Diablo 2: Finished. Did they nerf Baal's orange missle in 1.10? I didn't get hit for 800+ damage at any point like I'm used to seeing in Hell. Actually, thinking on it they might've just removed the -100% penalty to magic resist for Hell difficulty, which was dumb and inflated the already dangerous Oblivion Knight Bone Spirits more than needed.
That was probably a needed nerf given how close it came to instakill for a lot of non-Barb/Druid characters, but non of Baal's other attacks seemed to have improved much, so he was pretty feeble aside from the stupid inflated boss HP. Whatever, Static Field and Crushing Blow did their job, and my merc didn't even die (or come close).
Final stats and skills:
103 strength
184 dex
180 vitality
35 energy
(All of the above is after equips)
1023 HP, maxed block and resists
4551 AR, 2593 DR
20 Enchant
20 Warmth
20 Fire Mastery
20 Shiver Armor
1 Teleport, Static Field, prereqs
Every skill point beyond that was worth little, I was struggling to figure out what to do with them. I think I had a few in Cold Mastery and one more in Static Field, but they didn't do much.
My equipment was really nice for a no-twink, no-trade single player char, somewhat ironically since it was total crap at the start of Act 4 NM. Just got some really good luck afterwards, especially on drops. Also muled away stuff like Trang-oul's Claws, Sigon's Gage+Sabot (had better gloves by that point), Bartuc's Cutthroat, and a rare Cedar Bow with +379% enhanced damage and 2 sockets. Sadly I lost the latter two in an ATMA crash.
Lacerator (Unique Winged Axe) - dropped Act 4 Hell
Prismatic Tower Shield of Deflecting, socketed with two Perf. Diamonds - bought Act 1 Hell
Tal Rasha's Horadric Crest, socketed with Perf. Ruby - dropped Act 4 NM
Que-Hegan's Wisdom (unique Mage Plate) - dropped Act 1 Hell
Laying of Hands - dropped Act 5 NM
Ocher Belt of the Whale - bought Act 5 NM
Sapphire Light Plated Boots of Transportation - bought Act 2 Hell (replaced the nearly identical Sigon's Sabot I got much earlier)
Crafted Safety Amulet, +8% blocking, +46 poison resist, +9 other resists, +10 life - crafted Act 5 NM
Bul-Kathos' Wedding Band - dropped Act 5 NM
Rare Ring, +106 AR, +14 lightning resist, +26 poison resist, +2 life - dropped sometime in NM
Bunch of charms, mainly resists and +life with 1 poison damage charm and 1 cold damage charm
Enchant prebuff gear
+3 Enchant Leaf staff on weapon tab 2
+2 Fire skills Circlet
+1 Fire skills Amulet
Backup gear
Sureshrill Frost (unique Flanged Mace) - dropped Act 5 NM
Strength Knout - made Act 3 NM or so, replaced previous Strength weapon
Random stuff I never used - Anya gave me a tri-elemental rare Orb in Hell that was amusing enough for me to save
Sureshrill Frost is pretty much an ignored item in the general community, but it was really good for this character: the +3 freeze meant I could work my way slowly through packs of ressurectable enemies, instead of having to gun for the Shaman/Unraveller ASAP. It held up nicely up through Act 3 Hell, but was just hopelessly weak against Fire Immunes by Act 4. Luckily Lacerator dropped for me on the Plains of Despair. Strength was reserved for Act bosses, with their massively inflated HP.
I had a Lem rune stashed from NM Hellforge and hoped to upgrade Que-Hegan's for more defense, but no Ko Rune ever dropped for me. Oh well. I also could've used that Lem to make the Passion Runeword, but never got a good four socket weapon and probably wouldn't have used it anyways - it doesn't have much damage for fire immunes, I didn't have a lot of IAS gear to take advantage of Zeal, and it didn't have Freeze or Crushing Blow.
Holy Freeze Merc's gear
284% Cruel War Pike of Winter, socketed with Shael and Amn runes - bought Act 5 Hell
Rare Circlet with 5% life leech, -3 MDR, fire resist - gambled sometime in NM
Prudence Balrog Skin - made Act 2 NM
My merc was ridiculously fragile at first and died several times even on the Blood Moor, but his survivability got a lot better when I made that armor and maxed out his resists. Sources online are contradictory but I think they desucked MDR in 1.10 - the whopping 17 MDR on Prudence seemed to help him a lot when dealing with LEBs and Beetles.
My main takeaway from playing this character is that lagfree potion use and teleporting on a durable character is just insanely powerful, even in 1.10. There were dozens and dozens of moments where my life globe suddenly dropped to near empty, but I never failed to drink a rejuv in time. Teleport without lag or desynch worries is just flat out ridiculous - if I ever ran into a situation I couldn't handle, like a double Archer boss pack that refused to be lured out in the Underground Passage, I could just Teleport straight pass it. Constant Telekill made for a pretty entertaining gameplay experience, once I accepted the fact that my merc was going to outdamage me under any circumstance.
Static and Crushing Blow are reliable act boss killers, so even with less item luck than I had a melee Sorceress has no real stopping points in Hell except for the stupid Ancients, and b.net players can just party up to get past that nonsense.
Next up: Female-only SRWK replay! Not as insane as it sounds considering I have 24 million in cash carryover, though I expect some... interesting stages still, due to being severely undermanned early on.