Frat’s Diablo 2 Guide -
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Reign of the Warlock expansion build testing:
Amazon - Done
Lightning Strike (physical, lightning) Thalia Grace (Percy Jackson and the Olympians Book Series) - 5:42 River of Flame and Chaos Sanctuary
Used Lighting Strike for everything except single targets (when Lightning Charge was used).
Lightning Fury (physical, lightning) - 8:09 River of Flame and Chaos Sanctuary
Fend (physical) Maki Zenin (Jujutsu Kaisen Anime Show) - 11:34 River of Flame and Chaos Sanctuary
Used Fend for everything except single targets (when jab used).
Poison Javelin (physical, poison) - 14:05 River of Flame and Chaos Sanctuary, *not my build, but used for testing
Assassin - Done
Mosaic Dragon Talon (physical, fire, cold, lightning) Korra (The Legend of Korra Anime Show) - 5:03 River of Flame and Chaos Sanctuary
Keep the double mosaic build, but maybe change Dragon Talon to Dragon Claw, so I don't get animation locked?
Lightning Sentry (physical, lightning) Yoruichi (Bleach Anime Show) - 8:04 River of Flame and Chaos Sanctuary
Blade Fury (physical) - 8:36 River of Flame and Chaos Sanctuary
When bound to left click, there is a glitch with the attack not releasing. When bound to right click, it seems to either do less damage or simply have more trouble hitting enemies.
Wake of Inferno (fire) - 14:50 River of Flame and Chaos Sanctuary
Fire Blast (fire) - 19:47 River of Flame and Chaos Sanctuary
Barbarian - Done
Whirlwind (physical) Inosuke (Demon Slayer Anime Show) - 7:39 River of Flame and Chaos Sanctuary, but the Diablo fight drained me of all mana several times
Frenzy (physical) Attila (real life Mongol) - 8:53 River of Flame and Chaos Sanctuary
Double Throw (physical) - 19:14 River of Flame and Chaos Sanctuary, *Maxroll's build, but used for testing, though I changed the weapon, because the Chance to Flee was making things more difficult and take longer
War Cry (physical) - required mana potion use, and the area was small, *not my build, but used for testing
Druid - Done
Fury (physical) LukeGarroway (Shadowhunter Book Series) - 8:58 River of Flame and Chaos Sanctuary for my version
Maul (physical) Beorn (The Hobbit Book) - 10:59 River of Flame and Chaos Sanctuary for my version
Fire Claws (fire) - 11:27 River of Flame and Chaos Sanctuary for my version, *not my build, but used for testing
Survivability was terrible in this run as I was constantly using potions and going back to town to get more.
Fissure (fire) - 14:32 River of Flame and Chaos Sanctuary for my version, *not my build, but used for testing
Tornado (cold) - died at 8:54 on the Infector of Souls, *not my build, but used for testing
Trying to stay close enough to make hurricane useful combined with the extreme squishiness killed me.
Hurricane (cold) - died at 12:57 on the Infector of Souls
Trying to stay close enough to make Hurricane deal damage combined with the extreme squishiness killed me.
Summons (physical, fire, cold, lightning, poison) - over 5 minutes to get halfway across the River of Flame, *not my build, but used for testing
Rabies (poison) - over 5 minutes to get halfway across the River of Flame, *not my build, but used for testing
There was also poor sustain for mana.
Necromancer - Done
Poison Nova (poison) Gordon (Black Clover Anime Show) = 11:31 River of Flame and Chaos Sanctuary
Bone Spear (magic) Kimimaro (Naruto Anime Show) = 16:35 River of Flame and Chaos Sanctuary
Minions and Thorns Minions (physical) = barely made any progress
using "Edge" runeword missile weapon and "Bramble" runeword body armor on an Act 1 Rogue mercenary) are horrendous
Paladin - Done
Holy Fire (physical, fire) Lucien (A Court of Thorns and Roses Book Series) - 6:42 River of Flame and Chaos Sanctuary
Holy Shock (physical, lightning) Gilthunder (The Seven Deadly Sins Anime Show) - 7:52 River of Flame and Chaos Sanctuary
Zeal (physical) - 8:41 River of Flame and Chaos Sanctuary, but I only hit left click!
Fist of the Heavens (lightning, magic) - 9:52 River of Flame and Chaos Sanctuary, and 14:19 for a Terrorized Chaos Sanctuary. *not my build, but used for testing
Nothing can be immune, except maybe Pit Lords in the Uber Tristram event (though the holy bolts might ignore their magic resistance). The main problem is the .4 second cast delay, which GREATLY limits the DPS.
DreamFire (physical, fire, lightning) - 10:57 River of Flame and Chaos Sanctuary, *not my build, but used for testing
Vengeance (physical, fire, cold, lightning) - 16:08
The main problem is the cost of the skill paired with Mana Burn (which is the build's biggest weakness).
Sorceress - Done
Lightning (lightning) ElleBishop (Heroes TV Show) = 7:07 River of Flame and Chaos Sanctuary
Fire Ball (fire) Iris (The Strongest Sage With the Weakest Crest Anime Show) = 8:07 River of Flame and Chaos Sanctuary
Blizzard (cold) = 10:21 River of Flame and Chaos Sanctuary.
Blizzard can't hit enemies that are at the edges of the walkable area.
Ice Blast (cold) = 10:33 River of Flame and Chaos Sanctuary
Frozen Orb (cold) = 13:09 River of Flame and Chaos Sanctuary
Warlock - Done
Echoing Purge (magic) Alucard (Castlevania Anime Show) - 6:04 River of Flame and Chaos Sanctuary
Mirrored Blades (physical, magic) - 6:18 River of Flame and Chaos Sanctuary, *not my build, but used for testing
Abyss (magic) - 10:03 River of Flame and Chaos Sanctuary, *not my build, but used for testing
Bound Demon (physical) - 10:49 River of Flame and Chaos Sanctuary, *not my build, but used for testing
Try again with Summon Defiler to improve the AoE.
Summon Tainted (fire) Precht (Fairy Tail Anime Show) = 11:24 River of Flame and Chaos Sanctuary
Apocalypse (fire) - 11:30 River of Flame and Chaos Sanctuary, *not my build, but used for testing
But it felt TERRIBLE with the delayed hits and the merc dying all of the time.
Blood Boil (physical, fire) - 12:00 River of Flame and Chaos Sanctuary, *not my build, but used for testing
The problem is that you can't spam Blood Boil continuously, since it damages your bound demon.
Flame Wave (fire) - 12:11 River of Flame and Chaos Sanctuary, *not my build, but used for testing
Tough to maintain mana while spamming Flame wave, and with Insight on the merc, I lose the Conviction aura.
Summon Goatmen (physical) = over 10 minutes to get just inside the Chaos Sanctuary
Text in orange indicates changes made from Diablo 2: Lord of Destruction to Diablo 2: Resurrected.
(Left and right mouse buttons are already preset as movement and skill casting.)
Character Screen N
Inventory Screen B
Horadric Cube
Party Screen P
Mercenary Screen I
Message Log
Quest Log L
Help Screen
Loot Filter Screen U
Skill Tree K
Skill Speed Bar
Skill 1 A
Skill 2 S
Skill 3 D
Skill 4 F
Skill 5 G
Skill 6 Mouse 4 (back-side button)
Skill 7
Skill 8
Skill 9
Skill 10
Skill 11
Skill 12
Skill 13
Skill 14
Skill 15
Skill 16
Select Previous Skill
Select Next Skill
Show Belt ~
Use Belt 1 Z
Use Belt 2 X
Use Belt 3 C Mouse 5 (front-side button)
Use Belt 4 V
Swap Weapons W
Chat Enter
Run
Toggle Run/Walk
Stand Still Shift
Force Move Mouse 3 (middle mouse button)
Move Up
Move Right
Move Down
Move Left
Show Items Space
Show Items (Unfiltered) Alt
Show Portraits
Automap Tab
Center Automap
Fade Automap
Party Automap
Names on Automap
Toggle MiniMap
Say ‘Help’
Say ‘Follow me’
Say ‘This is for you’
Say ‘Thanks’
Say ‘Sorry’
Say ‘Bye’
Say ‘Now you die’
Say ‘Retreat’
Previous Stash Page
Next Stash Page
Clear Screen
Clear Messages
Zoom
Legacy Toggle
To Do List
Sunder Charms:
Sunder is applied before other resistance reducing modifiers and only affects non-players (patch 2.5).
Any abilities granted by a Sundering Charm will also extend to your pets and summons, so keep that in mind as you upgrade your character (patch 2.51).
Conviction and Lower Resist effectiveness will be 1/5 effective even after a Sundering Charm's applied effects (patch 2.51).
Cold Mastery was added to this list in patch 2.6.
Sundering Charms can now drop from fallen foes in all non-Classic game modes (patch 2.6).
Drop chances:
Latent Sunder Charms can drop from any monster, Terrorized and non-Terrorized, using Magic Find (patch 3.2).
The increased chance to drop a Latent Sunder Charm from Heralds now starts at Tier 1 instead of Tier 4 (patch 3.2 season 14).
The increased chance to drop a Latent Sunder Charm from Heralds is no longer modified by player count. This is an increase in drop rates for solo players (patch 3.2 season 14).
Heralds at Tier 3 and 4 have twice the increased chance to drop a Latent Sunder Charm. Heralds at Tier 5 have three times the increased chance (patch 3.2 season 14).
Additional details can be found at Maxroll's Sunder Charm guide.
Mana Regeneration formula from Maxroll’s Life and Mana Guide:
Mana Regenerated per Second = 25 * ((256 * Maximum Mana / (25 * 120)) * (100 + Regenerate Mana) / 100) / 256
Summons snapshot your skill level and stats when they are summoned
All shrines only apply to the character, but wells apply to all minions and mercs (healing, cleansing, and restore mana).
Summon Goatmen gains 4 skills as you add points. I can confirm part of this because I have seen the stun indication over enemies, and physical immune enemies still take damage.
The summon AI for the Warlock prioritizes the strongest/most dangerous enemies first, then it moves to the closest enemies to that location.
While I understand the want to remove the most dangerous targets, this is a crappy system, because the summons will sprint around enemies to get to the elites, then leave the character unprotected.
The Warlock has a skill called Death Mark which is supposed to cause summons to teleport to, and target the highlighted minion. Unfortunately, it bugs out frequently and some of the minions will not move to, nor attack the correct target, or will immediately drop off the target after teleporting (though this seems to happen when the enemy is already very low on life).
This is especially problematic when paired with the summon AI behavior where they sprint to elites instead of fighting the close-by enemies.
Changes between D2 and D2R (list all D2R changes in orange text):
In D2R, cold mastery CAN break immunities, while it can’t in D2.
Fist of the heavens no longer scales with Blessed Hammer in D2R.
In D2R, Holy Bolt:
In LoD bolts only damage hostile undead and pierces their Magic Resist; magic damage is applied as though undead have MR 0%, even when Immune to Magic. They will not damage demons or animals. In D2R bolts also damage hostile demons in addition to undead, but it does not pierce demon Magic Resist and Immune to Magic demons take no damage (Pit Lords in the Furnace of Pain and Tristram are the only Immune to Magic demons in the unmodified game).
In LoD bolts don't pierce hostile undead or allied targets, but will pass through ineligible targets. In D2R bolts pierce all targets until missile expiry, damaging or healing all eligible targets along the way and passing through ineligible targets.
D2R: Contrary to 2.4 patch notes, damage was not increased by 50%.
In D2R, Fist of the Heavens:
Holy bolts only damage undead, and pierce their Magic Resist: magic damage is applied as though undead have MR 0%, even when Immune to Magic. In D2R this is also true for demons.
Bolts don't pierce hostile undead targets, although their next delay normally prevents more than one bolt from colliding with a single target (the rest will normally pass through it).
Bolts won't damage allied Necroskeletons, Necromages and Revived.
In D2R, Sunder Charms were added. They:
They only drop from Champion, Unique, Super-Unique, and Boss monsters inside a Terror Zone.
There are also Latent Sunder Charms that only drop from the Heralds in Terror Zones. These can be upgraded into Renewed Sunder Charms with additional affixes.
Maybe try and make a sheet for character skills:
I can have one page for each class, and include all of the skills on the same page, or each page can have one skill.
The columns can include, name of skill, class, mechanics, synergies, items with the skill, enemies with the skill, scaling numbers up to level 60.
All details can link to the sources of information.
D2R changes
Go through the amazon basin and check what works and doesn’t for different skills and mechanics (then add them to the guide).
The new Chronicle feature in D2:R only unlocks items on the list when you identify them. Also, it has cosmetic rewards that you can earn from unlocking various things!
Aura mechanics:
Paladin auras do not stack (add together) with the auras from items, and instead, the highest aura will be used.
Auras from items do stack (add together) with each other.
"+ to skills" do not affect auras granted by items.
Synergies affect auras granted by items.
% elemental damage is applied twice to melee attacks (and ranged attacks for the Holy Fire aura).
Radial damage is applied every 2 seconds.
Weapon damage is only applied to the supplier of the aura.
Patch 2.4 changed things with paladin auras, increasing synergies, and damage dealt based on distance from enemies (up to double in melee range).
Add this Maxroll Poison Damage Guide to my list of mechanics.
Online hero editors:
Maxroll's Diablo 2 Build Planner, which can also create offline savegame files using the "Export" feature (though it has trouble adding multiple sockets to items).
Runeword Online Hero Editor - This is missing the Bramble runeword, and doesn't have maxed out new colossal jewels. When adding multiple sockets to an item, don't use the magic affix, just the socket number at the bottom. *I sometimes need to use this to fix the Maxroll files.
Emu Online Hero Editor - This is missing rainbow facets and the new colossal jewels.