I have been puzzling over this for years now. Multiple builds recommend Sandstorm Trek for footwear. Taurean's Javazon guide names them "with little doubt the best boots" possible for a Javazon. Hnk's Hammerdin build lists them as the best possible choice (without bothering to state why, despite doing so for other items). These are but two of many, many guides singing praises for Sandstorm Trek over other boots.
Let's examine the statistics.
+140-170% Enhanced Defense Decent for boots, but a percentage bonus to a relatively small number is still a small boost. Regardless, several other boot types (Upped Gore Rider, Marrowwalk, and such) offer better defense.
+20% Faster Hit Recovery Nice, I suppose. But nothing eye-opening.
+20% Fast…Read more >
Twinking: using particularly useful, low-level items. Collecting thoughts below.
Generally the best accepted twinks are: Sigon's, Angelics, Death's, Cow's. Practically all unique low level items are useful in some capacity as a twink: Rixot's Keen, for example, is probably unrivalled briefly considering its ridiculously low level requirement.
Sigon's full set has some impressive bonuses, but most are frankly unneeded for the period of time they're most useful. Just its helm, boots, and belt grant most of what you need.
Death's gloves and sword--particularly if sword is socketed with a Hel rune--provide very good IAS and also one of the best swords in the early game, easily enough to carry all the way to nightmare.
Angelic double ring and amu…Read more >
There have been a few excellent guides on meteorb (like this ) but there's sooooo much information on them. I'm condensing stuff here for easier reading.
Cold: 20 Frozen Orb, 5 prerequisites, a total of 17 Cold Mastery (including from +skill items)--at least 26 skill points. Don't bother with ice bolt as the synergy's too tiny to matter and your points are scarce. Cold armors are nice but not essential; you can get them from an orb and save some points.
Lightning: 1 Static Field, 1 Telekinesis, 1 Teleport--three skill points.
Fire: 1 Warmth, 4 prerequisites, 20 Meteor, 20 Fireball, 10-20 in Fire Mastery, rest in Fire Bolt. How much in fire mastery vs. fire bolt is dependent on how much one uses fire ball vs. meteor: fire bolt benefits fire b…
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The smiter is one of the strongest Paladin builds. Like most conventional paladin builds, one key strength is its near-indestructibility thanks to high resistance potential and huge defense, with good health. The other, most essential strength is its potential to deal tremendous, consistent damage. It's one of the best uber tristram classes IMO. Its biggest weakness is its lack of crowd control and difficulty dealing with physical immunes.
1 point in smite (for PvM). If you run the calculations for maxed smite vs. 1 point of smite, then the largest damage difference (assuming you're running the best gear for damage) comes out to be about a 1,500 damage difference. If you're running most conventional gear, the difference is much small…Read more >
Background: the pages on skills in D2 are missing information post level 20. Some practical and philosophical thoughts on how to tackle the matter are in order.
Level 20 is the soft cap on any skill in D2. However this can be boosted, sometimes significantly. I need to figure out how high this cap is. On my current Javazon I have a total of +15 to skills (bringing my level on maxed skills to 35); I can probably still bump this up by at least about 6 levels in equipment alone, and then another +10 or so with skill-boosting grand charms. So we're looking at a hypothetical max of ~50 for most skills (assuming there's no hidden final cap somewhere). However, there are many problems to this.
The first one is that not every skill will have the sam…Read more >