0 to Baal Hell META

META

The content of this article:

  1. Introduction
  2. General Strategy
  3. The Builds
  4. The Route
  5. Conclusion

Introduction

In this article, we talk about the most effective way to get to Baal in Hell difficulty with an 8-player party of fresh Characters. The start of every Ladder Reset requires you to get your first Character to this point, at least. With the strategy you find here, a group including 3 Members of the Maxroll Diablo 2 team currently holds the record of killing Hell Baal with fresh Characters. Sitting at 2:05:04 for this achievement on a private server, we also completed this task in 2:05:09 on the North American Battle.net server. With perfect RNG and execution, we believe Baal Hell can be killed in under 2 hours. This strategy takes a lot of practice, good communication, and a decent understanding of the limits of your Character.
Important: The strategy used here is NOT Hardcore friendly! When pushing the limits in terms of speed, the death toll during this run can become rather high. The Teleport-Sorceress especially, can die quite frequently.


General Strategy

In the optimal 8-player strategy, every Character has specific tasks while fighting their way through Sanctuary. The general idea is to have all elemental damage types (Fire, Cold, and Lightning Damage) in Hell, while Conviction reduces enemies' Resistances and breaks most Immunities. The optimal 8-player group consists of:

CharacterRole
1. Sorceress
(aka Tele-Sorc)
The Tele-Sorc has the crucial role of making progress while the rest of the team is leveling up to the necessary Level caps in Nightmare and Hell Ancients. Early on, the whole focus of Experience goes to her, getting her to Level 18 for Teleport, as quickly as possible. The role of this Character is very challenging, as it stays significantly under-leveled while teleporting through Nightmare and Hell. She gets supported by the Barbarian and has the main priority for powerful items.
2. Assassin
(aka Tele-Sin)
The Tele-Sin is responsible for killing off monsters early on that are weakened by the Static Field of the Tele-Sorc. This duo of Characters sticks together at all times, to get the Tele-Sorc to Level 18 as quickly as possible. Going into Act 3 the Tele-Sin makes sure that the Tele-Sorc gets to Level 20, after which she becomes a main damage-dealer with the rest of the group. The Assassin is chosen for this task due to her high mobility from Burst of Speed and incredible damage output with Wake of Fire. Eventually the Tele-Sin switches into the Lightning Sentry / Death Sentry Skill build.
3. Assassin
(aka 2nd Sin)
Sticking together with the Fire Sorc and the Paladin early on, the second Assassin is responsible for killing monsters early on that are weakened by the Static Field of the Fire Sorc. She also has some minor additional tasks, such as picking up the Waypoint of Stony Field in Normal, while the rest of the party is making its way through the Underground Passage. In the early game, she uses the tried and tested Wake of Fire Trap. Later on, the second Assassin switches into the Lightning Sentry / Death Sentry Skill build.
4. Sorceress
(aka Fire Sorc)
Early on, the Fire Sorc is responsible for weakening monsters with Static Field for the second Assassin to kill off. In later stages, the Fire Sorc takes on some teleporting tasks to help out the Tele-Sorc. In Nightmare Act 2, this Sorc respecs into a full Fire build, to cover this damage type in Hell.
5. PaladinThe Paladin has the least exciting task, to simply Level to 30 as quickly as possible. Until that Level is reached, the Paladin provides the group with Resist Fire or Resist Lightning whenever needed. As soon as he reaches Level 30, the Paladin starts using Conviction to reduce enemies' Resistances and even break most Immunities. To apply this effect to as many monsters as possible, the Paladin has to be on the front line at all times. As the whole team revolves around elemental damage types, the importance of this role can not be understated!
6. BarbarianSimilar to the Paladin, the Barbarian is used for his incredible ability as a Support Character. Using Leap to stun monsters in scary situations, and the most important Skill Battle Orders. Throughout Nightmare and Hell the Barbarian exclusively supports the Tele-Sorc in her task to make progress. Without the buffs of the Barbarian, the Tele-Sorc would struggle even more than she already does in completing her tasks. With the mobility of Leap, the Barbarian even performs some Tele-Sorc responsibilities.
7. DruidSticking together with the Cold Sorc and the Barbarian early on, the Druid is responsible for killing monsters early on that are weakened by the Static Field of the Cold Sorc. This group of Characters is responsible to get progress done in Act 1 Normal. Using Fissure in the early stages, the Druid is a real powerhouse until Nightmare. Here the Druid switches to a Support role, using Shock Wave to stun everything that the team is fighting. Additionally, Oak Sage provides a massive Life boost to the whole group and needs to be kept up at all times.
8. Sorceress
(aka Cold Sorc)
Early on, the Cold Sorc is responsible for weakening monsters with Static Field for the Druid to kill off. In later stages, the Cold Sorc takes on some teleporting tasks to help out the Tele-Sorc. Starting at Level 25, the Cold Sorc fills out the final element. Using Blizzard, the Cold Sorc covers the Cold Damage type.

The Builds

During the 8-player run to Baal in Hell, almost every Character goes through 1 respec. The most important thing to note here is, that the Tele-Sorc is the main priority in terms of items. The times in which items are acquired mostly come from places where the killing of monsters for experience is necessary anyway. Mercenaries are not used in this strategy. They are too fragile and can't reliably be kept alive. They would be a waste of gold, which is a scarce commodity.

<span class="has-inline-color has-d-2-poison-immune-color">Tele-Sorc</span>

Setup
The Tele-Sorc is prioritized for items, especially to get her Faster Cast Rate (FCR) to 63% asap. Ideally, she has a Stealth with 2 FCR Rings / Amulet to reach her 37% FCR Breakpoint when she hits Level 18. After the Hellforge Quest is completed, she gets 2 Perfect Ruby for a Helmet with 2 Sockets to boost her Life pool. An Ancient's Pledge is provided by the Tele-Sin in Act 5 to boost the Tele-Sorcs' Resistances. A Spirit with 28+ FCR and a Ring or Amulet with 10% Faster Cast Rate allows her to reach 63% FCR when she leaves for Nightmare. Use a Belt with at least 3 rows of Potions.

Any other item slot is open to be filled with useful stats like +x% Faster Run/Walk, +x% Faster Hit Recovery, X Resist +x%, and All Resistances +x. Charms with +x to Life or X Resist +x% are useful, but leave enough space for a lot of Health and Mana Potions.

The priority for Resistances are:
Lightning > Fire > Cold > Poison

Skills
The Tele-Sorc doesn't require a respec at any point. The goal of her is to use Teleport and a screen-wide Static Field in certain situations.

  • Level 2-4: Charged Bolt
  • Den of Evil: Frozen Armor
  • Level 5: Save Skill Point
  • Level 6: Frost Nova and Static Field
  • Level 7-17: Static Field
  • Radament: Telekinesis
  • Level 18+: Teleport

Note: You could weave in Telekinesis earlier to make use of its utility. Don't do it before Static Field is at least Skill Level 5, you need the range!

Attributes
You allocate enough Strength to wear your Spirit in either a Crystal Sword (43) or Broad Sword (48). Any remaining Stat Point goes into Vitality.

<span class="has-inline-color has-d-2-light-immune-color">Tele-Sin</span>

Before Respec (before Duriel Nightmare)

Setup
The Tele-Sin is pretty low on the priority of gear. Early on the only item the Assassin needs, is a Dagger to speed up their rate of using Fire Blast and Wake of Fire.

Any other item slot is open to be filled with useful stats like +x% Faster Run/Walk, +x% Faster Hit Recovery, X Resist +x%, and All Resistances +x. Charms with +x to Life or X Resist +x% are useful, but leave enough space for a lot of Health and Mana Potions.

The priority for Resistances are:
Lightning > Fire > Cold > Poison

Skills
The Tele-Sin's job is to finish off monsters that have been weakened by the Tele-Sorc's Static Field.

  • Level 2-4: Fire Blast
  • Den of Evil: Fire Blast
  • Level 5: Claw Mastery
  • Level 6-11: Burst of Speed
  • Level 12+: Wake of Fire
  • Radament: Burst of Speed
  • Izual: Fire Blast
  • Remaining Skill Points: Fire Blast

Attributes
You allocate enough Strength to wear your gear. Remaining Stat Points are dumped into Vitality.


After Respec

Setup
The Tele-Sin is responsible for using a Bone Wand of Lower Resistance. At Level 36, Lower Resist increases all elemental damage of the group.

Any other item slot is open to be filled with useful stats like +x% Faster Run/Walk, +x% Faster Hit Recovery, X Resist +x%, and All Resistances +x. Charms with +x to Life or X Resist +x% are useful, but leave enough space for a lot of Health and Mana Potions.

The priority for Resistances are:
Lightning > Fire > Cold > Poison

Skills
The Tele-Sin
respecs in the game before Duriel in Nightmare:

  • Burst of Speed - 5 Skill Points
  • Mindblast - 1 Skill Point
  • Lightning Sentry - as many as possible
  • Death Sentry - as many as possible
  • Shock Web - Remaining Skill Points

After this initial respec, max out the following Skills in this order:

  • Lightning Sentry
  • Death Sentry
  • Shock Web
  • Charged Bolt Sentry

Attributes
You allocate enough Strength to wear your gear. Remaining Stat Points are dumped into Vitality.

<span class="has-inline-color has-d-2-magic-immune-runes-and-crafted-items-color">2nd Sin</span>

Before Respec (before Duriel Nightmare)

Setup
The 2nd-Sin is pretty low on the priority of gear. Early on the only item the Assassins need, is a Dagger to speed up their rate of using Fire Blast and Wake of Fire.

Any other item slot is open to be filled with useful stats like +x% Faster Run/Walk, +x% Faster Hit Recovery, X Resist +x%, and All Resistances +x. Charms with +x to Life or X Resist +x% are useful, but leave enough space for a lot of Health and Mana Potions.

The priority for Resistances are:
Lightning > Fire > Cold > Poison

Skills
The 2nd-Sin's job is to finish off monsters that have been weakened by the Fire-Sorc's Static Field.

  • Level 2-4: Fire Blast
  • Den of Evil: Fire Blast
  • Level 5: Claw Mastery
  • Level 6-11: Burst of Speed
  • Level 12+: Wake of Fire
  • Radament: Burst of Speed
  • Izual: Fire Blast
  • Remaining Skill Points: Fire Blast

Attributes
You allocate enough Strength to wear your gear. Remaining Stat Points are dumped into Vitality.


After Respec

Setup
The 2nd Sin uses an Insight Gnarled Staff to provide big Mana Regeneration for the full team. Shop a Gnarled Staff from Drognan in Act 2 and use Larzuk's Socket Quest in Act 5 to receive 4 Sockets. Note: Make sure it’s a white base item, and not Magic!

Any other item slot is open to be filled with useful stats like +x% Faster Run/Walk, +x% Faster Hit Recovery, X Resist +x%, and All Resistances +x. Charms with +x to Life or X Resist +x% are useful, but leave enough space for a lot of Health and Mana Potions.

The priority for Resistances are:
Lightning > Fire > Cold > Poison

Skills
The 2nd Sin
respecs in the game before Duriel in Nightmare:

  • Burst of Speed - 5 Skill Points
  • Mindblast - 1 Skill Point
  • Lightning Sentry - as many as possible
  • Death Sentry - as many as possible
  • Shock Web - Remaining Skill Points

After this initial respec, max out the following Skills in this order:

  • Lightning Sentry
  • Death Sentry
  • Shock Web
  • Charged Bolt Sentry

Attributes
You allocate enough Strength to wear your gear. Remaining Stat Points are dumped into Vitality.

<span class="has-inline-color has-d-2-fire-immune-red-text-items-color">Fire Sorc</span>

Before Respec (before Duriel Nightmare)

Setup
The Fire Sorc is the lowest priority when it comes to gear among the 3 Sorceresses. The main task is to provide Static Field to her team early on, going into a Fire Skill Tree in Nightmare. Reaching better Cast Rate Breakpoints is the main priority.

Any other item slot is open to be filled with useful stats like +x% Faster Run/Walk, +x% Faster Hit Recovery, X Resist +x%, and All Resistances +x. Charms with +x to Life or X Resist +x% are useful, but leave enough space for a lot of Health and Mana Potions.

The priority for Resistances are:
Lightning > Fire > Cold > Poison

Skills
The Fire Sorc and the Cold Sorc use the same Skill Point allocation until they respec into their respective elements.

  • Level 2-4: Charged Bolt
  • Den of Evil: Frozen Armor
  • Level 5: Save Skill Point
  • Level 6: Frost Nova and Static Field
  • Level 7-17: Static Field
  • Radament: Telekinesis
  • Level 18+: Teleport

Note: You could weave in Telekinesis earlier to make use of its utility. Don't do it before Static Field is at least Skill Level 5, you need the range!

Attributes
You allocate enough Strength (25 when entering Act 2) to wear your gear. Getting to 50 Energy until Level 18 is recommended to ease Mana management. Remaining Stat Points are dumped into Vitality.


After Respec

Setup
As mentioned, the Fire Sorc is the lowest in terms of gear priority among the Sorceresses. Taking over some small Teleporting jobs in Nightmare and Hell, reaching better Cast Rate Breakpoints is the main priority. 20% Faster Cast Rate from a Wand should be the minimum value.

Any other item slot is open to be filled with useful stats like +x% Faster Run/Walk, +x% Faster Hit Recovery, X Resist +x%, and All Resistances +x. Charms with +x to Life or X Resist +x% are useful, but leave enough space for a lot of Health and Mana Potions.

The priority for Resistances are:
Lightning > Fire > Cold > Poison

Skills
The Fire Sorc respecs around Level 25, keeping a decently high range Static Field while starting to deal damage herself:

  • Static Field - 10-12 Skill Points
  • Teleport - 1 Skill Point
  • Meteor - as many as possible
  • Fire Ball - 8 Skill Points

Put the Skill Point at Level 30 into Fire Mastery. Afterwards max out the Skills in the following order:

  • Meteor
  • Fire Mastery
  • Fire Ball

Attributes
You allocate enough Strength to wear your Spirit in either a Crystal Sword (43) or Broad Sword (48). Any remaining Stat Point goes into Vitality.

<span class="has-inline-color has-mid-grean-color">Paladin</span>

Before Respec (at Level 30)

Setup
Get a Scimitar for the high Attack Speed early on. Past Act 2 you basically fight monsters anymore.

Pick up every single Auric (Paladin) Shield to check them for All Reistances +x. Use the Socket Quest on the Shield with the highest value you find. Every Diamond that drops from the Hellforge in Act 4 goes to you. Make sure you have enough to fill 4 Sockets in your Shield with them!

Any other item slot is open to be filled with useful stats like +x% Faster Run/Walk, +x% Faster Hit Recovery, X Resist +x%, and All Resistances +x. Charms with +x to Life or X Resist +x% are useful, but leave enough space for a lot of Health and Mana Potions.

The priority for Resistances are:
Lightning > Fire > Cold > Poison

Skills
In the early game we try to squeeze out as much damage as possible while supporting our team with Resistances whenever necessary:

  • Level 2: Sacrifice
  • Level 3: Might
  • Level 4-5: Resist Fire
  • Den of Evil: Resist Fire
  • Level 6-8: Holy Fire
  • Level 9: Smite
  • Level 10-11: Save Skill Points
  • Level 12: Charge,
    Zeal, Resist Lightning
  • Level 13-14: Holy Fire
  • Level 15-17: Prayer, Defiance, and Cleansing
  • Radament: Holy Fire
  • Level 18-23: Vigor
  • Level 24+: Meditation + Vigor

Attributes
You allocate enough Strength to wear your gear. Remaining Stat Points are dumped into Vitality.


After Respec (Level 30+)

Setup
Pick up every single Auric Shield to check them for All Reistances +x. Use the Socket Quest on the Shield with the highest value you find until your respec.

Every Diamond that drops from the Hellforge in Act 4 goes to you. Make sure you have enough to fill 4 Sockets in your Shield with them!

Any other item slot is open to be filled with useful stats like +x% Faster Run/Walk, +x% Faster Hit Recovery, X Resist +x%, and All Resistances +x. Charms with +x to Life or X Resist +x% are useful, but leave enough space for a lot of Health and Mana Potions.

The priority for Resistances are:
Lightning > Fire > Cold > Poison

Skills
After the respec you are a full on Aura Bot. Let's look at the Skill Point allocation:

  • Vigor - 11 Skill Points
  • Salvation - 1 Skill Point
  • Conviction - 1 Skill Point
  • Holy Shield - 7 Skill Points

From this point on you max out your Skills in the following Order:

  • Conviction
  • Holy Shield

Remaining Skill Points go into Vigor.

Attributes
You allocate enough Strength to wear your gear. Remaining Stat Points are dumped into Vitality.

<span class="has-inline-color has-d-2-str-brown-color">Barbarian</span>

Setup
The Barbarian is the lowest priority in terms of items. Anything that gives +x to Barbarian Skills / Battle Orders goes to him.

Any other item slot is open to be filled with useful stats like +x% Faster Run/Walk, +x% Faster Hit Recovery, X Resist +x%, and All Resistances +x. Charms with +x to Life or X Resist +x% are useful, but leave enough space for a lot of Health and Mana Potions.

The priority for Resistances are:
Lightning > Fire > Cold > Poison

Skills
The Barbarian does not require a respec. The Skill Allocation is:

  • Level 2-5: Find Potion
  • Den of Evil: Find Potion
  • Level 6-15: Leap
  • Radament: Howl
  • Level 16: Shout
  • Level 17: Find Item
  • Level 18: Increased Stamina
  • Level 19: Iron Skin
  • Level 20-23: Shout
  • Level 24+: Battle Orders
  • Level 30: Battle Command
  • Level 31: Natural Resistance

Attributes
You allocate enough Strength to wear your gear. Remaining Stat Points are dumped into Vitality.

<span class="has-inline-color has-d-2-unique-items-physical-immune-color">Druid</span>

Before Respec (before Duriel Nightmare)

Setup
The main focus for Druid are Pelts with +x to Fissure.

Any other item slot is open to be filled with useful stats like +x% Faster Run/Walk, +x% Faster Hit Recovery, X Resist +x%, and All Resistances +x. Charms with +x to Life or X Resist +x% are useful, but leave enough space for a lot of Health and Mana Potions.

The priority for Resistances are:
Lightning > Fire > Cold > Poison

Skills
As a damage dealer, the Skill Tree of the Druid is straight forward, damage only:

  • Level 2-5: Firestorm
  • Den of Evil: Firestorm
  • Level 6: Molten Boulder
  • Level 7-11: Firestorm
  • Level 12+: Fissure
  • Additional Skills from Quests are put into Firestorm.

Attributes
You allocate enough Strength to wear your gear. Remaining Stat Points are dumped into Vitality.


After Respec

Setup
The main focus for Druid are Pelts with +x to Oak Sage.

Any other item slot is open to be filled with useful stats like +x% Faster Run/Walk, +x% Faster Hit Recovery, X Resist +x%, and All Resistances +x. Charms with +x to Life or X Resist +x% are useful, but leave enough space for a lot of Health and Mana Potions.

The priority for Resistances are:
Lightning > Fire > Cold > Poison

Skills
The Druid respecs just before Duriel in Nightmare to provide Crowd Control and increased maximum Life for your party:

  • Oak Sage - As many Skill Points as possible
  • Shock Wave - 14 Skill Points
  • Lycanthropy - 1 Skill Point

In future Level-Ups max out the following Skills:

  • Oak Sage
  • Lycanthropy

With the remaining Skill Points make your way to Summon Grizzly and put remaining Skill Points into it.


Attributes
You allocate enough Strength to wear your gear. Remaining Stat Points are dumped into Vitality.


<span class="has-inline-color has-d-2-magic-items-cold-immune-color">Cold Sorc</span>

Before Respec (before Duriel Nightmare)

Setup Setup
The Cold Sorc is second priority when it comes to gear among the 3 Sorceresses. The main task is to provide Static Field to her team early on, going into a Cold Skill Tree in Nightmare. Reaching better Cast Rate Breakpoints is the main priority.

Any other item slot is open to be filled with useful stats like +x% Faster Run/Walk, +x% Faster Hit Recovery, X Resist +x%, and All Resistances +x. Charms with +x to Life or X Resist +x% are useful, but leave enough space for a lot of Health and Mana Potions.

The priority for Resistances are:
Lightning > Fire > Cold > Poison

Skills
The Fire Sorc and the Cold Sorc use the same Skill Point allocation until they respec into their respective elements.

  • Level 2-4: Charged Bolt
  • Den of Evil: Frozen Armor
  • Level 5: Save Skill Point
  • Level 6: Frost Nova and Static Field
  • Level 7-17: Static Field
  • Radament: Telekinesis
  • Level 18+: Teleport

Note: You could weave in Telekinesis earlier to make use of its utility. Don't do it before Static Field is at least Skill Level 5, you need the range!


Attributes
You allocate enough Strength to wear your gear. Remaining Stat Points are dumped into Vitality.


After Respec

Setup
The Cold Sorc is the second priority when it comes to Faster Cast Rate gear. With any luck you get your hands on a Spirit Crystal Sword. Make sure you have enough Strength before this happens.

Any other item slot is open to be filled with useful stats like +x% Faster Run/Walk, +x% Faster Hit Recovery, X Resist +x%, and All Resistances +x. Charms with +x to Life or X Resist +x% are useful, but leave enough space for a lot of Health and Mana Potions.

The priority for Resistances are:
Lightning > Fire > Cold > Poison

Skills
The Cold Sorc respecs when she hits Level 25:

  • Blizzard - 2 Skill Points
  • Glacial Spike - 7 Skill Points
  • Static Field - 10 Skill Points
  • Teleport - 1 Skill Point

You'll have some Skill Points remaining to put into Blizzard, and Cold Mastery starting at Level 30. Max out your Skills in the following order:

  • Blizzard
  • Glacial Spike

Attributes
You allocate enough Strength to wear your Spirit in either a Crystal Sword (43) or Broad Sword (48). Any remaining Stat Point goes into Vitality.

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The Route

Especially through Normal, the route is very complex and requires a lot of good communication. It also requires some "on the spot" thinking, meaning there are unique situations you come across that need to be handled. The accordions listed "Games 1 - 7". This refers to the amount of games that are used for progression. The main group that farms for Experience is using up a lot more games in total.

META

Act 1 (Normal)

This is the most significant Act, because we need to get as much Experience out of it as possible. Additionally, getting Runes from The Countess is very important.

Game 1

At the start of the first game, everyone, except the Paladin, parties up and moves to the Den of Evil without killing anything. Meanwhile, the Paladin kills a monster here and there throughout the Blood Moor. He joins the party after everyone else has entered the Den of Evil. Doing so, the Paladin can kill a couple of monsters in the Blood Moor and get full experience for it. His task is to reach Level 3+ and get to the Stony Fields to open a Town Portal as quickly as possible.

After the Den of Evil has been cleared, the 7 party members quickly go to Akara to shop the essentials: 1-2 Scrolls of Town Portal, Minor Mana Potions, Minor Healing Potions, and Stamina Potions.

After the shopping is done, everyone joins the Paladin in the Stony Field. If he doesn't find any other Elite Group, he opens a Town Portal next to Rakanishu. Kill him as a group and continue towards the Underground Passage Level 1. The Tele-Sorc leaves a Town Portal at the Cairn Stones. While the rest of the party starts to path through the Underground Passage Level 1, the 2nd Sin is tasked to find the Waypoint of the Stony Field. After finding the Waypoint, she rejoins the party through a Town Portal.

When entering the Dark Woods, the team spreads out to find the Tree of Inifuss. The 2nd Sin makes her way through the Black Marsh, drops a Town Portal and continues Outer Cloister to pick up the Waypoint. If the team is close by when the Tree of Inifuss is found, Treehead Woodfist can be killed easily. If not, or after he is killed, everyone except the Tele-Sorc and Tele-Sin (Tele Team) enters the Black Marsh to find the Waypoint and The Forgotten Tower.

Meanwhile, the Tele Team returns to the Stony Fields, opens the Tristram Portal, and saves Deckard Cain, killing all the Elite Groups to gain Experience. Note: The Elite Groups in Tristram can only spawn in certain locations. After the final location is cleared, the Tele-Sorc joins the rest of the group in Black Marsh or The Forgotten Tower. The Tele-Sin quickly picks up Wirt's Leg for later use and then joins the team as well.

At this point, all 8 players are fighting through The Tower Cellar Levels. When The Countess is reached, the team kills her Minions and then leaves to create and join the next game. The Tele-Sorc stays to finish off The Countess, picking up her Rune drops, and then also joins Game 2. Note: Its important that everyone leaves the game before The Countess dies, to increase her Rune drop chances.

Game 2

In game 2, the team splits up into 3 teams:

  • Tele-Team: Tele-Sin + Tele-Sorc
  • Team 1: 2nd Sin + Fire Sorc + Paladin
  • Team 2: Barbarian + Druid + Cold Sorc

Make sure to remember these teams until the latter part of Act 2, as they have specific tasks to do!

The following individual tasks have to be executed at the start of the second game:

  • A player that picked up the Black Marsh Waypoint opens a Town Portal (TP) for the Tele-Sin.
  • The 2nd Sin needs to open a Town Portal for a player of Team 2 at the Outer Cloister, so they can pick up the Waypoint and proceed with their task.
  • Everyone picks up the Ring rewarded by Akara. Any Ring with Faster Cast Rate (FCR) goes to the Tele-Sorc.
  • Everyone fills up on Potions, if required.

Tele-Team:
The Tele-Sin picks up the Black Marsh Waypoint and starts to look for The Forgotten Tower, while the Tele-Sorc kills The Countess in the previous game. When joining Game 2, the Tele-Sorc also picks up the Black Marsh Waypoint and helps to search for The Forgotten Tower, if it isn't found yet. Ideally, the Tele-Team splits up to cover more ground.
When the Tele-Sin encounters an Elite Group, she calls over the Tele-Sorc to kill them together. The Tele-Sorc is capable of killing Elite Groups by herself using Strangling Gas Potions and Static Field.
Both enter The Forgotten Tower, if necessary through a TP by the other player, and start progressing towards The Countess. Kill Elite Groups along the way.
If the other 2 teams finish their objectives before the Tele-Team has reached The Countess, they join the Tele-Team for more Experience.

Team 1:
This team goes to the Stony Field and searches for Tristram, killing any Elite Group along the way, and inside Tristram. One of the team members picks up Wirt's Leg after all Elite Groups are killed off. When the final Elite Group is killed off before The Countess is found, join the Tele-Team in the Tower Cellar.
!!Leave the game before The Countess dies!!

Team 2:
This team has the important task to make progress. Their goal in this game is the Jail Level 1 Waypoint.

2 Scenarios can happen:

  1. The Waypoint is found quickly, and Team 2 can join the Tower Cellar.
    !!Leave the game before The Countess dies!!
  2. The other 2 teams finish their objectives faster than this team. When this happens, the Barbarian stays in this game to find the Waypoint, while the Tele-Sorc kills off The Countess.

Game 3

Tele-Team:
When joining Game 3, the Tele-Sorc helps search for The Forgotten Tower, if it isn't found yet. Ideally, the Tele-Team splits up a little to cover more ground.
When the Tele-Sin encounters an Elite Group, she calls over the Tele-Sorc to kill them together. The Tele-Sorc is capable of killing Elite Groups by herself using Strangeling Gas Potions and Static Field.
Both enter The Forgotten Tower, if necessary through a TP by the other player, and start progressing towards The Countess, kill Elite Groups along the way.
If the other 2 teams finish their objective before the Tele-Team has reached The Countess, they join the Tele-Team for more Experience.

Team 1:
This team goes to the Stony Field and searches for Tristram, killing any Elite Group along the way, and inside Tristram. One of the team members picks up Wirt's Leg after all Elite Groups are killed off. When the final Elite Group is killed off before The Countess is found, join the Tele-Team in the Tower Cellar.
!!Leave the game before The Countess dies!!

Team 2:
This team has the important task to make progress. Their goal in this game is the Inner Cloister Waypoint.

2 Scenarios can happen:

  1. The Waypoint is found quickly, and Team 2 can join the Tower Cellar.
    !!Leave the game before The Countess dies!!
  2. The other 2 teams finish their objectives faster than this team. When this happens, the Barbarian stays in this game to find the Waypoint, while the Tele-Sorc kills off The Countess.

Game 4

The whole team stays in this game for a while now.

Tele-Team:
When joining Game 4, the Tele-Sorc helps search for The Forgotten Tower, if it isn't found yet. Ideally, the Tele-Team splits up a little to cover more ground.
When the Tele-Sin encounters an Elite Group, she calls over the Tele-Sorc to kill them together. The Tele-Sorc is capable of killing Elite Groups by herself using Strangeling Gas Potions and Static Field.
Both enter The Forgotten Tower, if necessary through a TP by the other player, and start progressing towards The Countess, kill Elite Groups along the way.
Kill The Countess and join the other teams in the Catacombs if they haven't reached Andariel yet.

Team 1 + 2:
Both teams enter the Inner Cloister through a TP opened by the player that picked up the Waypoint. After fighting potential Elite Groups in the Cathedral, both teams enter the Catacombs Level 1.
Split up into the teams to cover more ground while looking for the next floor. Kill Elite Groups along the way.

The player / team that finds the next floor opens a TP for the other team to enter it.
Rinse and repeat until Catacombs Level 4.

In Catacombs Level 4, run straight to the final room, engage and kill Andariel! Return to town and travel to Lut Gholein.

Act 2 (Normal)

For the progression through Act 2, the teams split up once again:

Game 4

Everyone except the Barbarian, who starts exploring the Sewers from the bottom entrance right away:

  • Run straight to Lysander and fill up with Potions!

Desert Exploration:

Rocky Waste + Dry Hills
The Tele-Team and Team 1 start Act 2 by exploring the border of the Rocky Waste, looking for the connector to the Dry Hills. While the Tele-Team moves in a clockwise direction, Team 1 goes counter-clockwise. As soon as either team finds the Dry Hills, a Town Portal is opened, so the other team can enter the Dry Hills quickly. Both teams continue their respective directions. The Tele-Teams' primary goal is to find the connecter to the Far Oasis, while Team 1 is looking for the Halls of the Dead.

Sewers
The first task of Team 2 in Act 2 is to find and kill Radament and to ferry the Book of Skill to town. To do this efficiently, the Barbarian dives into the Sewers at the bottom entrance and starts to look for Sewers Level 2. In most cases, he should be able to reach Sewers Level 2 before the other 2 Characters of his team are done shopping. After opening a Town Portal they continue to explore the Sewers to finish their task here.

Far Oasis
After finding the entrance to the Far Oasis, the Tele-Team gets joined by Team 2, after they have completed their Radament task. Now, Team 2 takes over the counter-clockwise direction of border exploration. When the Lost City is found, a Town Portal is opened, so the other team can join the Lost City. In an ideal scenario, the Maggot Lair was found while exploring the Far Oasis. If so, leave a Town Portal there for the Tele-Sorc to use later.

Halls of the Dead
Team 1 enters the Halls of the Dead and is tasked to retrieve the Horadric Cube. This task usually takes the same amount of time the other teams need to find the Lost City.



Lost City + Claw Viper Temple + Ancient Tunnels
In most scenarios, all 3 teams are reunited in the Lost City for a bit. Team 1 and 2 help to look for the entrance to the Valley of Snakes, which the Tele-Team enters. The secondary objective is to find the Ancient Tunnels, which Team 1 and 2 start to clear out for Experience, while the Tele-Team is completing the Claw Viper Temple. If the Tele-Sorc hasn't reached Level 18 yet, she joins the Ancient Tunnels, and in very extreme examples, the Stony Tomb within the Rocky Waste has to be farmed to get her there. In the meantime, the Tele-Sin runs down the palace to open a Town Portal in the Arcane Sanctuary.

Arcane Sanctuary
While the Tele-Sorc is busy with the Maggot Lair, the rest of the players can start exploring the Arcane Sanctuary. Make sure to talk to someone in town to enter the Town Portal to the Arcane Sanctuary. The Barbarian is capable of using Leap to explore one direction. The rest of the players should split up into 2 other directions, always making sure that 1 Sorceress is with them for Static Field.

Tele-Sorc
After reaching Level 18, the Tele-Sorc now uses Teleport to quickly progress through the rest of the run. The first task is to pick up the Staff of Kings from the Maggot Lair. Afterwards, she covers the final path of the Arcane Sanctuary to find The Summoner. If that path is not the correct one, she teleports from the current location of one of the other directions.

All players join the Town Portal, which is opened to kill The Summoner, as soon as possible. The Tele-Sorc enters the Canyon of the Magi and aims for the correct Tal Rasha's Tomb. The other players, apart from the Tele-Sin, run to each Tomb separately to open Town Portals for later use. When the Tele-Sorc opens a Town Portal to the entrance to the Duriel fight, everyone joins that Town Portal. Note: Remember to talk to an NPC in town to be able to enter the Portal and destroy Duriel.

Act 3 (Normal)

Everyone should quickly enter Act 3, shop Potions from Ormus, and Team 1 + 2 return to Act 2.

Game 4

Act 2-Team
The 6 Characters return to Act 2 and wait for one of the Sorceresses to open a Town Portal in a Tal Rasha’s Tomb to the room with the sparkling chest, which also contains an Elite Group. If the tomb contains a large amount of Steel Scarabs, they can clear out the whole tomb. If not, a Sorceress does the same thing in the next tomb, entering it through one of the other Town Portals. This process is repeated until the Tele-Team has reached Travincal. Usually, the Cold or Fire Sorc reaches Level 20, before this happens. In that case, the Sorceress reaching Level 20 first helps out teleporting for progress in Act 3. Usually this tends to be the teleporting of the Flayer Dungeon.

Tele-Team
The Tele-Team is tasked to make progress in Act 3, while also reaching Level 20 on both Characters. To achieve this the most effective way, the Tele-Sin sits in town, next to the place where Town Portals open, and stays ready to join Town Portals opened by the Tele-Sorc. These Town Portals are called out whenever there is high a density of monsters, mainly of the Flayers-type. The first target is the Khalim's Eye in the Spider Cavern. Afterwards, she teleports to the Flayer Jungle to find the entrance to the Flayer Dungeon. The Tele-Sin picks up The Gidbinn and leaves a Town Portal at the Flayer Dungeon entrance. The Tele-Sorc continues to teleport all the way to Travincal, opening a Town Portal next to the High Council.

Travincal + Mephisto
When the Tele-Sorc opened the Town Portal in Travincal, the rest of the team comes over to kill the High Council. When everyone is in Act 3, the Tele-Sin turns in the Gidbinn and everyone should pick up the rewarded Rare Ring from Ormus. If any Rings have FCR, make sure to get them to the Sorceresses who need them to reach their Breakpoint. The Tele-Sorc picks up the Khalim's Heart from the Sewers in Kurast, while one of the other Sorceress' picks up the Khalim's Brain. While the High Council is being killed, Khalim's Will is assembled and the Compelling Orb smashed, to open the Durance of Hate. After the High Council was finished off, the 3 Sorceress' start teleporting through the Durance while the rest of the team waits in town, ready to kill Mephisto. Every Character should be Level 20 or about to be (19.8 is fine) at this point, otherwise some quick thinking is necessary to gain more experience before Act 4 is started.

Act 4 (Normal)

This Act is the shortest among all. The goal is to complete all 3 Quests as quickly as possible.

Game 4

While the Sorceresses are shopping for Potions, one of the Assassins runs out of town to open a Town Portal outside. Using that Portal to get out there a bit faster, the Sorceress' spread out to teleport through Act 4. This part comes down to communication quite a bit. The first Sorceress that finds the Plains of Despair opens a Town Portal.

The rest of the team enters the Portal to spread out, looking for Izual. One of the Sorceress' uses Static Field on him while the other two are searching for the entrance to the River of Flame in the City of the Damned. After Izual is killed, everyone except the teleporting Sorceress' returns to town to pick up the 2 extra Skill Points from Tyrael.

The Sorceress that finds the River of Flame first searches for the Hellforge, opening a Town Portal for the team to complete this Quest. 2 Perfect Ruby should be given over to the Tele-Sorc, while every quality of Diamond should be given over to the Paladin. The rest of the Gems should be picked up and saved to sell for Gold, when needed. Some of them should go to the Barbarian, who helps out the Tele-Sorc later on.

The other Sorceress ideally continues teleporting all the way to the top left Seal of the Chaos Sanctuary, opening a Town Portal there. The team joins this Portal to kill Grand Vizier of Chaos. This task is done with the combination of the Sorceress' Static Field and the Druid's Molten Boulder. While this is happening, the Tele-Sorc teleports to the top right Seal, opening it and a Town Portal for the team to quickly get here after killing Grand Vizier of Chaos. While the team fights Lord de Seis, the Tele-Sorc teleports to the bottom right Seal, opening it and a Town Portal for the team to quickly get here to kill Infector of Souls. Finally, the team continues to kill off Diablo and enter Act 5.

Act 5 (Normal)

In this Act almost every Quest is completed. There is little to no time for relaxing.

Game 4

While all the Sorceress' fill up on potions, an Assassin runs out of Harrogath to open a Town Portal as soon as one of the Sorceress' is ready to teleport, to reduce downtime.
The Sorceress teleports all the way to Shenk the Overseer and opens a Town Portal there. The team enters the Portal to kill Shenk. The Tele-Sorc continues teleporting, opening a Town Portal next to one of the Barbarian cages in the Frigid Highlands. One of the other Sorceresses picks up the task to teleport to the other 2 cages, while the Tele-Sorc continues towards Mount Arreat.
Reaching the Crystalline Passage, the Tele-Sorc opens another Town Portal for the other Sorceress to make her way to save Anya. The Tele-Sorc continues all the way to the entrance of the Arreat Summit, at which she opens the next Town Portal BEFORE entering the Summit. This allows the team to immediately activate the fight against the Ancients and everyone to still be able to join. Note: Do NOT open a Town Portal on the Summit while the fight is going on, it resets!
After the Ancients have been defeated, everyone except the Sorceresses return to town, while they teleport through the Worldstone Keep. To cover as much area as possible, they need to spread out. When the next floor of the Worldstone Keep, that Sorceress should open a Town Portal, so the other Sorceresses can get to that floor quickly. In the Worldstone Keep Level 2, one of the Sorceresses needs to pick up the Waypoint. As soon as the Throne of Destruction is reached, everyone needs to enter the opened Town Portal, to clear out the room, kill the 5 Waves and finally kill Baal. Make sure that everyone, especially the Sorceresses, fill up on Potions during the Waves in a staggered manner in preparation for the next step.

The Secret Cow Level (Normal)

After Baal is killed, the entire team starts doing Cow-Runs to get to Level 25. This usually requires 2 runs.

Game 4


Yes, The Secret Cow Level is part of this strategy. As soon as Baal is defeated, the Tele-Sin makes a b-line to Act 1 and opens The Secret Cow Level. The full team farms The Secret Cow Level to reach Level 25 at which point the Experience penalty stops affecting everyone. While farming here, there are some key items that everyone should look out for:

  • A Crystal Sword or [/d2planner-item]Broad Sword[/d2planner-item] as a base for the Tele-Sorc's Spirit.
  • Amn Rune, Thul Rune, and potentially Ort Runes.
  • Sol Rune is not mandatory, but an Insight Gnarled Staff on the 2nd Sin can give a massive Quality of Life boost.
  • Auric (Paladin) Shields: The Paladin is looking for a Shield with high base Resistances which he can use to put in 4 Diamonds to increase his survivability later on.
  • Rings and Amulets all should be picked up to potentially get Faster Cast Rate or Resistances for primarily the Cold and Fire Sorc.

Game 5

Usually, the process of getting to Level 25 takes 2 runs of The Secret Cow Level. When the Tele-Sorc reaches Level 25, she teleports to the Throne of Destruction. While she does so, and as soon as the Cold Sorc reaches Level 25, she executes her respec on the way to Act 5. As soon as the Town Portal in the Throne of Destruction is opened, everyone except for the Fire Sorc, Paladin, and 2nd Sin enter the Throne Room to start killing the Waves. When Wave 3 is killed, the other 3 Characters are called over to benefit from the experience of the final 2 Waves.

META

Act 1 (Nightmare)

And now it is time to split up into 3 teams once again:

  • Tele-Team: Tele-Sorc
  • Team 1: 2nd Sin + Fire Sorc + Paladin
  • Team 2: Tele-Sin + Druid + Cold Sorc + Barbarian

It is also the time in which not all 8 players are in the same game. While the Tele-Sorc opens a game in Nightmare to make progress, the rest of the group opens a separate game in Normal to gain experience.

Game 6 Tele-Team

The Tele-Sorc opens her game in Nightmare and teleports all the way to Andariel as quickly as possible. When reaching Andariel, the Tele-Sorc sspawns her on Player Settings 1 to make the incoming fight as short as possible. In a perfect scenario, she reaches Andariel in the time the Experience Group (Team 1 + 2) finishes their separate leveling game.

Experience Group

Team 1
This team opens The Secret Cow Level in the upcoming games. They farm Bovines until Team 2 calls out Wave 3 in the Throne of Destruction. At this point, they make their way over to gain the Experience from Wave 4 and 5.

Team 2
While the Cold Sorc teleports down to the Throne of Destruction, the Barbarian goes to Tristram and picks up Wirt's Leg for Team 1 to use in the next Experience game. The other 3 Characters clear out the Throne Room and kill of Wave 1-3 and call over Team 1 after.

Act 2 (Nightmare)

For the progression through Act 2, the teams split up once again.

Game 6

Tele-Sorc
In Act 2, the first and primary goal of the Tele-Sorc is getting to the Claw Viper Temple Level 2. Ideally, the Tele-Sorc picks up the Far Oasis Waypoint along the way. Teleport all the way there and open a Town Portal next to the Altar. DON'T CLICK IT YET! After reaching the Altar, call in the whole team to join you at the end of their Experience game. Everyone needs to be in Act 2 and in the party, before the Altar is clicked. After this is done, everyone except the Barbarian goes to their next normal Experience game. They continue to do these experience runs, until they are called back by the Tele-Team.

From now on, the Barbarian supports the Tele-Sorc in her task to make progress. While the Tele-Sorc makes her way to pick up the Staff of Kings in the Maggot Lair, the Barbarian can make his way down the palace to the Arcane Sanctuary. The Tele-Sorc finds The Summoner and opens a Town Portal on his plateau, opens the red Portal to the Canyon of the Magi, and continue to the correct Tal Rasha's Tomb. The Barbarian copies the Portal at The Summoner, while the Tele-Sorc attempts to open Duriel's chamber and enter it before the rest of the team is ready to join.

When Duriel is spawned, the rest of the team joins the Tele-Team. Quickly execute The Summoner, using the Portal of the Barbarian. Return to town, talk to an NPC, and finally blow up Duriel. After he is dead, everyone travels to Act 3. The Experience Group returns to Act 2 to gain Experience from the wrong Tal Rasha's Tombs.

Act 3 (Nightmare)

While the rest of the team is gathering Experience, the Tele-Sorc now faces the difficult task of progressing through Act 3 in a full game. The Barbarian can help her out in a couple of ways.

Game 6

  • Firstly, by copying "safety TPs". These are Town Portals, that are opened in order to reduce the amount of repeated teleporting, if the Tele-Sorc dies.
  • Secondly, by using Leap to stun monsters that prevent the Tele-Sorc from picking up the organ in the Spider Cavern.
  • Thirdly (more advanced), by using Leap to get through the Flayer Dungeon, while the Tele-Sorc makes her way to Travincal.
  • Finally, by using Battle Orders to increase her Life and Mana pool and hopefully reduce the amount of deaths happening.

The first target of the Tele-Sorc is the Spider Cavern to pick up Khalim's Eye. Afterwards, she makes her way to the Flayer Dungeon, where she opens up a Town Portal for the Barbarian to copy, and for him to attempt to get through.

Afterwards, she continues towards Kurast, dipping into the Sewers to pick up Khalim's Heart from here. The next stop is Travincal, where, once again, she opens up a Town Portal next to the High Council. If the Barbarian wasn't able to retrieve Khalim's Brain she can now teleport through the Flayer Dungeon, while the rest of the team kills off the High Coucil.

After the Compelling Orb is smashed, the Tele-Sorc starts Teleporting through the Durance of Hate together with the other 2 Sorceresses, opening a Town Portal in each floor reached and finally next to Mephisto. The whole team gets in and slaughters Mephisto. Ideally, the Tele-Sin at this point has reached Level 36 and was able to acquire a Wand of Lower Resistance to improve the kill speed.

Act 4 (Nightmare)

The band is back together. After Mephisto is killed, the team stays in this game to gain Experience and potentially kill Izual for additional Skill Points.

Game 6

Tele-Sorc
The Tele-Sorc exits the town and starts her way to the Chaos Sanctuary. Along the way, she opens Town Portals next to lucrative Elite Groups and in the Plains of Despair. If there are Burning Souls, it is usually not worth attempting to kill Izual. Make sure to call out if there are multiple Elite Groups around a Portal that are worth killing!

Experience Team
The rest of the team waits in town for the Tele-Sorc to open her Town Portal and kill the Elite Groups that are around, while the Tele-Sorc continues. If there are no Burning Souls in the Plains of Despair, the team should make an effort to kill Izual and get the additional Skill Points.

When reaching the River of Flame Waypoint, the Tele-Sorc opens a Town Portal for the other Sorceresses to pick it up, because they'll need it soon. She continues into the Chaos Sanctuary, ideally opening a safe Town Portal towards the top left Seal. If this is not possible, open a Town Portal in the center, so the team can start making their way towards that Seal. This is not a huge deal, as they usually need 2 Chaos Sanctuary runs to reach Level 40, the required Level for the Ancients in Nightmare. Similar to Normal, the Tele-Sorc can prepare the rest of the Chaos Sanctuary by opening the other Seals and Town Portals for the others to save some movement time. If there are Elite Groups along the way, the team should kill these on the way to the next Seal. Kill Diablo and enter Act 5.

Act 5 (Nightmare)

During the progression of Act 5, the teams are split up within the same game. This is necessary to get the Experience Team to Level 40, ideally before the Tele-Team reaches the Arreat Summit.

Game 6

Tele-Team
The Tele-Sorc starts teleporting through Act 5, leaving a Town Portal at the Crystalline Passage for the Barbarian to copy. Reaching the Ancient's, the next step comes down to the Level of the rest of the team. If they need another run of the Chaos Sanctuary, she grabs the Waypoint here, otherwise she opens a Portal at the entrance to the Arreat Summit.

Experience Group
The rest of the team gets to the Chaos Sanctuary one more time to gain Experience, while the Tele-Sorc is making her way to the Arreat Summit.

The Tele-Team are not capable of entering the Worldstone Keep, so the other 2 Sorceresses teleport down to the Throne of Destruction, picking up the Waypoint in Worldstone Keep Level 2 along the way. In the meantime, the Tele-Team can attempt to save Anya by themselves. The Tele-Sorc makes her way to Anya, opening a Town Portal when getting close. The Barbarian can help out by using Leap. Sometimes the team is required to clear out the area and successfully save Anya. Ideally this is done while the other Sorceresses are teleporting or after killing Wave 3 in the Throne of Destruction. After Anya is saved, the Tele-Team has a bit of downtime until Baal is killed by the rest of the team. They effectively "leech" the Baal Quest to proceed to Hell difficulty.

Tele-Team
While the rest of the team gains Experience, the Tele-Sorc and Barbarian continue to progress through Hell. The overall route here looks exactly the same as it is through Nightmare. The Tele-Sorc should get into the habit of opening a lot more Town Portals compared to Nightmare, as the risk of dying is a lot higher here.

Experience Group
The other 6 Characters simply do Baal Runs in Nightmare. The Sorceresses should get into the habit of both teleporting to the Throne of Destruction, as the chance of dying is decently high.

META

The Tele-Team makes progress, while the remaining 6 Characters gain Experience in other games.

Act 1 (Hell)

Game 7

Tele-Team
While the rest of the team gains Experience, the Tele-Sorc and Barbarian continue to progress through Hell. The Barbarian waits in town after giving Battle Orders to the Tele-Sorc, which teleports all the way to Andariel, dropping some safety Town Portals for the Barbarian to copy. This way the loss of progress in case of deaths is minimized.

When Andariel is reached, call over the Experience Group. They usually finish off their current Baal-Run before coming over to kill her. Fill up on Potions in the meantime.

Experience Group
The other 6 Characters simply do Baal-Runs in Nightmare. Just kill the waves and go to the next game, if the Tele-Team still needs time in the progression game.

Because the chance of dying is pretty high, both Sorceresses should get into the habit of teleporting to the Throne of Destruction. This also improves the average time needed to find the Throne of Destruction, since they can cover more ground in Worldstone Keep Level 3. The other players should shop for Potions to drop in the Throne of Destruction. This removes the need for shopping on the Sorceresses, reducing their downtime overall.

The Experience Group joins the game of the Tele-Team, and kills off Andariel. The whole team enters Act 2.

Act 2 (Hell)

For the progression through Act 2, the teams split up once again:

Game 7

Tele-Team
While the rest of the team gains Experience, the Tele-Sorc and Barbarian continue to progress through Hell. The Barbarian waits in town after giving Battle Orders to the Tele-Sorc, which teleports all the way to the Claw Viper Temple Level 2, where she drops a Town Portal for the Barbarian to copy. Call over the Experience group and start your way to the Staff of Kings in the Maggot Lair Level 3.

Experience Group
The Experience Group returns Baal-Runs in Nightmare. Only kill the Waves in the Throne of Destruction. By the time you have killed the Waves, the Tele-Sorc should be ready for you to join. Enter her game and move to Act 2 immediately.

1 Player goes to Drognan while the Barbarian clicks on the Altar.

Sometimes monster prevent the Barbarian to do so. Then the full party needs to help out! Join the Town Portal and kill anything that blocks the Altar!

After the Altar is clicked, and someone talks to Drognan, the Experience Group returns to Baal-Runs in Nightmare.

Tele-Team
The Tele-Sorc picks up the Staff of Kings and then makes her way to The Summoner. Reaching him, she opens a Town Portal for the Barbarian to copy, clicks Horazon's Journal to enter the Canyon of the Magi, and continues to the correct Tal Rasha's Tomb. Find the Orifice, open Tal Rasha's Chamber, and enter it. Open a Town Portal and call over the Experience Group.

Experience Group
Continue to do Baal-Runs until the Tele-Sorc calls you over. This can take 1-3 runs, depending on her RNG. Finish the run that you are currently in before joining her game.

Immediately get into Act 2 and use the Barbarian's Town Portal to the Arcane Sanctuary and kill The Summoner. Then return to town, talk to an NPC and enter the Town Portal of the Tele-Sorc to kill Duriel.

The Barbarian doesn't need to be in the fight. Go to the Palace and open a Town Portal in Harem Level 1 after the team has killed The Summoner. This increases the speed in which the team can enter Act 3!

Act 3 (Hell)

Back to gaining Experience, while the Tele-Team is pushing progress.

Game 7

Tele-Team
The Tele-Sorc starts teleporting through Act 3. The first target is the Spider Cavern to pick up Khalim's Eye.
Next up, teleport towards the Flayer Dungeon. Frequently open Town Portals along the way for the Barbarian to copy. The chance of dying here is extremely high! When reaching the Flayer Dungeon, open a Town Portal there. The Barbarian opens a Town Portal next to the entrance and tries to Leap through to pick up Khalim's Brain while the Tele-Sorc continues to teleport all the way to Travincal. Pick up Khalim's Heart from the Sewers along the way and open a Town Portal next to the High Council.
If the Barbarian was unable to get Khalim's Brain, enter his Town Portal and pick it up yourself.
Smash the Orb of Corruption as quickly as possible!

Experience Group
Continue to do Baal-Runs until the Tele-Sorc calls you over. This can take 1-3 runs, depending on her RNG. Finish the run that you are currently in before joining her game.

Enter the Tele-Team's game and get to Travincal as quickly as possible to kill the High Council.

After the Council is dead, everyone except for the Sorceresses wait in town for the Town Portal at Durance of Hate Level 3. The Cold Sorc and Fire Sorc help to teleport through the Durance of Hate. This area can be massive in Level 2!

Everyone in town enters the Durance of Hate Level 3 Town Portal ASAP! Kill Mephisto and enter Act 4 through the red Portal.

Act 4 (Hell)

The band is back together, again!

Game 7

The entire team stays in the same game until Baal is killed.

The Tele-Sorc makes her way to the Chaos Sanctuary, while the rest of the team looks for some Elite Groups in the Outer Steppes, and maybe kill Izual.

When the Town Portal for the Chaos Sanctuary is opened, everyone enters to clear it out. Depending on your equipment, and Character Levels, the Chaos Sanctuary is a dangerous place. Coordinate around the Druid, who stuns everything in range. The Tele-Sorc can help out with a massive range Static Field so the other Sorceresses can focus on their Damage Skills. If necessary, the Barbarian can use Leap to knock back enemies. The Paladin MUST be there at all times with his Conviction Aura!

If you are going for pure speed, the Tele-Sorc and Barbarian should leave the Chaos Sanctuary as soon as the team has everything under control. This allows them to gain more Experience, which tends to be the limiting factor when it comes to speed. Remember, they need to reach Level 60 for the Ancients in Act 5.

Finish of the Seal bosses and kill Diablo, then create a new game.

Act 5 (Hell)

Almost there!

Game 8

In this game, everyone except for the Tele-Sorc and Barbarian go through the Chaos Sanctuary one more time. This should be enough to get everyone to Level 60 while the Tele-Team teleports to the entrance of the Arreat Summit.

If some team members don't reach Level 60, another game might be required. In this case, the Tele-Sorc picks up the Ancient's Way Waypoint.

For the preparation of the Ancients fight, everyone except for the Tele-Team leaves the game. The Barbarian copies the Town Portal downstairs at the entrance of the Arreat Summit. The Tele-Sorc goes upstairs and spawns the Ancients. If they have dangerous modifiers (like Might or Fanaticism) and / or multiple Immunities, use a Town Portal and restart. Rinse and repeat until you find a good set of modifiers, then call in the team to kill them.

After the Ancients' are defeated, everyone except for the Paladin, Cold Sorc, and Fire Sorc leave the game. This makes their task to teleport to the Throne of Destruction a lot easier. The Paladin stays to make copies of Town Portals the Sorceresses open along the way. Pick up the Waypoint in the Worldstone Keep Level 2 and open a Town Portal when reaching the Throne of Destruction.

The Tele-Sorc and Barbarian stay out of the game, while the rest of the team kill the 5 Waves. After they are killed, one of the Sorceress stays in the game to spawn Baal. Everyone else leaves until she calls you in.

Now everyone enters the game and parties up - Baal should fall very quickly!

All 8 Characters should have the Hell difficulty completed!


Conclusion

The strategy displayed here has developed over the years, and to this day finds small adjustments that increase the overall speed. Keep in mind that 2 of the Characters are not capable of doing Baal-Runs in Hell at the end of this strategy right away. Make sure to Level them up to 60 in Chaos Sanctuary runs afterwards, then kill the Ancients a second time!

With Diablo 2 Resurrected, things might change even further. Having the ability to kill the Cow King in The Secret Cow Level and other small changes could speed up some segments, while others are slowed down. We'll keep you up to date on any change and hope you enjoy the comprehensive write-up.


META report by Teo