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Jun 3 2021 10:33am
Quote (izParagonzi @ Jun 3 2021 06:23pm)
Try getting a clue... why waste ANY time creating a game with a mule when the person (people) you are rushing can just make the game? It is NOT rocket science... you can only play one character to help out 7 other players in a full rush group... or are you just thinking about 1 character being rushed???????

Because creating the game with the mule allows to skip far oasis and maggot's lair entirely.
That's the whole point of that method.
Do you really believe i would have posted a guide for a regular rush in 2021?

This post was edited by xhul on Jun 3 2021 10:33am
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Jun 3 2021 10:42am
Quote (xhul @ Jun 4 2021 04:33am)
Because creating the game with the mule allows to skip far oasis and maggot's lair entirely.
That's the whole point of that method.
Do you really believe i would have posted a guide for a regular rush in 2021?


I believe that you are rushing lazy people with this simplistic and inconsequential guide (not a guide) thread. When you rush, you should have them follow behind and get Experience ... Norm 24 / Nightmare 44 / Hell 64 ... well, at least level 25, then Hell Chaos runs to 65 then Baal etc.

Depends on how the patch works now compared to 1.13d.
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Jun 3 2021 10:50am
Quote (izParagonzi @ Jun 3 2021 06:42pm)
I believe that you are rushing lazy people with this simplistic and inconsequential guide (not a guide) thread. When you rush, you should have them follow behind and get Experience ... Norm 24 / Nightmare 44 / Hell 64 ... well, at least level 25, then Hell Chaos runs to 65 then Baal etc.

Depends on how the patch works now compared to 1.13d.

Some people like to get some xp during rushes, some people don't.
There isn't only 1 type of D2 player, otherwise the game would be boring.
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Jun 3 2021 10:55am
Quote (xhul @ Jun 4 2021 04:50am)
Some people like to get some xp during rushes, some people don't.
There isn't only 1 type of D2 player, otherwise the game would be boring.


Right, but as a Rusher, I make the rules or in your case.. you make the rules right?

So you have a mule for Act 2 and the people you rush are either lazy or follow your lead? .... yup... YOUR lead, not theirs, YOU are rushing them, so WHY do you have an Act 2 Mule to rush them when they can just follow you???

What is your point? To waste more time because they don't follow your RULES in YOUR quest to RUSH THEM????????

FFS.
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Jun 3 2021 11:20am
Quote (izParagonzi @ Jun 3 2021 06:55pm)
WHY do you have an Act 2 Mule to rush them when they can just follow you???

Again, the mule doesn't rush anybody, it's just there to open a game, so that the tomb is already open.
It's a quest trick.

Quote (izParagonzi @ Jun 3 2021 06:55pm)
What is your point? To waste more time because they don't follow your RULES in YOUR quest to RUSH THEM????????

FFS.

On the contrary, the point of that method is to make act 2 rushing faster for both the rushed AND the rusher, hence the word "quick" in the title.
I have no idea why you're fixating on rules.

This post was edited by xhul on Jun 3 2021 11:27am
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Jun 3 2021 01:55pm
Quote (xhul @ Jun 3 2021 08:31am)
ACT 2 QUICK RUSH GUIDE

You'll need a second character to rush the mule.

The mule creates a new game, the rusher joins.
The mule completes its act 1, and travels to act 2.
The mule retrieves the cube.
The mule retrieves the staff.
The mule breaks the altar and retrieves the amulet.
The mule transmutes the staff and the amulet.
The mule talks to drognan.
The mule stays in town, while the rusher kills the summoner.
The mule clicks on the journal, and enters the canyon.
The rusher escorts the mule (on foot) from the canyon to the orifice.
The mule opens duriel's chamber.

That's it, the mule is ready, and will allow quick rushes for that difficulty.
The escort part sounds boring, i know, but remember that's a long term investment.
If you want to be able to quick rush all 3 difficulties, you'll obviously need to build 3 separate mules.

USING A DURIEL MULE TO QUICK RUSH

The rushed creates a new game, the rusher joins.
The rushed completes its act 1, and travels to act 2.
The rushed breaks the altar (no need the amulet).
The rushed talks to cain.
The mule creates a new game for that difficulty, the rushed joins, the mule leaves, the rusher joins.
The rusher kills the summoner, while the rushed is near enough, as usual.

The rushed talks to cain.
The rushed stays in town, while the rusher kills duriel.
The rushed talks to tyrael, jerhyn, meshif, and travels to act 3.

NOTES

Due to how the method works, the rushed won't have the symbol of the true tomb on his quest 6 log, don't bother asking him.
However, the duriel mule should, if you built it correctly (be sure to check the log in act 2, it's bugged in act 1).
Of course, you can always use the arcane trick to identify the tomb instead.

ALTERNATE DURIEL MULES

There's a way to build different types of mules, that allow the rushed to join the second game right after act 1 is completed.
But they take longer to build and the rush effectiveness is similar, so i won't go into details to avoid any confusion.



Switching between accounts agreeing on different game names all these steps where a rushee would be able to finish maggots and be done with. Also no need to set up any long winded mules.

But thanks for an insightful different way of doing what has already been optimised the fastest and less complicated method
Especially now that teleporting is faster due to larger screen on d2r

This post was edited by addone on Jun 3 2021 02:02pm
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Jun 3 2021 02:08pm
Quote (addone @ Jun 3 2021 09:55pm)
Switching between accounts agreeing on different game names all these steps where a rushee would be able to finish maggots and be done with. Also no need to set up any long winded mules.

But thanks for an insightful different way of doing what has been optimised the fastest method

Thanks for the feedback.
You don't necessarily have to have the mules on a separate account.
Also, i'm confident creating a new game is faster than doing oasis+maggot, even if you're lucky with the layout.
And about the game name, i believe typing "join blarushbla/pw" doesn't take ages.
Cheers.
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Jun 3 2021 02:29pm
Quote (xhul @ Jun 4 2021 08:08am)
Thanks for the feedback.
You don't necessarily have to have the mules on a separate account.
Also, i'm confident creating a new game is faster than doing oasis+maggot, even if you're lucky with the layout.
And about the game name, i believe typing "join blarushbla/pw" doesn't take ages.
Cheers.


You have to switch between accounts back and forth both the rushed and several times for the rushee. Typing games, walking from starting point takes longer btw since you have to restart every mule and rushee, then add all the human inefficiencies introducing the method probably have to explain why you doing it to new people. Maggot layer doesn't take long at all with larger map now it takes several frames faster.

Why don't you do a speed comparison with ALL factors involved. You probably too emotional about "your" method to account for the actual numbers
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Jun 3 2021 02:29pm
Quote (xhul @ Jun 3 2021 03:08pm)
Thanks for the feedback.
You don't necessarily have to have the mules on a separate account.
Also, i'm confident creating a new game is faster than doing oasis+maggot, even if you're lucky with the layout.
And about the game name, i believe typing "join blarushbla/pw" doesn't take ages.
Cheers.


well, with maphack, oasis + maggot generally takes less time than it takes for leechers to all travel through A1's tp and warriv, but OTOH its a quest only a one bitch has to complete for the team so even if some stragglers are still in A1 it doesn't matter
one of the things optimizing for rushing is that you can do some areas in advance while slowpokes are still moving between acts
namely, you teleport maggot staff while people walk andy->warriv->A2->portals, and you clear chaos and spawn diablo when people walk duriel->tyrael->town->(long walk or harem tp)->jerhyn->(long walk or harem tp)->warriv->A3->portals
and most importantly prespawning players ~2 travincal in hell before the other 6 join the game before starting andy

getting 7 rands to join a new game is always a big failure point and also means you can't easily do a headcount or communicate in-game with people to see why they're afk. Maybe the D2r interface will make that easier to chat if they're still in your channel

This post was edited by Goomshill on Jun 3 2021 02:30pm
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Jun 3 2021 02:35pm
Quote (Goomshill @ Jun 4 2021 08:29am)
well, with maphack, oasis + maggot generally takes less time than it takes for leechers to all travel through A1's tp and warriv, but OTOH its a quest only a one bitch has to complete for the team so even if some stragglers are still in A1 it doesn't matter
one of the things optimizing for rushing is that you can do some areas in advance while slowpokes are still moving between acts
namely, you teleport maggot staff while people walk andy->warriv->A2->portals, and you clear chaos and spawn diablo when people walk duriel->tyrael->town->(long walk or harem tp)->jerhyn->(long walk or harem tp)->warriv->A3->portals
and most importantly prespawning players ~2 travincal in hell before the other 6 join the game before starting andy

getting 7 rands to join a new game is always a big failure point and also means you can't easily do a headcount or communicate in-game with people to see why they're afk. Maybe the D2r interface will make that easier to chat if they're still in your channel


Yea he hasn't taken account for all the rands with the inneficient pathing and he wants to introduce extra steps. Especially in a 7player rush good luck there bud by the time everyone joins internet connection speeds etc you should of rushed maggots.
But thanks for trying

This post was edited by addone on Jun 3 2021 02:36pm
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