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Guide to Low-AC Warriors
(Bersekers)
by Finnan Haddie
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Props:
This guide uses several (slightly edited / modified) snippets from a couple of posts taken from Blizzard's Diablo Strategy and Tactics Forum. Among the contributors are: Gothmog - Captain of Balrog, Da O'Toth, Hal, Obsessed@venger,
Nystul, Puffin, and probably others whose name I forgot. =| The formulas used for the calculations were taken from Jarulf's Guide, version 1.31.
Note:
I'm talking only about mid- to high-level Warriors in HELL difficulty here, i.e. about clvl 30 to 50. But be warned - playing a Berserker needs SKILL, and while of all possible class / style combos it's IMHO the most FUN way to play the game there are probably more efficient ways to play a Warrior...
Why Low-AC (or No-AC)?
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It's hard to get good ToHit, good Dex AND good AC at once.
ToHit has the highest priority. Good Dex can compensate the loss
of AC. Due to AutoHit, when doing ONE on ONE, perfect blocking
can make a char INVINCIBLE against melee monsters - while AC,
no matter how high you get, can't.
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It's hard to get good Resistance without sacrificing other
benefits. When facing ranged attacks, AC hardly matters.
(Note: when fighting against archers, AC does, but they are easy
prey to Chain Lightning. And they don't appear in hell/hell!)
All ranged attackers in hell/hell use SPELL attacks, and in that
case only Resistance matters.
A 'typical' Warrior (high AC armor, high AC shield) needs at
least TWO Resistance jewels.
Low-AC Warriors need ONE Resistance jewel (using an Obsidian
or Emerald shield).
No-AC Warriors need NO Resistance jewels (using Resistance
shield and armor).
By freeing up the prefixes on jewels from Resistance, one can
go for Mana adder prefixes. And that means A LOT for a Warrior.
- Good offense = good defense. If you can kill fast and keep
monsters in stun lock, the need for defense lessens.
- Low-AC/No-AC playing style adds challenge and fun. And a
Low-AC/No-AC Warrior usually can get the job done FASTER than a High-AC/Low-Mana Warrior.
So what is a "Low-AC" Warrior (AKA "Berserker")?
The monsters with the lowest ToHit in hell/hell are Lava Maws.
To get any benefit at all from your AC you need more than
30 + 185 + 2*(55-clvl) - 100 = 225 - 2*clvl
i.e. 165 AC for a clvl 30 char and
125 AC for a clvl 50 char.
Any char with less (or equal) than this AC is virtually 'naked'
when playing in hell/hell.
The highest useful AC occurs when fighting Blood Knights on
dlvl 13, and is 30 + 250 + 2*(60-clvl) - 15 = 385 - 2*clvl
i.e. 325 AC for a clvl 30 char and
285 AC for a clvl 50 char.
This is kinda 'MAX AC', i.e. having more than this AC gives a
char NO additional benefits. (Note: this does not apply for PvP - i.e. duels etc.)
So if your AC is 225-2*clvl (or below) then you are a
"NO AC" char (in hell/hell at least), and I define
"Low AC" as having an AC not higher than 225 + 50 - 2*clvl = 275 - 2*clvl
i.e. 215 AC for a clvl 30 char and
175 AC for a clvl 50 char.
(Note that even the monsters with the lowest ToHit in hell/hell
(Lava Maws) have a probability of 50+% to hit you with such a
low AC.)
Low-AC Warrior is actually a somewhat rare playing style - akin
to a BNM (Beyond Naked Mage) who also just laughs if you ask him about his AC rating.
How can that be you ask? A mage can kill critters from a distance
with his spells, but many still prefer a 'tank' setup, and some
people might even tell you that even CAT and archer Rogues who
can kill from a distance with their pointy arrows should have
high AC... )
Now imagine a Warrior fighting mano-a-mano only with an AC so low
that EVERY blow he cannot block will hurt him...
He will get SLAUGHTERED, right?
Well - WRONG! Our dexterity and tactics is our armor, not some
heavy plate... Well, a shield is also a major asset for us, hehe!
Combined with high Dexterity it allows us to BLOCK single
attacks, so we don't even get scratched... At least as long as
we're fighting only one or two opponents at the same time...
This is the true secret of a Berserker, anything else is just a
reasoning of this!
Low-AC Warrior is IMHO actually a very good 'standard'
tactic for a many hell/hell monster combos. From my
experience the 'dangerous' critters are Drakes, Storms,
and Dogs. Hell/16 is actually very easy with a low-AC
setup.
I do NOT see low-AC Warrior as a variant, but as the
'natural' playing style for those unlucky chars who just
can't find good high-AC gear, and of course as a challenging
and efficient way to play a Warrior for skilled gamers.
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So what does the apprentice Berserker need, you ask?
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ToHit. Remember, the critter must DIE before its comrades have
time to swarm you! You can't kill what you can't hit, so this is #1. The maximum 'useful' ToHit in hell/hell is 165+100-5 - (50 + Dex/2 + clvl + 20) = 190 - (Dex/2 + clvl)
When looking at the ToHit in the char stats window this is equivalent to 240 - clvl
i.e. 210% for a clvl 30 and
190% for a clvl 50cc Warrior.
(Note: Rogues and Sorcerers need 20% more ToHit if the
monsters they are fighting are NOT Stone Cursed.)
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Dexterity. Enough for 'perfect' blocking if possible. That's 100 + 2*(60-clvl) = 220 - 2*clvl i.e. 160 Dex for a clvl 30 and 'only' 120 Dex for a clvl 50
when fighting Blood Knights in h/h.
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Resistance. There are those pesky spell casting critters - you should have close to MAX (i.e. 75%) Magic and Fire resistance and at least some Lightning resistance.
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Damage. You need a minimum Damage of 63 to stunlock Blood
Knights in h/h - usually not a problem as a clvl 30+ Warrior
with maxed (or close to maxed) Strength already has a higher base
Damage even when fighting with his bare fists. However, the
critters must die fast, do you remember? So the more Damage the
better...
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Hitpoints. You should be able to survive a hit or three - sh!t does happen, right? So I recommend about 400 HP - but you can make do with less.
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Spells.. Huh? Yep - Teleport for Telekill and for strategical
repositioning. Stone Curse to slow down the advance of the evil
critters. Healing to cure injuries during a combat break.
Town Portal to speed up restocking supplies. Golem to act as a
decoy if many Advocates are around.
The 'optimum' (minimum Mana cost and maximum duration) spell
level for Teleport and Stonecurse is slvl 8, and for Townportal
it's slvl 7. A higher spell level here doesn't hurt, but gives
you no additional benefit either. For Healing and Golem any
increase in spell level helps, but those spells aren't that
important anyways. Yep, you should have visited some Enchanted
Shrines before attempting to learn the way of the Berserker.
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Mana.. You need to be able to cast some spells and don't want to walk the long way to Adria every couple of minutes, right?
The more the better, of course.
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AC. LOL!!! You're kidding me, right? But anyways, if you can't get your AC significantly above 215 AC for a clvl 30 char or 175 AC for a clvl 50 char then you should sincerely consider to play Berserker style...
So which equipment do I need, you ask?
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Shield. No blocking without a shield. Go for resistances as a prefix and Hitpoints as a suffix. Emerald/Tiger is best - but
Obsidian/Tiger can be just as good and can be bought from Griz.
You don't have to look for base AC - even a buckler is
sufficient, but you might want to visit some Hidden Shrines to
increase its Durability then...
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Sword. Most probably you need ToHit - with good +all (or
+Dexterity) stuff a King's Bastard Sword of Speed or Haste is
best, otherwise you'll probably need to bug Wirt to sell you a
Strange blade (or dagger or...) of Haste... Note that the only
critters on the hell levels (dlvl 13 to 16) which are NOT
demons are Lava Maws - they're animals. But against them blunt
weapons (maces, flails, clubs, hammers, etc.) will do only
HALF the damage shown in your char stats window - so it's
highly recommended to get an 'edged' weapon.
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Shirt. Again, AC is irrelevant. Many Berserker think that any kind of Mail looks best... Prefix should be for resistance,
suffix depends from which stat boost you need most (i.e depends
from your other gear). If all stats are sufficiently high go for
Stars, Harmony or Sorcery, otherwise you'll most likely need
Dexterity (Precision). If you can't get any of these then maybe
something that adds Hitpoints (Tiger or Lion - even Obs/Mammoth
should be possible to buy from Wirt for a clvl 18 to 24,
although I didn't check with his price limit).
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Hat. Lotsa choices here. Helm of Sprits seems to be best for a No-AC Warrior. Royal Circlet is also very good (most Mana you
can get from a helmet). If you can't get these look at the
prefix / suffix recommendations for Shirts.
Maybe keep an identified Gotterdamerung in your backpack for
all-melee levels.
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Jewels. Three Dragon's/Zodiacs are best. 'Nuff said. What, you don't have a complete set? (j/k) Well, Drake/Heavens and even
plain Zodiacs ain't that bad at all... Or Perfection jewels if
you can't get your Dexterity high enough without, preferably
with a +Mana prefix...
Yeah, but... what about Civerb's Cudgel???
That's a toughie. No ToHit bonus (actually a penalty). You need
Gold jewels and even more Dexterity to get ToHit sufficiently
high. Three perfect Gold/Heavens would be great (good luck on
ever finding these - you'll need it, hehe!). Also you might need
Precision as a suffix for helm and / or armor. However, due to
the slow swing speed you won't be able to stunlock mage type
monsters... But against demons it will TRIPLE the damage shown
in your char stats window! SIX times the damage if you score a
critical hit! WooHoo!!! This combo would have the highest damage
per second of all possible melee setups - demons would die after
at most two or three hits... Unfortunately, I wasn't able to
test this setup myself yet - still killing all Lawa Maws and
Gold Vipers on sight to find those super-rare Gold/Heavens and
Gold/Perfection shinys... However, here is a report that was
posted by Obsessed@venger:
"For very high level Berserker (level 42-50, I'd say), the CC
is a very viable weapon vs all melee and even mages. At that
clvl, according to my own experience, I am able to kill mages
with one single whack of the CC - stun[lock] is not needed.
Obsessed@venger is level 48 and uses HOS, 2 very good
Gold/Stars rings, nearly perfect Gold/Perfection ammy,
BFPoPrecision, OSOT. No he does not have full resists, but by
taking small groups of monsters, he can suck back most of his
health. Also drinking a pot at a key moment!
On levels with all witches and mixed monsters, then I do
not use HOS. For near full resists on "mage levels" you
just have to substitute the BFPoPrecision with an Obs shirt of
the Stars or Precision. In my case, my Obs armor of Precision
gives me max resist all."
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So, what about strategy and tactics for a Berserker?
The trick here is: NEVER STOP MOVING, NEVER GET SWAMPED.
Don't sit around like a duck and wait until they get you!
You can only swing at one monsters at one time, why let 4
or 5 get near you? Your shield is your main (sometimes the
only) defense, but if there are 4 Azure Drakes attacking
you at the same time, even the "perfect blocking" won't
save you.
When facing hordes of strong melees, the most important
thing is to retreat a bit and find a wall or "virtual
doorway", then use the "sliding" technique mentioned
by Gore. (Check
Bolty's and Gore's high lvl Warrior guides for even more information).
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This picture shows the sliding technique. The Warrior
uses the wall to his advantage and only swings at the
monster at position 2. If you are getting surrounded,
retreat one step or two and do it over again. Only swing
at monster 1 when position 2 is empty.
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Stone Curse, though not really necessary here, can be used
to create a "statue virtual doorway" (Gothmog forged this
word). In this case, if you Stone Curse monster 2, the
monsters will keep showing at position 1, this time you
can keep killing monsters at 1 until monster 2 comes back
to life.
Also note that one can virtually execute a "static slide"
or "ambush" type maneuver by taking monsters at a corner
or behind a wall. Same principle as the 'normal' sliding maneuver, but because
you force monsters to move an increased number of spaces -
you can usually finish them off fast enough without moving
yourself, so that you are only facing two at a time.
Though for this to work, you have to string them out a
little first. Also, with careful maneuvering vs. 2 monsters,
one could use a monster (probably only works with knights)
as a "shield" by constantly circling it, thus neutralizing
the other monster.
To limit the number of melee attackers you can also retreat
into a corner - or even better a corner with a spike or
another obstacle near it. Sometimes you can also find an
'arrangement' of a couple of barrels which fit the same
purpose. Remember:
- If monsters' attacking speed is not that fast (such as
Knights), then 3 of them around you won't be a problem.
That's why Blood Knights are never feared by a high lvl
Warrior.
- For fast attack monsters (such as Lava Maws) - if 3 are
around you = block lock, but not a hopeless one. With a
Speed / Haste sword one can launch a 'lucky punch', thus
stun one critter out of the 3 and save the day.
(Hint: for a dog pack, you want to give them a highly charged
greeting (Chain Lightning) first.)
- 4 monsters around you = sure death. But if a Low-AC/No-AC
Warrior lets that many critters get close, he asks for it.
Now witches and mages don't come after you, so you have to
chase them. Here the preferred tactic is Telekill: place your
mouse cursor over the critter you want to kill and cast
Teleport. You'll land to the lower left of that monster -
if that position isn't occupied by some obstacle at least.
While the casting animation runs you can already press the
shift key, move the mouse cursor to the upper right from
where you cast Teleport and start left-clicking - you'll
arrive at your destination swinging at the critter you have
targeted.
But a Berserker can make good use of offensive spells as well:
- Chain Lightning. CL is a low AC Warrior's best friend.
Dogs in hell can cause some real trouble, while CL can mow the
mobs down so easily. Now about chain's lvl, I know it's kinda
hard to control when a char has to rely on extensive enchanted
shrine hunt to raise spell lvl - many try to keep it below slvl
12, while I myself prefer it at the highest slvl I can get.
- Fireball. You might find a no-low AC Warrior uses this one
more often than ordinary "tank" fighters. Please note that
Fireballs require a decent magic stat to connect, but one can
get a much higher hitting chance if he/she throws Fireballs at
certain angles. A slvl 15 Fireball is preferred.
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Scout spells: such as Guardian, Flame Wave, Charged Bolt (note
that while mages can use CB as main OFFENSIVE spell, Rogues and
Warriors prolly can only use it for strategic purpose), Elemental.
Higher spell levels will help, but are not necessary.
Finally some remarks about some of the defensive spells:
- Stone Curse. Over-use of Stone Curse is wasteful, as you don't usually get in more than a few of Stone-Curses per Mana ball,
so it's important to use it correctly.
When a group of melee monsters starts your way, try to Stone
Curse the ones in the 'middle' of the pack from you. This way,
you get to take care of the ones closest first, then the ones at
the back who have had to walk around their statue-fellows, giving
you enough time to dispatch them before the others return to
life. This is better than stoning the closest ones to you since
you'd otherwise have to walk up to meet the others behind the
stoned monsters. Exception is if you've let them too close
already (which shouldn't be the case with a low-ac Warrior :) ),
in which case you should stone the ones next to you and create
the afore-mentioned 'virtual corridor'.
Don't use Stone Curse on ranged attackers (Advocates and
Soulies etc.) since it's too expensive - they come out of it
too soon by the time you walk up to hit them, unless you
teleport - in which case, why not telekill?
- Mana Shield ? Nah - not really! While I think that a mid-
to high-AC Warrior can really benefit from a Mana Shield
(especially if he wields a Dreamflange, hehe!) I don't like
it on a low-AC Warrior: if you're losing HP fast you've made
a major tactical mistake (i.e. you got swamped) and are most
likely going to die anyways. Also, a Warrior gets a 'double'
bonus to Hitpoints from casting Healing and drinking small
yellow (and red) potions. A 'full blue' and Healing can be
equivalent to about 1000 to 2000 Hitpoints, i.e. it's much
more efficient than Mana Shield. But the important point
when playing a low-AC Warrior is to AVOID to get hit.
-Fin
© Copyright 1999 Finnan Haddie
"Warriors need Perfection!"
--Sourceror
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Addendum: a frequently asked question...
The Emperor! asked:
Out of curiosity, why did you decide on the name Berserkers of
Low-AC Warriors? Hearing "Berserker", one would think of
someone who charges into hords of monsters, but instead it is
really the exact opposite, someone who is very careful and uses
tactics to avoid finding themselves in a melee crowd ?
Finnan answered:
It's a combination of etymology and "tongue-in-cheek".
"Berserker" comes from Old Norse "berserkr", from
bjorn = bear and serkr = shirt. So a "true" Berserker is
someone without heavy armor, someone who only wears a shirt
made out of a bear pelt... Low-AC warriors have no need for a
heavy plate, they can equally well wear mail or leather - an
Obsidian bear skin of the Stars if you like...
Now, today "Berserker" is often used for someone who
mindlessly "charges into hords of monsters"... Well, if
you do this (mindlessly!) with a low-AC setup in Diablo then
you're dead meat... (and even a GPOW wouldn't save an unskilled
player here)
However, if you've ever seen an (experienced!) high-level low-AC
Berserker stomp through hell/hell then you'd know why I really
think Berserker is an appropriate name for this playing style...
Yes he can charge "into hordes of monsters" (Teleport
is a key asset here) and emerge unscratched - if he uses his
brain and is skilled enough...
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