Magic Finding
#3
Zzeno,Apr 19 2006, 06:13 AM Wrote:Good morning to you all!

Having played several characters already whom have died either in Act 3 of Normal difficulty or to a PK'er in a Baal game, I have decided to start a Magic Find character that is not gear dependant and doesn't need any +skills to be effective against Baal and Mephisto or any other Act Boss or Unique monster.

I am going to list equipment that I do not have but I plan to use them when I eventually find them. Though, I do not consider them "godly" items but they all have "Better Chance of Getting Magic Items" modification on them, except for Mara's Kaleidoscope.

Slot1: Blade Of Ali Baba
Slot2: Blade Of Ali Baba (or Rhyme Rune Word Shield)
Helm: Immortal King's Will (or Artisan's Tiara of Luck)
Amulet: Mara's Kaleidoscope
Armor: Skullder's Ire
Ring: Nagelring
Belt: Goldwrap
Ring: Nagelring
Gloves: Chance Guards
Boots: War Traveler

Personally, I believe the Barbarian is the most suited to Magic Find because, though he does not have the killing speed of a Sorceress nor Hammerdin for that matter, he does have passives that increase his resistances and Warcries that increase all his skills by one such as Battle Command and a Warcry that stuns monsters and deals good damage when synergized such as War Cry.

Now my question is, which character can use the above equipment with only the weapon slots available for switching between fights without too much difficulty?
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OK, well I think you might be going overboard on the magic find itself. I don't think you get too much actual finding after 300 or 400 compared to how much slower you kill things.
If you're on hardcore this is especially true, as dying isn't something you can just shrug off as a little experience gone and move on.
Also, nightmare or hell?
Warcry barbarians also take a great deal of mana(9+slvl mana per shot), very similar to a nova sorceress, only with physical damage and stun(aka nova sorc on crack).
Unfortunately, even with battle orders you will have massive mana problems unless you have a steady stream of rejuvinations, because mana potions give very few points to a barbarian.
However, if you do go this route, max battle orders, 2 spirit broadswords, an act 2 mercenary with insight(with holy freeze aura), and frostburn gauntlets would remedy most of your mana problems, while also providing +4 skills, 110% faster hit recovery, 50-70% faster cast, over +400 mana, and a reasonably strong mercenary that slows monsters(to approximately half speed?).
A combination of howl and leap/leap attack, which can be risky if you aren't able to tank well, will also get you past most regular monsters you might not want to spend your time on.(leap attack will occasionally be broken by monsters hitting you making it ineffective until you exit the game)
Battle Cry also goes a way to weaken regular monsters, as at skill level 30 it reduces monster damage by over 50%(though against any monsters that are extra strong, have a damage aura, use magical attacks, or are elemental enchanted this affect will be greatly reduced or ineffective), and can be used on act bosses(I do not know the extent of affect it has on them, but seems to be rather affective at making them not kill me)
Oh, and upgrade that goldwrap to give it another row of potions!
No experience magic finding, but hope some suggestions help you out.
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Messages In This Thread
Magic Finding - by Zzeno - 04-19-2006, 11:13 AM
Magic Finding - by Occhidiangela - 04-19-2006, 03:27 PM
Magic Finding - by GriffonSpade - 04-19-2006, 03:55 PM
Magic Finding - by Spinal - 05-14-2006, 01:35 PM
Magic Finding - by librarian - 05-14-2006, 04:48 PM
Magic Finding - by BruceGod - 05-17-2006, 04:44 AM

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