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Game Forum / Role Playing Games / Diablo 2 / November 2003

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Necro Choices.........

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short - 28 Nov 2003 22:23 GMT
Heh, these new skeletons kick a.s.  On the way down to Duriel, I started out
with 5, ended the fight with 2.  Me, the Golem and Merc never got hit that I
noticed.  There was a Sorc in the game, but from what I could tell she was
hiding behind me casting Freezing Armor, or something.

Anyway, I had some questions.
Apart from not having a clue as to which merc I'm going to go with end-game
(currently I have a mistake - a prayer merc, which I intend to fix the next
time I'm on Bnet)...has anyone gone through Hell with max Skeletons, and
only 1 natural point in Skeleton Mastery?

My problem is that I'm on at weird times, often playing alone or with the
denizens of Public Bnut, so I'm a bit nervous about going through with pure
summoning.

My choices as I see them are:
(keep in mind each of these includes 1 pt in each curse)

Max Skeletons/Mastery, mid-high level CE, Summon Resist and Golem Mastery,
and dump some points into Bone Armor, Wall, and Prison.

or
Max Skeletons, 1 point Mastery, Revive, Golems, Golem Mastery and Summon
Resist.
Then I could max Poison Explosion and Poison Nova.  This way PE says
4855-5850 over 9 seconds, which looks pretty impressive, and PN says
1104-1210 over 2.  Has anyone tried a similar build, and has anyone ever
actually used PE?  And if so, any guess as to how big the radius is?

or
Max Skeletons, 1 point Mastery, Revives, Golems, Golem Mastery and Summon
Resist.
Then max Bone Spirit, 10pts Bone Prison, and 10pts Bone Wall.
In the end that would net me 788-856 dmg from Bone Spirit, with 83 skill
points.  That is doable (IMO) but would BS cut it?  I would eventually split
the remaining points between Bone Wall and Bone Armor.   Oh, and with 10pts
in each of those and Bone Armor at 1 point, it absorbs 320 dmg :)

Now I've spent too much time at d2items.com, and have a headache.  G'day.

Thanks!

short - or I could just get an Act 3 lightning merc, and pray.
Clay - 28 Nov 2003 22:33 GMT
> Anyway, I had some questions.
> Apart from not having a clue as to which merc I'm going to go with end-game
> (currently I have a mistake - a prayer merc, which I intend to fix the next
> time I'm on Bnet)...has anyone gone through Hell with max Skeletons, and
> only 1 natural point in Skeleton Mastery?

If you want the skeletons to work in hell, you have to max the mastery.
It's the interaction between the two skills that make the skeletons so
powerful at high levels.
Bingain - 28 Nov 2003 23:07 GMT
I'm no necro expert, but have made about 5 necro's in 1.09 and am making two
in 1.10 HCL.

My feeling about golem mastery is that it's only good for Iron Golem.  You
don't want to lose your IG during fights.  However, you can cast the other
golems as often as you want.

In 1.10, even with one point in golem and mastery, that thingie moves real
fast (not as fast and responsive as skellies).  My necro has one natural
point in Clay Golem and GM (7 each with equip).  That mud thingie only dies
to act bosses (not that he's strong, but it seldom gets hit with the 10
skellies wracking everything so fast).

Problem with Spear/Spirit is that with less than 40 points investment in
bone skills, you're not cutting anything in hell.  Furthermore casting
spear/spirit all day requires you either have 2048 mana or inventory full of
blue pots.

I'd suggest you either go all summoning (skellies with
curses/bonewall/IM/mages), or all out bone (may be some creatures from
wand).  I have no clue about poison tree.

Bing

> Heh, these new skeletons kick a.s.  On the way down to Duriel, I started out
> with 5, ended the fight with 2.  Me, the Golem and Merc never got hit that I
[quoted text clipped - 39 lines]
>
> short - or I could just get an Act 3 lightning merc, and pray.
Michael Vondung - 29 Nov 2003 04:42 GMT
>Apart from not having a clue as to which merc I'm going to go with end-game
>(currently I have a mistake - a prayer merc, which I intend to fix the next
>time I'm on Bnet)...has anyone gone through Hell with max Skeletons, and
>only 1 natural point in Skeleton Mastery?

The Might merc, hands down. In late Nightmare and early Hell, I can
really tell the difference when the Merc's might aura is active and
when it isn't. Killing speed of the skeletons more than doubles. It's
not just on the paper, you can really see the difference. I do act5/NM
on "players 8" and killing speed is really fine still.

With one point in Skeleton Mastery, your skeletons will drop too fast
even in late NM. Every point here makes a difference, too.

M.
Vladesch - 29 Nov 2003 13:58 GMT
> Heh, these new skeletons kick a.s.  On the way down to Duriel, I started out
> with 5, ended the fight with 2.  Me, the Golem and Merc never got hit that I
[quoted text clipped - 39 lines]
>
> short - or I could just get an Act 3 lightning merc, and pray.

Summon skel and skel mastery sort of multiply to get total power. It would
be a waste to get one without the other. Youll need it in hell.
Brian Brunner - 29 Nov 2003 20:54 GMT
>> Heh, these new skeletons kick a.s.

Skeletons die in 1 hit in act II normal.

Skeletal Mages stay out of combat, and survive into actIII.  I haven't
gone farther than that.

>> Then max Bone Spirit, 10pts Bone Prison, and 10pts Bone Wall.

and corpse explosion...  and Amplify Damage.

>> Oh, and with 10pts
>> in each of those and Bone Armor at 1 point, it absorbs 320 dmg :)

You'll absorb a great deal more damage than that, very soon.

>> short - or I could just get an Act 3 lightning merc, and pray.

ActII Normal Defensive prayer merc... heals up the skelies & golem.

He's another free golem that can pack a good wallop CHEAP.  3 socket
spetum from Fara + IthElEth(Malice) and he smacks things down pretty
fast.  I give his opponents AD, and the boss all get Attract, I toss in
BoneSpear, and Corpse Explode to weaken/distract the targets.

ActIII merc is another skeletal mage.  I hate LEBs and don't want to be
one or have one in my employ.  DO NOT NEED that sound ANYWHERE NEAR me.

A fire merc with hellplague, sigons, lore, Skin of the ViperMagi, and
his fireballs are +5 levels.  I don't know how to get the same level
boost to a cold or lightning merc.

--
USEast SC: Claransa, Mudstomper.
USEast HC: Rockstomper
USWest SC: Mudstomper
USEast HC Ladder: Dirtstomper
Darktyger - 29 Nov 2003 21:22 GMT
>>> Heh, these new skeletons kick a.s.
>
>Skeletons die in 1 hit in act II normal.

Bullshit. Maybe pre-1.10 in LATE act II, but 1.10 skeletons are a LOT
more durable.

I suppose if you only have 1 skill level (mods and all) in raise
skeleton and none in mastery, they'd die that quick in act II
normal... But most skills are crappy by then if you don't put any
ranks into them.
Signature

Dark Tyger, keeper of the Nerf Railgun(tm)

All hail the Thief....

Bingain - 30 Nov 2003 04:34 GMT
> >Skeletons die in 1 hit in act II normal.
>
[quoted text clipped - 5 lines]
> normal... But most skills are crappy by then if you don't put any
> ranks into them.

I have a lvl 4 necro mule with 5 points in skeletons (only skill he has).
He tagged along in a travincal quest game so he could get a free Meph/Diablo
ride for the socket quest.  So he raised his skellies and followed the guys
in Travincal.  Some Zealots saw him and came over.  Skellies defended and
got slain in one hit.  The mule necro didn't have any TP scroll so he had to
run back to the way point.  He got town with none red pots left.

One the other hand, I use my lvl 50+ necro to rush my other mules to socket
quest.  He has 10 skellies and 4 mages.  Usually all of them will survive
Normal Diablo.  Occassionally a mage may die but that's it.

Bing
geo - 30 Nov 2003 06:31 GMT
>I have a lvl 4 necro mule with 5 points in skeletons (only skill he has).
>He tagged along in a travincal quest game so he could get a free Meph/Diablo
[quoted text clipped - 8 lines]
>
>Bing

My clvl 60 necro has 10 skellies and 7 mages, plus one clay golem
(he's there for looks ;) ) I have skeleton mastery maxed at the
moment, with items, and they took Mephisto out just now without
breaking a sweat. *Plus* my merc stood there like he was on a day at
the beach, leaning on his pike, acting all cool, you know? Didn't get
a lick in. Some Blood Lords (mages, whatever they are that throw
meteors) were tossing some around and he finally got into the act and
killed -them-. End of round, Mephisto 0, skellies 11. I lost 4
skellies and two mages. That was all. And I didn't get a hair out of
place, myself.

I *like* the skellies.

geo
Brian Brunner - 30 Nov 2003 05:06 GMT
>> On Sat, 29 Nov 2003, Brian Brunner wrote:
>>
[quoted text clipped - 3 lines]
>>
>> Bullshit.

If only your bullshit mattered to the game!  I'd love it!

>> Maybe pre-1.10 in LATE act II, but 1.10 skeletons are a LOT
>> more durable.

And they die in one hit in act II to spearcats and their kin.

(maybe it is usually two hits, but I'm too busy handing out damage, and
avoiding it, to keep precise track of the mean and standard deviation of
the number of hits that kill them)

Impression (and I wish your bullshit would change it) the skellies die
in act 2 in one hit.  Repeatedly.

>> I suppose if you only have 1 skill level (mods and all) in raise
>> skeleton and none in mastery, they'd die that quick in act II
>> normal... But most skills are crappy by then if you don't put any
>> ranks into them.

That's one in skel and one in skel mastery.

--
USEast SC: Claransa, Mudstomper.
USEast HC: Rockstomper
USWest SC: Mudstomper
USEast HC Ladder: Dirtstomper
Darktyger - 30 Nov 2003 05:45 GMT
>>> I suppose if you only have 1 skill level (mods and all) in raise
>>> skeleton and none in mastery, they'd die that quick in act II
>>> normal... But most skills are crappy by then if you don't put any
>>> ranks into them.
>
>That's one in skel and one in skel mastery.

Which is exactly why they last 1 or 2 hits. However, a
summoning-focused necromancer build's skeletons will last a LOT
longer...a single one can take out one of those spearcats that kill
your 1/1 skeles with ease.

Saying basically that skeletons suck based on 1 point in them and
mastery is like saying multishot sucks based on 1 or 2 points in that
skill. There are a lot of even high end skills that seem weak on the
first point or two, but start to shine after several points.

Once again, very few low branch skills are going to be very effective
beyond mid act II if you only put 1 point in. The skill isn't the
problem, it's the amount that YOU invested in it that is.
Signature

Dark Tyger, keeper of the Nerf Railgun(tm)

All hail the Thief....

DaRQueSToRM - 30 Nov 2003 07:54 GMT
Dude your full of sh.t.

I have raise skeletons and skelton mastery maxxed and they take out nm baal
without one dying.    The skeletons hardly ever die and so far they are
doing great in act one hell with thorns merc and iron golem.  Skeletons
dying in one hit is utter bull sh.t if you have enuff points in them.

> >> On Sat, 29 Nov 2003, Brian Brunner wrote:
> >>
[quoted text clipped - 30 lines]
> USWest SC: Mudstomper
> USEast HC Ladder: Dirtstomper
Brian Brunner - 30 Nov 2003 17:14 GMT
>> Dude your full of sh.t.

Dude, you lack basic mental hygiene & decent manners.  Your grasp of
English spelling is *so* 4th grade.  You were taught somewhere near that
tender age that "your" is not "you're".  I suggest we stick to d2 points
and leave personal attacks for another forum.

>> I have raise skeletons and skelton mastery maxxed

Not in act II normal you didn't!  Unless you were near level 30 or had
virtually no points elsewhere in any skill.

>> Skeletons dying in one hit is utter bull sh.t if you have enuff points in them.

If you put enough points in them.  I described 1/1 skeletons as advice
to people planning using skeletons.  Your data point is to support
(promote) skeletons *if* you max the mastery.  My point was that if you
leave the skel at 1/1, you're not getting much.  I have 3 skel mages
(1/1 with +2 from equipment) and don't bother raising the skel unless
I've got extra bodies lying about.  The SkelMages last a good while.
The ActII Defensive (prayer) merc helps.

>> > >> Maybe pre-1.10 in LATE act II, but 1.10 skeletons are a LOT
>> > >> more durable.

BTW I agree they are more durable.  That in and of itself doesn't say
much. 1.09 skeletons were harder to raise than to kill.

The point I made is that 1/1 skeletons dies in one (two) hit(s) in act2
norm, don't think of them as particularly tough. (Unless you augment
them with extra skill points in Skeletal Mastery; that latter part
didn't need adding in my original post as others had pointed it out
sufficiently).

>> > >> I suppose if you only have 1 skill level (mods and all) in raise
>> > >> skeleton and none in mastery, they'd die that quick in act II
>> > >> normal... But most skills are crappy by then if you don't put any
>> > >> ranks into them.
>> >
>> > That's one in skel and one in skel mastery.

--
USEast SC: Claransa, Mudstomper.
USEast HC: Rockstomper
USWest SC: Mudstomper
USEast HC Ladder: Dirtstomper
 
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