Requirements for Diablo 2: Resurrected are as follows:

  • The debate over character evaluation and equipment appears to have continued despite the fact that it has been 2.     5 years.     .     .     Everything is in perfect working order.      The setups that are most frequently discussed, on the other hand, are something that I find extremely irritating.     .     .    

     

     

    Generally speaking, they represent pipe dreams that are completely out of reach and out of the realm of possibility.      When it comes to deciding what to do with the things you actually FIND, idealized wishful thinking isn't always helpful, especially if you're new to the game and your character hasn't completed 250 hell/hell clears on the way to lvl 50 yet.    

    The question then becomes, what am I supposed to do with my RC/APoPrec/KSoH/2 obszod and a dragonzod for Warriors, given that the options available are far from adequate in the first place?

    Alternatively, as Chief Miles O'Brian would put it: what are the components of the puzzle that are a must-have, should-have, and would-be-nice additions?

    90 percent of the topics that are most frequently discussed in the DSF, in my opinion, fall into the category of things that would be nice or, to put D2R items for sale another way, luxury.      Despite the fact that they have far less than optimal equipment and are not members of some bizarre subclass, any character can achieve success in classic Diablo.    

    As a result, here is my (completely subjective) opinion on the characteristics that every class must possess in order for the character to function normally.    

    It would normally be defined as the ability to play anywhere, including hell/hell, without having to make significant changes in style and tactics from what most people would consider standard Warrior, Rogue, or Sorcerer playstyles and tactics.    

    It is reasonable to expect to move more slowly and cautiously when using less-than-ideal equipment.      Buy Diablo 2 Resurrected Items is also reasonable to expect to require significantly more skill and practice than when using a perfect set of items.      However, unlike some subclasses, you will not be required to alter your entire style of play or approach to dealing with a situation, as would be the case with others.      In addition, it should be noted that while it is possible to play a low-AC warrior without a shield, he will not behave in the same manner as a normal warrior.    

    In that case, here is my assessment of the bare minimum requirements – or, to put D2R items another way, the priorities – for each of the three classes:

    Any number of magic resistances plus five, as well as all of the important spells at halfway decent levels for a SORCERER are all possible outcomes.    

    Simply put, that's all there is to buy D2R items.      To be completely honest, I have no idea.      The difference in strength between a fully capable sorcerer and a BNM is limited to that difference in power.    

    Almost everything in the preceding paragraph is considered a perk or a luxury.      When a sorcerer uses Mana Shield, he receives an absurdly large number of hit points in exchange for his efforts.      Accordingly, 1% resist all (if such an item existed) would be sufficient to account for the only difference that REALLY matters: whether or not you are stunned by spell attacks during the course of the game.      When it comes to avoiding being hit at all costs, a sorcerer has the easiest time of any of the classes – there is no need to have maxed resists, or even close to maxed resists, to be successful.      All that's needed is a stone curse and a little dodging on your part.      BNMs are not immune to spell attacks, and they can be killed by them on rare occasions if they are targeted by certain spells such as dog spittle or blood stars, which cause him to enter hit recovery mode.    

    You only need a +5 to magic to be able to read every book later on and reach the maximum number of spell levels.      A naked mage already possesses an abundance of mana, and all of his spells are guaranteed to be successful in their execution.    

    That is to say that the use of a topaz dagger of magic transforms a sorcerer into a fully functional sorcerer.      It's true that my bare necessities mage at the time carried only an emerald staff of Wizardry – adding an obsidian amulet of harmony as a would-be nice item already makes the character seem stale.     )

    BOOGIE BOOGIE BOOGIE BOOGIE BOOGIE BOOGIE

    In either case, a good bow will hold its ground.    

    an effective weapon with useful AC or a quick block shield are also viable options.    

    decent withstands the test of time

    When it comes to the bow, the requirements are minimal: any bow will hit almost every time when used by a rogue with maximum dexterity, and the only thing that really matters is that you deal enough damage to stun the target.      Rogue's initial equipment may include a +damage bow and/or some stat adders, but by the time they reach level 40 or higher, they should be able to get by with a non-magical short bow and no stat adders.    

    Because a rogue does not have the insane hit points of a sorcerer or the almost limitless stone curse ability of a wizard, she must rely on useful resists in order to be effective.      Furthermore, her bow does not kill as quickly as a sorcerer's spells – as a result, she will take more punishment when dealing with magical attackers as a result of this limitation.    

    Although all of the highest possible resolutions would be nice, they are not required.      A cautious rogue's range is 50% of his maximum effective distance, which keeps him alive for the time being.    

    In the case of a stun bow, it should be noted that while AC would be nice, it is not necessary if the bow is drawn slowly.    

    When it comes to melee weapons, however, the selection is a little more constrained.      In melee, an experienced rogue can be a very effective fighter, but not with just any non-magical sword and shield.     .     .     .     Having a fast block shield is almost mandatory when it comes to making the most of her insane blocking (Diablo 2 items actually doubles her block rate, from 0,2 seconds to 0,1 second).      She does not receive the warrior's damage bonus or critical hit, and she swings her weapon at a slower rate than the warrior.     .     .     A weapon that deals more damage or moves faster is a must-have.     .     .     .     Add some +to-hit bonuses as well, because her to-hit with weapons is lower than her to-hit with a bow, and she may be a little short.     .      should be around 200% on screen in hell/hell.     .     It is important to remember that it does not have to be perfect, but that missing a lot of information is extremely inconvenient.    

    As an added bonus in this particular instance, I included some useful AC.      Because simply blocking would cause a rogue to become significantly slower.      When using most melee weapons, a warrior kills more quickly because he swings more quickly and scores more critical hits than the average player.      As an added bonus, a rogue who relies solely on blocking will not fare as well as a warrior who does the same thing but in a different way.      Blocklock is extremely inconvenient for a rogue to be stuck with.      It is extremely beneficial to have air conditioning because it prevents her from being beaten down more than she would otherwise be.      It's not necessary to have the legendary auto-hit AC with a shield, but having an AC of 240 or higher isn't all that difficult to achieve with a shield as well.     (I already have a blessed full plate, a respectable hat, and a Stormshield that is far and away the best available.     )

    WARRIOR is an extremely effective weapon.    

    excellent protection and resistances in melee combat

    A good rating for Warriors was assigned in all three cases due to the fact that they are the most equipment-dependent class.      However, good is still significantly below KsoH and both of the obsidian zodiacs in question.    

    In general, a good weapon is one that has a high chance of hitting its target.      What does that mean? At this point, everything else is a nice to have but not a requirement.      As for hell/hell, any weapon that gives you approximately 190% to-hit on screen is acceptable; it doesn't have to be perfect, but hitting three out of four times is extremely advantageous.    

    Armor penetration (AC) and blocking (for which you'll need a shield, of course) are the two options available when it comes to melee protection.      In order to avoid tiptoeing forward and stone cursing like crazy as a warrior gets closer to his opponents, he must be able to deal with at least two or three of them at the same time.    

    Accuracy is not required, but it should be capable of blocking more attacks from getting through in order to keep you out of stunlock.      Even when dealing with some of the more vicious enemies in hell/hell, a level of 250-260 is sufficient protection.    

    If you rely on blocking, on the other hand, it should be as flawless as possible.      It will take a dex of 220-2*clvl against the most difficult enemies in hell or heaven in order to accomplish this.      A lvl 30 warrior with 160 dexterity will face off against a hell/hell blood Knight in battle.      If it's your *only* means of defense, try to get as close to it as possible.    

    Note: I found it to be MUCH easier to get dex to 160 than it was to consistently get AC above 280 on a consistent basis.     .     .      (The result was that my warriors were frequently low AC warriors from the beginning, even in the early days of the game.    

    In addition, it is possible to employ a combination of the two approaches.      Indeed, dex ratings of AC 240 and 130 (to name a couple of examples) are quite effective against the vast majority of opponents.      Assuming, of course, that you don't get swarmed, you'll be fine.    

    A warrior who engages in close combat MUST be able to withstand some magical punishment from time to time in order to avoid becoming entangled in a web of entanglements.      A consequence of this is that the resistances should be set to the maximum extent possible.      Having a percentage of greater than 60% is considered necessary in order to be comfortable.    

    So, if you happen to come across any of the potentially useful items, consider yourself fortunate and rejoice =)Avoid becoming obsessed with it, on the other hand.      In many cases, managing without it can be a tremendously enjoyable and rewarding experience.