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    posted a message on 1.13 Necromancer
    Quote from polarducky

    Quote from apples

    mfing with a necro might not be the most efficient because effective mf has diminishing returns and thats further compounded by the necros slow killing speed. but whatever suits you, for the most part you want to find runes and those arnt affected by mf.


    I disagree that necro is really slow at mfing. I find it very fast. All you need is 3 thing: Enigma, max CE, beef up your merc(Infinity, Fort, Vampgaze or helm that has LL+ DR%.. your set to mf fast. If you have resist problem, could add some resist small charms. Now you have allot spots to add up MF%. Shako, mf shield, war trav, chancie, goldwrap, rings, ammy, Gheeds and still can kill fast. All you need merc to kill 1 then its all over to this group.

    Sadly MF doesnt help to find unique and runes...


    Would it go faster by having buffed up points in mages or golem?
    Posted in: Diablo II
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    posted a message on 1.13 Necromancer
    lol, I think I'd rather invest into revives > mages now. After doing runs, those damn mages keep blocking up the pathway for all my other minions to break through and smash up the stationary mobs firing at my troops and I =(.
    Posted in: Diablo II
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    posted a message on 1.13 Necromancer
    Thanks, this gives me a good sense of direction =). I'm going to be pumping up some mages. Right now, I have 10+ in skills, and I'm still awaiting for this hellfire torch charm for more +skill, so I think I'll get a decent return for just 1 in BA, wall, and prison. If I do get the knack of playing later on and casually come across decent property drops, I may redistribute some points into Iron Golem (if I haven't already).
    Posted in: Diablo II
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    posted a message on 1.13 Necromancer
    Are you guys sure about dumping all into vit instead of reaching max block first? I do have the homon shield. I don't know if it'd make a difference. If I ever do run into a mob, I start to drain fast (currently nightmare baaling).
    Posted in: Diablo II
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    posted a message on 1.13 Necromancer
    Thanks, I think I'm going to go with Mages and perhaps a bit in Iron Golem - this char is for MFing (but I also like Necros).
    Posted in: Diablo II
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    posted a message on 1.13 Necromancer
    Hm, where would you recommend I place the remaining points? For curses I'll have 1 in each but between 5-7 in Amplify.
    Posted in: Diablo II
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    posted a message on 1.13 Necromancer
    Quote from Hans

    I do not think Mages are useless. Conviction and Lower Resist can make them deal some damage. Poison Mages do not deal much damage but can help against life regeneration. The other Mages are alright. Mages are best if you have Teleport to help focus their damage.

    As for teleporting I would use dim vision in the area first before teleporting there. You can also just use baby steps for teleporting if you are uncertain of an area. If enemies are around the Skeletons and the Act 2 or Act merc will be rushing to meet them. I try not to Teleport into an unknown room.

    The only issue is the stair traps.


    Dang, everyone has differing opinions. A lot of people say that the damage bonuses for mages aren't significant enough like the F1shy guide. I am really afraid to touch my stats now. Having more vitality seems nice but I wouldn't really be able to take too many hits in Hell anyways. It just seems that max block or bone armor + teleporting would be really helpful.
    Posted in: Diablo II
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    posted a message on 1.13 Necromancer
    I will have to find a place to invest those points from bone wall (since I don't need bone armor). Mages are pretty much useless, but I may take the spread-out approach in curses/Golem. I am worried about not having max block though when it comes to teleporting in places in Hell.
    Posted in: Diablo II
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    posted a message on 1.13 Necromancer
    Is a summonmancer's points in Bone Armor worth it? This is merely PvM character (obviously) and for MF finding. The fact that I'm pretty well off twinked with good gear and I guess good block (never got how much Dex I needed to be honest) it seems that it might benefit my guy to distribute the points into increasing the killing speed/defense of my summons, or perhaps curses. I could be wrong though, I'm only level 50 at the moment in Nightmare.

    Oh, by the way, I got most of my build from Fishy. But I am also wondering how effective Iron Golems would be in the current patch...

    "5) Iron Golem: Interesting if you have access to a steady supply of high-end items. Using the IK Maul to create Iron Golems worked fine for me when I was running Baal. (IK Maul has ~40% Crushing Blow and is very easy to find. At any rate, I found them faster than my golem used them up)"
    Posted in: Diablo II
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    posted a message on 1.13 Necromancer
    Quote from Hans

    1 point into bone armor since you get better bonus from the synergies of bone armor.

    Ah, so should I bother with any into prison as well?
    Posted in: Diablo II
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    posted a message on 1.13 Necromancer
    Quote from polarducky

    Quote from wolfgang_lubb

    wait wouldn't it be better to have 20 in revive instead of skely mage, i mean the skeley mages are useless in hell

    Yes.

    However I would use them in bone wall for bone armor bonus. 1 point in revive is enough.

    So if I do 20 raise skel, skel mastery, and CE, how much into Bone Armour and bone wall?
    Posted in: Diablo II
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