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Since I finally found an Amabuild with bow after trying out various things, which makes it without any problems worth mentioning, with constant speed, few rips, no leech problems and last but not least lowcost to Diablo Hell, I would like to describe it here again in a short sketch to motivate the one or the other classic player on the “last meters” of D2 to the unjustified condemned and feared Char Bowama.
Since this Bowie doesn’t need any equipment to get through Hell, which is more expensive than what you get benevolently given and can even be found on Gems, Uniques, Sets on the way through the game and during Exp-(MF-)Runs, it can also be started if you don’t have any items at all and just want to level an interesting Char (maybe for the first time) through Classic.
The char described here can’t keep up with Hammerdin or Dualsorc, if this is really unclear. Fluid Flayer-(Hell-)runs can be done without any problems, and with good EQ, especially bowing, this also applies to act 4; especially River and CS are still so comfortable that you’ll surely find yourself there more often when you’re looking for a nice area to clean ( at least I do :] ).
The guide is written primarily for SC, killspeeds refer to 1ppl Game.
Especially the equipment will seem to be rather unstructured, but that seems to me inevitable. I think at the latest when you read it twice, you will understand what it is about.
Enjoy.
What is the difference between punishment and multi? Apart from the obvious mechanisms, one major difference is that Penalty can bring certain tactically beneficial effects to the monster, which nobody else in Multi does except the two middle arrows in the fan. These triggers include (together with relevant items)
Add to that Colddam and Giftdam, which Multi also transmits, and the spectrum of relevant attack effects is complete, in addition to raw physical damage.
The most important finding is that it takes exactly two effects from the list to bring a Bowie with Punishment, which has at least one bow that is at the top of the range in terms of power, completely and without insurmountable problems through Hell: Flee and Knockback.
Both effects are necessary and sufficient to get through, that is, without them it is difficult, and with them not. Knockback alone is not enough; the monsters are back too fast, Flee neither; if that doesn’t trigger you need the insurance of knockback and above all you can only keep champs and bosses away from the ama and – just like with normal monsters – in stun.
(The combination of knockback and blind, for example, is much more unpleasant, you won’t be able to keep the monsters at a distance, and especially with many and maybe even fast ones, like flayers, this quickly becomes fatal: many monsters on the screen, not all get a hit, a few get through, problem).
So in principle, I claim, every Bowie that is skinned and punished and finds Flee and Kb in its equipment besides the bow mentioned above can do Hell alone. To make this process a little more pleasant and faster, a few more remarks:
1. Leech: There is de facto only one cruel way around Life- and Manaleech. Appropriately, sufficient values for Hell are easy and cheap to achieve in terms of equipment.
2. Crushing blow: In ranged combat it has a fairly noticeable effect on Calc and experience. We’re trying to put this somewhere.
3. Open Wounds: Actually up to Act3 Brightly pure, the OW damage is always in not insignificant proportion to the monster life, up to: Schinder (lvl 82) approximately 3000 life, OW (lvl 70) approximately 1400, (lvl 80) 1800 damage.
Furthermore it is of course optimal that a fleeing monster continues to take damage via this effect while running out of the range of the arrow, instead of (depending on the presence of poisonous damage) either ‘only’ not regenerating anymore, or without doing it at all, which is the worst thing in mapcleanspeed terms.
4. On the speed of attack of penalty: of particular importance is the speed of the arrows between the first and last shot. This can be accelerated up to three frames per attack. For the two relevant bows, gothic/style bow and rune/bow, only 20 and 0 ias respectively are required on equipment. You have to get them out, there are enough possibilities.
[By the way, crossbows are useless for reasons of attack speed, they never make it under 4 fpa].
5. Expressly one does not need on the equipment: Life, Mana, resistances of all kinds, FHR, Run. The ama goes through with 250 life, -50 allres, 0 fhr, 0 run.
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The equipment is now gradually built up as follows:
First, you fill the boats with goblins, there is no reasonable alternative. You do not need Run, Resis or FHR. All you can and should improve is damage, and the goblins do that like no other.
Secondly, you think about the Armor. In my opinion there are two possibilities here. Either load more CB via Rattle or install it via Boneflesh OW. Both have their advantages and after many comparative river runs I realize that no alternative is really much faster than the other one, but my tendency is more towards boneflesh (OW with fleeing monsters just makes a big difference). Anyway, the fact is that both of them speed up the killspeed significantly, so without either of these two armors, what changes significantly. With the same reason as with the Boots – damage above all, we don’t need anything else – you should choose between these and no other armor. Details:
More details:
1. Rattle as Armor:
2. Boneflesh as Armor:
The overall picture is therefore as follows:
With Rattle
(for a 0 ias Gothic: T&T Gloves and Belt and Heulhauer
with a 10 ias Gothic: like 0 ias, or gold carrier. In both cases without pdmg on the bow no pdmg anywhere -> but rather use boneflesh)
With Boneflesh
(in Rune or 20 ias Gothic, Gloves and Belt can be exchanged for any item
Furthermore, Face of Horror (instead of Heulhauer) and Cleglaw Gloves) can be used 🙂
For those who still can’t decide, the following rules:
The stats are certainly not going to be a big surprise now:
Strength: For the equipment (Rattle: 70, Boneflesh: 65, Gothic 95, Rune 73 (each without -req)
Skill: Rest
Vita: Nothing
Ene: Nothing
(With rare only jewelry and -30%req Gothic you can theoretically state dexonly, with 3 PA helmet at Rattle anyway)
A few remarks:
Is relatively simple. In difficult areas always shoot into the void and see if the whole penalty series is shot (-> monsters in range) or not. Use Decoy and Walk skillfully. In underground areas you can sometimes see a group of monsters lurking behind the next door. In this case you should cast Slower Missiles, so that if a Bossmod defiled hides behind the door, you can defuse them instead of getting knocked out by five lightning balls.
Against the few physically immune (non-bosses) you can sometimes just use the decoy and keep running, or you can do it without the decoy. If you want or need to kill them, a Boneflesh-Ama doesn’t have to do anything else than what she already does, if you have patience. If you don’t have patience, you just change a 6 sock Perf Topaz bow for example. The Rattle-Bowie either leaves the opponents standing or changes Boneflesh and/or the elemental bow. Tip: If you have a few +skills on your equipment or Barbseidank under your feet, the slvl1+skills cold arrow is also a means, which then turns 1x% of the physical damage into cold damage, you can clearly see that (then of course with original instead of 6pg bow).
Maybe just for clarification, since I could imagine misunderstandings in view of the life and res values that are declared playable here and the repeated occurrence of the term ‘rips’: If you are not either 1. very inattentive or very stupid (running through a flayer-mob, level of desperation when souls are there, filling up the blacksmith, …) or 2. very extraordinary events occur (just behind the big door to Anda there is an extra almost defiled mob waiting), then this Bowie will not die. When I do a CS-walk with my Boneflesh-Ama, it hasn’t happened the last twenty times that I was seriously on a rip.
Even with the wildest, really wildest boss enchantments, extra fast and strong, fana…, at the most you have to walk back a few steps to straighten the pack a bit, like with the infector (so that the first part just flees, while the second comes, after the next volley it’s the other way around), at the latest then the crowcontrol effects are just so dominant that servant and boss, no matter how well enchanted, have nothing to say anymore.
Speaking of CS, there’s one more special feature, and that’s the slide. Unfortunately, it has a fire nova that you can’t escape. So you have to stock up on +fres items for the final fight, otherwise she’ll have you up in no time. Since Flee, Blind and Knockback don’t work anyway you can change a number of items without losing anything. By the way, use GA instead of penalty against Dia for lightning and very low CTH. If necessary also against normal bosses, that depends on the CTH and the so called Next Hit Delay, more information about this in the Lod Strafe Guide in the Ama Forum, imo you also do more damage per time with penalty than with GA for single enemies, if the CTH is right.
Up to 80 you can level in the Flayer very well and fast. The better the equipment, the more comfortable river- or CS-walks become.
Actually, it goes straight forward. Through Norm you can easily get through with a bow in which there are dropped gems on the way. All other equipment is not that important yet, even with Baselife you can get a lot of hits until the later acts. (Tip: The Arctic Set, Level Req 2!, is completely overpowered and shoots you through Norm quickly at 8ppl) When the corresponding level req is reached, you change the Uniques/Sets/other items described in the equipment section. In case of acute poverty, slowly enter the marketplace from the middle of the alp and ingame your hand after 150+ runebows. Tip: Mercs are useful before the trigger items are created because they are still relatively strong, and with the trigger items because they have little resistance. They are reliable blockers in the beginning until the decoy is available in act 3, which is replaced by the walk in act 4. But he already had a Merc that survived the A3 Hell from the city exit to Travi undamaged, so always hire him.
With the skills I don’t recommend to score Critical at the beginning just because you have nothing else to score. A handful of points are good, but not 10+. If you don’t have good AR-rings early on, at some point the CTH is not right anymore anyway, then you need the points for Pene. Penalty also only increase to 7. From level 30 on there should be enough points left to get Walk straight to 8 and Pierce to 7. In Meiden only a maximum of 5 points, but once the basic structure is in place, raise everything appropriately.
I haven’t really thought about HC. Spontaneously I would say that as Unique you only need Heulhauer and all other items are aligned to Res/Life(/FHR) to not fall over in the few dangerous situations. Calmly also 100 Vita staten and all three avoiders ‘appropriately’ score. As usual, advance carefully, then this should also work in this mode I think, although slower. If you have the impression to stand “too safe”, you can always switch to Rattle/Boneflesh or Goblins for more killspeed.