not. Some diversity. Atm is just max the 5 skills or not. And then you win at the game. hemo synergies is just to buff hemo breaking the definition of synergy.

If we havent discover the power of dim vision and turning every monster in a potatoe, except oblivion knights and elites. I think its funny they dim vision has always been really good, but no incentive to max it till now and now its kinda an over powered comboed with hemo. if we removed the dim vision nobody would max it anymore but still be op with hemo. I think any max curse is overpowered, having large effective range. rather it be decrep or Lower res. or confuse.

It is also killing hydras….

Barb

Whirling Axes is so that new meta. Most of my critic is here because I play this the most.

Warcry

Grimward is his best asset that I need to see more people use. There I said it again. Anyhow warcry, kinda like a physical nova, is just not doing nearly the damage output or frequency as Whirling axes and WW. Also is has a mana problem. Just not viable for map. A nice perma stun. But if it proc WA, it is a synergy to it, to op?. Wishing a duration synergy to return to Shout and BO and Battle Command. People arent maxing them anymore. Battle command skill on none hard skills and possible more skill on every 10, is that op? To barb it isnt but everyone else is.

Masteries

The hidden synergies to the character. Or its just Whirling Axes, the synergy to everything else. I just think the synergies are kinda botch. Warcry and double swing? 2 skill that have nothing to do with each other and why warcry, it doesn’t even proc it. If it was frenzy it makes sense. Another complaint is that is has 2 skill synergies that is 60 points to max it. And you kinda don’t have room to level anything else. Its become so meta that is drowning everything else out. I play this all the time, I personally don’t want a nerf. Atm combo-ed with whirlwind is meta. I assume was to be combine with frenzy was the intent, but how are we supposed to max all these skills. Especially frenzy with all them synergies. Again to don’t want a nerf, but I were to nerf it would decrease its chance on skill and increase its proc with an active frenzy.

Weapons mastery, are becoming 1 point wonders. They diminish so hard doesn’t matter. There suppose to be the hidden synergy to attacking. Right?

Combat

Sorry to complain a lot here it is just out of love and wishes. My biggest gripe I think the synergies are all over the place. And most of the skills are just glorified normal attack and aint really map viable.

Double swing, Concentrate, Stun, Bash, Cleave Frenzy these are all glorified normal attacks, 2 faster dual strike, one stun lock, one knockback lock, concentrate is a literal normal attack, cleave always hit but reduced in damage. Would it be broken if it wasnt 60% and always hit? I would wish they would all synergies each other and/or have more increases from synergies output. And be a combat skill expert. Not just a 1 point wonder.

Leap I dunno what to say I like it  doesn’t proc WA by it self. You can power throw first and then leap. Interesting but kinda a waste or would be op?

Frenzy has like 4 synergies one of them is increase stamina? It couldn’t be increase speed. Sigh. I would like more ways to extend the duration. Atm its just 1 item. Or reset duration with any hit.

Power throw and Ethereal throw, so using power throw allows ethereal throw to proc Whirling axes. Or just power throw is allowing anything to proc Whirling axes. Even leap. I don’t know if that was the intent. Make Ethereal throw like a physical lighting fury. Kinda sucks at single target. And they work as a 1 point wonder with WA. Kinda lame that you got to be level 18 to have a throw skill. Also kinda lame that we have to use them together cant just use one. Even trying to max ethereal throw all the way, the magic damage isnt that great. Havent tried it with magic facet. Is that what i have to do to make it comparable?

Not gonna say anything about whirlwind whatever they choose to do to balance it or not. For what is it. It’s a 1 point wonder. Leveling just make it cost more and not as much damage increase. 1 idea is having synergy from every combat skill. You can have a strong WW but at the cost of everything else maybe? Atm max WA then WW to win. 

also barbs don't scale up in damage as much as other classes. if you dont to constantly be look for a better weapon when leveling and then suddenly kill everything when you hit a level req for a weapon. bonesnape, insight, wind hammer, ik maul, botd win.

it be nice to like get like +25-50 damage per skill level or something to go along with the theme.

5 Comments
2024/10/27
17:49 UTC

3

Help

So i finish the game and now i dont know what to do, where to farm and etc, can someone can help me like with some info, where do drop maps and etc

4 Comments
2024/10/25
05:20 UTC

29

Relic Beta - Patch #3

If this is your first time hearing about the relic beta, or if you have missed the changes in #1 and #2, please check this thread here: https://www.reddit.com/r/pathofdiablo/comments/1fccg6w/relic_beta_patch_1/

Thanks to the players who gave us feedback on patch 1 & 2 in our dedicated Relic Beta thread on Discord (https://discord.com/channels/111158239135064064/1282495326435147867)

This update will release within the hour. The servers will go offline in a few minutes and the PoD Launcher will have the update soon.

Patch #3 Changes:

  • New Tier2 Relic: Abyssal Furnace (made by lazergator). During testing, this relic will not have a boss and will not drop from other bosses. Instead it can be crafted with a temporary cube recipe: 1x TP scroll + 1x orb of alteration
  • Monster colors and names altered based on Zardoz's suggestion so that every relic monster has a more fitting color to their environment and a unique name making it easier to lookup stats or give feedback on a specific one. If you find any incorrect colors or duplicate names, please give your feedback to Zardoz. (Note that P3's monster swaps and the new relic have not been altered yet)
  • map2_putriddefiler5's physical resist lowered from 99 to 90
  • map1_fallenshaman5 HP increased by ~4x (may have not been applied correctly in p#2)|
  • map1_fallen5 HP adjusted down a little
  • map1_unraveler9 HP adjusted up almost 2x
  • map2_fingermage3 is now considered a higher undead instead of lower undead which means it will no longer be resurrected by map1_unraveler9.
  • map2_fingermage3's spell will no longer drain mana. Instead, it will nullify FCR from items.
  • Forggoten Desert's map1_sandmaggot5 replaced by map2_willowisp5 (same resists)
  • map2_siegebeast5 HP adjusted up.
  • map2_bloodlord7 HP adjusted up.
  • Frigid Plateau's map1_snowyeti4 replaced by map1_vilemother3 (same resists). AI modified such that these vilemothers should focus on attacking rather than creating vile children.
  • All mapX_sandmaggot5 should now make half as many eggs when out of player range.
  • map1_imp5 HP adjusted up. Fire damage adjusted up slightly.
  • Ruined Citadel's map1_cantor6 now uses Storm (a lightning version of Blizzard).
  • Burnt forest map1_vampire9 replaced by map1_cr_lancer5 (same resists).
  • map1_frozenhorror5 now walks twice as fast. AI modified so that when doing any action fails, it will try again faster rather than do nothing for a brief moment.
  • The arctic breath used by Frozen Horrors can now increase in length per level (in all areas of the game). EDIT: actually this wont apply in the relic beta as it requires a file that cannot be edited in a live season
  • Frigid Plateau's map1_dkfig2(doom knight) replaced by map4_dkmag3(abyss knight). It keeps the same life and resists but uses new skills such as Cyclone Armor instead of Bone Armor.
  • Burnt Forest's map1_siegebeast5 was still spawning imps from outside of maps as part of their spawn group. These have been replaced by the map1_skmage_fire7 that also spawn in that relic.
  • map2_vampire5 will choose to cast spells rather than approach slightly more often. Will now use a wider variety of his skills rather than heavily favoring some of them.
  • All frog demons should now properly appear when players get near them rather than sometimes staying hidden underground.
  • Baleful Alcazar's map3_zombie5 magic resist reduced from 90 to 75.
  • Baleful Alcazar's map2_unraveler9 magic resist reduced from 90 to 80.
  • map1_fallenshaman5' are now more resistant to chill/freeze.
  • map1_fallen5 are now more resistant to chill/freeze.
  • map1_doomknight2 HP adjusted down.
  • Fixed some monsters spawning in a pack where the members of the pack referenced the wrong monster stats so they didn't match the main one.
  • Fixed a Patch2 change that didn't go through properly "Icy Cavern's Oblivion Knights (map3_dkmag3) have been replaced by Abyss Knights (map1_doomknight2). The resistances remain the same."
  • Number of elites in Dim Cellar reduced slightly.
  • Fallen are less likely to run away.
  • When Putrid Defilers are last alive, they will now try to fight rather than run away.
  • Baleful Alcazar base monster density increased.
  • Musty Crypt's map1_megademon6 HP adjusted up.
  • Ruined Citadel's map3_blunderbore6 poison resist increased from 0% to 75%.
  • Ruined Citadel's map1_batdemon7 poison resist increased from 25% to 71%.
  • All Snow Yeti additional stun damage changed to cold damage.
  • Burnt Forest's map1_skeleton5 phys resist increased from 33 to 133%.
  • Musty Crypt's map3_batdemon7 phys resist increased from 10% to 36%.
  • Musty Crypt's map2_arach5 phys resist increased from 50% to 78%.
  • Musty Crypt's map2_reanimatedhorde6 phys resist decreased from 50% to 33% and fire & lightning increased from 14% to 38%.
  • Musty Crypt's foul crow HP adjusted up

What is the community testing in Patch #3?

  • Ideally, test all the changes listed above to make sure they have been correctly applied
  • Retest changes that affected the difficulty of the map to see if prior issues with maps being too easy or too hard have been successfully adjusted. This includes monster HP, monster AI, monster damage, monster XP etc.
  • I have attempted to change relics such that those that changed in P#1 can now properly roll affixes of their tier. If this change is successful, then it will be possible to drop new maps with the correct affixes and test them for difficulty.
  • I am now open to feedback about map mods in the Relic Beta discord thread. I previously wanted to wait until the previous changes had been tested enough before adding more variables to the feedback.
  • Please give feedback on the new map from both the balance and environmental perspective so that lazergator may make changes to the zone (if necessary).
  1. Note that bosses remain unchanged in this beta and will only be adjusted for S13 so feedback there is not necessary.
  2. The full spreadsheet of monster resistances is available here. At the time of writing, P#3 changes haven't been updated on the spreadsheet but it will be done shortly after the update is live.
6 Comments
2024/10/19
21:37 UTC

1

Starting again

If anyone has some low level gear to make the grind a little quicker getting towards a point where I can mf my own. that'd be a huge help. Thanks!

9 Comments
2024/10/13
15:34 UTC

8

giving away gear

Im looking to give away all my gear. Have a fully geared nova sorc, inferno sorc (dlcone killer), trapsin, mf bowazon, warcry barb, charge pally. Also have mostly/partially geared rabies druid, cold bowa, multishot nec, holy fire/enflame bearsorc, WA barb, MA sin, windy druid. Also have a lot of extra gear in stash. I would like to give each characters gear away as a full set rather than giving away piece by piece. Let me know if you want any of the characters gear or any runes/extra gear your might be looking for. PoD account is TeddyJackson

29 Comments
2024/09/30
02:48 UTC

31

Path of diablo 2 General purpose tips and trick leveling Guide. Incase you have no friends, or a bunch noob gear, or nothing, or lazy to do anything grind or walking, or making additional characters.

Path of diablo 2 General purpose tips and trick leveling Guide. Incase you have no friends, or a bunch noob gear, or nothing, or lazy to do anything grind or walking, or making additional characters.

Disclaimer, I’m not claiming to be an expert. Just someone who’s played for a couple of season of this game. most of these trick were carried over form the vanilla version. Just offering some tips/ tricks maybe some loophole that aren’t obvious. Or to make joke of the things I see. there are typos/grammer.

Might be updating this guide over time, depending on the comments

Some term I will be saying or not saying; simply a glossary

Skill damage builds, Character that get strong with just skills, generally caster. Like Sorcs, Assasins, Javzons

Weapon damage based builds, Character that are depended on weapon to get stronger. Barbs Bowzon, some palidans, etc

Scavenge, looking for items, generally that it is stuff people already picked through

Grind, leveling on your own

Grush, bypassing ancient Q by leeching baal q. being in NM or Hell at low level

Walk, doing thing as the game intended, taking to long route

Leech, when people kill for you to gain exp, or referring to obtain the quest from town when someone else do it.

Flags and check, meaning a programing thing that prevents you from doing things

Camp, staying in town or something, or just doing nothing.

Noob, referring low level things, or a someone that doesn’t know the game well

GG, Good game, showing respect that you accepted an action have been done. example grab a good loot, accept that there gear is good, accepted defeat.

Meta, or current meta, is just when everyone is doing the same thing or build probably because it the version atm. Acronym for Most Effective Tactic Available.

DPS, Damage per second, usually referring to that your are doing. Low or high.

OP, overpowered or broken, something, a build item or skill, that is too strong atm dominating most of the game or something everyone is gravitate toward doing, enjoy it while you can and probably will get nerfed next season. Usually something unbalanced for what it is or unfair. 

Diminishing returns, when a skill eventually doesn’t do increase as much or not a all at the higher levels

Bump/bumper, referring to someone trying to get baal quest from to Grush, bumper the one doing the quest is usual at level 40 to do 2 bumps. People can charge a fee.

Carry, referring to the person killing everything.

Snatch/ed, taking something from a kill that is not yours, including chest. and before they pick through it

Pick through, looking through drops and leaving some for other players.

Hijack/ed, when somebody makes the next run, either on purpose or accident. they probably didnt pick the same server. With good or bad intent. Is there a good intent?

Snatcher, them players that take drops that wasn’t their kill. Including chest. Don’t be a snatcher. I know your probably broke but still we know it’s a “free for all” but people are doing you a service for free probably.

Abbreviations of things, IAS increase attack speed, FCR Faster cast rate, FHR Faster hit recovery, FRW faster run/walk, MF Magic find, AFK away from key board, Q quest, WP Waypoint TLDR, too long didn’t read, NM nightmare, H Hell, GN game name, HR high runes, LR Lower resist.

Lets do some home work, on how exp works

Exp basics refer to.

http://classic.battle.net/diablo2exp/basics/experience.shtml

Referring to this link to to learn where to level area wise. When map is open corner of the screen shows area level. Or what level drop Hold alt to see them.

https://diablo2.diablowiki.net/Guide:Diablo_2_Level_Up_Guide_v1.10

TLDR verison

Under 25, monster to within 5 level 100%. In some cases, it doesn’t matter. Like leeching in hell chaos or normal cows.

Over 25 get exp from everything above your level.

The monster on the corner of the screen sometime lies. Exp a5 normal says level but sometime lower or higher.

So, you started a new character.

If you have completely. You can jump in a normal cow games scavenge for item. Most of the white item have no level req, just str. Plentiful of things people don’t want. Or ask for free, gn something free plz.

If you don’t know what some of the noob gear are. Here’s a quick list

Sigon set is usual go too. Does just about everything, AR Def ias MF 1 skill

Hsarus set pretty decent too, AR DEF buff

Death belt, Early Can not be frozen is good to have.

Melee splash jewel, if need them there very useful.

Some of the step-up noob gear

Lore RW

StealthRW

Insight RW, also a strong weapon not just for merc.

SmokeRW,

Nats boots, dem resistance and speed

Back to it, so level 1. We can Tristram run to 15. Its slow down at like 10-12.

Or to cain, and make your own runs.

Or just walk it. Pretty ez leveling so far.

Get the Andariel or leech it, this quest very ez to leech. sometimes you can AFK in a game and come back and its done.

Act 2 is a long one, some sewers, staff q, ammy q, arcanes tombs duriel.

Act 2 is strange one exp wise it. Its very common to level slow and reach act 3 before you would get decent experience there. From lost city to tomb the monster level spike.

So thats why tomb runs work well at 15 to 24. Slows down at 20

Some tricks. If you enter a game with the quest complete by another person. You can just walk through harem and grab wps.

Always talk to dragnan after the ammy Q. to avoid jeyrhn being locked. Alternatively, you can come from the back door. Theres flags and checks that prevent portals.

Another tip, The only req to complete this act is to talk to tyreal. Meaning you can miss Duriel kill, says you cannot complete then talk to tyreal, complete! Alternatively, you can clear out from harem with another char and walkthrough for a self rush.

Leeching method, camp in town, afk then jerhyn. Profit

Act 3, long walks or get travincal wps from a somebody.

Try to be level 20 if you plan to walk it. You’ll prolly hit 24 at kurast bazzar im only guessing.

Tricks, If you enter a game with the quest complete by another person. You can just walkthrough travs, pass the council and grab durance 2 Wp. If you really don’t want to get the flail and have no friends. Remember the games check and flags you can’t take other people portals without council q.

Act 4, your probably under level if you didn’t hit 24-25. Im only guessing, its common to get here before you even the game lets you gain experience. don’t get killed by souls btw.

Act 5, Save anya, ancients,

walk or leech it.

One gross tip to get bump, hijack a baal run and maybe they'll kill baal. just maybe.

If read to here TLDR for just grinding

1-15 Tristram

10-15 more tristram or act 2

15-19 Sewers, arcanes, canyon

15-24 Tombs

20-31 Normal Cows

24 do ancients

25-40 Baal runs

40-53 its slow you can there with lots of baal runs

NM if your 40-53 its usually a breeze for skill damage characters. If you have equipment, like on the level of titans, it would carry.

Scavenge for things

If not you can walk it or leech.

If your making poison build nm chaos is gonna suck. Poison immunes.

To level straight to more baal runs but the nightmare version. You get to like 60, you can push all the way to 72ish. Ez but not the fastest.

Hell mode, big bois club. its gonna suck if you don’t have equipment,

Its nice exp if you can kill things. I like to grind in cold plains. Sometimes Crypts or mausoleum if your not a lighting main. Pits…., ancient tunnel no cold immunes.

If you manage to get to Act4 Hell Chaos is good exp, trouble is finding someone to carry.

Same for act 5 Hell baal is good exp as long as you can find a carry. You’ll need to be at 60 for anicents q

80 club,

Ends game is where the games actually starts, lol

You can start mapping. If you have a solid group going. Try making friends. Find a group where a few players are carrying, they would love support character. Support the carry.

If you got a nice fat Red map 60-80 exp 2k density Ive seen at fast as 7 level 80-87 in 1 game.

Tips, A quick way to boost your damage is filling your inventory with skill charms. The unpopular builds have cheaper Skill charms for 1 ooc. The popular builds trapsin and curse necro very expensive.

Budget gear. Scavenge. You can get unchanged corrupted gear for cheap as people farm and try to get rid of them. So, aim for those, till you can farm yourself get some currency HR. You may notice that people begin to not pick up certain things. Things that have value but too lazy to trade. Craft materials, Gems reroll grand charms, Pskulls are high demand now.

Icy maps has no natural cold immune, and Ruined citadel has no natural fire immune so fire trapsin central. Many maps how no natural physical immunes. monster changes not relevant anymore

Majority(all but 1 monster have) of the monster maps have between 25-75% physical resistance if they are not immuned. might explain why physical facets are work so well. Mapping is just a matter of dealing with the type of monster and map mods.

See for your self https://mmmpld.github.io/pod-map-calc/

Know how breaking immunity works. TLDR every -100% become -20% when a immune in broke, 1/5 effectiveness. 100% monster will have 80% because the immunity broke. for example infinity is -85 1/5 of that , you can do that math, is -17.And yes you can stack Lower resistance buts its another 1/5 effectiveness. somethings still cant be broke like monster with high enough res. like the frozen scorch and hell whips. but oblivion knight can be broken but you like almost max of both. Facets doesnt have that limitation, but doesn't break immunes on its own. but work well together. fire trap sin with enough facet wouldnt need infinity anymore. its doesnt break much fire immunes anyhow.

Avoid dangerous mods. Do some research on that. Here some

§ Players take xx physical damage when attacking (AKA Thorns aura),

§ +xx% physical resistance: paired with Thorns, it’s the perfect recipe to get you killed for melee, as you can’t deal any dmg, as well as leech.

§ +xx% resistance if you put one against yourself. Im not gonna say your dumb.

Every other mods are at your discretion, but you might also want to look out for the following curses and auras:

§ Chance to cast Amplify Damage on hit

§ Chance to cast Decrepify on hit

§ Chance to cast Lower Resistance on hit

§ Conviction aura

§ Concentration aura

§ Precision aura

§ Blessed Aim aura

§ The new Open wounds is annoying everyone.

§ Spells on kill, like glacier spike or meteor, annoying and deadly if you don’t got the res. Or combined with conviction or LR or both.

Usually, you don’t want to have any of these paired in a red map, unless you know your group is fully geared and experienced in running these risky maps.

Not entirely updates for the latest season.

Another TLDR

If your gonna chaos all the way please don’t be a Snatcher. Defined above.

If you manage to Grush yourself the whole game and have a carry

Level guide is something like this

1 - 80 Hchaos

15 - 20 tombs* its because its slows down in Hchaos

20 - 25 Nomal Cow* its because its slows down bit in Hchaos at these levels

60 - 80 Hbaal, do anicents

80 – 99 maps, the req is Hell ancients and level 80

If you saved your nightmare ancients from a bumping it give about 0.7% at 99, or something I forget.

So I may continue to update and add to this document as people talk bad about it, ya so toxic.

I mean discuss intelligently.

 

4 Comments
2024/09/21
18:42 UTC

2

Window position setting in d2gl

Is there a way to set the window position when using d2gl? My window always opens up with the title bar outside of my monitors display so I can't move the window

2 Comments
2024/09/20
15:57 UTC

4

My Chars dont work anymore

Hi everyone,

So i didnt play POD for a few time, i belive its around 2 years.
I recently tried to play my old characters and for each and everyone give me "bad inventory data" error and i cant enter any game with them. Even lvl1 mules.
Can any admin help me out ?

My account is NoDriLL

Thanks

2 Comments
2024/09/15
16:05 UTC

11

Cleave Wolfbarb

0 Comments
2024/09/11
01:35 UTC

7

Magic resist and HC Hell difficulty

I'm newish and I've e been through a couple different HC hell characters this season. My biggest hurdle seems to be Succubi packs. What can I do to mitigate more magic damage (besides Spirit shield and Safety items)?

I'd also love to hear your thoughts on surviving Hell. I already avoid archers and dolls, walk everywhere, and keep my belt stocked with Full Rejuves.

Thanks for any tips!

3 Comments
2024/09/10
02:36 UTC

36

Relic Beta - Patch #1

Hey guys. As per our recent news post, we will begin testing some new relic related changes ahead of the new season. These changes will require testing and feedback from the community so we felt it prudent to get these changes applied to the main realm so that players can use their existing characters to test and compare the changes. This patch will be going live on your PoD Launcher within the hour.

Please note that this relic beta will happen over the course of multiple patches and the balance may be tweaked daily. Patch #2 may release as early as tomorrow, for example. The idea is to do fast iteration based on feedback to get these changes dialed in quickly and efficiently. If you see any monster type, resistance, or anything else you don't like, you'll be able to provide feedback and we can test your suggestions to see how it feels.

###Patch 1 Changes:

  • All monster types have been fully reworked for all relics. This means you will encounter new monsters which were mostly selected by the volunteer relics council.
  • All monster resistances have been changed including both immunities and non-immunity values. The immunities quicksheet is available here. The full spreadsheet of monster resistances is available here.
  • Many monster types have had their other stats (such as life) tweaked.
  • Baleful Alcazar changed from Red (Tier3) to White (Tier1).
  • Baleful Alcazar number of total elites reduced slightly due to small relic size.
  • Decomposing Settlement changed from Yellow (Tier2) to White (Tier1).
  • Icy Cavern changed from White (Tier1) to Yellow (Tier2).
  • Frigid Plateau changed from White (Tier1) to Red (Tier3).
  • Musty Crypt changed from Yellow (Tier2) to Red (Tier3)

(Please note that in order to avoid breaking characters on the main realm, the relics may still display old information such as color/tier/area level. Rest assured though, that the monster's levels have been adjusted accordingly and that the remainder will be changed next season alongside the reset. Also bosses have not been changed yet in Patch1).

  • New Orb of Alteration: This orb will always drop from a relic boss and will re-roll a relic into a new one with new stats (of the same tier).

What is the community testing in Patch #1?

  • Making sure the area level is correct for the swapped zones.
  • Making sure that all the monsters on the quicksheet are correctly spawning in their respective zones.
  • Verifying the immunes/resistances listed in the spreadsheet are correct and the right monsters are immune for the right element.
  • Checking to see if any monsters have way too low or way too high HP compared to the majority.
  • Making sure the new orb drops and works properly.
  • Giving your feedback on the monster types (should a monster be removed or swapped with another type for increased or decreased difficulty)
  • Giving your feedback on resistances & immunities (do you feel certain maps are too resistance or not resistant enough to X elements)
  • Report any bugs or crashes of course :)

Please take the time to give us feedback. I would much prefer this feedback be given in our dedicated "Map Council" thread on our Discord Server but you may use this reddit thread comment section if you don't have discord.

EDIT: Patch #2 Changes

  • All (3) Oblivion Knights (mages)[dkmag] had their HP halved.
  • Increased Shaman from Frigid Plateau's fire spell level, HP by 4x and reduced time delay between AI decisions.
  • Increased Fallen from Frigid Plateau's HP by 8x and reduced time delay between AI decisions. Also fallen packs (with no boss) shouldn't run away when one is killed.
  • Icy Cavern's Putrid Defiler (map2_putriddefiler5) physical resist changed from 100 to 99.
  • Icy Cavern's Wraith (map1_wraith5) physical resist changed from 66 to 100 & leech effectiveness increased from 33% to 45%.
  • Dim Cellar's Scarab (map2_scarab5) lightning resist increased from 109 to 119.
  • Burnt Forest's Vampire (map1_vampire9) physical resist decreased from 100 to 90.
  • Musty Crypt's Foulcrow (map1_foulcrow8) chance to close gap on far target increased significantly & reduced time delay between AI decisions.
  • Frigid Plateau's suicide minion (map1_suicideminion8) replaced with blood lord (map2_bloodlord7). The resistances remain the same.
  • Icy Cavern's yeti (map2_snowyeti4) HP increased by about 3.5x.
  • Frigid Plateau's yeti (map1_snowyeti4) HP increased by about 3.5x.
  • Fetish Shamans (map1_fetishshaman8) will now correctly spawn a fetish on death (map1_fetish8).
  • Desecrated Temple's Oblivion Knights (map2_dkmag3) have been replaced by Zealots (map1_zealot5). The resistances remain the same.
  • Icy Cavern's Oblivion Knights (map3_dkmag3) have been replaced by Abyss Knights (map1_doomknight2). The resistances remain the same.
  • Ruined Citadel's Corrupted Archers (map1_cr_archer5) cold resist increased from 100 to 117.
  • Ruined Citadel's Corrupted Rogues (map1_corruptrogue4) cold resist increased from 110 to 127.
  • Burnt Forest's Tainted Beasts (map2_bighead10) lightning resist increased from 100 to 117.
  • Burnt Forest's Vampires (map1_vampire9) fire resist increased from 100 to 119.
  • Forgotten Desert's Fingermagi (map2_fingermage3) lightning resist increased from 100 to 136.
  • Frigid Plateau's Fallen (map1_fallen5) fire resist increased from 100 to 120.
  • Musty Crypt's Vampires (map2_vampire5) fire resist increased from 103 to 121.
  • Musty Crypt's Council Members (map2_councilmember3) cold resist increased from 108 to 124.
  • Musty Crypt's Mummies (map2_mummy6) cold resist increased from 100 to 118.
  • Fixed Musty Crypt having wrong mlvl.
  • All (3) Blunderbore's had their HP increased by about +80%.
  • Desecrated Temple's Thornhulks (map1_thornhulk4) HP increased by about 50%.
  • Ruined Citadel's Succubus (map1_succubus8) damage reduced by about half.
  • Reduced number of elites in Musty Crypt to better match its size.

Still testing the same things as patch #1. please let me know how the patch #2 (based on your feedback) now feels and continue providing feedback so we may improve the system further.

14 Comments
2024/09/09
00:18 UTC

34

Caught some nice javazon gauntles at Anya's shop. Never seen these live in a shop before

11 Comments
2024/09/05
23:28 UTC

49

Relic Beta Test & S12 End

As you may know, we had previously recruited some veteran players who have a lot of knowledge and expertise on relics (mapping) so that we may rework relics such as maps for each tier, monster type for each map and monster stats. With player feedback, we will improve that system so that it may be tested prior to the new season. I want players to be able to utilize their existing characters from season 12 to do this so that a before & after is easier to evaluate since the characters themselves will be the same. Therefore, we will set an end date for season 12 at which point the ladder rankings on the website will be archived and will no longer update the EXP even as players continue playing on the realm. If you wish to improve your rankings on the ladder, you will have until September 8th. On this day, a patch containing the relic changes will also release once the rankings have been archived. All players will then be able to play on the updated relics and provide feedback (not just map council). If changes are necessary, they can be implemented during the playtest until we are all happy with the system. Once this happens, we will then set a ladder reset date for season 13 to start a couple weeks later. As usual, the patch notes will be released a week or two prior to the reset and players will be able to playtest the new content patch for bugs on the PTR. The necessary information relating to the reset, such as main realm downtime, non-ladder shared stash and reset start time will be included in the follow-up announcement once the relic playtest concludes.

If you are on the "map council" please check the private discord thread for important information. If you missed the sign-up for that (in June) you can still join now. Note that it takes place exclusively on discord and you must therefore DM me there. This council is for giving feedback on the relic changes and not some exclusive access (playtest will be public to all).

edit: also dm me on discord if you want to learn how to do map editing so that you can design a relic for pod!

14 Comments
2024/08/15
15:31 UTC

1

Can't figure out how to search trades for a Token Of Absolution or Essences.

other than scrolling through 164 pages of trades... im fairly new to POD and trading.

2 Comments
2024/08/13
02:10 UTC

1

Rabies Druid - 2 Handed Hellslayer Synth

Hey everyone, i wanted to share some video of my rabies druid from this season.

I'm not going to write up a full guide for rabies druid, Shirley has already done a wonderful job at that and covers pretty much everything you'd need to know. But my rabies druid does differ in that I got a pretty cool synth hellslayer to play with. I wasn't sure if I could make it work at first, but Rabies is a flexible enough build that you do not need a shield and do not neccessarily need Ignore Target Defense off of Grief or other 1 handed uniques. I think the grief/deathcleaver/azurewrath/lightsabre and storm shield setups are still probably best for ubers and dclone, but for mapping you can mess around with big 2 handed weapons.

Hope you enjoy the video!

11 Comments
2024/08/01
21:29 UTC

17

Fire Claw Guide -- Season 12

Fire claw druid got a buff to its damage this season, its a great time to play it! It's a tanky, high damage melee build that can do endgame maps.

here's a video of my fire claw druid from this season

Werebear or Werewolf?

Fire Claw can be used by either form, so which is better? The answer depends on how you build. Werebear has higher hp, better physical damage and faster attack frames at high IAS, while Werewolf gives Attack Rating and faster attack frames at lower IAS thresholds. I recommend building for werebear and making sure you get Ignore Target Defense on your weapon, but werewolf will be useful while leveling up.

Skills

  • 20 Lycanthropy: don't skip this, the extra hp is worth it. It'll give you the hp you need to survive dangerous end game maps. It means you can't get as many fireclaw/armageddon synergy pts, but you'll still have enough damage.
  • 20 Fire Claw
  • 20 Armageddon: this is good AOE damage and good phys damage, it'll help clear crowds trailing behind you and kill stuff if you get stun locked.
  • 20 Molten Boulder: this is a phys damage synergy for armageddon and a fire damage synergy for fire claw, max this before other fireclaw synergies.
  • 1 pt Werewolf, Werebear, Maul, Feral Rage
  • 1 pt Oak Sage and 1 pt Heart of the Wolverine
  • The rest of your points into fireclaw/armageddon synergies like Volcano.

Stats

You want enough strength and dex to wear your gear and then you as many points into vitality as possible. Monarchs require 156 strength, while phaseblades require 136 dex. If you use steelrends, those require 186 strength.

Gear

  • Helm: Metamorphosis is the best pick, while Jalals is still good enough to use. For a metamorphosis base pelt, you want +3 fire claw. An ideal base belt would be something like +3 Fire Claw, +3 Armageddon, +3 Lycanthropy.
  • Armor: Chains of Honor gives +2 skills and lots of resists. If you want something cheaper, try Rain.
  • Shield: Phoenix for the redemption aura, enhanced damage and fire pierce.
  • Belt: String of Ears is good for damage reduction and life steal. Verdungos and Arachnids are also good options.
  • Boots: Aldurs Advance for 50 hp. If you aren't using Ignore Target Defense, use Immortal Kings boots for 44 hp and +attack rating.
  • Gloves: Magefist for +1 fire skills, look for a life on hit corruption.
  • Rings: Wisp Projector, Bul-kathos are good end game options. For budget options, try crafted blood rings or carrion wind.
  • Amulet: Crafted blood amulet with +druid skills, +life, life steal, run/walk and resists. Or a blue magic amulet with +3 shapeshift.
  • Charms: Shapeshift skill charms with life, hit recovery or run/walk speed. If you feel sluggish in maps, try adding more run speed boosts.
  • Weapon Swap: Mang Song for +5 skills to prebuff your summons and werebear and lycanthropy.
  • Merc Weapon: Infinity on an act 2 merc. This breaks a lot of fire immunes.

Weapons

There are lots of weapon options for this build, including synthesized weapons. What you're looking for is something very fast and probably something with ignore target defense. I'll list the options from expensive to cheap. You'll want to double check attack speed calculators when determining how much IAS and shael runes to put into these, keep in mind that its different amounts for werewolf and werebear.

  • Azurewrath: This weapon is probably the best choice if you can get it, but you will want to do a Jah rune into it for Ignore Target Defense. I did Jah x1, Shael x4 and a rare jewel with splash, enhanced damage and resist all. This hits 4 frame attacks on werebear.
  • Lightsabre: very similar to azurewrath but with less damage and speed, but it does come with built in Ignore target defense.
  • Death Cleaver: more damage than Azurewrath or Lightsabre, but with no added elemental damage. Will still probably need a Jah rune.
  • Breath of the Dying in an Ethereal Berserker Axe: This only has 60 IAS but has the highest phys damage out of all the options. Easy to get compared to the previous options.
  • Stormlash and Horizons Tornado: also can get very fast with decent damage, but they only get up to 5 sockets.
  • Rune Master: this unqiue axe comes with 5 automatic sockets and is typically dirt cheap to buy. A great budget option before you get something better.
  • Skewer of Krintz or Diggler: decently fast with ignore target defense, its not a good item, but its the cheapest ITD weapon you can get.

Which Maps?

You want maps without fire immunes or weak fire immune enemies. Icy Cavern, Musty Crypt and Ruined Citadel are my favorites. But you do have a lot of physical damage from your Armageddon and potentially a lot elemental damage from Azurewrath or Lightsabre, meaning you can try other maps.

0 Comments
2024/08/01
03:25 UTC

4

Hey. Druid stat allocation halp

Sooo, I finished this game once on OG diablo with Amazing Amazon woman, and Alladin guy, played a little on higher difficulty and then stopped. Now, in PoD I started as Druid, and I was thinking about Wolf form and summoning mix. Seems to me like HP is very important for this class ? But finding a balance between Str and Dex is harder then in Souls games imo. Seems like Wolfie has some high chance to hit buffs so maybe Str is more important ? I really feel like a noob playing this

5 Comments
2024/07/29
11:56 UTC

2

items

Hello guys, Anyone got extra items for FOH?

2 Comments
2024/07/19
03:14 UTC

2

need help foh lvling guide

I wanna try to play foh paladin. Any tips on leveling? Thanks

17 Comments
2024/07/18
10:52 UTC

1

Couldn't Join/Start a session (Failed To Join A Game error)

Hi, i recently unable to join or create game on my account.

I tried starting a game using new account, and it worked fine.
Why is this happened?

4 Comments
2024/07/13
05:52 UTC

3

Does Conviction aura also reduce Magic and poison resistances in POD?

I checked POD wiki and it says (-enemy all resistance), but it's not clarified as opossed to other skills where it's usually explained the difference between the vanilla and POD. And I haven't found any info on this regard so far.

6 Comments
2024/07/02
17:22 UTC

13

Holy Freeze Charger - Patch #21

Introduction

Charge got a big buff this patch that removed the minimum charge distance. This buff makes the skill feel much easier to use as it no longer requires the awkward 'dance' that it did before. One of my main goals going into this season was to make a cold charger using a 2 handed sword; I had played around with Bing Sz Wang on PTR but never got it working due to a few issues I found that didn't have easy answers. On live realm I rolled a charger as my first character and I've spent a good amount of time playing around with gear options through levelling and eventually getting it into mapping. Levelling this as a first character is tricky but doable, I wont be going over gearing options or what to do while levelling in this guide as a result. The build is actually a lot of fun to play and is pretty versatile in how you can gear it. A big bonus I found out pretty quickly is you don't have a big reliance on Infinity or Amp/Decrepify for dealing with immunes.

Skills
(assume all prerequisites)

20 Charge
20 Might
20 Holy Freeze
20 Salvation
1 Dashing Strike
remaining points into Resist Cold and Vigor

Charge

The skills pretty straight forward and chances are you've already used it for movement. It received a substantial buff this season in it no longer has a minimum charge distance; The charge animation is used for your attack speed which means the build isn't reliant on Increased Attack Speed nor is it slowed down by Decrepify or Slows Player map mods. I don't have anything special to add here, just press it on enemies or use it to get around quicker. Its absurdly high dmg and attack rating increases make it pretty easy to use since even mediocre weapons with no ITD will still have little to no issues with attack rating and still put out good damage.

Holy Freeze

Overcoming immunities is generally one of the biggest issues a lot of builds encounter; Infinity is required for most elemental builds because of this but since charge is such a high damage skill you get to avoid using it in lieu of other gear. By increasing Holy Freeze's damage through +skills and +cold skill damage you can get the on-hit damage it provides high enough that you can breeze through most enemies, the exceptions ill go over later in the guide.
Note that while infinity isn't required for this setup that doesn't mean its not a huge damage increase for you if someone in your party has it.

Dashing Strike

1 point here just for repositioning your merc/wisp and quickly getting close to scary packs of enemies. Charge is one of the only skills in the game that can reliably desync you during normal gameplay, having a teleport ability is a very easy way to be able to resync so you don't rubber band or get stuck being unable to deal damage while taking damage from enemies.

Gear

Nightwing's is the only helm option id consider. Being a partially skills based cold build its just the best overall option from what I've found.

Chains of Honor is again the only armor id consider: giving every stat you really want out of your armor slot. Fortitudes Enhanced Damage isn't as valuable when Charge is giving 1300% damage and the all res loss is big when you aren't using a shield.

Steelrends have been great after their buff, giving some extra damage and melee splash freeing up a socket is always nice. Soul Drainers are my second pick, because of charge's huge damage you only need a small amount of life and mana leech to sustain and soul drainers are an easy way of getting that.

Verdungo's has been my go-to belt, 15% Damage Reduction and up to 120 life is nice. String of Ears is the other option if you prefer the flat magic damage reduction, the life leech is mostly wasted since our armor is giving 8%.

Gore Riders have been the boots I've settled on. The additional Deadly Strike is important for getting up above 50%. Aldur's, Nat's or War Travelers are also good options as always.

For jewelry I settled on a Highlord's Wrath, Wisp Projector and any good rare or crafted ring with 3% or more Mana Leech. Highlord's is important for the +1 all skill and Deadly Strike chance as well as giving Lightning Resist. Wisp gives another big damage + attack rating boost through the Heart of the Wolverine charges. The last ring is important if you aren't using Soul Drainers as it'll be your only source of mana leech. Because Charge has such a high damage output you'll only need 3% or more to sustain your mana pool.

The weapon i decided on was a 5 socket Grandfather filled with Ohm runes. It gives good damage, extra crit chance and life, barely beating out an eBotD Colossus Sword in damage while offering more life and crit chance. A Death Colossus Sword is another very good option prior to getting a good Grandfather; Big damage and crit with mana leech for a cheap price. Bing Sz Wang is much more damage overall than any option I've found but it comes at the cost of it being almost all cold damage. The hit to phys damage means you both cant deal with cold immunes as well and your leech takes a big hit. As of writing I have plans to try a 4 socket Bing full of Ohms to see if the damage can be brought up enough for it to be a viable option but at base its not worth using in maps currently.

For Charms I've been using 8 Offensive skillers, torch + anni and a Gheed's. Small charms are a mix of all res, 20 life and magic find to get capped res

Gameplay

The gameplay is straight forward and simple: Charge enemies until they die, then charge to new enemies. Dashing strike to pull your mercenary and wisp to you or to get on top of scary elite enemies. Without a shield you're going to be a lot squishier than other paladin builds so the biggest learning curve with this build is understanding when and/how to fight packs of enemies you cant leech off of. Blood lord packs will be the biggest issue since fighting them is a DPS race. Normal blood lords you can easily stun lock but elite packs you need to be more mindful about fighting, picking them off one or two at a time or Dashing Strike the aura carrier if its a Might or Fanaticism pack. They are also one of 3 enemy types that easily spawn as phys + cold dual immunes and are by far the deadliest.

13 Comments
2024/07/02
17:03 UTC

6

Are we reset anytime soon?

Or will this be another repeat? Have not seen any hint or mention of an upcoming reset hear but community poll says 4 months. More IRL issues preventing reset? Sorry if I miss discord announce.

12 Comments
2024/06/28
00:54 UTC

0

Revamp ideas - Necro

I have no idea what's possible w/ modding but I'll dump my ideas anyway. Let's start with the Necro, even though he got quite some attention this league xD

Skellis

They've always been too weak - let's change that! They need more HP and more damage.

Mages could switch to Fireball, Glacial, Lightning, toxic cloud at some lvl breakpoint to gain some AOE capabilities and dmg. At some top-end breakpoint they could occasionally drop a meteor, blizz, chain, poison nova OR bone interaction (read on).

Phys could kinda do the same, use some pally / barb / zone skills or have some splash damage OR bone interaction

Bone Interaction Some different ideas: Bone Cage: if a caged mob is attacked by skellis they use their higher lvl skills Boned: Hitting mobs with bone spear or spirit marks them, causing an explosion when hit by a skelli with the damage type of the skelli attack and scaling with skelli lvl

Bloodletting Vampirelord Sacrifice life to empower your minions with more damage (pure one like haemo), speed and splash. Perhaps even channeling to build it up. Bloodlink - haemo drains blood. It deals less damage but drains HP from enemies so you can sustain the bloodletting. Perhaps we could even see melee summoners with lots of LL. Maybe bloodletting needs to be an aura then.

A leeching scythe attack could also be fun. Channel to keep unleashing a flurry of swings with added leech. Can only be used with scythes.

Golems

Let's take some inspiration from PoE. More golems and the possibility to have all of them at the same time. Iron golem needs some splash.

Golem mastery: (perhaps summon mastery split into golem and skelli) boosts dmg, hp, speed, def, res, acc, what have you. At some breakpoint they get splash, at 20 your on strike effects apply to your golems.

Bones

Bone Spirit will explode Gotenks-style if the mob has been hit by a bone spear recently. It bursts into a nova of smaller non-targeted spirits with some smaller splash dmg. If positioned near a wall (or bone wall) a mob can effectively be shotgunned. Or hitting the same mob with consecutive spirits will deal increased damage. Hitting a poisoned enemy will refresh poison duration and spread poison to nearby mobs with some prob (fcr makes this viable), let's call it bone rot :D Teeth return after hitting a (bone) wall or bounce off of them (0/1/2 times). Shotgunning becomes possible and positioning your bone walls will be key. You'll be the star at every party. They'll crave for you bone.. walls.

There could also be a self-curse that makes you more brittle but empowers you minions. Or one that buffs both enemies and allies.

I'll drop some ideas for the other classes when I have time.

4 Comments
2024/06/27
19:39 UTC

3

Season End Date

Wanting to start up a fresh toon but haven't been around in a few years wondering if its to late in season to do so or no. thanks for any insight

9 Comments
2024/06/21
15:11 UTC

7

Popular opinions about skills and mechanics

  1. Valks are not strong enough for their level investment. The physical damage and lightning damage shpuld be increased 40% before any synergies.
  2. Valks are not tanky enough. Straight up double their HP.
  3. Not enough Valks. Every 5 levels of hard points in Valk should grant another Valk. For a total of 6 valks with peace runeword.
  4. Valks should get cool on hit chances. Like 5% chance to cast L20 hemomancer.
  5. Hemmorage is garbage. Its not nearly as cool as Valks. Replace the text with "summons valks on cast".
  6. (New) Valks now cast whirling axes, removed from barbarian because WA just feels like larger WW AOE.
8 Comments
2024/06/19
03:09 UTC

2

Restocking shop for gambling?

Is it possible to make shopkeepers restock their wares?

I’m loving my multishot bowsorc and I’m chasing the dream of some 3 elemental skill 2 all skill 20 pierce bolts, mana on hit being the icing on the cake

If I Anya could resupply her bolts automatically after I gamble them then I would save myself a big time

2 Comments
2024/06/19
01:31 UTC

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