hammerdin aint fun, so i looked further and thought about poisonmancer
i cant affort the perfect gear, but the main parts are like this
shako
Enigma
mara's 22
BK4
TO claws(gloves)
war travs
now some points i get stuck at
TO shield + TO belt would give me good ress, -EPR and 2 to P&B skills
OR i could use arach + spirit which would help me te get the 125 fcr frame or together with TO gloves it would already reach the 75 fcr BP, +3 skills and 35@-fire
for the weapon i cant use deaths web, because i havent found one YET...
i could use HOTO or what else? wizard spike is a option to, but that would require so much dexterity
for the second ring i will use FCR ring if i go for the 125 FCR BP, probably with FR to make up the spirit lacks
skills i havent decided either
a poisonmancer is nothing without the 60 skillpoints in poison exp, nova and dagger
a golem could be a usefull tank, but what else. golem is a 1 point thingy so with summon resist, clay golem and golem mastery(maybe blood and iron golem 1 point to for the bonusses)
but then, LR and what? maybe CE? or bone armor?
the differences after lvl LR are barely noticable so with atleast like 12 +skills more then 3 points isnt needed.
CE could really speed up the killing, because the Psn nova isnt usefull to use like 20 times in a row so in the time the minions are poisoned i could use CE to finish them of faster
or fully go 1 point in bone armor and max 1-2 synergie(s)?
or just all a bit? and rest in CE
would like to hear your experience/opinion
thx|||For shield I would use Trangs because you lack deaths web so you need the extra -res to help out. Use a hoto until you get deaths web to offset the loss of FCR and gain a little resistance.
125 FCR is nice but not needed for your necro since repeated casting will only reset the timer so would only be useful for teleporting.
Skills
Raise Skele/Mastery for some decent tanks.
1 point bone armor and rest in its synergies for protection against anything else.
1 point corpse is more than enough.|||Quote:
For shield I would use Trangs because you lack deaths web so you need the extra -res to help out. Use a hoto until you get deaths web to offset the loss of FCR and gain a little resistance.
125 FCR is nice but not needed for your necro since repeated casting will only reset the timer so would only be useful for teleporting.
Skills
Raise Skele/Mastery for some decent tanks.
1 point bone armor and rest in its synergies for protection against anything else.
1 point corpse is more than enough.
hmmmk thx
not really known with the psnmancer, but for killing speed, would higher CE or skeles be more usefull?
and would TO shield + belt still be more usefull for the pits? i mean there are no PI's and LR would already lower most resists under 0|||Corpse explosion is more a season to taste skill but in my experience there has been very few occasions where a higher level corpse explosion would impact my kill speed significantly especially on a Novamancer. A Novamancer is usually already in melee range so I only need it to be maybe 6-7 yards which is around level 11 CE which kills most of what is on my screen after 1-2 bursts. Its entirely possible for you to hit level 20 without more than a point in it with the addition of some of the more beautiful set ups.
I prefer a defensive build that involves skeletons to soak up the attention and the damage of any strong monster packs so I would vote for that. This also will protect your merc and provide a extra damage source for unbreakable PI monsters while still maintaining a decent CE radius.
http://www.chrisclarke.co.uk/D2stuff...s/D2Radius.jpg
Personally I prefer to stack as much -res as possible as that in most cases throughout the game would yield a higher damage output especially since you don't own Deaths Web which is amazing and should be on your shopping list first. I'd stick with stacking -res which will deal more damage to every monster unless you already have them down to -100.
My current Novamancer has.
Lower resist = -62
Deaths Web = -55
Helm = -10
Shield = -5-30
Around 132 - 157 depending on the set up.
I generally have 3-4 different set ups all ranging in stats but generally the Helm and Web are always there.|||ok, but 1 problem, i havent got a 2/20/2, and IF i find one, its only 1/7 that its the necro one
so currently the only -Pres would be LR and TO shield
and your saying with my +skills i get enough range to kill fast with CE
so i could put points in RS and SM to make him stronger
and maxing RS > SM right?
and would SM > 3rd psn skill?
and what golem to use?
clay or iron golem(and with what item?a insight or what?)?|||Hope this helps. Re: CE, more is better, true it doesn't scale in damage, but larger radius means more dead monsters in fewer clicks, that can't be bad. Nor can the fact that you could kill off screen and behind obstacles. Between poison, physical damage, and fire damage you'll go through any mob very fast. At least, from what I've experienced, CE is excellent not only for offensive purposes, but for defense as well. You should experiment a bit and see what suits you and your playstyle, as for me - I've no regrets for any of the hard skill points ever invested in CE. Don't trust me, trust Nightfish

RS > SM - fact, and the skellies do make very good tanks, especially with one hard point in SR (with + skills you'll get to +60ish res all), and whatever points you can spare for SM. Oh, and they also kill pretty fast. Other interesting tanks you might want to consider are the revives, 1 sp invested here will get you about 7-8 or more creatures that really only die when their timer runs off (i.e. 3 minutes).
Clay golem, very nice for act bosses, fire golem excellent for questing - it's fire aura draws monsters and let's your necro do his stuff. If you're rich in objects you don't use you might try the IG, I'm SP self-found, so don't really bother about it. I find that the Clay and Fire Golems work just fine for me. This might help regarding IGs and the properties that transfer from objects to your golem.
"SM > 3rd poison skill?" If you max CE and use amp damage you already have a source of physical damage, which is what skellies do. For PI's a combination of LowerR and CE also works decently, but since you want a poisonmancer I guess the synergy might suit you better. This thread (just below yours) explains very well the use of maxed CE, although in combination with BS to get the first corpse. You'll get your first corpses with poison dmg and/or skellies, but I guess the rest is pretty much the same.
I also want to mention Attract, which I think will work great with a poison/CE combo, and it's also great for crowd control, plus it doesn't override other curses.
All of the above are to be regarded as suggestions and opinions of a newbie enthusiast, not a seasoned player.|||ok, so i have now fully read that guide, and i see how usefull a high CE is, so i wil probably max that to
also attract as you mentioned was used in it and it looked usefull
but do the unique/champ monsters att the monster that is attracted to or do they ignore it and if you cast attract first and then LR, does attract get overwritten?
i dont really like the constant summoning so i probably wont use revives
would using dual insight work? IG + merc or not?
and does the IG survive if i make it from a poleaxe class weapon?|||Actually, CE is pointless(sasuming decent gear, so can 1hit/2hit monsters with nova) excepte for special cases(baal waves, and there the radius doesnt still matter). There is no need to waste time CEing when you can tele around and nova more monsters at the same time, thus dealing more damage. Heres gameplay example with perfect items:
|||@ stefan - as you can see, opinions differ, there are a lot of players who suggest that maxing CE is a good choice, and there are others that say it's "pointless". That's why I said that you should give it a try at first with just 1 sp invested in CE, and no + skills from gear, afterwards mount your + skills gear and see if the difference matters to you.
Attract should be cast on normal monsters, and yes champs and uniques will attack it, and no, Attract is not overwritten by Amp or LR. As Attract's radius is rather small, you might have to cast it 2-3 times in case of really, really big mobs. There's a downside - it may gather enormous mobs of baddies, and an upside - it may gather enormous mobs of baddies

I mentioned revives only as added meat tanks in very difficult fights, if you find that the skellies are not enough. It's just a matter of 7-8 clicks and you'll get an extra army that might even prove useful (although they don't really kill anything), for example Gorebellies and the like that have CB and may stun enemies. I don't have the patience either to use them otherwise, as they're not necessary while questing.
The Merc will help a lot, but the choice depends, as ever, on your playstyle and what you intend to do with your necro. A Might merc will help your skellies do more damage, equipped with Insight will solve your blue pot addiction problem, if any, and that helps if you decide to use CE as your main attack, it's pretty mana intensive.
I don't have any relevant experience in using IG's, that's why I gave you the link on what properties transfer from objects to your golem. I've never really missed one, but that doesn't mean you'll find it useless.|||I just throw in a couple revives if my golem and merc are overwhelmed. There are better methods of staying alive instead of pumping into underpowered skeletons.
Prison, wall, dim vision, decrypt. Confuse and attract can makes things worst quite often(if you were ever foolish enough to abuse it in the arcane santuary).
No comments:
Post a Comment