Achilles - An Endgame Neutraldin Guide

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mill3nia
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Achilles

The True Path to Immortality



About:
This guide is a collaboration between TgTalcon and myself. We have spent countless hours theory crafting on how to make this build the best that it can possibly be.

Be sure to check us both out on Twitch for streams and updates:
https://www.twitch.tv/mill3nia
https://www.twitch.tv/tgtalcon

Build Explained:
This build runs on 16 second timers, it's a rhythm you will acquire if you choose to play this build.
You must continually cast Demiurge and Sacred Armor every 16 seconds, they will both keep your gear equipped and keep you alive. Vindicate and Rapture are useful to keep up as well for extra regen and increased speeds. Our only "Achilles' Heel" if you will is not being buffed.

Besides the buffs, it's very simple to play. You just run around and your vessels do all of the work. Once you have acquired an
Oris' Herald


Oris' Herald
Sceptres

'MaMaMaMaMaMa'
Runeword Level: 100
+(0 to 4) to All Skills
50% Cast Speed
Adds 300-600 magic damage
+(25 to 35)% to Physical/Magic Spell Damage
+(23 to 37) to Magic Missiles
30% to Energy
+1000 Defense
Physical Resist 15%
you can incorporate that into the mix for bosses just stand in range of them and spam Magic Missile when opportune to do so and they will just melt.

This build is capable of quickly farming Duncraig, Fautzinville, Bremmtown, Triune, Vizjun, Teganze, And is able to complete most uber quests with ease.

Core skills / Attributes
► Show Spoiler


1.10 Patch Changes (Nerfs)
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Normal-Hell Leveling Gear
► Show Spoiler


Mid-Game Gear
► Show Spoiler


Endgame Gear
► Show Spoiler


Crafting: Mystic Orbs / Jewels / Shrines:
► Show Spoiler


Mercenary:
► Show Spoiler


End Game Ubers:
► Show Spoiler
Edited by mill3nia 3 weeks.
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mill3nia
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Crash
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You should be able to item tag the Collector and other su's. the item tag database should be updated.
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mill3nia
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Crash wrote:You should be able to item tag the Collector and other su's. the item tag database should be updated.

done, database was not up to date when I submitted guide, thank you.
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Crash
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mill3nia wrote:
Crash wrote:You should be able to item tag the Collector and other su's. the item tag database should be updated.

done, database was not up to date when I submitted guide, thank you.


Also, thoughts on
Herr Donner
Herr Donner
Long Sword (4)

One-Hand Damage: 10 to 12
Required Strength: 58 to 72
Required Level: 8
Strength Damage Bonus: (0.18 per Strength)%
+1 to All Skills
+(6 to 10)% to Physical/Magic Spell Damage
+(11 to 20) to Energy
Physical Resist 1%
2% Reanimate as: Dark Templar
-(1 to 20)% Magic Find
Requirements -(1 to 20)%
Socketed (2)
One-Hand Damage: 18 to 21
Required Strength: 77 to 97
Required Level: 26
Strength Damage Bonus: (0.18 per Strength)%
+(1 to 2) to All Skills
+(16 to 20)% to Physical/Magic Spell Damage
+(21 to 30) to Energy
Physical Resist 2%
3% Reanimate as: Dark Templar
-(11 to 30)% Magic Find
Requirements -(11 to 30)%
Socketed (4)
One-Hand Damage: 28 to 33
Required Strength: 140 to 181
Required Level: 45
Strength Damage Bonus: (0.18 per Strength)%
+2 to All Skills
+(21 to 25)% to Physical/Magic Spell Damage
+(31 to 40) to Energy
Physical Resist 3%
4% Reanimate as: Dark Templar
-(16 to 35)% Magic Find
Requirements -(16 to 35)%
Socketed (5)
One-Hand Damage: 33 to 39
Required Strength: 256 to 337
Required Level: 54
Strength Damage Bonus: (0.18 per Strength)%
+3 to All Skills
+(31 to 35)% to Physical/Magic Spell Damage
+(41 to 50) to Energy
Physical Resist 4%
5% Reanimate as: Dark Templar
-(21 to 40)% Magic Find
Requirements -(21 to 40)%
Socketed (6)
for early game instead of angel star or nah? pretty similar items, but +3 sockets
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mill3nia
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Crash wrote:
mill3nia wrote:
Crash wrote:You should be able to item tag the Collector and other su's. the item tag database should be updated.

done, database was not up to date when I submitted guide, thank you.


Also, thoughts on
Herr Donner
Herr Donner
Long Sword (4)

One-Hand Damage: 10 to 12
Required Strength: 58 to 72
Required Level: 8
Strength Damage Bonus: (0.18 per Strength)%
+1 to All Skills
+(6 to 10)% to Physical/Magic Spell Damage
+(11 to 20) to Energy
Physical Resist 1%
2% Reanimate as: Dark Templar
-(1 to 20)% Magic Find
Requirements -(1 to 20)%
Socketed (2)
One-Hand Damage: 18 to 21
Required Strength: 77 to 97
Required Level: 26
Strength Damage Bonus: (0.18 per Strength)%
+(1 to 2) to All Skills
+(16 to 20)% to Physical/Magic Spell Damage
+(21 to 30) to Energy
Physical Resist 2%
3% Reanimate as: Dark Templar
-(11 to 30)% Magic Find
Requirements -(11 to 30)%
Socketed (4)
One-Hand Damage: 28 to 33
Required Strength: 140 to 181
Required Level: 45
Strength Damage Bonus: (0.18 per Strength)%
+2 to All Skills
+(21 to 25)% to Physical/Magic Spell Damage
+(31 to 40) to Energy
Physical Resist 3%
4% Reanimate as: Dark Templar
-(16 to 35)% Magic Find
Requirements -(16 to 35)%
Socketed (5)
One-Hand Damage: 33 to 39
Required Strength: 256 to 337
Required Level: 54
Strength Damage Bonus: (0.18 per Strength)%
+3 to All Skills
+(31 to 35)% to Physical/Magic Spell Damage
+(41 to 50) to Energy
Physical Resist 4%
5% Reanimate as: Dark Templar
-(21 to 40)% Magic Find
Requirements -(21 to 40)%
Socketed (6)
for early game instead of angel star or nah? pretty similar items, but +3 sockets

It's definitely an option, if you can get TU4 with +4 skills it may edge it out with damage though, I would have to test. I plan to compile more options for leveling, perhaps I might experiment with a completely different spec until you can reach mid game gearing options, I was thinking holy paladin may be a bit smoother in hell and acquiring early charms.
mortimer_85
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Hey man, finally approved.

Are the resistances in early game so hard to come by? If not, or if not really necessary,
Moonwrap
Moonwrap
Sash (4)

Defense: (16 - 18) to (20 - 21)
Required Strength: 9
Required Level: 1
5% Cast Speed
+3% to Spell Damage
+(18 to 29)% Enhanced Defense
Cold Resist +(11 to 15)%
Lightning Resist +(11 to 15)%
Socketed (1)
Defense: (119 - 129) to (131 - 141)
Required Strength: 13
Required Level: 17
15% Cast Speed
+9% to Spell Damage
+(41 to 52)% Enhanced Defense
Cold Resist +(21 to 25)%
Lightning Resist +(21 to 25)%
Socketed (2)
Defense: (331 - 353) to (370 - 395)
Required Strength: 28
Required Level: 35
25% Cast Speed
+15% to Spell Damage
+(64 to 75)% Enhanced Defense
Cold Resist +(31 to 35)%
Lightning Resist +(31 to 35)%
Socketed (2)
Defense: (493 - 524) to (542 - 576)
Required Strength: 58
Required Level: 43
30% Cast Speed
+20% to Spell Damage
+(75 to 86)% Enhanced Defense
Cold Resist +(36 to 40)%
Lightning Resist +(36 to 40)%
Socketed (2)
may be an great early game item, cause it actually gives phys Spell Damage and has a little more room for MOs. I think the res problem can be solved by socketables and MOs while maintaining a higher damage output than
Aerin Orbiter
Aerin Orbiter
Belt (4)

Defense: (88 - 96) to (121 - 132)
Required Strength: 45
Required Level: 5
5% Cast Speed
+(4 to 5)% to Fire Spell Damage
+(4 to 5)% to Lightning Spell Damage
+(4 to 5)% to Cold Spell Damage
+(18 to 29)% Enhanced Defense
+(11 to 15) to Energy
Elemental Resists +(3 to 5)%
Elemental/Magic Damage Reduced by (3 to 5)
Socketed (1)
Defense: (310 - 334) to (389 - 419)
Required Strength: 67
Required Level: 22
15% Cast Speed
+(8 to 9)% to Fire Spell Damage
+(8 to 9)% to Lightning Spell Damage
+(8 to 9)% to Cold Spell Damage
+(41 to 52)% Enhanced Defense
+(21 to 25) to Energy
Elemental Resists +(9 to 11)%
Elemental/Magic Damage Reduced by (9 to 11)
Socketed (2)
Defense: (754 - 805) to (938 - 1001)
Required Strength: 139
Required Level: 40
25% Cast Speed
+(12 to 13)% to Fire Spell Damage
+(12 to 13)% to Lightning Spell Damage
+(12 to 13)% to Cold Spell Damage
+(64 to 75)% Enhanced Defense
+(31 to 35) to Energy
Elemental Resists +(15 to 17)%
Elemental/Magic Damage Reduced by (15 to 17)
Socketed (2)
Defense: (1104 - 1173) to (1358 - 1443)
Required Strength: 288
Required Level: 48
30% Cast Speed
+(14 to 15)% to Fire Spell Damage
+(14 to 15)% to Lightning Spell Damage
+(14 to 15)% to Cold Spell Damage
+(75 to 86)% Enhanced Defense
+(36 to 40) to Energy
Elemental Resists +(18 to 20)%
Elemental/Magic Damage Reduced by (18 to 20)
Socketed (2)
, but that has to be tested...

Nice work, hope to see more showcase stuff!
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mill3nia
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mortimer_85 wrote:Hey man, finally approved.

Are the resistances in early game so hard to come by? If not, or if not really necessary,
Moonwrap
Moonwrap
Sash (4)

Defense: (16 - 18) to (20 - 21)
Required Strength: 9
Required Level: 1
5% Cast Speed
+3% to Spell Damage
+(18 to 29)% Enhanced Defense
Cold Resist +(11 to 15)%
Lightning Resist +(11 to 15)%
Socketed (1)
Defense: (119 - 129) to (131 - 141)
Required Strength: 13
Required Level: 17
15% Cast Speed
+9% to Spell Damage
+(41 to 52)% Enhanced Defense
Cold Resist +(21 to 25)%
Lightning Resist +(21 to 25)%
Socketed (2)
Defense: (331 - 353) to (370 - 395)
Required Strength: 28
Required Level: 35
25% Cast Speed
+15% to Spell Damage
+(64 to 75)% Enhanced Defense
Cold Resist +(31 to 35)%
Lightning Resist +(31 to 35)%
Socketed (2)
Defense: (493 - 524) to (542 - 576)
Required Strength: 58
Required Level: 43
30% Cast Speed
+20% to Spell Damage
+(75 to 86)% Enhanced Defense
Cold Resist +(36 to 40)%
Lightning Resist +(36 to 40)%
Socketed (2)
may be an great early game item, cause it actually gives phys Spell Damage and has a little more room for MOs. I think the res problem can be solved by socketables and MOs while maintaining a higher damage output than
Aerin Orbiter
Aerin Orbiter
Belt (4)

Defense: (88 - 96) to (121 - 132)
Required Strength: 45
Required Level: 5
5% Cast Speed
+(4 to 5)% to Fire Spell Damage
+(4 to 5)% to Lightning Spell Damage
+(4 to 5)% to Cold Spell Damage
+(18 to 29)% Enhanced Defense
+(11 to 15) to Energy
Elemental Resists +(3 to 5)%
Elemental/Magic Damage Reduced by (3 to 5)
Socketed (1)
Defense: (310 - 334) to (389 - 419)
Required Strength: 67
Required Level: 22
15% Cast Speed
+(8 to 9)% to Fire Spell Damage
+(8 to 9)% to Lightning Spell Damage
+(8 to 9)% to Cold Spell Damage
+(41 to 52)% Enhanced Defense
+(21 to 25) to Energy
Elemental Resists +(9 to 11)%
Elemental/Magic Damage Reduced by (9 to 11)
Socketed (2)
Defense: (754 - 805) to (938 - 1001)
Required Strength: 139
Required Level: 40
25% Cast Speed
+(12 to 13)% to Fire Spell Damage
+(12 to 13)% to Lightning Spell Damage
+(12 to 13)% to Cold Spell Damage
+(64 to 75)% Enhanced Defense
+(31 to 35) to Energy
Elemental Resists +(15 to 17)%
Elemental/Magic Damage Reduced by (15 to 17)
Socketed (2)
Defense: (1104 - 1173) to (1358 - 1443)
Required Strength: 288
Required Level: 48
30% Cast Speed
+(14 to 15)% to Fire Spell Damage
+(14 to 15)% to Lightning Spell Damage
+(14 to 15)% to Cold Spell Damage
+(75 to 86)% Enhanced Defense
+(36 to 40) to Energy
Elemental Resists +(18 to 20)%
Elemental/Magic Damage Reduced by (18 to 20)
Socketed (2)
, but that has to be tested...

Nice work, hope to see more showcase stuff!


yes both are viable options, and yea I intend to do a full charm run tomorrow night and stream it, most charms 105-125 and post highlights here.
should give people a good idea of the build's capabilities, will probably mule every charm I have beforehand to make things more interesting :)