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Strategy Tips for the Warrior
by Charis



What did we learn from that game? A LOT.

First, the key tips, then an 'extension' of my IM Warr guide, with extra info for caves and hell.

Things we already knew:
- Go as slow as the situation warrants, be patient
- Secure a defensible possition on new lvls ASAP
- Conserve resources: potions, staff, ID
- Use lvlup points, and lvlup mana and hp wisely

Points hammered home:
- Party, especially mage, NEEDS a clear retreat path
- Do NOT try to 'equalize' exp. Share as best for party
- Buy the res at start of game (others disagree, that's fine
- For a Warrior, to stun is to life.
- Drinking point is not when one hit can kill you. Do NOT go below the two-hits-to-die mark, and if potions are abundant, don't be cheap. Translation: "Don't die!"
- ID when/because there is a need
- Desync is truly evil. One reason we did as well as we did was a lack of game-wrecking desync in cats. Some items were seen as different, but no dual-worlds or respawn mania.


Update to IM Warrior Guide:

A. lvl up points - dex was extremely useful, and I stick by the all dex level up procedure. But given that with a plain sword I barely stunned in a two person game, clvl 24, the warrior who doesn't have high str or a good dmg weapon will be very weak in hell. For the advanced player who can hold off distributing some points, or in a dungeon where things are going very well, I'm wondering if a dex-neglect would work. Not merely delaying the max of dex, but foresaking dex until you are sure you will always stun what you hit. Only when a plus dmg weapon is found, and you can project stunning everything you hit in hell, do you back off pumping STR and attend to dex. This is just a thought, and needs testing.

B. Tough opponents in caves and hell.
- Maws are not as bad as you might expect. The sword +50% dmg keeps them stunned, and they can be fired at from outside their spit range. If careful with them, they're not so bad.
- Lightning demons are something i just don't want to ever see, with the erratic movement, long range attack, fast attack, and mage-rending dmg.
- Blood Knights - you'll want 33pts dmg first and foremost, even if no ac or dex. Why? Because you can limit your exposure to these slow monsters to one at a time. Kill them before they can even touch you. Lacking the stun, you will needs lots of dex.
- Advocates - a major danger, their fireballs are punishing on the warrior, and unless a +dmg speed weapon is found (good luck) you'll need to use a bow or let your partners handle. If you must face, be SURE to fight adv and BK's separate!! Then isolate the mage and kill one at a time with Long Battle Bow.
- Death Wings- be SURE to fight at chokes, one on one. Dex here is crucial, they hit fast and hard. If you can stun, you are also golden, so they won't run away.
- Bosses! Goldblight, Doomcloud, Steelskull, witches, all can be much tougher than their normal counterparts. Treat them with full respect, or you'll be face to the ground.

C. Cauldrons. Don't miss out! Gather up unid gear (and/or potions) and after other leave the level, hit them. Good chances for +stats, and possible Glimmering shrine, Hidden, or Eldritch.

D. Do **NOT** lvl-up points into vitality. When you're doing 32 pt dmg to the BK who is pounding you, but have 10 extra hit points, you'll know why. To stun is to live, an extra 10, 20, 30, 50 hp, is not a game-determining factor! Likewise the more you put into magic (if any) the more trouble you will be in, unless you find a nice +dmg weapon.

E. If you're not in trouble, DON'T ID for the sake of id'ing. That Ring of the Wolf that makes things 'really easy' instead of just 'easy' will leave you without an ID when that unexpected magic Gothic plate drops later. (Of course, if you ARE in trouble, by all means use those ID's! That Ring of Wolf might be just the item that keeps you alive until next level when the DSC drops)

F. If the party mage with no Mana Shield wants to get up close and personal with the monsters, render him unconcious and leave him in town :-) Often drops and monster mix determines which party member(s) is the key and which is toast. It will even out over time, in many games, but DON'T try to force it to even out THAT game! If a Windy is found, push that rogue! Keep her alive at all costs, let her hog exp. If the Mage finds TC and bountiful fireball staff, he da man! If you are out of red potions, have no armor, and can't stun to save your life, then hang back, let the others do their work, and be ready to sacrifice yourself for the party. When they find a CC, Gold/Prec ring, FPM and a res, they'll get back to ya. (And if they don't it's no loss, you're useless to the party) Mind you, if one player over and over is the party 'hero' it's not fair to the others. Change your strategy or the class you pick once in a while.

G. The Warrior and the Bow. Do not neglect it! In church, it's safe exp at grates. In the cats, it's the dmg-free solution to Deathspit and Chaoshowler. In caves look for lava peninsula and monsters who can't open doors. And in Hell, it's the KEY for handling Laz chamber and advo's by yourself. With no dex bonus, you can use up to a Long Battle Bow (1-10). Actual to-hit will eventually be about 20% better with a bow than sword (dex/2 - 10 better).


Charis



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