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Skele-mancer V2.0 Author: Nightfish |
Version: 1.10 Page 1 |
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|Updated: 10 May 2004
0.
Introduction
Well, here it is, the second installment of my Skelliemancer Guide, also known
as the "Fishymancer" (named by Gohanman). I've tried to reduce the
unnecessary blabla to a minimum without leaving anything out that needs
answering. This guide was almost completely rewritten and I hope you like the
results as much as I do.
Probably needless to say, but this guide is written for 1.10 final, Single
Player. (Though it contains a few notes about MP, too).
Note that there are a lot of sections you can safely skip for now but that might
answer questions that arise later on. I tried to be as complete as is possible
but that necessarily creates a pretty long guide. Don't let that intimidate you,
though.
If you are looking for something in particular, I'd suggest using crtl+f to
bring up the search function and enter what you are looking for there. (for
example if you are having trouble with Duriel, enter "Duriel" and run
the search)
Disclaimer: When I say "put no points in skill X" or if I don't
mention skill Y, then that's because they are not needed for this particular
build, not because those skills "suck" for every Necromancer build.
1. The Build
I'll try to sum up in a few words what you can expect from your Fishymancer. He
is very well up to beating Hardcore untwinked (the definition of untwinked
varies from player to player, I take it to mean, "Using only items he finds
himself. (Some people call this "pure".). Apart from that, he is
also very handy as an MF char, but more on that later.
This build is probably the safest character you can play in 1.10, especially if
you don't have any gear at all. He is very strong in the field of crowd control.
Between his AI curses and the army of undead he is rarely in any real danger.
2.a)
Stat Points - Target Values:
Here, I'll only provide a rough guideline, as you may need more or less points
in certain stats depending on your gear. You will also notice that you don't
really need stat points with this build, so it's not really a big deal if you
waste a few.
Strength (Str) : Strength lets you wear
equipment. How much you need depends strongly on available gear. I'd shoot for
115 after items if you want to wear Guillaume's Face (check out the section
about Baal running to see why you will want to wear this helmet), or 156 if you
want to use Stormshield.
Dexterity (Dex) : Here you will want enough
for blocking (with a good shield, of course, don't aim for 75% chance to block
with a shield that has 30% base chance to block...).
Why? Simple: More points in Dex mean less in Vit, and thus, less life. Now, why
is it a good idea for a Necromancer to sacrifice Vit for dex? The Necromancer
receives only 2 Hit points (HP) per point in Vit. This is the low end of what
chars get, meaning that he loses less life than other classes that get 3 or 4
points life per point in Vit.
Good shields for this build are the Homunculus (72% chance to block), a rhyme
(runeword) Tower Shield or Sigon's Guard (64%). Don't try to reach max blocking
with a shield that has a lower base chance to block than Sigon's, and even in
the case of Sigon's I'd craft an amulet to help with blocking. (More on that
later).
Bottom line is that you will need around 200 Points of Dex at level 92 (trust
me, in 1.10 you won't get a lot higher than that anytime soon.). There is a
formula to calculate the needed dex at a certain level but I think it's easier
to just hover your mouse button over your defence value (this shows you your
chance to block) and see if you reached 75% blocking yet.
Vitality (Vit) : All the rest. Not much more
to say here. Everything you don't need otherwise goes here.
Energy (En) : Don't get Energy higher than
70. I think you could even get away with no points spent here, but normal
difficulty will be pretty tedious because you'll need to quaff a lot of potions.
2.b)
Stat Points - Progression:
There's not much to say here. At low levels I'd work on energy and strength,
then on vitality. Most likely you won't need blocking in normal at all, so I'd
not worry about dex until later. Blocking gets important in Hell, so be sure
you've got enough points saved to add them as needed. Don't be afraid to keep
stat points saved if you don't want to spend them, there's nothing wrong with
that. I've seen a lot of people beat the game with a few hundred points to
spare. (I did that, too)
3.a)
Skills - Target Values:
Summoning:
20 Raise Skeleton (RS)
20 Skeleton Mastery (SM)
1 Raise Mage
1 Clay Golem
1 Blood Golem
1 Iron Golem
6+ Revive
1+ Golem Mastery
2+ Summon Resist (SR)
Poison & Bone:
1 Teeth
20 Corpse Explosion (CE)
Curses:
4+ Amplify Damage (Amp)
1 Dim Vision (DV)
1+ Attract
1 Decrepify (Decrep)
0-1: Iron Maiden
0-1: Life Tap
0-1: Lower Resist (LR)
0-1+Bone Armour
The base build can be completed with only 75 Skill points. Skills that are
marked with a "+" are likely candidates for further skill points. I
suggest reading what I have to say in the skill analysis before adding a lot of
points to any of those, though.
Note: If you have spare skill points, the damage your skellies deal is
displayed as lower than it should be. I do no know if the bug is in the
display only and your minions to the right damage in game or if they actually
deal less damage. At any rate, the difference is not large but it deserves
mentioning.
3.b)
Skills - Progression:
Normal
2: Amplify Damage (1)
3-7: RS (5)
Akara: RS (6)
8: SM (1)
9-17: RS (15)
Radament: RS (16)
18-21: RS (20)
22: Weaken (1)
23: Terror (1)
24: Decrep (1) (before the fight with Duriel)
25: SM (2)
26: Clay Golem (1)
27: Golem Mastery (1)
28-30: SM (5)
Tyrael: SM (7)
31-32: SR (2)
33-45: SM (20)
Nightmare
Akara: DV (1)
46: Confuse (1)
47: Attract (1)
48-50: Amp (4)
51: Raise Mage (1)
52: Blood Golem (1)
53: Iron Golem (1)
54: Revive (1)
Radament: Revive (2)
55: Teeth (1)
56: CE (1)
57- 60: Revive (6)
Tyrael: CE (3)
60-70: CE (14)
Hell
71-72: CE (16)
Akara: CE (17)
73: CE (18)
Radament: (19)
74: CE (20)
3.c) Skills
- Analysis:
The whole purpose of this section is to explain why I used the skills I used and
why I spent as many points on them as I did. There are also a few hints on how
to use the skills here. Seasoned players may want to skip this.
1) RS and Mastery: Not much to say here.
More points mean more skellies and more damage for the skellies and your
revives. Skellies will start having trouble with hard enemies in Act 4 Hell and
beyond. If you have enough + skills items you will most likely be able to beat
the game using only skellies and your mercenary. Points added to RS increase
damage a lot more than points added to mastery.
Note about summoned creatures: If your skill level changes, your skellies retain
the level they were summoned at. So, if you have 20 RS and are under the effect
of a shrine (+2 to all skills) you will summon at skill level (slvl) 22 and
those skellies will remain at slvl 22 even after the effect of the shrine wears
off. You can use this to your advantage by having a lot of + skills gear on
switch. Note that this works the other way around, too: If you put more points
into RS you will need to resummon your skellies for them to be at your new slvl.
2) Raise Mage: Mages are not useful for this
build. This build is geared towards physical damage. The mercenary and my main
curse (amp damage) don't aid the mages at all. For this skelliemancer, mages do
more harm than good. Especially in tight areas like the maggot lair or the
arcane sanctuary where they will block your skellies' path. They also like to
block doorways. I heard that some people like using cold mages against act
bosses, but personally I never needed them and resummoning mages until you get
enough cold ones is tedious. Still, if you have problems with an act boss it
might be worth a try to summon as many mages as your slvl 1 with + skills
allows.
3) Clay Golem: The slow effect makes the
clay golem useful against single enemies like act bosses but not so useful that
I'd want to spend more than 1 pt. Usually you will have 8-10 skellies, your mercenary
and 4-10 (or more) revives. You don't need another tank.
4) Blood Golem: Don't bother casting this
one. He does nothing for you the Clay or Iron Golems don't do better.
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)
6) Revive: Despite the (relatively) poor AI
revives are far from useless. Especially since you can only have a limited
number of skellies adding a few revives can be a great help. Just pick your
revives carefully. In general it's a good idea to revive fast monsters or
monsters that are dangerous to you and deal physical damage. More on that later,
in the section about revives.
7) Strategy for using Revives: Having an
item with Teleport helps a lot. Enigma would be ideal but something with charges
works, too. (An Amulet for example) Use that to gather your forces (teleporting
next to Baal, Diablo, or into Coldworms chamber). Move a bit after you
teleported as sometimes your monsters don't move if you're standing right on top
of them.
8) Corpse Explosion: As you will most likely
play normal and nightmare on players 8 almost exclusively I'd suggest not
investing more than 1 pt here until later in the game. Once you reach hell and
switch to players 1 it is extremely useful if you want to kill in a
hurry. You don't have to have it, but if you intend for your char to be used for
MF you will probably want it. Well, and it's not like there was anything better
you could do with 20 skill points. Trust me, max this skill. Remember that CE is
50% fire and 50% physical. So, amp damage or lower resist can increase the
damage it does.
On a side note, CE is not useless on players 8, don't let the fact that it
doesn't scale blind you to that. It does not get a bigger penalty than any other
skill. Monsters on players 8 have 450% life. Assuming an amp'd monster with no
resistances, CE does between 90% and 150% damage. 3-4 casts would still be
enough in that case.
9) Amp Damage: The most often used curse.
Lowers physical resistance by 100%, which doubles the damage your skellies deal
and increases the damage you do with CE by 50%. It also breaks nearly every
Physical Immunity you will encounter in the game. I like having more than 1
point here because it lets me amplify whole crowds in a hurry and I can get back
to doing other things, like casting attract or CE. You'll be pretty slow if you
need to cast Amp 4-5 times before you've got every monster.
10) Decrepify: Another great curse. Monsters
are slowed by 50%, their damage is reduced by 50% and their physical resistance
is lowered by 50%. This is extremely hand against act bosses but is _not_
recommended against normal enemies. Do not forget to cast this curse against act
bosses, though. You will notice a huge difference in your troops' performance.
11) Dim Vision: Handy to use at the start of
a battle or to stop ranged attackers. It also keeps reviving monsters from
raising their dead, as they can't see them anymore. Its also great to stop
Gloams from frying you. I almost never used this curse, though. Using Attract in
combination with Amp is far, far superior to using DV.
12) Attract: The crowd control curse. This
one really rules. Cast it on a monster and all the other monsters start
attacking it. This curse cannot be overridden by other curses. (Meaning if you
cast amp damage on top of it, the attract curse stays active.) What makes this
curse so useful is that a) Monsters stop attacking your troops and b) you can
cast amp damage on all the other monsters that are currently attacking the
victim of this curse. This gives you crowd control and more damage. (Remember,
if you cast amp damage on top of dim vision the dim vision curse is gone). When
facing a boss pack, cast the curse on a minion, not the boss as it doesn't work
when cast on bosses.
By the way: You do not cast attract on the monster to kill it. You're casting it
to keep several enemies busy. I'm stating that because some people asked why to
bother with this curse, as it doesn't really kill the monster.
13) Lower Resist: This curse has one
situation where it is handy, if you have points to spare you might want to
consider putting 1 point here at most. There are some enemies in the game that
have more than 120% physical resistance. This means that they will stay PI, even
after you cast amp on them. This only applies to a few choice bosses and you can
kill them without LR, but LR makes it a just a bit faster. There will be more on
that later, in the section about Physical Immunes.
14) Iron Maiden: Only as a prerequisite if
you want LR.
15) Life Tap: This curse returns 50% of the
damage your troops deal as life. At first glance this sounds like a very good
thing but life tap is still not very useful for this build. Once your mercenary
gets any leech at all he will easily leech back the life he loses. My skellies
rarely died, too, so I prefer to keep my enemies amp'd rather than life tap'd.
Might be useful for the early stages when your mercenary has no life leech of
his own or if you are in an MP game and have some fragile chars along.
16) Bone Armour: This skill might be handy
in Hardcore. Personally I haven't used it yet but if you have spare skill points
it does sound like a good idea.
3.d)
Skill Points - Comparison of Curses:
There are several curses that have somewhat similar effects. The trick here is
to figure out which of these are the best pick for you for a given situation.
Note that the answer to these questions is not "always use curse 1 and
never curse 2" but rather "use curse 1 here and use curse 2
there".
i) Decrepify vs. Amp Damage:
Quite often people have asked, which of these two was the better curse, so I
thought I'd add a small paragraph about that. Some people argue that the -50%
speed and damage decrep provides make it the better curse, but actually you
won't need those things very often. Remember, the -50% damage and -50% speed
don't do anything for you if you don't take any losses without them. So long as
your army doesn't take heavy losses, there is no reason to use decrep,
especially since it takes a while to affect larger crowds with this curse. In
most cases, amp is the better choice. Decrep enters the scene when you come up
against single, tough enemies. Either Act Bosses, or regular boss packs with
nasty mods (extra strong, fanaticism or might aura). Lister is a good example
here. If he is extra strong and fanatic I usually use decrep instead of amp.
ii) Dim Vision vs. Confuse vs. Attract
Another argument I've frequently seen is which of these crowd control curses to
use. I've already brushed this argument when I talked about the individual
curses, but I think this deserves it's own paragraph as it's being brought up
that often.
All of these curses serve when it comes to stopping monsters from hurting you,
no argument here. The key factor is that you cannot override attract with
another curse (attract on the other hand, can override other curses) which
allows you to keep a group of monsters busy and under the effect of amp damage.
None of the other curses can do that for you.
Confuse does make all the monsters attack each other, but as the damage they
deal is so small compared to their life it's not really a valid alternative to
attract.
There is one situation where I'd cast dim vision rather than attract. When
you're dealing with very dangerous ranged attackers and can't take the time to
aim attracts but just want to fling a curse in the general direction of the
monsters. Like Gloams that are shooting at you from off-screen for example. I'd
dim vision those, then teleport up close and amp & attract them.
Against regular archers I still prefer using only attract as it works just fine
here.
You will probably notice that it's not necessary to cast attract all the time.
In most battles your forces will do just fine without it (or another crowd
control curse). But don't forget that you have those crowd control curses.
They'll be helpful to you at the start of a session when you have only your mercenary
and nothing else.
3.e)
Skill Points - What to do with spare points:
Well, as the official build ends at level 74 we will need something to do with
all our extra skill points. At first glance there are a lot of options but most
of them won't do you any good.
- Option 1: Getting an offence spell, either poison or bone. Bad idea.
Without synergies those spells do next to no damage. Next!
- Option 2: Getting bone wall or bone prison: Between your curses and your
army you really shouldn't need more crowd control. Next!
- Option 3: Adding a few more points to your favourite curses because you
think duration is too short or the radius is too little. Good idea. Do that
if you want to.
- Option 4: Getting more Revives: Good idea if you have fewer than 10-12 and
want a few more. Personally I like to have 12 revives in full MF gear.
Depending on your MF gear this may take more or less points.
- Option 5: Maxing Golem Mastery: Good idea if you want to use an iron
golem. Only advisable for boss running and then only if you can summon him
out of an item that has crushing blow. But if you can do that this is a
pretty decent idea. Do not do something crazy like casting him out of a
beast rune word unless you will _never_ face Oblivion Knights again. Iron
Maiden kills this golem instantly. The IK Maul is a good choice here. Can
improve your times for Mephisto or Baal running significantly.
- Option 6: Getting more SR: Good idea if the gain is still worth the cost
to you. Maybe you will need 1 or 2 extra points for MFing.
- Option 7: Getting Lower Resist. Good idea if you want to speed up killing
of those unbreakable PI enemies.
- Option 8: Getting a few points in Bone Armour. Good idea if you are
feeling fragile.
- Option 9: Something different: Good idea if you didn't like my
suggestions. Don't come running if you don't like the results, though...
*wink*
4.a)
Gear - Untwinked:
The first thing you need to know about this build is that it can basically beat
the game "naked", which makes it perfect for playing untwinked. (To
me, untwinked means that you start with nothing and do little to no boss runs
and thus you'll never have a lot of godly items)
I'd suggest always picking up flawless gems and cubing them to perfect. There
are a lot of things you can do with them that will help you survive. You might
want to have a few of every gem of every quality, just in case you want to
upgrade some runes.
What we're looking for in equipment are the following things: MF, Resistance to
Lightning, + skills and to a lesser extent: resistance to all elements.
Now I'll cover some of the "cheap" choices, slot by slot.
Weapon:
- Wand with + 3 RS and good other mods. Ideally something with + X to summoning
tree and +3 to SM
Helm:
- 3 Socketed Crown (or other headgear) with Ort Runes or Perfect Topazes
(PTopaz), depending on your need.
- Tarnhelm socketed with a PTopaz
- Peasant Crown
Body Armour:
- 4 Socketed Gothic Plate (or other armour) with Ort Runes or Perfect Topazes
- Wealth Runeword (LemKoTir)
- Skin of the Vipermagi
Shield:
- Sigon's Guard with a PDiamond
- Rhyme Runeword (ShaelEth)
- Whitstan's Guard with a PDiamond
Amulet:
- Resist all amulet (Cube: 1 Perfect Gem of each kind + 1 magic amulet)
- Rare resist all amulet with good other mods
- Amulet of Teleport (You will want to gamble for one of those in any even)
- Crafted safety amulet with 10% blocking (see here
for info on crafting items, crafted items are like rares but they come with a
few "built in mods. The saftey amulet comes with 1-10% increased chance for
blocking. It is possible (maybe even easy) to get one with 10% blocking and
resist all.)
Boots:
- Rare or Magic Boots with Resistances, MF or Faster Run / Walk
- Sigon's Boots
Belt:
- Sigon's Belt
- Rare Belt with resis
- Goldwrap
Gloves:
- Frostburn
- Chance guards
- Trang Oul's gloves
- Rare gloves with resis, MF
Rings:
- Coral Rings (Cube: 1 Magic Ring + 1 Perfect Topaz + 1 Rejuvenation Potion)
- Magic or Rare ring with Resis and MF
- Nagelrings
4.b) Gear
- Twinked:
If you already have a decent array of items you will have an easier time beating
the game. Here I'll list only the top choices for each category. You won't
necessarily have some or all of these items but don't worry. As I said before,
you don't need any of those; these are simply the top choices. In this section,
the first emphasis is on kill speed, with only a small thought given to MF. For
MF gear check the MF section further down the road. (Note that this is just
the top picks that I'd use if I had everything that was available. You do *not*
need anything of this to beat the game.)
Feel free to experiment with the gear you have, you don't really need anything.
If you're not interested in MF focus on + skills (especially for the summoning
tree) and resis.
Weapon:
- Weapon 1: Arm of King Leoric
- Weapon 2: Beast Runeword (on switch)
Helm:
- Harlequin Crest
Body Armour:
- Enigma Runeword
- Skin of the Vipermagi
Shield:
- Homunculus (PDiamond)
Amulet:
- Mara's Kaleidoscope
- Resist all amulet with good other mods (+3 to summoning tree, ideally)
- (Rare) Amulet of Teleport with good other mods, this (the teleport part) is a
"must" if you don't have enigma
Boots:
- Wartraveller
- Marrowwalk
Belt:
- Arachnid Mesh
Gloves:
- Frostburn
- Trang Oul's Gloves
- Good Rare gloves
Rings:
- Stone of Jordan
- Wisp Projector
Charms:
- Resistance Charms of all kinds
- Summoning Grand Charms
At high skill levels your skellies will do insane damage, if you can get a lot
of + skills you will probably be able to beat the game using nothing but
skellies. Note that revives do not ramp up like this; their strength increases
more linear.
Having the beast rune word on switch would increase your killing speed quite a
bit (because of the fanaticism aura) but it's very expensive. If you have to
choose between Enigma and Beast, go for Enigma.
5.a)
Hireling - Choice & Gear:
Our final Mercenary will be a Might Mercenary. (Act 2, Nightmare, offensive Mercenary).
He has the edge over everything else that is available. (For explanations check
the next section). In normal I'd suggest using an Act 2 defensive Mercenary,
though an Act 1 Mercenary could do well, too, if you have a decent bow for her
to use. Still, I'd prefer the one with the aura.
Make sure your mercenary is always the same level as you are. Leveling him may
take a while at first, but it will pay off in the long run. If you put off leveling
him for too long he will never start to gain any real experience as the amount
of XP he gets is dependant on how close his level is to the level of the monster
he fights. (Keeping his level close to yours is especially important for your
final mercenary. It isn't really such a big deal if the first one lags behind as
you're going to fire him in Act 2 Nightmare anyway.)
As for the mercenary's gear: Make sure he has decent equipment. Don't just treat
him as a walking aura. If you're untwinked it might be a little harder for you
to get great gear but do try to keep him supplied. Shaftstop would make great
armour and it's not that hard to find, same for Vampire Gaze, which would be
your top choice for a helmet. (Both items socketed with res all jewels if you
can manage that). A decent weapon would be an ethereal polearm with the Honour
rune word. That is very easy to get and provides decent damage and life leech.
On the unique side of things, Bonehew is an excellent late game choice that
isn't all that hard to come by. Tomb Reaver would be your very high-end choice.
The most popular act 2 mercenary weapon, The Reaper's Toll, is a very poor
choice for this build as the mercenary will constantly override your curses
which is something you don't want.
As a thumb rule, try to give your mercenary damage, leech, resistances and
damage reduction.
5.b)
Hireling - Comparison of available Mercs:
Act 2 vs. everything else
Act 2 mercenaries come with one big advantage: Their Aura. Nobody else has
one and that gives Act 2 mercenaries the edge over every other mercenary, almost
regardless of what char you play. This is especially true for this build as you
have a lot of minions that will benefit from your mercenary's aura.
Might vs. Thorns
Might makes all your skellies and physically attacking minions stronger
whereas thorns only works if a physically attacking enemies hits something. So,
Thorns is weak when you fight few enemies or enemies that don't attack
physically. Might doesn't care. It's always strong.
Might vs. Prayer
If you use your curses cleverly your minions will not get hit very often and
hence they won't need any extra healing. Even if they do get hit, they are
durable enough to withstand a few hits and regenerate fast enough so that you
rarely lose any minions. The benefit of might outshines that of prayer by far.
Might vs. Blessed Aim
Blessed Aim helps your skellies hit. On paper this seems to be a good choice
but once you are actually in the game you will notice that your skellies have no
problem hitting stuff. That makes the blessed aim mercenary pretty redundant for
our build and certainly not more useful than might.
Might vs. Defiance
Defiance improves your Skellies defence, aiding them in surviving melee
attacks. Looks like a good choice at first glance but skellies have problem
surviving even in late hell so you don't need the defiance mercenary.
6. Hardcore
Basically there is not much to say about hardcore. Your strategies and gear
choices stay the same as the build was supposed to be able to beat the game
without dying.
In general, it is a good idea to progress a little more slowly in hardcore,
level up a bit more, sell a lot of stuff and gamble. Gloves, Belts and Boots are
common choices here. Watch for resistances here.
The section about untwinked gear applies to hardcore, too. Just make sure you
focus on resistances more than you'd do in SC.
Basically, you have to be a lot more careful in HC as once you're dead you stay
dead (big surprise here). I'd suggest completing the game in softcore at least
(with any char) once before trying hardcore. Take a good look at what monsters
in hell can do and remember the dangerous ones.
I advise against reckless moves like running too far ahead of your army, that
will probably get you killed sooner or later. Also be careful in areas that
spawn Gloams. If one of them has conviction you could get in deep trouble.
Another known issue are Fire Enchanted bosses. Make sure you're outside the
blast radius when they die, same for Cold Enchanted bosses and Stygian Dolls.
The last two aren't bugged but they can hurt.
Running vs. Walking: Another of those things that are frequently brought up.
Personally I prefer running for several reasons. For one, walking looks strange
to me and I prefer to be as fast as I can. I got my necromancer to guardian
without dying and without walking so I guess I can safely say you don't have to
walk. Just don't charge along blindly leaving your minions behind. That's not
really a good idea.
7.
Tactics for specific Monsters and Areas & Frequent Problems
This section will include all those random tidbits of knowledge that don't
really belong anywhere, as well as some tactics for act bosses and certain
difficult areas.
A note on Player Settings: You should be able to take most, if not all of
normal and nightmare on players 8. (assuming you follow the skill progression,
that is. If you max the mastery first you will be a lot slower) If your gear is
top notch you should be able to do the same on hell. Note that in players 8 hell
your main problem is not getting killed, but running out of patience waiting for
monsters to die.
The most annoying areas are undoubtedly the Arcane Sanctuary and The
Maggot Lair. The passages are very narrow and your minions can't properly
engage your enemies. The easiest way to beat those areas is to set the game to
players 1, unsummon all of your minions and let your mercenary and CE do the
work. (This applies to Hell difficulty. Normal and Nightmare shouldn't be much
of a problem)
Andariel: Shouldn't be much of a problem due
to the large amount of monsters she keeps around. Replacing lost skellies is
easy here. In hell you can also use CE against her.
Duriel: Only a problem in normal. People
usually only have difficulty with him if they forget to cast decrep and spend
their points differently from the suggested skill progression.
Mephisto: Another weak boss. As usual, keep
him decrep'd and you should be fine. Maybe consider reviving a few council
members.
Diablo: A lot of people have problems with
him, too. Usually this happens when they forget to cast Decrep, don't cast the
clay golem or don't have points in SR.
Baal's Minions: CE makes short work of them.
I like to use amp against all of them, except against Lister if he spawns with
might or fanaticism.
Baal: May take a while to kill in normal
play. Teleport is important. Decrep and clay golem are used as usual. If you
intend to run him, check the appendix about the CB Set-up.
Physical Immune Monsters: Amp takes care of
all normal PIs and most bosses. The others can be defeated with CE or by
reviving monsters that use elemental attacks. Lower Resist helps, too.
Gloams: Usually they shouldn't be much of a
problem. Try evading their fire if you can, Amp them and use CE as the first
goes down. Teleporting right next to them is a good idea unless you are dealing
with a conviction boss. Dim Vision is nice but I found that I rarely needed to
use it. Keep your mercenary's resis up.
Blocked Doorways: Quite often people have
problems getting through doors or narrow passages blocked by a few monsters.
Only one or two of your skeletons will be able to attack and monsters may take
forever to go down that way. Fortunately, there are some ways to deal with this:
The first option, available to all necromancers, is to cast terror several
times. That scares monsters away from the door and you will be able to move in.
The second option is a bit more straight forward and this will probably be your
preferred way of solving issues like that in later stages: Just teleport into
the room.
Getting the first corpses: Well, once you've
got your army you're pretty much unstoppable, but what about the start of
session when you don't have any army?
Some people like to visit earlier acts to get their first skeletons, but I found
that to be unnecessary. Your mercenary should be more than sufficient to get
those first few corpses. Just make sure you put those crowd control curses to
good use to keep him alive. Also, consider casting CE on the first few corpses,
rather than beginning to raise your army immediately. Usually it's faster to
cast CE on the first two corpses and then have about 20 dead monsters rather
than raise skellies or revives immediately.
Once you've reached Act 5 you could just pop through the red portal and raise
the dead bodies in Pindle's Garden as skeletons. Personally, I never found that
to be necessary but it's still nice to know.
8. Revives
A general note about revives: They are all next to immortal unless their timer
runs out. Hence monsters with a lot of life (or physical immunity) don't make
better revives. That being said, there are several kinds of monsters that make
good revives:
Archers like Dark Rogues or Skeleton Archers
are excellent choices as they don't need to close with the enemies and thus can
never get in each others ways. Those are probably my favourite revives. Spear
Cats are okay, too, but they seem to be less effective than the archers.
Succubi make good revives if nothing else is
available. Their attack is physical but they are a bit erratic. An annoying side
effect is that a lot of them cast their own curses. Usually you will want
another curse to be in effect so you may not like some types of succubi.
Experiment a bit to see which ones you like.
Ghosts are great revives for the arcane
sanctuary. They can't block each other's path, which is awesome in this place.
Standard Melee Monsters are solid choice.
Examples are Serpent Magi, Doom Knights, Desert Raiders, Dark Rogues, Beetles,
Balrogs, Yetis and Thrashers. All of these make decent revives especially if you
can teleport.
Gorebellies and their look-alikes (the big
guys with the clubs) deserve special notice as they have Crushing Blow. If
you're entering a tough battle against an act boss or the Ancients consider
looking for a couple of these guys. Note that you can bring them from act 4 to
act 5. Just make sure you can quickly get to where you need them, so you'll
probably want to leave your town portal open in act 5 and get the Urdars without
using a new portal.
Vampires are okay if you need to take
something down that's PI and stays PI. They are also useful in the Arcane
Sanctuary, as they don't need to close with their enemies. They're not as good
as ghosts there but better than melee monsters like Goatmen.
But not every monster that you fear makes a good revive. Gloams are poor choice,
as are Stygian Dolls, or any other erratic creature, for that matter.
(Gloombats, Fetishes, Fallens) Slow moving creatures like Mummies, Zombies,
Cadavers, Maggots or Corpse Spitters are very poor, too.
9. Hotkeys
Well, this will be a short one, but I does need mentioning as having a good
hotkey setup will make you just that much more efficient. Here's what I suggest,
it may seem a bit weird at first, but once you got used to it you will not want
to go back, I promise you that.
(Note, the point here is not to assign the skills the way I did, the point is
using the letter keys for hotkeys. I do have some thought behind assigning them
the way I did but maybe you'll find that it doesn't suit you.)
Q: Skill 1: Corpse Explostion
W: Skill 2: Golem (note: Should you summon an iron golem unmap this
hotkey, lest you destroy your first golem accidentally by summoning a new one)
E: Skill 3: "Wildcard 1" curses like Life Tap, Terror or Lower
Resist go here if you find that you need them.
R: Skill 4: "Wildcard 2" curses like Life Tap, Terror or Lower
Resist go here if you find that you need them.
A: Skill 5: Amp Damage
S: Skill 6: Dim Vision
D: Skilll 7: Decrep
F: Skill 8: Attract
Y/Z: Skill 9: Raise Skeleton (this on is "Z" for Americans and
"Y" for German keyboards)
X: Skill 10: Revive
C: Skill 11: unassigned
F12: Town Portal
T: Skill Tree
Z/Y: Character Screen ("Y" for Americans, "Z" for Germans)
U: Quest Screen
I: Inventory
O: Mercenary Screen
Number keys 1-4: Potions (1+2 Health, 3 Mana, 4 Rejuv)
Appendix
A: Magic Finding and Boss Running
A lot of the things I'll say here have nothing to do with the necromancer build,
but apply to MF in general. It might still be interesting to some and it covers
quite a few frequently asked questions about magic finding. Still, it can be
skipped in good conscience if you don't want to do any serious MFing.
Things I'll cover here are the basics of how MF works, where to MF in the
various stages of the game and how to compare your MF results. (Like, comparing
your finds from Mephisto to what Baal gives you)
First up let me repeat once more that magic find works on act bosses just fine.
Regardless of what blizzard or anybody else says. Several people (including me)
have done extensive testing on that and have verified that MF works just as it
always has.
Okay, that being said, how does it work? Well, let's say a monster has a 1%
chance of dropping a unique item. If you wear MF gear that gives +100% chance to
find magic items his odds will be 2%. If his odds were 4% before they are 8%
afterwards. Simple right?
Now, one more thing you need to know about Magic Find is that there are
[/b]diminishing returns. Meaning that your actual MF percentage is lower than
the sum of MF you get from your items. That means that every single point of MF
helps you less than the last. But that doesn't mean it's a bad idea to try for
as much MF as possible. It is only a bad idea if it slows you down a lot. With
this build you shouldn't really have those problems as you can sacrifice
basically everything for the sake of MF without endangering your life or slowing
down.
Oh, and in case any body was wondering [b]MF works just fine with your minions.
(I've seen this being asked a couple of times on various boards)
Word of Advice: All the Act Bosses are a lot easier to kill if you have crushing
blow. (Check the section about CB for more info)
There's one last thing we need to cover before we move on: How to reroll maps.
Let's say you don't like the map you have because the waypoint is far away from
where you want to go. Now, just change difficulties and you'll get a new map. Of
course you have to explore it again and it might not be good but after a few
tries you'll probably get a good map. As you'll have to do quite a few runs to
get what you want it does make sense to spend some time looking for a quick map.
After you've got one, keep that map. Some people may tell you that maps
"dry up", meaning that after a while you don't get any good results
anymore. I have not been able to prove that something like that does happen. I
did about 500 Meph runs on the same map and results didn't change noticeably.
The first 30 runs yielded the same average number of uniques as the last 30
runs, etc. But we'll get to the comparing part later on. For now let's just say
once you've got a quick map, stick to that until you're done running. Oh, and by
the way: Maps change once you enter MP games so be aware that you'll lose your
perfect map if you go MPing.
Okay, let's get started: Whom to run? Common targets are Nightmare
Mephisto, Hell Mephisto, Hell Pindleskin, Hell Thresh Socket, Hell Eldritch,
Hell Shenk and Hell Baal, and of course the level 85 areas in Hell, namely the
Worldstone Keep and the pit. Now we can tick these areas off one by one.
Nightmare Mephisto: The good things about
him are that you can run him quickly if you have a short map and that he drops
very well, just like all the act bosses. And you can access him without fighting
a lot of monsters (unlike Diablo and Baal). He is probably your first stop in
your MF career. Personally I ran him only long enough to get a few basic items
so that I could get to Hell Mephisto. This build is not perfect for running Meph
but it can cope well enough.
Hell Mephisto (max TC 78, lvl 87): Now, this
is where the fun starts. As always with Mephisto, it's important to have a good
map. (A Waypoint close to the stairs down). Everybody runs him because it's very
quick and the results are good. I'd suggest moving on after you've gotten most
of the items you can reasonably expect him to drop. Which means most items of TC
72 and lower. While Mephisto can drop up to TC 78 his odds for TC 75 and TC 78
are low and very low respectively so you will probably get those items quicker
from other places. (In other words, don't run Mephisto for Stormlash). Same as
with NM Meph, this build isn't perfect but it can manage.
If you plan to farm Mephisto (NM, Hell, or both) for a lot of gear you should
seriously consider doing this with the perfect char (imo), a Vegasorc ( http://forums.rpgforums.net/showthread.php?t=83592
) Note that you do *not* need any gear from mephisto to beat the game with this
build. This is probably only something that's interesting for you if you intend
to run mephisto a lot. (500-1000 runs are a common number here. By then you'll
have gotten most of the things he can give you)
Hell Pindleskin (max TC 87, lvl 86): Pindle
can be found on the other side of the red portal in Harrogaths. He used to the
last stop in an MFer's life. No more. He cannot drop Tyrael's Might, the rarest
item in 1.10. (He also can't drop Azurewrath and the Arachnid Mesh) Also he no
longer drops that much better than other monsters making it actually more
profitable to run other places. Still if you want to run him this build can take
him down very fast.
Hell Thresh Socket: He's on the Arreat
Plateau, right next to the entrance to the cave. Another of the main MF targets
in 1.09. Still good but no longer as much out of the ordinary as he used to be.
Hell Eldritch and Hell Shenk: Those two can
be found close the Frigid Highlands waypoint. That's actually the main thing
they have going for them: Being quick to run. They pose no problem for this
build and if you enjoy running them they are good for some lower upper class
items.
The level 85 areas (max TC 87): In those
areas normal monsters have a level of 85, champions are lvl 87 and bosses are
lvl 88. This means that bosses and champions can drop every item in the game.
Most common choices are the Pit (Act 1, Tamoe Highlands) and the Worldstone
Keep. The difference between the two is that the monsters in the Pit are easier
to kill, but the WS K has Baal at the end of it, which tips the balance in its
favor for me. Also I enjoy playing in the WS K more because it's more dangerous
and thus less boring.
Hell Baal (max TC 87, lvl 99): This guy can
actually drop every item in the game and as he is at the end of one of those lvl
85 areas the time you spend getting to him is well spent from the item hunter's
point of view.
Now, on to part 2: How to analyse your findings, this is only interesting to you
if you want to compare your findings to those of others or if you want to
compare your Mephisto results to your Baal results. First of all you need to
know about failed items. A failed unique item is a rare item with 3 times
the normal durability; a failed set is a magic item with 2 times the normal
durability. (For example, let's take a colossus voulge, a failed unique would
have 150 durability, the failed set would have 100. Obviously you need to know
the base durability in order to check this) A failed item can be created in two
different ways:
1) The game tries to create a Unique (or Set) item but the base item that has
been selected doesn't have a Unique (or Set) version. This is what would happen
all the time when the game tries to create a Unique / Set Colossus Voulge.
2) The game tries to create a Unique (or Set) item but the monster that drops
the item has a level that is lower than the quality level (qlvl) of the item.
Let's take an item with a high qlvl (87), the Arachnid Mesh (unique Spiderweb
Sash). Now, let's say you kill Pindleskin and he decides to drop a Spiderweb
Sash. As Pindle's level is 86 he cannot drop the Arachnid Mesh and thus you'll
end up with triple durability Spiderweb sash.
Ok, but what about bows or other ranged weapons? Well, there's no way to check
if those are failed or not. But sometimes you can deduce a few things: For
example a blue grand matron bow you got from hell baal can't be a failed item.
Neither can a yellow short bow.
So, now that we've gotten the basics out of the way we can start comparing our
findings. What you need to count is the total number of Sets and Uniques. (Total
number = regular Uniques + failed Uniques). Obviously you have to disregard runs
where you got things like a blue Crusader Bow where you can't be sure if you've
gotten a failed item or not. (you can say for sure that a yellow crusader bow
from hell baal can't be failed, though) Also you need to count the total number
of items you got, as well as keep track of how many runs you did.
If you do all that and do a statistically significant number of runs you will
find that Baal and Mephisto have exactly the same odds of dropping you a Unqiue
or Set item. (Personally, I did 500 Mephisto and 200 Baal runs (while taking
notes, in total I probably did "some" more); but something like 50
should show you the right tendency, too. Remember not to change anything while
taking notes (MF percentage, player settings, etc).
Appendix
B. MF Gear
Generally speaking, the perfect MF gear gives you 75% LR, a decent amount of +
skills and (surprise) a lot of MF.
I'd suggest using something like this, which is my MF gear for the WS K and
Baal:
Weapon: Ali Baba with 2 Ists
Shield: Homunculus (PDiamond)
Helm: PTopaz Shako
Armour: Enigma
Gloves: 40% Chance guards
Belt: Goldwrap
Ring1: 30% Nagelring
Ring 2: 28% Nagelring
Amulet: 30% Res All, 28% MF
Boots: War Travs
Charms: 1 Gheed's Fortune and a lot of 6-7% MF small charms, preferably with
Resis as a second mod. Add enough 11% LR charms to get to 75% Resistance to
Lightning. I'd suggest keeping a 2 x 4 area clean so you can pick up at least
one item.
The good thing about this set up is that it gives you a lot of gold find, too,
which helps keeping the amulet charged.
Where to get all these charms? Pick up every Flawless Gem and cube it to
Perfect. Then get some high level small charms (from the WS K or the Pit) and
start cubing. It took me a bout 300 PGems to get all the charms I wanted.
Now, you might not have all of these items, here are some alternatives:
- Nagelrings can be replaced with Wisp Projectors if you have trouble against
gloams.
- Enigma Armour can be replaced with Skullder's Ire (PTopaz), Wealth Armour or 4
PTopaz armour and an Amulet of Teleport. (I'd advise against boss running
without Teleport, it is a lot faster if you can move your forces as needed.)
- Homunculus should not be replaced unless you really have to. +4 to curses,
great blocking and a ton of resis are hard to beat. Sigon's Shield can be used
if you don't have the Homu.
- The Blade of Ali Baba can be replaced with a Gull Dagger.
- The Harlequin Crest can be replaced with a good Tarnhelm or some simple 3
PTopaz headgear.
Appendix
C. NF's Crushing Blow Setup (tm)
NF's patented Crushing Blow (CB) Setup consists of three parts, all of them
really easy to get:
1) A 6 sockted weapon (I used a Phase Blade) with 4
Eths and 2 Shaels OR 4 Eths 1 Shael and 1 Um (Open Wounds pwns). This makes sure
you can hit Baal, even if your AR is extremely low. (Remember, normal
"Ignore Target Defence" doesn't work on Act Bosses, but "-100%
Target Defence" does) (basically a 4 socketed weapon with 4Eths is enough,
too. But it's not that hard to find something with 6 sockets)
2) Gore Rider or Goblin Toe. Those provide crushing
blow and open wounds in the case of Gore Riders, I'd go with Goblin Toe if you
don't have gore riders or if you have an um rune in your phase blade
3) Guillaume's Face: This provides the biggest
chunk of CB.
These three items together can reduce the time you take to kill Baal to a
fraction of how long it would take using only skellies and your mercenary. Note
the physical resistance affects CB and Baal starts with 50% PR. With Decrep you
get him down to zero but with amp damage you get him down to -50%, which
increases the damage CB does. But he may be easier to kill with Decrep because
of the slow effect.
Now, what shield do we use with our Phase Blade? Ideally, Stormshield. If you
don't have that, any shield with decent blocking and resis will do. A Rhyme
Tower shield is a cheap alternative. Don't forget that you'll use this shield
only against Baal himself so it doesn't really matter if your resis drop a
little on switch.
Appendix
D. Multiplayer Games
I haven't been able to test this aspect of the game very extensively, due to my
bad connection, so I'm relying heavily on what people told me here. By all
reports your minions don't cause as much lag as you'd expect, which is good.
But your large number of minions can make it hard for other players to see
what's going on. Characters like a fanatic paladin may have trouble seeing their
targets and they might miss being cursed with Iron Maiden, which is probably
fatal for them.
This build works best in concert with other chars that focus on dealing physical
damage, like Paladins, Shapeshifter Druids, Amazons or Barbarians, because they
benefit from your main curse. Some of these increase your killing power though
auras or spirits which is nice.
Spellcasters like Sorcs or Elemental Druids will probably appreciate your crowd
control skills but other than that they probably work less good with the build
than other chars. They don't increase the damage you do and you don't increase
their damage either. Cold spells will often shatter monsters leaving you with no
corpses to work with.
The worst partner for this build is probably another skelliemancer, though. Your
minions will probably get in each other's way (not to mention the added
confusion) and there's really no need for two cursing characters along.
On a sidenote, it might make sense to ask other players if they'd be willing to
remove their Nature's Peace rings for the duration of playing as those render
corpses useless to you and that's not really good.
That being said, make sure you have a group of people that need / appreciate
what you can do for the party. And that is mainly crowd control. Between your
curses and your minions you can make the world of Diablo a pretty safe place for
some of the more fragile builds or those lacking crowd control of their own.
Appendix
E. Where to post your questions / comments
If you have problems with the build or want to ask a question, please post them
below. Before asking your questions do make sure you read the guide completely
at least once, though. 
Appendix F.
Credits
In no specific order I want to thank:
- The SPF as a whole for being such a great community and a fun place to be
- Lone_Wolf for pointing out that Gore Riders are better than Goblin Toe
- Serdash for proofreading the entire (!) guide
- Hakai_no_Tenshi for atma
- Gohanman for coming up with the name Fishymancer
- Kung_Poo for writing those funny stories about his necromancer (go to the SPF
and read them here: http://forums.rpgforums.net/showthread.php?t=81367
)
- Thrugg, Shade and Tenshi for providing all the info about the inner workings
of the game one could ever want
- Everyone I forgot for not being angry about me forgetting
- You for reading this guide 
- The Giant Squid for eating the all my posts.
Nightfish
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