With D2R coming out and getting exposed to a few old d2 videos, I got excited to play the game again. Wasn't interested in D2R though, as I played enough with patch 1.11+ 10 years ago, and wanted something different.
Why patch 1.07?
It was the original patch that came with D2 Lod when it first came out, and since we didn't have internet access back then, I spent quite a lot of time playing it, without knowing anything about its "interesting" features.
Combining the terrible drop rates, with the super strong enemys and no synergies, it was quite the experience. I started at a very young age, and most of my chars didn't make it past normal, but eventually a few years later,
I managed to get to Hell A5 with a summon necromancer and a fury druid. Unfortunately both struggled super hard and couldn't get past ancients, and were generally pretty badly built skill and stats wise.
I have read the 1.07 guides I could find, plus a nice walkthrough by the user Joey, and recently the other 1.07 HC Wt here.
There are some potential for great items in this patch, although the chance of crafting or finding one is very slim. I personally find it more challenging, and rewarding, as finding some decent uniques or set items can be a huge upgrade,
and some exceptional uniques and sets can be great items even in Hell, and they don't fall of the wagon so hard as in later patches.
Runewords are pretty bad, there is a different list, but even the ones requiring high runes aren't that great, and you hardly find any runes at all, even the more common ones. There is a very long list of runewords that don't show their stats,
I tried a few, and they work but give no stats other then some poison res so I won't waste more.
I was wondering what character to start, prefering melee myself, but remembering how much they struggle especially in these early patches, since they are very gear dependant, which is of course hard to come by.
Definitely wanted to try something new, so I decided to make a werebear, since it was a little stronger in 1.07, and having fire claws would mean I wouldn't struggle that hard in normal with no gear.
- Werebear skill modified to give +50% to hit points. (It was +100%.)
- Maul now gives +20% damage per charge per level. (It was +25%.) Its stun length is shorter and attack bonus is 3% plus, 3% per level.(it was +20%, 10% per level.)
Also crushing blow works agains't phys immune, and is stronger than later patches. At around lvl 60-70 there is potential to get a lot of extra %ED from Maul, Werebear, HOTW so with the right weapon, damage should be great, on switch
using a very fast weapon with some elemental damage and crushing blow could deal with immunes.
Wasn't sure which skills I want to max exactly, or whether or not I want some summons or not. I decided against summons, looking back they would have made things a lot easier.
Right now I have reached Nightmare A4, and will post about interesting stuff I found so far, plus what are the plans going forward. (I didn't want to start this walkthrough just to quit after a day.)
I finally figured out how to mule, so maybe if I start another character it won't have to walk completely untwinked.
Here are the current stats/skill distribution in Nightmare, I have Rattlecage armor+Great increased attack speed Kris on switch vs bosses. Gloves and belt are sigons.
Now I need a great exceptional unique weapon or the Hwaniss set Bill, I have saved up stat points and few dex/str charms to be able to wear it. I tried to rack run the unique Gothic Axe in Nm Lower Kurast, but quit after ~200-300 runs, thinking I have more chance of good drop from a normal monster while progressing.
Any tips/advice are appreciated! Anyone know if attack speed works the same as in later patches? If so, a Tresher with Greatly increased attack speed/good ED% socketed with 4 shae would reach 4 FPA attack, 3 times faster then my current weapon, maybe it could even be purchased.
This post was edited by championmath on Oct 9 2021 04:27am