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Hi
What are all the "pre-buffs" you could potentially do?
(with any class)
What I could remember/search:
- Burst of Speed - Hustle (armor) (1)
- Venom - Treachery (15) / Grief (15) / Dragon (18)
- Fade - Treachery (15) / Last Wish (11) / Spirit Ward (8)
- Battle Command - Call To Arms (+2-6)
- Battle Orders - Call To Arms (+1-6)
- Cyclone Armor - Infinity (21) / Rain (15)
- Chilling Armor - Fortitude (15)
- Enchant - Obedience (21) / Demon Limb (22) / Todesfaelle Flamme (10) / Lava Gout (10) / Immortal King's Soul Cage (5) / magic melee weapon (1) or staff (1-3) ( https://classic.battle.net/diablo2exp/i ... ixes.shtml )
- Bone Armor - Bone (10)
Description by fredkid
What are all the "pre-buffs" you could potentially do?
(with any class)
What I could remember/search:
- Burst of Speed - Hustle (armor) (1)
- Venom - Treachery (15) / Grief (15) / Dragon (18)
- Fade - Treachery (15) / Last Wish (11) / Spirit Ward (8)
- Battle Command - Call To Arms (+2-6)
- Battle Orders - Call To Arms (+1-6)
- Cyclone Armor - Infinity (21) / Rain (15)
- Chilling Armor - Fortitude (15)
- Enchant - Obedience (21) / Demon Limb (22) / Todesfaelle Flamme (10) / Lava Gout (10) / Immortal King's Soul Cage (5) / magic melee weapon (1) or staff (1-3) ( https://classic.battle.net/diablo2exp/i ... ixes.shtml )
- Bone Armor - Bone (10)
Can be used to make Runewords:
Hi
What are all the "pre-buffs" you could potentially do?
(with any class)
What I could remember/search:
- Burst of Speed - Hustle (armor) (1)
- Venom - Treachery (15) / Grief (15) / Dragon (18)
- Fade - Treachery (15) / Last Wish (11) / Spirit Ward (8)
- Battle Command - Call To Arms (+2-6)
- Battle Orders - Call To Arms (+1-6)
- Cyclone Armor - Infinity (21) / Rain (15)
- Chilling Armor - Fortitude (15)
- Enchant - Obedience (21) / Demon Limb (22) / Todesfaelle Flamme (10) / Lava Gout (10) / Immortal King's Soul Cage (5) / magic melee weapon (1) or staff (1-3) ( https://classic.battle.net/diablo2exp/i ... ixes.shtml )
- Bone Armor - Bone (10)
What are all the "pre-buffs" you could potentially do?
(with any class)
What I could remember/search:
- Burst of Speed - Hustle (armor) (1)
- Venom - Treachery (15) / Grief (15) / Dragon (18)
- Fade - Treachery (15) / Last Wish (11) / Spirit Ward (8)
- Battle Command - Call To Arms (+2-6)
- Battle Orders - Call To Arms (+1-6)
- Cyclone Armor - Infinity (21) / Rain (15)
- Chilling Armor - Fortitude (15)
- Enchant - Obedience (21) / Demon Limb (22) / Todesfaelle Flamme (10) / Lava Gout (10) / Immortal King's Soul Cage (5) / magic melee weapon (1) or staff (1-3) ( https://classic.battle.net/diablo2exp/i ... ixes.shtml )
- Bone Armor - Bone (10)
Time Zone: GMT-3
Non-Ladder | Softcore | Expansion
Non-Ladder | Softcore | Expansion
Looks like you are including charges?
Oak Sage (4) and Raven (14) from Heart of the Oak
Iron Golem (22) from Metalgrid
Are you including monster debuffs?
Amplify Damage from Atma's Scarab (2) and The Gavel Of Pain (8)
Decrepify (1) The Reaper's Toll
Are you including "when struck" buffs? If so, this list will become giant
Oak Sage (4) and Raven (14) from Heart of the Oak
Iron Golem (22) from Metalgrid
Are you including monster debuffs?
Amplify Damage from Atma's Scarab (2) and The Gavel Of Pain (8)
Decrepify (1) The Reaper's Toll
Are you including "when struck" buffs? If so, this list will become giant
OP
I was thinking in effects that you could activate/trigger before starting your farm/run and that you wouldn't need to keep the item equipped.
So, summons (which will die if you unequip the item), and de-buffs (that will need you to keep the item to active/trigger the effect on each mob) would not count.
So, summons (which will die if you unequip the item), and de-buffs (that will need you to keep the item to active/trigger the effect on each mob) would not count.
Time Zone: GMT-3
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So I guess that depends on the build then, because many characters use HOTO (my hdin for example), and quite a few A2 mercs use Reaper's Toll.
On the other hand, your class' summons (and buffs) do count, since they are snapshotted when cast. So plenty of items with +all skills, +class skills, +skill tree and + skill also count.fredkid wrote: 7 months ago So, summons (which will die if you unequip the item) (...) would not count.
I've expanded fredkid's list and for the sake of completeness included unavailable pre-buffs (source: Amazon Basin except for D2R runewords):
- Amazon: none
- Assassin:
- Traps:
- Blade Shield: none
- Shadow Disciplines:
- Burst of Speed:
- Hustle (weapon) (lvl 1, 5% on striking)
- Fade:
- Treachery (lvl 15, 5% when struck)
- Last Wish (lvl 11, 6% when struck)
- Spirit Ward (lvl 8, 5% when struck)
Venom:- Rainbow Facet (lvl 23, 100% when level-up)
- Dragon (lvl 18, 20% when struck)
- Grief (lvl 15, 35% on striking)
- Treachery (lvl 15, 25% on striking)
- Andariel's Visage (lvl 3, 20 charges)
- Arachnid Mesh (lvl 3, 11 charges)
- Burst of Speed:
- Traps:
- Barbarian:
- Warcries:
- Shout:
- another Barbarian player (lvl 1-53? skill)
- Battle Orders:
- another Barbarian player (lvl 1-54? skill)
- Call To Arms (+1-6 oskill)
- Battle Command:
- another Barbarian player (lvl 1-54? skill)
- Call To Arms (+2-6 oskill)
- Shout:
- Warcries:
- Druid:
- Shape Shifting:
- Werewolf:
- Wolfhowl (lvl 3-6 oskill, Barbarian only)
- Werebear:
- Beast (lvl 3 oskill)
- Feral Rage:
- Wolfhowl (lvl 3-6 oskill, Barbarian only)
- Maul: none
- Mark of the Wolf (item only):
- Metamorphosis (Barbarian only; requires swapping with Wolfhowl)
- Mark of the Bear (item only):
- Metamorphosis (requires Beast)
- Werewolf:
- Elemental:
- Cyclone Armor:
- Armageddon: none
- Hurricane: none
- Shape Shifting:
- Necromancer:
- Poison and Bone Spells:
- Bone Armor:
- Bone (lvl 10, 15% when struck)
- Bone Armor:
- Poison and Bone Spells:
- Paladin:
- Combat Skills:
- Holy Shield: none
- Combat Skills:
- Sorceress:
- Fire Spells:
- Blaze:
- Phoenix (lvl 40, 100% when level-up)
- Hand of Justice (lvl 36, 100% when level-up)
- Rainbow Facet (lvl 29, 100% when level-up)
- Enlightenment (lvl 15, 5% when struck)
- Infernostride (lvl 8, 5% when struck)
- Enchant:
- another Sorceress player (lvl 1-54? skill)
- Demon Limb (lvl 23, 20 charges)
- Obedience (lvl 21, 30% on kill)
- Todesfaelle Flamme (lvl 10, 45 charges)
- Lava Gout (lvl 10, 2% on striking)
- Immortal King's Soul Cage (lvl 5, 5% when struck)
- rare staff (lvl 1-3, 22-27 charges)
- rare melee weapon (lvl 1, 11 charges)
- Blaze:
- Lightning Spells:
- Thunder Storm: none
- Energy Shield: none
- Cold Spells:
- Frozen Armor: none
- Shiver Armor: none
- Chilling Armor:
- Fortitude (lvl 15, 20% when struck)
- Fire Spells:
Oskills do not include +all skills bonuses (max possible +16 on Barbarian or +15 on other classes).
OP
About summons, remember that Sunder Charms effect are snapshoted on the cast too.
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OP
(Just the "break immunity" part, summons do not get the resistance penalty )fredkid wrote: 7 months ago About summons, remember that Sunder Charms effect are snapshoted on the cast too.
Time Zone: GMT-3
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For the Amazon, I would argue that Valkyrie would be a prebuff, if you're using it. Start of every run its a required cast.
I am available for trading every other week, limited trading on my off week.
Thanks for understanding.
Bouncing back and forth between D2 and D4
Thanks for understanding.
Bouncing back and forth between D2 and D4
By this logic every summon and every buff is a pre-buff. But I guess that OP meant pre-buffs from other classes, available from items or elsehow. For native class skills it's obvious that you use them.davme_mcreg wrote: 7 months ago For the Amazon, I would argue that Valkyrie would be a prebuff, if you're using it. Start of every run its a required cast.
OP
Just to clarify, Iron Golem is re-spawend on every game with your current equipment (he doesn't save the status of the initial cast...), so you have no much reason to stack a lot +Skill for the initial cast...
But, you may change your equipment before exit to stack a lot of +Skill items, and they will affect your "new golem" on your next game
(you may even include a Bone Break - or other sunder if the item used to create the golem enable him to deal elemental damage...)
But, you may change your equipment before exit to stack a lot of +Skill items, and they will affect your "new golem" on your next game
(you may even include a Bone Break - or other sunder if the item used to create the golem enable him to deal elemental damage...)
Time Zone: GMT-3
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Are you sure about this? I only just started playing necro.fredkid wrote: 7 months ago Just to clarify, Iron Golem is re-spawend on every game with your current equipment (he doesn't save the status of the initial cast...), so you have no much reason to stack a lot +Skill for the initial cast...
OP
Yep ...Knappogue wrote: 7 months agoAre you sure about this? I only just started playing necro.fredkid wrote: 7 months ago Just to clarify, Iron Golem is re-spawend on every game with your current equipment (he doesn't save the status of the initial cast...), so you have no much reason to stack a lot +Skill for the initial cast...
https://us.forums.blizzard.com/en/d2r/t ... ion/151302
From what i understand the game saves just the item used to create the golem and "re-cast" the skill for you at the beginning of each game....
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Amazon Basin also confirms:
And update from 2.5 patch notes:Summoned again in a new game if Necromancer has at least one skill point invested or a skill bonus. Stats are based on skill bonuses applied at the beginning of the game.
(...)
Charges
Iron Golem summoned using charges will not be summoned after exiting then entering a game. If a Necromancer uses charges to summon one while investing at least one point or equipping a wand with an individual skill bonus, it will be summoned upon entering the game at the native level, not the charge level.
Fixed an issue where Iron Golems summoned through a charge of the skill (Ex: granted by Metalgrid) would disappear when performing an inventory update.
Fixed an issue where Iron Golems created by a charged skill would not save between games.
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