Difference between revisions of "Guardian Thorn"

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(New page: =Introduction= This is a report of a successful attempt to play a Paladin whose Thorns aura would return viable damage through to the end of Hell, played in modified single-player (but onl...)
 
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=Introduction=
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{{Tale nav}}
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{{Intro}}
 
This is a report of a successful attempt to play a Paladin whose Thorns aura would return viable damage through to the end of Hell, played in modified single-player (but only for the <font color=darkgoldenrod>'''Annihilus Small Charm'''</font>, <font color=darkgoldenrod>'''Hellfire Torch Large Charm'''</font> and Ladder rune words) on /players 8 until level 75 in early Hell (so that everything could be equipped as early as possible), and /players 1 thereafter.
 
This is a report of a successful attempt to play a Paladin whose Thorns aura would return viable damage through to the end of Hell, played in modified single-player (but only for the <font color=darkgoldenrod>'''Annihilus Small Charm'''</font>, <font color=darkgoldenrod>'''Hellfire Torch Large Charm'''</font> and Ladder rune words) on /players 8 until level 75 in early Hell (so that everything could be equipped as early as possible), and /players 1 thereafter.
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=The Theory=
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==Theory==
 
The theory is that Thorns' returned damage would be viable in Hell if Amplify Damage and Inner Sight are cast on monsters ''before'' converting them: AD would lower physical resistance of both future converts and the monsters that would attack them; the converts would take more damage and thus return more, and this returned damage would be further enhanced on cursed attackers; and IS would significantly lower the future converts' defence, making them much easier for attackers to hit, and thus return even more damage over time.
 
The theory is that Thorns' returned damage would be viable in Hell if Amplify Damage and Inner Sight are cast on monsters ''before'' converting them: AD would lower physical resistance of both future converts and the monsters that would attack them; the converts would take more damage and thus return more, and this returned damage would be further enhanced on cursed attackers; and IS would significantly lower the future converts' defence, making them much easier for attackers to hit, and thus return even more damage over time.
  
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=Game-play=
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==Game-play==
  
 
'''Choosing an Appropriate Target'''
 
'''Choosing an Appropriate Target'''
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=Obstacles=
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==Obstacles==
  
 
'''Physical Immunity'''
 
'''Physical Immunity'''
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=Equipment=
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==Equipment==
 
{|cellpadding="5" style="text-align:left"
 
{|cellpadding="5" style="text-align:left"
 
!Source!!Description!!Reason(s)
 
!Source!!Description!!Reason(s)
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=Skills=
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==Skills==
 
{|cellpadding="5" style="text-align:left"
 
{|cellpadding="5" style="text-align:left"
 
!Combat Skills
 
!Combat Skills
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=Stats=
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==Stats==
  
 
Level''' 83
 
Level''' 83
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=Hireling=
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==Hireling==
 
Level 83 Act I Rogue Scout (Fire Arrow)
 
Level 83 Act I Rogue Scout (Fire Arrow)
  
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=Conclusion=
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==Conclusion==
 
In a single-player game, with AD and IS and appropriate targets, Thorns kills normal monsters quickly, usually in no more than two or three hits. It is utterly lethal against Unique monsters and their minions if they spawn Extra Strong, Cursed or enchanted by damage enhancing auras (particularly in combination). Thorns is useful for killing other particularly nasty bosses; against mêlée Fire '''and''' Lightning Enchanted Unique monsters, just convert a minion and let them beat themselves to death, and remain safe from their deadly bolts and death explosion (a ranged FLE Unique can be killed safely from range).
 
In a single-player game, with AD and IS and appropriate targets, Thorns kills normal monsters quickly, usually in no more than two or three hits. It is utterly lethal against Unique monsters and their minions if they spawn Extra Strong, Cursed or enchanted by damage enhancing auras (particularly in combination). Thorns is useful for killing other particularly nasty bosses; against mêlée Fire '''and''' Lightning Enchanted Unique monsters, just convert a minion and let them beat themselves to death, and remain safe from their deadly bolts and death explosion (a ranged FLE Unique can be killed safely from range).
  
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=Acknowledgements=
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==Acknowledgements==
 
*'''Rykros1987''', whose comment about cursed Necromancer minions highlighted the possibilities of cursed converts.
 
*'''Rykros1987''', whose comment about cursed Necromancer minions highlighted the possibilities of cursed converts.
 
*'''Othin''', whose detailed topics about Decoy and IS highlighted the advantages of lower defence and IS's role in achieving it.
 
*'''Othin''', whose detailed topics about Decoy and IS highlighted the advantages of lower defence and IS's role in achieving it.

Latest revision as of 10:52, 1 October 2011