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Year - 2019. genre - Drama. country - USA. writed by - Kelly Reichardt. Directors - Kelly Reichardt. Star - Rene Auberjonois, Orion Lee. Am i the only one who thinks this is a prequel and that the young man turned out to be the man living in the walls? yes? ok. GET MAD AT 'EM DAMN EGGS. Free Download First cowboy. Free Download First cowcotland clubic. Free Download First cow. IM SO EXCITED honestly I've just been waiting and waiting till, the birth blog! I cant wait.

Free download first cowboy. Free Download First cowcotland. Good Morning Kovariks, thank you for the video! That reminded me of a Simon - Slip Slidin' Away. So, being an adult with a good job, the CC is well within my budget and FO4 is my fav game. I've purchased most of the items, so I want to share the wealth of knowledge a bit for anybody considering a purchase. Here we go. Chinese Stealth Armor: Capabilities are meh (and it doesn't function as an undersuit for other armor), and the "quest" is "go to the map location. " Doom Classic Marine Armor: No quest, so if you start the game with this loaded it appears when you leave Vault 111 and is OP for the early game. Hellfire Power Armor: Good armor that looks decent and requires a bit of a hike to get to, but that's it. Horse Power Armor: One of my favorites, as it is amusing and useful, while having a teensy bit of backstory and is just hard enough to get to that it isn't a complete gimme. Morgan's Space Suit: Like the Doom armor, this is an OP drop into your inventory, and unlike the armor, this isn't customizable. Fantasy Hero Set: Mildly amusing little set-piece to obtain doesn't really compensate for the relative lack of utility, though it looks cool. Graphic T-Shirt Pack: I actually like the level of variety this adds to settlers and other NPC's, so worth the minimal expense in my opinion (and I already have Elsinore's armor mod -- the variety stacks). Modular Military Backpack: Not not great, given the plethora of mod options for backpacks even on console. X-02 Power Armor: Better than the Hellfire, as this has an actual quest, but this is, again, just another suit of power armor. Pint-Sized Slasher: What could have been an interesting quest is undermined by the fact that it is ludicrously easy to stumble over the final boss fight before you've found any clues, leaving you with an OK knife and a weird outfit. Vault-suit customization: The best I can say is that this adds a bunch of suit-related loot to the different that isn't really a stellar recommendation. Dogs: Redundant with Gene, the mutant in Far Harbor, and the Contraptions workshop cages, but I like naming them and the different breeds are fun if you're a dog-lover. TransDOGrifier: Oddly enough, I found myself loving this simple way to customize Dogmeat, and it was free back when it was first released (and still fairly cheap). Sentinel Control System Companion: This can add a couple of tough fights to the early game, and the Liberty Prime voice is it is another companion, with all of the pathfinding and shot-blocking inherent to that. Settlement Ambush Kit: Respond to settlement attacks via camera and trigger tower defense battles, both of which are cool and lead to me recommending this buy. Virtual Workshop: I thought it would be meh, but it actually is pretty useful if you like settlement building and the Workshop DLC's, because you can prototype some of the more complex options without burning actual resources (and it can be really useful with mods like Snappy or CVC). Pip-Boy DLC's: Get them free, because you can only use one at a time, even if you have dozens of pip-boys from Vault 88. Armor Paintjobs: Most of these are actually quite aesthetically pleasing, so it is worth a free download or a discount pack buy. Power Armor Paintjobs: Not nearly as interesting as the regular armor paintjobs with a couple of exceptions (like the Patriot paint), so download them as freebies if you want to try them. Weapon Paintjobs: I put these below the armor and above the power armor, as while some of them are quite nice, others are meh, so spend your money on the armor if you want to buy skins. Anti-material Rifle: Boring, which is not what you want to hear when considering a huge gun meant to shoot power armor. Handmade Shotgun: Good if you think there aren't enough pipe guns, by which I mean this reskin of the double-barreled shotgun is not good, even if the three-barrel option is mildly interesting. Prototype Gauss Rifle: What one of the best weapons in the game needed was NOT a version with a slower rate-of-fire. Solar Canon: While the weapon itself isn't great, the quest to get it was actually quite entertaining, so not a bad buy. Tunnel Snakes Rule! : I like this throwback to Fallout 3, with its little mini-dungeon, but your mileage may vary if you didn't actually play 3. Captain Cosmos: Cool in a campy Fallout way, with a neat little mini-dungeon and a bunch of "Spaceman Spiff" outfits, armor and guns. Zetan Arsenal: The guns are all right, but the floating cows are hysterical, and it doesn't hurt getting a few extra units of alien ammunition. Heavy Incinerator: While more impressive than the Flamer, and having a plus in the form of a minor puzzle quest, the Incinerator is definitely an acquired taste. Manwell Rifle Set: These rifles are nice, the quest triggered by finding the first one is pretty cool, and the ending was surprising the first time through. CR-74L Combat Rifle: I wish the rifle itself was nicer, because a lot of effort was put into the travelogue portion of the quest, making it entertaining to follow even if the rifle itself was sitting at home on my gunrack. Arcade Workshop Pack: I want to not like this throwback to 80's arcade days is probably a huge plus to anybody who suffers from that kind of nostalgia, and the designs are quite nicely done. Charlestown Condo: The big interior space is a selling point, but that is offset by the non-central location and the inability to turn this into a functioning settlement (which you really want given the size of the space). Coffee and Donuts Workshop Pack: Utterly unnecessary, but highly amusing, and the pack makes it pretty easy to put together a functioning Slocum Joe's in any settlement. Home Decor Workshop Pack: More furniture, which is nice but not terribly exciting. Modern Furniture Workshop Pack: Yet more furniture, though I personally like this style a bit more (your mileage may vary by taste). Nuka-Cola Collector Workshop: Having a player home just off of Boston Common is actually pretty useful, with the new crafting items and outfits a nice plus (if somewhat redundant with the Nuka-World DLC). Noir Penthouse: Not a great location, with multiple transitions needed to get inside on Survival, but the decor items are definitely the coolest (better than the furniture packs, IMO). Holiday Workshop Pack: Very seasonal, but humorous in a couple of ways, and you can put a Santa hat on Dogmeat. Shroud Manor: Lazy recoloring of existing furniture, and though the location isn't terrible, there's an annoying random encounter spawn just outside the front door. Neon Flats: Corrects the oversight of not having a player home in Goodneighbor, but it is still has an annoying number of transitions to get into on survival, and good luck landing a vertibird anywhere nearby. My favorites: Graphic T-Shirt Pack, Horse Power Armor, TransDOGrifier, Settlement Ambush Kit, Virtual Workshop, Tunnel Snakes Rule!, Manwell Rifle, and an honorable mention for the CR-74L for the travelogue portion of the quest. The best player home option is the Nuka-Cola Collector Workshop.

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Do they talk about conor cheating video. DISCLAIMER GUIDE IS NOT UPDATED FOR PATCH # FLINT! Teleport got nerfed wih a 5% drain which will impact especially high mana/ES builds Mana burn is back! Unique mobs and their minions can now have mana burn Mana drain is back on wraith type monsters (aka ghosts) Guide is written and updated for patch #17 Tourmaline It has been a while but as usuall I provide an in-depth guide each reset to the POD community. Since last time many things got changed/patched when it comes to our beloved sorceress. Thunderstorm was added back in and got buffed this patch so I wanted to discover its potential. Thunderstorm does not seem to be popular amongst the community I felt, I also read that some people think it is underpowerd and needs another buff to be viable - I disagree ES also recieved some additional nerfs since last time I played an ES sorc, so we have to compensate for that. The goal of this guide was to create a very fast maping/endgame character for HC players which does not struggle with immunes or have to leave them behind, while being very tanky and smooth to play. You can find all my other in-depth guides as well as many other great guides from other dedicated people on the POD wiki I am also trying to improve the quality of my guide series further so I decided to add a special section to my guides: Back in the day when I played vanilla D2 and was looking for guides, besides the written guide there were no videos to watch to see how to build works and feels - today people want to see a build in action in addition to a written guide to decide if this is the build they want to play. From my experience a video of a D2 build isn't always enough to decide - a video can't capture how a build "feels" to play (every player has his own preferences, taste and style when it comes to playing D2) So instead of a plain video I will provide you with something better: This guide will include a complete d2 character safe file with a decked out endgame build which works for Path of Diablo single player! The save file contains a full build character at lvl 90 with fully functionable endgame items, charms and mercenary - ready to play. (I will also provide additional save files to cover progression and transition characters for you to try out) You can now fully test out the build in SP and get a grasp how it feels and works FOR YOU and if you want to make such a character for yourself. Other things to mention: This guide is hardcore oriented since I only play hardcore in POD; if you are a softcore player you can invest into more damage or choose some other gear as you see fit. This specific build was designed to create a primarily good maping character (also viable for groups) and make it as fast and save as possible at the same time - there are many other good sorceress builds out there who can do normal endgame content with much cheaper gear and lower investment efficiently; i din't want to compete or compare with those kind of builds while making this guide. I am not a native english speaker, so please try to ignore some grammatical mistakes i may have made - thank you! PROS AND CONS: Pros can solo all content in hell/maps unmatched mobility thanks to sorceress' teleport one of the fastest and safest key farmers and maping builds in the game doesn't require maxing out elemental resistances due to ES mechanics very tanky due to high ES, high mana regen paired with decent armor rating "pseudo-immunity/reduction" against damage increasing effects from Decrepify/Amplify Damage/Conviction/Lower Resist/-Max Resist insane single target/boss damage! Cons gear dependent (like every ES build) moderately expensive to build can't level as this exact build can't stack as much MF as other non ES sorcs can GENERAL PLAYSTYLE: Thunderstorm isn't your classic stand alone skill which works on its own, but when you add a skill that covers its weaknesses it becomes a true monster. This build is by far the fastest und safest sorc build I have designed and played in POD to date for all content which can also do bosses really fast without struggle which is usually a big weakness to most sorc builds. The greatest thing: It does not struggle with immune monsters - you do not have to skip packs like you have to do with Frost Nova or Immolate, you can clear the whole map and never stop. This is full lightning sorc build in endgame when you got all your gear. Weapon swap at the start of you game and (if you want, not needed) equip your prebuff gear to cast Energy Shield and Shiver Armour Swap back to your main gear and cast Thunderstorm when you leave town (you need to refresh it every 40sec) Teleport in near procimity of monster packs and cast Charged Bolt until everything is dead Stragglers will die to Thunderstorm so you don't have to pay extra attention to them Thunderstorm also will snipe monsters which are trying to get to you and will protect you from nasty surprises - it is also capable to force tougher elites into FHR animation which is a great defensive mechanism on its own. CB will kill everything infront of you while Thunderstorm watches your back and clearing everything CB hasn't reached in a 360° circle around you. With good gear you can even telestomp almost any monster pack (still watch out for dangerous modifiers on HC ofc) For dangerous packs you teleport around and kite the monsters until Thunderstorm does the job for you or if you have a Hydra automod weapon cast it from safe distance. If you are using a "Plague" wand (as I recommend to use in this guide) LR will proc if a pack takes longer to kill. LR + Infinity will break any natural lighting immunes in the game (besides uber encounter Pit Lords) For those situations an lighting immune + lightning enchanted/magic resistant champion mosnter will spawn you can use Hydra and/or your merc to deal with it easily. With Cleansing from "Plague" and some specific gear you and your merc will wistand all common maping threats - you won't need pots, you won't need any andidots and you won't have to babysit your merc every second because you worry he would die in a split second if you don't. HOW DO I LEVEL THIS BUILD: Typical sorc leveling as expected - get a 2os chest and 2os helmet and put sapphires into them for much needed mana and shop a +x to Charged Bolt staff, put 1 point into Warmth and Fire Bolt, get to lvl 6 and put some points into Frost Nova (put 1 point into Static for bosses). At lvl 12 spec into Fire Ball and roll with it. In act 2 grab a prayer/combat merc immediately. Make a "Leaf" runeword staff at lvl 17 and a "Stealth" chest. Put 1 point into Telekenesis and Teleport for now to travel faster through acts. With "Leaf" you can use Blaze against weaker monsters and just walk through them if you prefer. At lvl 30 you want to respec into the popular FOrb/Hydra spec. Invest into strength only so much so that you can wear your gear, rest goes into vita, no points into dexterity since this is a pure vita spec (you can spent 20-30 points into energy if you want to for easier leveling/higher mana regen) In Act 1 Nightmare, around lvl 35, you gear up so that you can cruse control through Nightmare. Farm Countess for runes, normal cows for basic charmes and bases. Make a nice "Stealth" chest, a "Lore" helmet, a "Spirit Sword" and a "Rhyme" Shield, get your merc an Insight to solve mana issues. Search for decent rares with resists, mana and MF. If you really lack gear and don't want to progress farm normal Mephisto with at least ~50% MF for some low level uniques and set items (I can recommend Tankred's Amulet + Boots combo which gives nice MF and 30% FRW). Nightmare should not be a problem at all. Put points FOrb and Cold Mastery (alternate between them until max) first and only get a couple of points into Hydra and 1 point into Fire Mastery at the start. In late Nightmare start collecting flawless skulls (just trust me on this one), collect some mana and resist charms if you can. In Act 1 Hell you should be around lvl 70 by now. You will typically lack gear to progress at this point so it is time to gear up a bit. Farm Nightmare Mephisto/Diablo/Baal to get some basic gear - try to stack ~100MF for decent results. Try to find some mid game uniques and resist charms, cube a prismatic amulet if you need. Now it is time to get a new shield:) Get a 3os white Kite Shield and put 3 perfect skulls into it for 51 flat DR (this is the most OP piece of gear you can get at this point - it is better than having 50% pdr in early hell which you can't get easily at this point). Combine this with an Smoke [Nef-Lum] armour if you can and and maybe an amulet of everlasting (you can get those through gambling or by cubing 3 blue rings from nightmare cows/Travincal nightmare) Sol runes also provide 7 flat DR. Try to get around 60-70 flat DR while caping out your resists through charms/gear, at least reach the 42FHR breakpoint and the 37% FCR breakpoint. With caped resists and that much flat DR early hell acts are a joke - just progress carefully until Act 3. SKILL TREE Cold * 1 Frost Bolt * 1 Ice Blast * 1 Glacial Spike * 1 Frost Nova * 1 Blizzard * 20 Frozen Orb * 20 Cold Mastery Fire * 1 Warmth * 1 Fire Bolt * 1 Fire Ball * 1 Meteor * 1 Enflame * 12 Hydra * 14 Fire Mastery Lightning: * 1 Telekineses * 1 Teleport This is what your lvl 70 tree should look like by now. Pretty straight foreward from this point; max Fire Mastery then max Hydra last. I have prepared an example SP character for you to check out the minmum gear level you should be looking out for to start farming wealth. I recommend specing about 100 points into strength and about 50 point into energy (for more mana and better mana regen for a smoother playstyle), rest goes to vita, nothing in dexterity. I have prepared an example SP character for you to check out how it feels: HC_FOrbHydra Download (just copy the save file into your Path of Diablo/Saves folder and start the game in SP) Act 3 Hell isn't hard besides some champions and ofc because of dolls - normal non champion/minion dolls can't harm you with that much flat DR so just don't attack them and ignore them! As long as you do not kill them you are good. Kill the council from range and kite them, approach to Mephisto carefully and use the moat trick. Level your Hydra to lvl 12 (alternate between Fire Mastery and Hydra) and then max Fire Mastery first due to mana cost. Progress through Act 4 and Act 5 carefully - slow and steady without worries (your FOrb damage will likely fall off at this point, Hydra is still a powerhouse). Try to upgrade your merc at this point with a better Insight and some leech on gear (craft him a blood helmet if you were unlucky with uniques) and prepare for Ancients. Now you can either kill Ancients/Baal if you feel ready or do some farming and ignore finishing Act 5 (you do not want to do hell cows since it is to slow) You have the choice now: either farm for Infinity and good gear to respec to your endgame build around lvl 85 or buy an Ondals Wisdom and spec into a Ball Lightning/Hydra ES build to farm faster and safer (you need to have basic ES gear to do that) I recommend specing into Ondal/Hydra ES as a steppingstone between league starter and endgame build. Thunderstorm starts becoming decent once you have skillers, decent gear and a torch. SKILL TREE Lightning * 1 Charged Bolt * 1 Lightning Surge * 1 Chain Lightning * 20 Telekineses * 1 Teleport * 10 Energy Shield * 20 Lightning Mastery Fire * 1 Warmth * 1 Fire Bolt * 1 Fire Ball * 1 Meteor * 1 Enflame * 12 Hydra * 20 Fire Mastery You can respec to this tree at lvl 80 if you have some ok ES gear to start with + Ondals Wisdom. I can recommend the 2 pieces Trang-Oul's Set combo (helmet+belt) to start. They are cheap to get and you can corrupt the helmet for sockets too if you want and fill it with perfect sapphires or runes for additional resists. Double Trang set gives you 200 flat mana, 66 life, 10 replenish life, CNBF, 15% mana regen and 25%FHR. With some other basic gear and some cheap precast equipment you are ready to go. Invest into strength enough to wear gear, nothing into dexterity, around 50 points into vita and rest goes to energy (calculate your life/mana ratio depending on your Energy Shield level and ajust accordingly) I have prepared an example SP character for you to check out how it feels: HC_OndalHydra Download (just copy the save file into your Path of Diablo/Saves folder and start the game in SP) FARMING TIPS: You have a couple of options for farming now. I will just share my personal favourits here with you: FOrb/Hydra|Vita Act 3 Nightmare - Mephisto [mid level uniques] 2) Act 3 Hell - Flayer Jungle [runes] Those little Flayers are a great source for runes and charms and with enough flat pdr they can't harm you at all! the other monsters that can spawn in this zone are all slow and not scarry. Just farm with Hydra since it works great here. 3) Act 5 Hell - Halls of Pain [runes/bases] Great place to farm due to high density and nearly no fire immunes (only goatman are fire immune here which do not always spawn) Ondal/Hydra|ES Act 3 Hell - Mephisto/Chaos Sanctuary [mid to high level uniques] Countess/Summoner/Nihlathak [keyfarming] After your aquire some nice gear, Infinity, 5-6 lightning skillers and maybe a torch you can now respec to the endgame Thunderstorm/Charged Bolt spec. END GAME SKILLTREE: Lightning * 20 Charged Bolt * 16 Lightning Surge * 1 Chain Lightning * 20 Telekineses * 20 Teleport * 1 Energy Shield * 20 Thunderstorm * 1 Lightning Mastery Fire * 1 Warmth * 1 Fire Mastery [if you get a +x to Hydra orb base or have it on your *Memory* base] Your Character would be lvl 90 with that tree. Max out Thunderstorm, Telekenisis and Teleport first, then max Charged Bolt next and last put all your remaining points into Lightning Surge (which will max out at lvl 94). The rest of your remaining points are best spent into Hydra if you want to go further than lvl 94. Get Chilling Armour from a staff mod from one of your bases (either "Memory" or "Plague") and don't spec into it to safe points. Here is the prepared completely geard lvl 90 endgame character file for SP if you want to test out how this build feels in endgame with gg gear (remove gear as you like if you want to ajust the power level) Have fun testing and toying around! HC_Thunderstorm Download (just copy the save file into your Path of Diablo/Saves folder and start the game in SP) STATS: Strength: Enough to wear gear (you can get Strength from gear and charms). 156 if you want to use a Spirit Monarch, 106 otherwise (with gg gear you do not need to invest a single point) Dexterity: Nothing Vitality: Enough to match your life/mana ratio depending on your Energy Shield level - most of it will come from charms (with gg gear you do not need to invest a single point) Energy: Everything! BREAKPOINTS: Diablo 2 runs on 25 frames per second and reaching specific breackpoints on%FHR/%FBR/%FRW/%IAS determin on how fast you can perform an action. It is really important to reach certain treshholds on HC to not die due to stunlock/blocklock or a lack of leech because you are not hitting or attacking to slow. I won't list all the numbers here since they are the same as in vanilla LOD and everybody can look them up if interested. Try to reach the following breakpoints:%FRW: not needed on a sorc but nice to have in town - this stat is luxury for this build%FHR: try to reach at least 42% breakpoint here for 9 frames with the Lidless setup, get 86% if you prefer the Spirit setup%FCR: 105% is a must to get imo - you may need a ring corruption to do it with the Plague Setup/rare orb setup GEARING: This is going to be an in-depth gearing section. I try to cover every decent end game option and talk about possibilitys and tweaks you can make to optimize your gear suited for your personal playstyle while hitting important breakpoints. High endgame gear options are bolded; they are ment for minmaxing your character out and arn't necessary at all to make the build work. WEAPONS: Spirit [Tal-Thul-Ort-Amn]: in a crystal sword: cheap and strong starter weapon The Occulus: the allrounder class specific unique orb with balanced offense and defense - the teleport on struck might be anyoning and can lead to dangerous situations in HC, keep that in mind. "Heart of the Oak" [Ko-Vex-Pul-Thul]: in a Flail - classic OP endgame runeword for any caster, %FCR, skills, resist and especially the 15% to max mana is great for an ES build "Plague" [Cham-Fal-Um]: in an Orb - this is the only runeword that can be made in an orb and it is pretty damn great! You get up to +2 skills, free strength and a lvl 17 Cleansing aura for you and your merc which is amazing for HC and huge qualitiy of life while maping. It will help you and your merc out greatly, especially angainst nasty poison damage and Decrepify. Where this weapon really shines is the opportunity of getting precious staff mods on your orb base. +3 to Hydra makes you a dual elemental sorc without spending any points. White Orbs can also come with additional flat mana and life on top of that - watch out for such a base! The perfect orb base would have +80 to mana and +3 to Hydra. rare Orb: a rare orb or even a crafted/rerolled orb can be really powerfull - you can cube an orb to a +2/+3 with other usefull additional mods like life, mana resists, %FCR etc. There are some fancy stuff you can do when it comes to orb crafting. Eschuta's Temper: Fire and lightning damage in addition to +3 skills, energy and high%FCR sounds really good for this build. If you consider using Hydra on your Memory base this weapon can shine. After casting hydra from your Memory staff quickly swap back to Eschuta (Hydras will get the damage bonus from the fire mastery immediately applied since masteries are not snapshoted) on weapon-swap: "Memory" [Lum-Io-Sol-Eth]: in a staff base - this is your snapshot/precast gear for your Energy Shield. Look for an +3 to Energy Shield base to create this runeword. If you don't have a great base available, get a cheap Warpspear unqiue staff instead until you find a good base. You can look for other mods like Shiver Armour too on this base. SHIELD: "Spirit" [Tal-Thul-Ort-Amn]: in a Monarch: good old Spirit will do the job for sure. +2 Skills, massive flat mana, %FCR and great resists. This thing is acutally too good for its cost... but it is not BIS imo. You have to reach 156 strength to wear it. 3os Lidless Wall: This is the prime ES shield imo. You can upgrade it to a Troll Nest and corrupt it for 3 sockets. The best socket option by far are Perfect Skulls for flat DR. With enough flat DR your character will become nearly stun immune since your life orb takes almost no physical damage anymore thanks to the flat DR. +1 skill, good defense and 10% max mane as well as mana on kill all work great for an ES build. HELMETS: Shako: classic Shako works for every caster build, +2 skills, good life, mana and 50%MF on top of it for free rare Circlet: Those can be absolutely crazy when they come with skills, mana, resists, %FCR and stats Griffon's Eye: This is lightning sorc so you want Griffon's for sure. This build doesn't max Lightning Mastery due to lack of points, Griffon's can compansate for that. The +25% FCR are really valuable for this build to since you might not fot%FCR from your weapon. Trang-Oul's Guise: Great starter helmet for any ES sorc due to huge flat mana and%FHR Open sockets in helmet can be best filled with Perfect Sapphires or rare jewels with flat mana/life, energy and resists. I would not recommend investing into facets. BODY ARMOURS Skin of the Vipermagi: BIS chest for any ES builds thanks to resists, high%FCR and flat mdr Que-Hegan's Wisdom: second good option if you have enough%FCR and resists already. The flat Energy is really nice and it offers%FHR too. Enigma [Jah-Ith-Ber]: +2 skills and a lot of strength so that you can safe points and get more into energy, MF is also great to have. Sadly this build is likely%FCR starved if you want to use a "Plague" orb and Enigma provids none. The Gladiator's Bane: great ES armour thanks to dr&mdr, high defense and poison length reduced; it also comes with 30%fhr which means you can reach the 42% breakpoint with only 1 grand charm Open sockets in chest can be best filled with Perfect Sapphires or rare jewels with flat mana/life, energy and resists. GLOVES: Frostburn: BIS ES gloves due to massive% max mana increase Magefist: +1 to fire skills for Hydra as well as%FCR and mana regen Trang-Oul's Claws:%FCR and cold resists are great stats Look out for a single resist or all resist corruption here BOOTS: Waterwalk: flat life is always nice to have, otherwise nothing special for this build Aldurs Advance: if you lack life and resists these are the way to go caster crafted boots: can be amazing with% max mana, %regen, flat mana and resists Sandstrom Trek: high defense, high poison resists, stats and%FHR Silkweaves:%max mana is always nice as well as mana on kill, you are likely need resists from this gear slot but if you can afford not to go for it. Look out for a single resist corruption here BELT: Arachnid Mesh: BIS caster belt, especially for ES thanks to +1 skill, %FCR and%max mana caster crafted Belt: comes with%FCR and other usefull stats Trang-Oul's Girth: great starter belt, 66 life and 50 mana is nothing to sneeze at Corruptions are not really worth it here, but if you love to min max go for it AMULETS: caster craft: +2 skills, %FCR, life/mana, stats and resists are possible here Tal Rasha's Adjudication: BIS which can only be beaten by a godly craft +3 Lightning Amulet: can come with life, %FCR +1 to skills corruption is the one you want here RINGS: Stone of Jordan: BIS ring for some juicy 25%max mana, flat mana and +1 skill Great Wyrm/Mana rings: can come with%FCR or be corrupted for%FCR Dwarf Star: First I did not want to mention it here but it is too good not to. This ring provides a little bit of life and up to 15 flat mdr. paired with Viper or Que-Hegan's you get up to around 30 flat mdr which grants your life orb near elemental immunity. The fire absorb sounds good at first glance but with such high life/mana damage shift it isn't that impactfull. The infamous +10% FCR soj corrupion is BIS here and worth multiple high runes, a Great Wyrm mana ring with%FCR corruption does the trick and is much cheaper to get. INVENTORY/CHARM SECTION: 9 Lightning grand charms (preferable with%FHR, +Strength, life) Hellfire Torch Annihilus (if you can get one) small charms with life, mana, resists MERCENARY: Due to the change of Mercs in Patch #10, you should always buy your mercs from normal difficulty, because they will have more stats than mercs bought in nightmare, or hell. You have some options here to consider depending on your setup, your gear and what content you wanna do with it. Since you want an Infintiy merc you need to pick an Act2 one, since this is an Energy Shield build pick a combat one for prayer: If you can try to get 75% off weapon IAS on your merc to reach the highest possible%IAS breakpoint for jab. I also would recommend reaching at least the 30% FHR breakpoint if you want your merc to survive dangerous packs. WEAPON: Infinity: Obvious choice for a Lightning Sorc, breaks most immunities on its own. It also provides a great dps boost to Hydra Insight: Insane mana recovery but you won't be clearing as fast since you have to switch between CB/Hydra more often or wait for LR to proc. ARMOR: Fortitude: You want big DPS on your merc? Go for it! Shaftstop: best physical damage mitigation option Gladiators Bane: best allrounder option and better against elemental damage, the 30% FHR is crucial for the safty of your merc. With the right setup your merc will even wistand Tier 3 map Hydra fire. Treachery: the classic option which works great in most scenarios (but not against Tier 3 map Hydra fire) Duriel's Shell: cheap great option with CNBF HELMET: Steelshade: BIS helmet due to 15% inherent IAS which helps to reach the 75% IAS breakpoint for jab. Life gain on hit works great on bosses and undead were leech gets a hefty penalty Vampire Gaze: BIS%DR option - when paired with shaftstop you merc is%DR capped Tal Rasha's Horadic Crest: cheap option which does the trick. It is absolutly sufficient for endgame. I myself perfer a very tanky merc setup tailored for maps which also makes him endure hydra fire. Because of this I go with Gladiator's + Steelshade with 2x VEX socketed anywhere, other sockets are filled with 15@/15IAS jewels to reach the breakpoint (I prefer not to go for melee splash on my merc) MECHANICS SECTION / FAQ How does a full ES build work? An ES build tries only to rely on his mana pool which effictivly becomes his life pool. The amount of life the character has isn't as important. In POD you can reach ES absorbtion levels up to 85% (95% in vanilla LOD) which is equivalent to ES lvl 35. Telekineses boosts your absorbtion effectivness. At 20 hard points invested it will be around 1. 2 mana taken for 1 point of damage in POD (got nerfed hard; in vanilla LOD you got 125% effectivness and which nets a 25% damage reduction, in POD it is around 86% effectiveness now) So only 15% of hit damage will be directed to you life, DoT damage will bypass ES aka Poison damage. Prayer and replenish life are great ways to deal with poison, carrying antidots/a source of Cleansing is recommended when dealing with strong poison effects. So lets say if you take a big hit of 500 physical damage followd by a 300 fire damage burst: 500*0. 15=75 + 300/*0. 15=45; So you will take a total of ~816 damage to mana and 120 damage to your life pool. The 120 damage to your life pool can be quickly regenerated/absorbed by flat and%absorb mechancis or reduced by flat PDR and MDR. The goal of a full ES build is to reduce damage directed to life to almost zero by stacking flat damage reduction. Why to stack flat PDR/MDR and how much should i stack? Stacking PDR and MDR allows your build to become a "pseudo" CI build (for anyone who doesn't play PoE, your life can't be damaged directly). PDR and MDR is applied after ES absorb. When you have 85% ES only 15% of the initial hit will get directed to your life. I recommend ~50 PDR and all the MDR you can easily get for endgame maping - it will protect your life almost entirely from physical damage from every normal mob in the game if not affected by an damage aura. Fanaticism and Might mobs will hurt your life pool, be carefull, but you will usually have enough time to get out of the situation. 50 PDR/13 MDR is enough for Chaos Sanctary and key runs, only Minions of Destruction can harm your life pool in baal runs, Souls and Pit Lord spells will hurt a bit. The maximum life damage you can take is from doll explosions which will result in 60-120 life damage per explosion (with 500 life and 3. 5k mana you will die in 4-5 explosions regardless, stacking more life doesn't do anything) What are the big advantages of ES builds compared to life builds in POD? ES builds, due to their mechancis can be argued to be somwhat superior to life builds in D2, especially in POD's maping system. ES has the benefit not to be affected by damage multipliers like conviction/lower resist/lower max resist (ES doesn't care about elemental resits when damage is calculated) or Decrepify/Amplify Damage (some goes for physical resistances). Also the -100% magic resist penalty in hell (if it even exists, there is some controversy regarding channeled skills like DClone laser), which can't be mitigated at all by life builds, doesn't bother ES as much - so you can say that ES gets a "free" 50% magic damage mitigation but you are also taking ~90% more damage against elemental damage regarding your mana pool. Damage getting to your life pool gets effectivly reduced by 85% (if you manage to have 0% resists in hell) and even more if you have some resist against that damage type on top of it. Since resists are calculated after PDR and MDR come into account your life pool can become nearly untouchable as long as you have enough mana and flat DR. In POD life increasing buff mechanics (like battle orders, Oak Sage) got nerfed heavily due to creating a balanced hardcore experience. Mana scaling mechanics and items are untouched since you can't get that absurd mana pools anyway even if you try hard but due to the buff to basic mana regeneration per character, naturarly high energy investment on ES builds and the Meditation Aura provided from an Insight merc your mana regen can become pretty absurd. Since their are no oneshot mechanics in POD at all (if you have a decent health pool) quick regeneration effects are pretty strong - that is why taking 90% more damage from elements doesn't matter that much as they would normaly do when playing a life build. If you get hit by 150 damage to your mana, you can recover that in less than 1 sec which is awsome. Life can never recover at that rate in naturarly high mana pool also comes with the benefit that you can spam high expensive spells non stop without going OOM ever. The fact that you can prevent most of the damage going to life completly in 95% of the cases and the other 5% not leading to instant death means that you can fully benefit from ES mechanics indirect damage reductions and "pseudo curse immuntiy" makes it really strong for endgame maping. Why do you recommend flat DR on gear and why are you valueing it so high - I thought it was bad compared to%DR? Flat DR being not good and almost worthless is a myth - it is actually really good, especially if paired with ES. %DR works after flat DR so it does almost nothing for an ES build where you take only a fraction of damage to life. This is where flat DR shines. Lets assume you take a 100 phyiscal damage hit where 80% is getting to mana and 20% is getting to life. You would take 20 damage to life. If you had 20% DR you would take 16 damage to life, if you have 20 flat DR you take 0 damage to life! But what happens if you are cursed you may ask? If you are cursed with Amplify Damage flat DR is applied before%increased damage taken is calculated! So with 20% DR and 100% increased damage taken would result into 80% more damage taken! So if we look at the example before you would not take 16 damage, you would take 29 damage. With 20 flat DR you will still take zero damage since (20-20)*1. 8 is still 0. Same goes for internal%increased damage modifiers on monsters by the way. This is why i recommend flat DR/MDR on merc for hydra fire, paired with max resist and absorb (absorb works after resists) Manaburn mobs? Manaburn was removed in POD - don't worry about it. But still watch out for mobs with "mana drain" which works different from mana burn. Souls are the most dangerous enemy type which carry a mana drain ability. Why you don't recommend facets on this build? Sockets are better used for mana and resists on this point I feel, especially on HC. Since you can get LR + Conviction with a Plague Orb you do not need that much pierce. This build can have 45% inherent lightning pierce (with Griffon's Eye) on top of LR + Conviction which is already good enough for regular immune monsters. Stacking even more pierce would not do much in the end and since you are a sorc with native Lightning mastery, the mastery part of the facets would result in 1-2% more damage at max which isn't worth it since damage is already sufficient. Why use a Plague Orb? Hoto + Spirit does more sheet damage: Because you gain access to Cleansing and the ability to use staff mods from an Orb base which gives you an unique playing experience and die ability to go dual elemental without any point investment. Why not use a Charged Bolt/Hydra/Thunderstorm Orb base for Plague: As cool at this would be there are some restrictions in D2 when it comes to item generation and staff mod combinations on items. Basically it is impossible to spawn an Orb with CB and Hydra on the same item due to game restrictions ( staff and auto mod rules). TS can not spawn as a staff mod in POD since Greendude replaced the TS ID with Discharge. Maybe sometime in the future if it gets changed again a TS orb base would be great for this kind of build. THANK YOU FOR READING | SPECIAL THANKS | FEEDBACK Thank you all for reading through all of this, i hope it was interesting and helped you out in some way or another. This is the first time I provide SP savegames so you can test out the build first hand. Due to some changes in POD some mods (like +class skills) do not work correctly when you generate an item - if have circumvent that issues to try to provide a true experience - despite that not every item on the testing characters as well as some staff mods are not realistic but they work for testing purposes as the real build on the servers would. I would like to hear your feedback what do you think about it - it is a lot of work to provide such detailed guides for "new/unique" POD builds, especially creating a working safe for SP. I am trying to improve more things in the future as they come up. I love the POD mod which i been playing for many leagues now and wanted to thank /u/greendude120 and his whole team for all the work, time and passion they invest in there free time to provide us players with a great new and enhanced experience of playing our beloved game Diablo 2. Special thanks goes to /u/shikari3333 for providing me with an Ondal's Wisdom save file for singleplayer which saved me a lot of time. If you have any questions please just ask - if you are new to POD/D2 LOD just don't be afraid to ask:) Thanks for reading hope you enjoy!

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Press J to jump to the feed. Press question mark to learn the rest of the keyboard shortcuts log in sign up 1 1 Posted by 7 years ago Archived 1 comment 54% Upvoted This thread is archived New comments cannot be posted and votes cannot be cast Sort by View discussions in 5 other communities level 1 2 points · 7 years ago Started out interesting, ended with some of the worst music in a while. Indy or not, they should stop. More posts from the crappymusic community Continue browsing in r/crappymusic r/crappymusic Ear Cancer 34. 1k Members 55 Online Created Mar 15, 2011 help Reddit App Reddit coins Reddit premium Reddit gifts Communities Top Posts Topics about careers press advertise blog Terms Content policy Privacy policy Mod policy Reddit Inc © 2020. All rights reserved Cookies help us deliver our Services. By using our Services or clicking I agree, you agree to our use of cookies.   Learn More.

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