Classic (non-LOD) Strategy GuideClassic > Xpac cause broken runewords make Xpac easy. Rare items are king in classic. Most of you know this, but uniques and sets usually suck here compared to a good rare. Rares can have up to 3 magic prefixes and 3 magic suffixes, so up to 6 total magical attributes per rare.
The exception to this is dependent on what build is being used. I go over individual builds at the end of this guide.
Charsi imbue:Weapons have a better chance to roll good attributes than armor does, so using your imbue on them is a safer bet.
Martel De Fers are by far the best PVM melee weapon in classic due to about 30% more damage than any other weapon and an additional 50% damage to undead monsters (mace class). I only recommend imbuing a Martel De Fer, regardless of what class you're on. The chance of a different imbued item being beneficial to you is very slim. Don't imbue a martel until after your hero is lvl 70 or higher (you unlock all max-level attributes at 70 [74ilvl] but the higher you are the more likely it is to contain higher level prefixes and suffixes.) Imbuing is not like a runeword, you don't keep the old stats. So, if you find a good white wand or scepter and want to imbue it, don't because it will just rewrite the +skills anyway. PvP barbarians may want a Battle Hammer (or other weapon depending on what their build is for) instead of a Marty, but PvM barbarians will want as much damage as possible since their survival is based almost entirely on life-leech from damage done.
Early ladder it's totally okay for a barbarian (or friend of barb) to use their imbues on hammers or mauls just to get a barbarian a decent weapon. Barbs are forces of destruction in classic so getting them rolling is a big deal (but their BO's still the most important thing, so don't feel bad if you want to save your imbue for a better marty later!)
Gambling:Don't gamble weapons. In classic you can't gamble exceptional level gear so weapons are useless. The uncommon exception is if you're looking for specific LLD (twink) items, or (even more uncommonly) an IAS flail for an auradin.
Gambling should always be done at the highest character level possible, even though the price of gambling goes up. Ideally you should just wait until you have max gold before gambling if you're not dying. If you do have extra gold and don't feel like waiting, or you're just waiting in town for a friend to finish being slow and you're feeling lucky, the best items to gamble are as follows:
0-23: Nothing, unless you really want something specific to help you level, like a better bow as a bowazon.
23-40: Caps and Skull Caps. Chest armors (quilted and leather) are another option, especially if you need the upgrade, but they are more expensive so you have a lower opportunity to get rares with good mods.
40-42: Leather Gloves, Heavy Gloves, Chain Gloves (25str).
42-60: Boots, Heavy Boots, Chain Boots (30str).
60-70: Belts (25str), Heavy Belts (45str), Plated Belts (60str) (No Sash or Light Belt).
70-93: Bone shields.
93+: Amulets.
Basic gear-tips while leveling: MORE COMING SOONGrab Diamonds, Rubies, and Skulls. 3 socket shields to put diamonds in (resistance), 3 socket helmets to put rubies in (health), class specific gear (more on this later). These will help you through Hell. Even endgame I always keep a flawless skull on me while playing in case I find a Gem Shrine (gem shrine will then spit out a perfect skull.)
Avoid using heavy chest armor and shields (reduces run speed).
Uniques are almost all actually worth keeping in early ladder. Give the random weapons to random barbarians, they have a hard start without good weapons floating around.
Not dying is often much more important than doing high damage. This is why FCR wands even with a single resistance is fantastic for early ladder Hell progression, even into mid-game hell CS runs for both sorc and pal. Don't be overly tempted by a +3 to Blizzard staff when you can have a shield and wand instead.
Useful items you can get from vendors:belt (3x4) in act 2 to hold more potions
+2 barbarian skill weapon, low str/dex required is better, smaller is better (like a 1x3 inventory). (Shows up after clvl 56 [but higher is better], I find these all the time in hell act 3.)
+X pally skill shield with resistances (shows up at level 45, Hell Drognan's my boy)
A MIX OF THE FOLLOWING: +2pally scepter, 10% FCR, resistance, especially with +X blessed hammer or +X concentration aura. Strength and health regen are nice too. (Shows up after clvl 56 [but higher is better], Hell Drognan is usually my bet.)
A MIX OF THE FOLLOWING: +2necro wand, 20% FCR, resistance, +X bone spear, +X to other useful skills. Mana and energy is nice too. (Shows up after clvl 56 [but higher is better], Hell Drognan is usually my bet.)
Optimal Team Leveling:At least 1 sorc (early damage+tele), 1 barb (BO+late damage), and 1 paladin (damage+auras). Other classes/additional people are optional.
NORMAL MODE1) DEN OF EVIL. In a single player game drop a TP near the Den then go get the Cold Plains WP, this will save you from having to rerun to cold plains later. In a multiplayer game, hit one monster in Den of Evil then instantly continue to Cold Plains while the rest of your team clears Den; you'll get the quest and be ahead of everyone else to give them a TP farther up!
2) GET STONY FIELD WP. You'll definitely be doing cow levels later to hit 25, so you want this regardless of if you're going to do Tristram runs or not!
3) GET TREE/SCROLL in DARK WOOD.
4) GET OUTER CLOISTER WP.
6) TRISTRAM. Clear Tristram, save Cain, and grab leg. Repeat this until everyone's level 12, also have everyone in your main squad grab 1 leg and save it for later. Being level 12 (over-leveled) is pretty important for making the rest of all of Normal mode go quick and easy, not only so Paladins have Charge but that's a pretty big speed boost by itself.
7) ANDARIEL. Paladins try to charge through as fast as possible, but everyone fights through from Outer Cloister from here. Get the Horadric Malus quest too so you don't need to come back for this later. Spread out and looks while clearing for XP, TP to next area whenever it's found. One thing to speed this up, if you find Cata 2 WP, go Straight out from WP then take the first right to hit Cata 3.
NOTE: IF YOU'RE IN A >5-PLAYER GAME, it's faster to skip Tristram and just level through Act 1 as a big walking mob. Everyone will be way over leveled and level fast this way. Everyone in a >5man should be well over 25 by the time Normal's complete anyway, just from Tomes then CS, so you won't need to cow, making Tristram irrelevant.
8) SEWERS/RADAMENT. Start in bottom of Lut Gholein, not up near Greiz. 4/5th of the time Sewers Level 2 is down near the bottom. Everyone goes to the sewers except the paladins. Paladins spread out in Act 2 Proper (they don't go to sewers) and charge to Halls of the Dead (then 2 come from Sewers and get the Cube). Make sure everyone comes back to kill Radament together so everyone gets the +skill book!
9) TP at MAGGOT LAIR ENTRANCE. Don't do it yet, sorc will do it once they hit 18. Make sure whoever TPs here doesn't TP again! Have a barbarian duplicate the TP so pally can TP again from Claw Viper.
10) AMULET. Pally/Pallies get the ammy from Claw Viper Temple. The other teammates should just about be reaching Radament and Cube at this point.
11) ARCANE SANCTUARY. Spread out, most importantly send one to each of the 4 paths but ideally get 1 sorc per side and try to send a barb with the strongest sorc. Barbs need the most help with killing since they have the fastest killing speed at these lower levels.
12) TOME RUNS TO 18. Get Sorcs to level 18. As soon as one sorc hits 20 you can do Duriel.
13) SORC TELE AND TP to EYE, HEART, BRAIN, LAN ESSEMS, etc. Hopefully you have a decent sorc in your group, otherwise this is going to suck for them. The rest of the group keeps doing Tome Runs while the sorcs TP to the organs and A3 quests. The sorcs don't need to kill anything, just teleport (bone shield and a frost armor goes a long way!)
14) Turn in Jade and Lan Essems with everyone in town.
15) TRAVINCAL. WP should be gotten by now. Kill as team.
16) MEPHISTO. Sorcs tele while the rest of team continues tome runs in NG. Team comes back to kill.
17) IZUAL. Sorcs tele while the rest of team continues tome runs in NG. Team comes back to kill.
18) DIABLO. Sorcs tele while the rest of team continues tome runs in NG. Team comes back for full CS.
19) COW RUNS. Cow until EVERYONE hits lvl 25.
NIGHTMARE AND HELL MODES20) DEN OF EVIL. Sorc just kills one, everyone else clears Den.
21) GET INNER CLOISTER WP, then TELE TO ANDY. Everyone else leaves to NG cow level to make teleporting easier, then comes in for killing Andy and Smith for Imbue quest.
22) RADAMENT. Sorcs teleport to staff. TP to Claw Viper.
23) TELE TO MAGGOT. Dupe TP outside maggot.
24) CLEAR Claw Viper/GET AMMY.
25) TELE TO ARCANE. TELE TO STAFF.
26) TOME RUNS. You should hit 45 in nightmare tomes and about 65 in hell tomes.
27) A3/A4 are same as norm, skip NM cows though.
28) Hell CS forever!
Optimal Paladin Leveling:Why go paladin?For JSP users.. this should be the obvious class choice. PALADINS GET ALL THE LOOT. Barbs could, but not while WWing. Paladins can loot while hammering and will pick up every item ever dropped before the other classes.
Level: Estimated Location. Skill point. Attribute points. Weapon/gear changes. Other.
lvl2: CP, Might, Vitality, Javelins
3: Den, Smite, Vitality, Javelins
Den Quest - Resist Fire
4&5: Underground Passage, Resist Fire, Vitality, Javelins
6: Black Marsh, Holy Fire, 1Dex+4Vit, Scimitar (10%IAS if possible, otherwise AR)
7-11: Tristram, Holy Fire, Vit, Scimitar, Buy/Gamble a Belt (3x4) at lvl 10 (or wait for A2)
12: Barracks+ Charge, Str (30), Scimitar
13-18: Progression from above (see above from here on out.) Holy Fire. Vitality. Scimitar.
18: Respec Hammers - 5 Blessed Aim, 1 Hammer, 1 Charge, 1 Conc. 55 base str, rest Vit. +Hammer Scepter if possible, otherwise a FCR/Res/mana (or similar) wand.
19-23: 1 hammer, 1 conc. Vit (stay 55 str forever). Scepter or Wand (upgrade whenever able, check store when in town.)
Izual: Save points.
24-28: 1 hammer, 1 conc, 1 holy shield.
29: 1 hammer.
30: 1 hammer, 1 salvation. Salvation is how you're gonna tank champ packs and be the first person on the loot wagon!
31-37: Hammer.
38-46: Conc.
46-53: Blessed Aim.
53-58: Holy Shield.
59-71: Unlock and skill up Redemption. Yes, redemption. It'll save your butt so many times you don't even know! Free rejuvs.
72-90 Vigor. You'll max your build out at lvl 90. Get a shard and enough dex (51) to use it during this time..I'll explain why later.
90-93: Once you get your optimal gear (see below) you'll respec again (relax, you still have 1 respec left, cowboy) - MinStr/NoDex/MaxVit/NoEnergy(lolduh). 20BH/20Conc/20BA/20Vig/11 total HS*/Xredemption. Going +FireRes for the passive isn't nearly as good per point as the redemption rejuvs. *11 total HS (holy shield) depends on your gear: If you're +6 all skills (2 shield, 2 ammy, 2 scepter) and +3 holy shield is also on scepter then you only need 1 points in HS actually to hit 11HS after BO. 10/11(bo) HS gives you enough duration for a full CS as well as +block chance per point without hitting the 0% diminished change. Above 11HS just isn't worth it.
93+ Now you can respec to whatever build you originally wanted to play
GL!
Optimal Hdin Gearing:Shard (for real, Shard wins until a full 2/3/3 scepter is found!) Time enough solo CS runs and you'll see your average kill speed goes up over a 2/3 scepter. Against bosses it's of course slower than a 2/3 scepter, but against everything else it's faster. Even +35% more hammer damage from a +2skill/+3hammer scepter VS shard, hammers won't kill in one less shot. You still need another hammer on most enemies in either p1/p2 or p6+! A 2/3 scepter becomes better in hell CS when it's a 3-5player game. Anything below hell CS then Shard definitely wins since most the time it's 1 shot anyway. With shard you sometimes go from 2 shotting to 3 shotting things (3/4/5p games), but usually you stay the same amount of hammers on things and those hammers come out quicker. The actual biggest negative on Shard is -2 skills hurts redemption and holy shield. -> 2/3/3 scepter (fcr/str would be icing)
resistance gloves or magefists -> dex/str/res/mf gloves -> magefist by the time you get a 2/3/3 scepter so you can hit 50% FCR. You'll have enough res by the time you get to this point (hopefully!) -> back to str/res/mf rare gloves for final build (the MF's more important than kill speed homie!)
Resistance/life chest -or- goldskin (seriously underrated, 35 pris is insane and worth 80str early ladder) -> str/dex/life/res chest + ptopaz socket (no contest babe, topaz >> ruby unless you're just PvPing.. Think of just how damn much more gear you're getting with 24% more MF. That's insane to even consider a ruby giving only 4% at best health. Besides, hammer PVP's not cool, go make a barb for PVP in classic!)
FRW/Res boots -> hotspur -> dex/res/res/res/MF boots (hotspur's BIS for like HC but in SC you want the MF more!)
resistance/life belt -> str/life/res belt
resistance/life helm -> life/energy/res/res Helmet + ptopaz socket (again, ptopaz > pRuby by far guys...cmon.) -> You CAN go Tarnhelm if you're a serious mofo about MFing, but I've found it's tilts the sweetspot and makes it just a bit harder to survive when BO's gone than I prefer.
diamonds in a socketed shield -> +2/res shield + pdiamond socket
fcr/res -> fcr/dex/res -> fcr/str/dex/life/res Rings (both, yeet)
fcr/res -> fcr/dex/res -> +2/fcr/str/dex/life/res ammy
Paladin Breakpoints:AKA: BuT wHeREs ThE FasTeR HiT ReCoVERy?!?!FHR: 10/15/27/50 (You seriously don't need to worry about FHR on a paladin! This is a huge annoyance of mine when I see paladins ffs concerned about low FHR in Classic. It's 100% not worth sacrificing stats for it, let it happen naturally rather than gearing for it. OF COURSE IT HELPS, but not as much as other much more crucial things.. which is literally anything else useful on a pally. 75% block with insanely fast block animation that overwrites hit recovery animation in almost all instances where FHR helps.. yeah, don't sweat FHR ya plebs, not in PVM anyway. PVP's a different story..)
FCR: 10/20/30/50/80 Aim for 30, 50, or even 80. 0/10/20 (15-13 frames) is helllla slow feeling. (50 to 80 fcr is 9% cast speed in practice. You might think +35% damage from a 2/3 scepter would be better.. and it's close, but you're also losing charging mana and losing 10pres. Yes, you use 9% more mana on hammers, but that's nothing when Redemption rejuvs your mana full every fight the +base mana more than makes up for it.)
Optimal Barbarian Leveling and Gearing:
COMING SOON (this section is a joke right now)
Why go Barb? Sooo many reasons. Most survivability, most budget gear solutions, 2nd most damage, most PvP options and gear variants, and of course the sexiest looking (well, not in D2R.. in D2R you look like a worn out tortoise.)
Just BO, nobody cares what damage you actually do as long as you're BOing and WWing a lot. Your damage is nearly entirely based on how good your weapon is and nobody's going to expect you to pull out a 250+marty in the first week of D2R.
The only way to play barb in classic.. VAMPIRE BARBARIAN: 20% mana leech, 51% life leech with BH or 43% LL with Marty and Gtoe.
5% LL Undead Crown
5% LL Boneflesh Armor
5% LL Sig Shield
5% LL Sig Boots
4% LL Deaths Glove
4% LL Deaths Belt
6% ML Amulet
6% LL 5% ML Ring
6% LL 5% ML Ring
7% LL 7% ML Battle Hammer
4% LL 3% ML pSkull in BH
okay, the barb section and sorc section are jokes for now, I'll edit these in a while.. There are just SO many barbarian setups that are viable and fun that I want to do this justice so I'ma do it later when I have more time!
Barbarian Breakpoints:
FHR:
FCR:
Optimal Sorceress Leveling:
COMING SOONWhy go sorc? Coming soon
For 1-20 leveling: CBolt >> Firebolt/FBall >>>> Ice
1-8 CBolt
Den: CBolt
9 Telekinesis
10-16 CBolt
17 Frost Nova
Rad: Static
18 Teleport
19-24 Static (your new main attack for your group, since by lvl 20 you're no longer the main damage dealer unless you want to waste a respec and convert to Fireball from 18-25... (You don't want to.)
25: erspec to cold
MORE COMING SOONOptimal Sorceress Gearing:
COMING SOONOptimal Sorceress Breakpoints:
COMING SOONFHR: 5/10/14/20/30/42/60
FCR: 10/20/40/70
There are no other classes in classic. Just HDin/WW/Blizz. GL
(Just kidding, CE necks are cool too..)
This post was edited by HeadConcert_com on Apr 22 2021 09:52pm