Hey guys, just returned to the game a couple weeks ago, and so I got two guys I'm working on, and for a third I was thinking a PN/Summoner.
For skills, should I use this set up?
Max PDagger
Max PExplosion
Max PN
Max Skelly
1 Amp Dmg
1 Lower Resist
1 Clay Golem
1 Golem Mast.
1 Summon Resist
1 CE
1 into prereqs
Stats;
Str Enough for Gear
Dex Gear or Max Block
Vit Rest here
NRG Zip
So that leaves 18 points at the end to play around with, so where best to put them? Bone Armor, Skelly Mastery, Mages?
I also read up about a 2/3 ratio of points for Dex/Vit for increased survivability, does that still work for this type of build or even patch?
Also the exact function of LR and Amp. LR just helps my PN sticking to Poison Immune's, not increase its damage, right? So I do LR, PN, and then Amp to increase PN's damage? And can PN be applied multiple times or would I have to wait before applying it again?
Figured I would use an Act 2 Might Merc, give him either Insight, or make an Obedience runeword, possibly Stone runeword or maybe even CoH to increase his damage output and Might Aura since the Skellies are the real tanks here.
Also, can you go full Trang-oul's with this set? That would be +5 to all skills right there, although there is that bug with slower casting time. If PN needs to wait to be applied again, this won't be a problem of course though.
Any advice on how best to tweak this build? I know it may take some time, but I imagine it could MF Hell rather easily, albeit slowly. Can socket the Trang's for MF and then get Tancred's Ammy + Weapon on weapon switch, toss on some 25% MF rings.
Love to hear back from the D2 community! *that sounded really cheesy...*|||Dex/Vit: Go for max block only if you are using a shield with a decent block % (ie, Homunculus). If not (ie, Spirit) probably pure Vita. I have a lot of life charms, so I would go 75% block even with Trang's Shield. Other people might disagree. Preference.
Amplify Damage will do nothing for you Poison Nova. Lower Resist will make your Poison Nova do more damage, essentially. Poison Nova can be reapplied, but the damage sources will not stack. You will just reset its duration.
Trang-Oul's is a good set for a poison Necro.
Poison Necros make for great Pit runners. I believe there are no poison immunes down there.
I would get one point in Revives. They don't do much damage but make for great tanks.|||Quote:
Amplify Damage will do nothing for you Poison Nova. Lower Resist will make your Poison Nova do more damage, essentially. Poison Nova can be reapplied, but the damage sources will not stack. You will just reset its duration.
That's good to know then. If I ever come across some poison immune monster I'll just Amp and let the merc and Skelly's take them. So should I just LR then PN on most monsters?
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Trang-Oul's is a good set for a poison Necro.
Good to know, I found 2 pieces recently.
Quote:
Poison Necros make for great Pit runners. I believe there are no poison immunes down there.
Can they run Act Bosses too? I know how to make use of Decrepify with the skelly's on them, and I can LR every now and then for PN.|||Quote:
Can they run Act Bosses too? I know how to make use of Decrepify with the skelly's on them, and I can LR every now and then for PN.
Theyre decent boss runners. Though skellies and merc might be the main killers there depending on your gear so you could use amp damage. I did a small propaganda vid of what it would be like with top end gear |||Quote:
I did a small propaganda vid of what it would be like with top end gear
Very nice! What are your stats on that guy by the end?
Also, what do you think for the final skill points, where best to place them after PN synergies and Skelly's are maxed? Max Skelly Mastery or just play around with them, see where they fit?|||Definitely max skelly mastery, in my opinion. I don't think the skellies will tank very well without a lot of points in SM. So, you might have to decide if you want to get to Hell with psn skills maxed out or with skelly skills maxed out, but not a combination of both.|||Yeah i agree, skellies are very good(especially against stuff like wave 4 at baal runs) and CE should already be buff with skillers and stuff, so mastery seems like the way to go.|||Alright then, Skelly Mast it is then. I was unsure where would be best, but that really just makes sense now that I think about it haha.
As for the Necro's Merc, I was going to do an Act II Might Merc, maybe give him an Upped Rattlecage and possibly a Runeword Obedience 5os eth CV, if I found one. I was considering an Insight, but with the relatively few times I'll need to spam PN and the skellies wrecking everything, I doubt it's needed.
Anyone have any experience with a PN/Skelly merc?|||I don't think it'd be any different from a normal fishy's merc. Definitely might, and yes, I'd just give him a big hurty stick like Obedience with CB. CV can't get 5 sockets but a CA or thresher are good options, eth if you can get. You can give him Guillame's face for more CB and Treachery for the ias and resist. I don't know what people's deal with Rattlecage is, I've never found it to make my mercs particularly hard to kill.|||Alright, thanks for the help guys!
But now for the Million dollar question...
How does someone who's just come back to the game get started again? I don't mean leveling and skills, I figured, max skelly's and get 1 pt. wonders and pre-reqs, before I touch Poison.
The gear has changed quite a bit since I last played, so I'm unsure as to what items I should use, especially endgame when I can't afford all the best gear.
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