Tavrobel has hit 92 with one of his Barbarians, I believe
EDIT: It seems Tav has hit 98.
Printable View
Tavrobel has hit 92 with one of his Barbarians, I believe
EDIT: It seems Tav has hit 98.
I've been level 98, before, so don't brag. The highest person in our group currently, would still be me, as my Druid was only one Baal run away from 90, with my Barbarian only 23 runs away. This was before they reduced EXP to a bare minimum of what it used to be, but a win is a win.
Also, the reason why people glitch rush through Hell is because of the massively increased difficulty beginning with 1.09 patch. Before then, even not-so-great builds could get through Hell with a little effort. However, with the introduction of Synergies (which was a fix for OMG we only have to max one skill to live), they introduced Ladder, and increased Hell difficulty, so that only plausible builds could be used, thus reducing the number of builds dramatically, leading to rigged characters that follow one set pattern, and may never deviate slightly or else risk losing tons of damage or survivability.
And Khaotic was 93-96 "back in the day".
Tsukasa I believe had either a 97 or a 98, as well.
I would venture to say that Maxx Power would have also have had a very high character on Europe, and BtV claims he also had a > 90 Barbarian on West.
Khaotic seemed to pop level 80-something characters out daily. It was weird.
Khaotic glitch rushed, probably, and Chaosed to 60, and Baaled to 80. Not very difficult with Ondal's (Wisdom?) unique staff (+EXP) or an Annihulus (+EXP).
http://www.battle.net/diablo2exp/ima...zarusspire.gif
Elite Unique Staves
Ondal's Wisdom
Two-Hand Damage: 80 To 93 (86.5 Avg)
Required Level: 66
Required Strength: 44
Required Dexterity: 37
+2-4 To All Skills (varies)
+45% Faster Cast Rate
+450-550 Defense (varies)
+40-50 To Energy (varies)
Magic Damage Reduced by 5-8 (varies)
+5% To Experience Gained
+50% Damage To Undead
(Only Spawns In Patch 1.10 or later)
98 is quite impressive :jess: I could neeever get that high. Ugh, no way.
But they increased Hell so that it would be a challenge. I think it was too easy before (once they got rid of that stupid universal 50% physical resistance anyway). It's like, oh noes, they made it kinda hard so now we have to grush through it. Yeah, the balance of the game is off, but it's possible to play through hell with something other than the overpowered builds because I've done it and you've done and we've all done it.
Hell is supposed to be so hard that everybody has to come together. It's like, it doesn't matter that your lightning sorceress does 40k damage per shot, because against Lit immunes you need somebody else. Then that Bone Necromancer is suddenly looking pretty good.
But because people can go straight to Baal, it ruins the harmony of it all. There's no need to make anything other than a few builds because nobody has to actually play the game. So who needs more than a Hammerdin and Lit Sorc? Which is strange, 'coz they make those to MF, but then never even play the game when they get items for other characters anyway, so it was all one big circle of doing Baal runs for no fun in return. Unless endless Baal runs is their idea of fun, I guess.
I doubt I'd want to play with most of the public anyway, and people like Chimney always wait and actually play through them with me... I suppose I shouldn't really care so much *shrug*.
I've walked through Hell naked before. That was a challenge, but well worth it in the end.
I guess people aren't interested in actually playing a game so very old as Diablo... Which seems silly to me.
Half the fun of playing this game is finding items for future characters and builds. And then leading these fledgling characters through Hell and back simply completes the cycle.
I agree, playing only over-powered builds seems silly to me. There is so much variety in Diablo, but it seems only a few builds are ever made and even fewer actually played.
I suppose people have this idea that unless you're doing 17k damage per hammer, or 45k damage per lighting bolt, you're not successful in your build. Which I think is lame.
There are very few existing builds that can effectively damage every monster in the game based on character equipment, mercenaries, and self-sufficiency. In order of killability:
Lightning Sorceress (Infinity), 60k at best
Lightning Trapsin (Infinity), 20k at best
Fist of the Heavens Paladin (Conviction, Holy Bolt damage from FoH), can kill everything
Lightning Javazon (Infinity), 10k at best
Frenzy Barbarian (very difficult against Physical Immunes, Berserk synergy), anywhere from 24k-30k when properly built
Wind Druid (Hurricane is Cold, Tornado is Physical), 7k at best
Runners Up (can damage most, but not all, still viable):
Hammers Paladin (cannot damage Magic Immune Animal enemies)
Bone Necromancer (cannot damage Magic Immune)
Smite Paladin (fastest killer of Ubers, but rather impaired against Physical Immunes, stunlock)
Morphing Druids (any of the builds, either uber IAS or stunlock, weak to Physical Immunes or Poison Immunes)
Fire Sorceress/Druids (cannot damage Fire Immune)
Cold Sorceress (cannot damage Cold Immune)
Summoner Druids and Necromancers (relies on massing)
Whirlwind Barbarian (severely gimped)
Poison Necromancer (cannot damage Poison Immunes)
The ones that are crossed out can only effectively kill in Hell when twinked. Infinity, if legit, is fair use.
Compare that to pre 1.09, and I'm not even going to mention Dueling:
Corpse Explosion Necromancer
Whirlwind Barbarian
All other possible builds viable
EDIT: Consider "untwinked" to be carrying less than five High Runes worth of items. If Shako is 1, Enigma is 2, and Infinity 4, that's more than 5 for almost every build. Compared to a Barbarian, which only has to wear 3 High Runes (IK), and a Trap Assassin which can kill every enemy in the game using 4; it can still damage most without, and is very easy to play.
But I like it that way. It makes everybody in the party useful :(
Tav, Trapsins can reach the 65k mark in damage output.
And I've seen some Javazons with attacks than can reach the 45k mark
You're also forgetting the Dreamer Sorceress, which can hit the 70k damage mark
But I'm being nit-picky, so meh... ignore all that.
I wish they would fix the Hellfire Torch, I really would like being able to use Strafe without locking up the game
What is a Dreamer Sorc anyway, I don't even know :grover:
A Dreamer Sorceress is, essentially, an Enchantress Sorceress that pours points in to Lightning Mastery. When wearing two Dream runewords (Helm and Shield), this gives the Sorceress a Lvl 30 Holy Shock Aura. Seeing as Holy Auras grant an elemental boost to melee damage, the Sorceress' damage is increased by a very large amount.
Coupled with her natural boost to Lightning based attacks (up to around +560% damage or so), the Lvl 30 Holy Shock Aura is multiplied by a VERY large amount.
To make this type of Sorceress even more deadly is that many equip her with a Passion runeword, which grants her a large boost to AR, but most importantly, access to the Paladin Skill Zeal.
However, it's a gamble with every attack. Her damage output is anywhere from 1200 - 70000.
And the only thing protecting her fragile frame is Energy Shield, which is nerfed to hell.
There is a Dreamer version for the Paladin, but I don't think they fare as well as the Dreamer Sorceresses do.
However, it is great, stupid fun to simply walk around Hell mode and watch as enemies fall simply from your aura.
Case in point: they are all twinked.
Oh my god, I want one ;___; WANT DREAMER.
It's 7:18 here and I can no longer get on b.net. When did it start? Is it going to be like midnight my time when it finishes or what.