Not all who wander will return alive.
Following my recent post regarding the re-release of Diablo and the Hellfire expansion pack I decided that I’d continue ever-deeper into the forsaken depths. I’d originally intended to build that particular character to be able to see the content before writing about it, but it was so overwhelmingly enjoyable returning to Diablo that I worked through the entire main campaign. This would be the second character to finish the main campaign (both Warriors), the first character to experience the Hellfire expansion pack content, and one of five characters who’ve made significant progress towards the Lord of Terror.
For those reasons, I’d say that I’m reasonably experienced with Diablo.
Which is why I wanted to focus on two-handed weapons and the colossal damage that they deal, and not lean on one-handed weapons with a shield. I’d lose the defensive capabilities and the affixes associated with shields. But I decided to invest heavily into Vitality to balance the lack of defensive capability with an overflowing health pool.
It was also because The Butcher drops The Butcher’s Cleaver on death and it has a ridiculous damage range for when it becomes available. It’s oddly more powerful than some of the highest quality axes available in higher level areas, although it does have low durability and has an unimpressive lower damage range. It’s still a great weapon until the caves, though. It’s even better if you manage to find a shrine that improves its durability. Which I did. I threw a few of those Accuracy Oils on it, too. Needless to say it was quite powerful after I finished tinkering with various aspects of it. The other key element of this build was The Undead Crown which (by my calculations) allows you to steal 10% of your damage as health on hit.
As Warriors have the poorest starting (and maximum) Magic attribute there were few spells which could be useful. Even learning the Town Portal spell wasn’t useful as a single cast would require me to drink a Full Mana Potion, which is technically cheaper than a Scroll of Town Portal, but it doesn’t account for randomly losing Mana in the dungeon, and it’s a reasonably insignificant saving. Healing has the same problem. While Search has an obscenely high cost for what it actually does and how long it lasts. Of course, experiences may vary as you need to find more books to further level those spells. So they do eventually get cheaper.
But I do believe each book has gradually higher Magic requirements.
So I tend to avoid learning any spells besides those that provide some utility. A single cast at any given time could be useful regardless of the associated potion cost. It also means that learning the Guardian spell via a quest could be ultimately anti-climactic, as it costs so much to cast that you can’t even use it when you first acquire it.
Warriors are exceptionally tough, though. Even without a shield they can take quite a bit of damage before being in any real danger. But they do need to run up to every single enemy to hit them, and with a lack of +% Chance to Hit modifiers in the earlier levels you’re likely to take more damage as you can’t successfully land killing blows. That’s also why later levels become slightly more frustrating for Warriors as they need to chase down enemies that run away. While being pelted with several magical orbs. That said, at least if they do get hit by the numerous unavoidable magical orbs they will likely survive the impact. The same can’t always be said for Sorcerers or Rogues.
Have a nice week, all!