Daggermancer Author: darnocpdx |
Version: 1.10 Page 1 |
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This guide is being written to help those who wish to pursue a necromancer
build based on the Poison dagger skill. This is a fun and unique build that
requires some thought and some fairly advanced knowledge on the skill and the
effects of poison damage items on the skill. To some the Daggermancer would
appear to be a regular Meleemancer, and in effect it is a Meleemancer. However a
pure Daggermancer is a stealth build and is only in melee range for a second or
two, and as such the gear and stats should be approached in a different manner.
In this guide we will discuss every relative aspect of the build.
It should be noted that this is a guide that has been designed for an
untwinked character. I don't personally care for builds that require a specific
item to be effective. When specific items are mentioned it is done because I
know it will be asked about and in a couple of cases the items are so beneficial
that it is impossible to ignore them. I also keep it as general as possible so
that players can adjust the build more to their specific play style.
Also realize that this guide is built around the Poison Dagger spell, and as
such things like maximizing physical damage and regular Meleemancer advice is
not typically addressed here. Here we focus on using Poison damage.
1) The Stats
Strength - Place only enough for gear.
Typically 75-90 base without gear is enough, though adjustments should be made
depending on your gear selection.
Dexterity -You should defiantly have enough
here for max block, typically you'll even need a little more than that to
achieve a 90%+ Attack Rating (AR). But be careful not to over do it, there are
many items that significantly boost your AR.
Vitality - Everything that doesn't get put
into Strength and Dexterity should go here.
Energy - You typically wont be using a lot
of mana so no points are needed here. Again, we have gear available to help with
this.
2) The Skills
The Poison and Bone Branch
Bone Armor/Bone Wall - 1 point, if you feel you need a boost to it place
points in bone wall, the synergy bonus of bone wall is better than points
actually placed in the skill. This skill is helpful at the early level, however
unless you plan on using the marrowalk bug at higher levels it's less effective
unless you heavily invest in it. Especially now that it doesn't cancel one
attack outright as it use to.
Bone Prison - Unless you plan on boosting it a lot near useless.
Though helpful for boosting Bone Armor with synergies. Personally I don't care
for this skill, it requires too many points and too many casts to truly trap an
opponent in it.
Teeth - 1 point prerequisite only
Corpse Explosion - A good supplemental spell for poison the immune and
emergency situations. Also a necessary skill for one of the featured advanced
techniques.
Bone Spear/Bone Sprit - Not used
Poison Dagger - This is what it is all about. Max it. More on point
distribution in the poison damage section.
Poison Explosion - Max it. Not only for the synergies but also for the
spell itself. By far it is the most powerful poison spell in the game that can
not be modified.
Poison Nova - Max it. Though you will seldom use it you need the
synergies.
The Summoning Branch
Skeletal Mastery/Raise Skeleton/Skeletal Mage/Revives - Those that
follow the Poison Dagger path will not have enough points to make this branch
effective. If you simply must have skeletons pump mastery and put one point in
the skeleton of your choice. However I strongly suggest you ignore this line.
Clay Golem - This is perhaps your best friend. It slows it's target,
has massive hit points, self heals, and is cold resistant. Is a key factor in
the safest way to kill bosses. How many points you put here is a matter of
taste. Many are content with one point here and one point in Golem Mastery and
Summon resist. Myself I like to boost it by about 5-10 points for greater slow
target and the hit point boost.
Golem Mastery - I like to pump this a little less than Clay Golem. 1-7
points are recommended.
Summon Resists - No more than four points here, after this it more
points become much less effective.
Fire Golem - If you plan on PvP play this is a must have. Poison
dagger wont kill other players, but rather it reduces your opponent to 1 hit
point. It's fire aura will easily give you that last point of damage. Can also
be somewhat helpful with those that are poison immune. However, because the
damage is low even when pumped up be prepared for a very long battle with the
immune opponents.
Iron Golem - Only good if you sacrifice a good item for it.
Personally, I'd rather use such gear to trade for items I'd rather have.
Blood Golem - Absolutely not. This Golems life share ability will get
you killed if you're not careful.
The Curse Branch
Amplify Damage - The true Daggermancer has no need for this other than
the fact that it is a prerequisite for the other curses. If you plan on using
Corpse Explosion then you may wish to boost it to the point where it's radius is
the same or slightly lower than the Radius of Corpse Explosion. This way the Amp
Damage wont overwrite your curses that are affecting those that aren't getting
hit by Corpse Explosion. If you plan on going a more melee style play with your
weapon switch then a few points here isn't a bad idea.
Weaken - 1 point Prerequisite only
Terror - A very handy curse in the Daggermancer's spell book. More
points means those that are terrorized will flee for a longer amount of time.
However base is good enough for our purposes. At a certain point you may wish to
rely upon the item modifier "flees in terror". More on this one in the
strategy section. 1 point here.
Decrepify - Though a staple of Meleemancers and most other necromatic
builds, you wont be using this one much. It's better to rely on golem and gear
for slowing your target down. Though again if you plan on a more melee attack on
the weapon switch you might want a few more points in it.
Iron Maiden - Nearly useless. Might find it handy against certain
bosses with your golem, but not with the big four after normal mode.- 1 point
prerequisite only.
Life Tap - A very handy spell. Used properly and your mercenary and
yourself will have a full health bar most the time. Also very useful when used
in conjunction with Confusion for fighting bosses and those that are poison
immune. Doing this allows the surrounding confused opponents to attack them and
leech life off of them, and thus making it possible for the lesser beasts to
kill them for you. Otherwise you will typically cast it for only a second or two
so you and you mercenary can heal then switching to a more useful curse.
Lower Resists - This spell will lower the resistance of poison, fire,
lightning, and cold spells. Needless to say this is a very important spell for
those using Poison Dagger. But because the radius increases with more points and
the fact that it will overwrite your AI curse no more than 4 points should ever
be put here. I recommend 1 point, with plus gear it will get too big if you
don't keep it in check.
Dim Vision - Very useful curse for the Daggermancer. It makes those
that are effected blind to everything around them that is outside of melee
range. It doesn't work on the powerful opponents in the game though. This is the
curse of choice for most Daggermancers, Most try to get it to level 15 or better
since its duration is cut dramatically in Hell.
Confusion - For me this is quickly becoming the curse of choice for
me. It causes your opponents to attack each other. Though not all will quit
attacking you while confused enough are that even the biggest of crowds becomes
manageable. Champion ranked opponents will attack the confused and likewise the
confused will attack the Champions. Life Tap the champions and then confuse the
surrounding beasts and you wont have to deal with those champions at all (or if
you do they will be severely injured). Like Dim Vision you'll need to pump this
up to 15+ to keep it useful in Hell mode. If you plan on using this curse I
highly recommend a few points (5 or so) also in Dim Vision or Attract for
greater crowd control.
Though I should warn you, confuse at high levels brings lots groups from
other areas of the level. Also if you have it high enough and hit beast that it
doesn't work on that is off screen it counts as a failed attack and they come at
you, I've met Mephisto in the side rooms of the Durance 3 upon entering. Though
knowing this can also be used to your advantage, you'll never see cows go down
much faster than a high level confuse (or for that matter so many on the screen
at once.)
Attract - some people swear by this one, and if you are running with a
large group of allies it does seem to work better than confusion. But because it
is only you, your golem, and your mercenary confusion has much more practical.
However a few points here isn't a bad idea since it can be used to distract the
ranged opponents while you concentrate on the melee opponents. Just make sure
that when you use it on the ranged that you pick your target carefully, make
sure it is on one or two opponents that are near the middle of the pack of
ranged attackers. Otherwise it wont have any effect. Attract can also be used to
great effect if you plan on using Corpse Explosion. It will help tighten the
crowds of opponents allowing you to hit more opponents with fewer points in
Corpse Explosion
3) The Mercenary
The selection of a mercenary is a very important aspect to this build. Most
necromancer builds rely upon the stacking effect of amp damage and the Act II
nightmare might mercenary. If you are gong with a Meleemancer type weapon switch
then by all means continue with him. However, those of us that like to let our
poison do the work will receive no benefit from this mercenary. We have three
choices of mercenaries that will best suit or needs.
1) Act II Normal Defensive (Defiance Aura) - This is my favorite
mercenary. He makes for a great tank, and with his aura you can easily maintain
a high defense rating. With your chance to block maxed it makes it very
difficult for the enemy to land a hit on you.
2) Act II Normal Combat (Prayer Aura) - This would be my second
choice. The prayer aura will increase your Hit Point pool dramatically. Very
useful for recovering from those hits you do receive. The best benefit though is
that the aura stacks with Clay Golems high hit point regeneration rate which if
you've put points in clay golem can make it extremely durable.
3) Act II Nightmare Defensive (Holy Freeze Aura) - A very powerful
aura indeed. This one freezes/chills all that come near him making it very safe
for you to run in, stab and then retreat. However, the other two mercenaries can
obtain this with the Doom rune word. Even if you are poor and don't have the
runes to makes Doom I'd prefer the above mentioned mercenaries in hopes of
eventually acquiring them. Though it is possible to switchback to defiance or
prayer in hell should you get the runes. It is perhaps the most useful of all
the mercenaries for this build. Those running with a Holy Freeze mercenary can
if they choose dedicate many less points to the AI curses in that this aura will
be doing most the work. However getting to Act II nightmare will be difficult
with a Daggermancer unless you are rushed.
Makes sure you keep your mercenary close to your level. It's easy once you
get this build down to run without a mercenary. But when you need him you're
really going to need him, so don't neglect him. Also be warned you might wish to
not give him a weapon or at most a weak weapon so that he won't steal your
kills. If you are using +mana per kill gear this will destroy your mana
regeneration. If you do this make sure you have a decent weapon in storage for
him to use on bosses.
4) Poison Damage
For those not familiar with it much of the information here I am borrowing
from "the Toa of Poison". In this text the author goes through and
explains exactly how the computer calculates poison damage. It is an impressive
document and I commend him on doing a fine job with it. However, the math
involved is fairly complicated and a rather long process. Here I summarize it
down and simplify the math into what I hope is a more people friendly formula.
Also parts of it no longer apply to the 1.10 environment, the ranged combat
poison bug has been fixed.
It is important that you understand these concepts so that you can adjust you
poison damage to suit your needs at ant given time. Don't make the mistake in
thinking that the more poison sources you carry the better your poison damage
is. It is very important to understand this section so that you can determine
the best items available to equip to achieve your objectives for different
situations
Before we start with the math it is important that you understand a few terms
and concepts. First you must realize that poison damage is computed by the
frame. A frame a segment of time in which that your computer redraws the picture
on your screen. Diablo II has a frame rate of 25 frames per second. In other
words, the image you see on screen is drawn or adjusted 25 times every second
you play. Most of us are familiar with this because a number of spells work this
way in the game like firewall, meteor, and inferno.
Now I will be using the following acronyms and definitions for the following
terms:
Damage= Damage listed on the item
Duration= When I use this term it refers to the duration as listed on an item in
seconds.
DPS= Damage Per Second
FR=Frame Rate
DPF=Damage Per Frame
DF= Duration in Frames
I=Items
SD= Spell Duration
The first thing we to determine when using poison items to boost our spells
is the Duration in Frames. This is easy to figure to. So for every poison item
you have you simply multiply the Duration by 25. Duration (in seconds)*25=DF
Duration of poison damage from items (note not spells well get to that part
in a minute) is averaged. So to figure how long your poison will last you simply
add together the DF of each item then divide by the number of items. So For
example lets say I have a dagger socketed with a Tal rune (75 poison damage over
5 seconds) a Wormskull (80 poison damage over 8 seconds) and a small charm of
blight (6 poison damage over 2 seconds).
It should be noted as well that multiple sources of poison damage on a single
item should be treated separately, regardless of the listed damage on the item.
As an example if you place 2 Perfect Emeralds in a dagger the listed damage
would be 202 poison damage over 6 seconds, however when figuring your damage
they should be considered as such 100 poison damage over 6 seconds AND 100
poison damage over 6 seconds . Needless to say this complicates things when
using magic and rares that have both the poison damage prefix and suffix. In
such cases you can never know for sure what the stats are for both those poison
sources. And is part of the reason you can't rely upon poison damage calculators
for this information. When using such items I recommend trying them out a little
with a few different items to determine it parameters approximately.
The DF of each item is
Tal Rune. 25*5=125 DF
Wormskull 25*8=200 DF
Charm 25*2= 50 DF
For the DF of the combined items we do this:
[125(tal)+200(wormskull)+50(charm)=375] /3(the number of items)=125
Now the beauty of Poison dagger is that the duration of the spell is added
onto this figure. So for example your poison dagger has a duration of 5.2
seconds you would add (5.2*25) 130 frames for the total FD. So we now know that
our victims will be under the effect of our poison for 255 frames (255/25=10.2
seconds).
But how much damage? Now we need to find the DPF. Here it gets even easier.
For each object you divide the Damage/DF. So in our above example we'd get:
Tal 75/125=0.6
Wormskull 80/200=0.4
Charm 6/50=0.12
Spell(level 10) 104/130=0.8
Now we just add them up. Note that the DPF of the spell is added on here. So
our total DPF with items is 1.92 poison that lasts 255 frames.
Total damage would be 489.6 Hit points of damage. Or 1.92*255= 489.6. Not bad
considering this set up is easily possible at level 20.
Now because the duration is averaged as you might have surmised that duration
can have a dramatic effect on the damage we do. This is why it is important to
know how the poison works, you now have the tools to adjust your poison damage
for certain situations.
For example if we remove the charm from the equation above we get a DF of
325+130=475 DF what does that do to the total damage. Well the DPF goes down by
0.12 so our new DPF is 1.8 however our total damage goes up because the duration
has increased and we now find our dagger strike doing 855 damage total
(475*1.8). As you can tell by removing one source we nearly doubled our total
damage.
However it's important to adjust your poison to reflect what you are doing in
the game. Here I give four examples of different games and the poison types most
suited for them..
1) Meleemancers - You want the duration to be as long as possible so
that you don't have switch your weapons as much while fighting. In general
questing you need not worry about raising your DPF cause the poison dagger is
only used to supplement your other damage.
2) Boss Runs - Here the Daggermancer wants a long lasting high damage
poison. It makes for faster kills and safer game play in that you have to stab
them less often.
3) Questing -Here the Daggermancer may wish to try to lower his total
damage in favor of a higher DPF to kill faster and speed up play.
4) Playing with other poison characters - Be very careful of the
assassins venom, you will most likely never get a DPF big enough to overwrite
it. Try to explain to them that they shouldn't attempt to attack the same
opponents as you since the duration of venom is only .4 seconds will cancel your
dagger spell. Likewise you should be weary of Rabid Druids. However, you
shouldn't have to worry too much about them, most likely your poison dagger will
have a higher DPF than they do. And should you ever group with the one or two
poison Javazons realize that they have the potential for the biggest damage of
all, and considering there aren't many of them out there you should probably
assume that they know what they are doing and that they have a higher total
poison damage than you do.
Regardless in group play a higher DPF is better. Most likely the opponents
wont last long enough for the total duration of poison dagger.
Here is a handy chart I have made with the most common Poison damage gear in
the game:
| Item |
Item
Type |
FD |
DPF |
| Wormskull |
Helm |
200 |
0.4 |
| Dark Adherent |
Armor |
50 |
0.48-0.68 |
| Radament's Sphere |
Shield |
100 |
0.8 |
| Sander's Taboo |
Gloves |
75 |
0.12-0.15 |
| Venom Grip |
Gloves |
100 |
0.6 |
| Snakecord |
Belt |
75 |
0.16 |
| The Jade Tan Do |
Weapon |
100 |
1.8 |
| Blackbog's Sharp |
Weapon |
250 |
1.95 |
| Venom (Rune Word) |
Weapon |
150 |
1.82 |
| Facet |
Jewel |
50 |
0.74 |
| Tal Rune |
Rune |
125 |
0.6 |
| Perfect Emerald |
Gem |
175 |
0.57 |
| Atma's Scarab |
Amulet |
100 |
0.4 |
| Set Bonuses |
| Infernal |
Helm/Belt |
75 |
0.11 |
| The Disciple #1 |
3 items |
75 |
0.29 |
| The Disciple #2 |
3 items |
62.5 |
0.77-0.97 |
| The Disciple |
Full Set |
66.67 |
1.06-1.26 |
*Because the Infernal set includes a wand full set bonuses are not
included.
* The 3 item Disciple#1 set if figured without Dark Adherents
bonuses. The 3 Item #2 is with
* The Disciple Full set is figured with the Dark Adherent's bonus
figured in.
I should also say here that once you get your Poison Dagger to level 10 that
you will get more DPF by investing in the synergies than the spell, however
you don't get a duration bonus with points in synergies so you should try to
keep it balanced in such away that compliments your style more. For example
a Meleemancer may wish to only put 10 here then max the synergies before
going back to Poison dagger. A pure Daggermancer will most likely keep them
somewhat in check and in a fairly even ratio through out the build. I would
however suggest maxing Poison Explosion before Nova. If only for the fact
that it makes Baal's and Diablo's minions much easier. It doesn't take very
many points to make it truly effective, and anywhere that you opponents come
from a single predictable direction can often be killed quickly and
efficiently with this spell.
5) Item Modifiers/Gear Selections
Before I start I should remind the reader that I will only mention a few items by name here. Mostly I
want to give you the tools so that you can make better judgments in gear. For the most part I like
working with item modifications because as most players know rares are often better than Unique gear.
Special attention will also be given to the rune word Venom.
Leech Hit Points/Mana - For the true Daggermancer who relies upon the poison to kill these modifiers
are near useless, and in the case of needing emergency hit points you have Life Tap.
+ Hit Points/Mana per kill - For the true Daggermancer much more appropriate. My general rule is one
mana per kill per level of poison dagger. Though this seems high it will also help make up the mana lost
from casting curses and other spells.
Faster Cast Rate - well Poison Dagger is triggered by striking an opponent, and curses are pretty much
instant casts as well. Not really needed, unless you are going to be using items that grant the Teleport
skill.
Ignore Target Defense - You got your chance to hit at 90%+ and it doesn't work on bosses, not useful
at all.
-Target Defense - A much better alternative to the Ignore Target Defense. This one works on bosses
too.
+ Defense vs. Missile - Since you don't any range in your attacks this will help protect you from those
stray shots before you hit the ranged attackers busy with a curse.
+Running/Walking Speed - The more the better. The faster you run the better chance you have of not
getting hit while you run in to strike.
+Attack Speed - Some is good, however not necessary since your only hitting everything once. And
really it only applies to instances where you are going to hit things repeatedly.
+Hit Recovery Rate - Very Important. This will make it so that those few times you do get hit you can
still get a stab in without getting lock blocked.
Target Can Not Heal - Very important in hell mode. Make sure you have this one somewhere in
Nightmare, by hell it's required.
Cannot Be Frozen - Again Very important, this will save you from one of the most dangerous types of
attacks for you.
Terror/Howling - This is a great mod to help you keep the group sizes down. This item modifier works
much like terror though it only works on opponents that are one level greater than you are and below.
This is handy in that it doesn't overwrite Lower Resists and will clear opponents that stand so close that
you can not target the other. This can be quite frustrating. And it surpasses terror in the fact that it only
effects the one opponent you strike.
+skills - No need for summery.
Resists - Since Melee combat wont be much of a problem with you since you are only engaged in it for
a second, you should strive to have your resists maxed or near maxed most the time. The biggest threat
to your well being is in the form of ranged elemental attacks.
+cold damage - handy for slowing beasts down. Don't use this with terror/howl in that the beasts will
snap out of the terror much closer to you for an extra attack or two before they die.
Open Wounds - Nice physical drain that makes your poison seem much more damaging than it really is.
Crushing Blow - Handy for the bosses, but not completely necessary. For the purest the fun is in the
slow poison death even on the big guys. Though necessary with Meleemancers.
Critical Strike/Deadly Strike - Purists don't do enough physical damage to make this worth while.
Again important for Meleemancers.
+Poison Damage - No brainer, though not necessary. Remember the above examples, a few really
good poison items are much better than lots of lesser ones.
+Attack Rating - you can never have enough AR. Of Particular interest are items that add a percentage
or points per level, but don't over look those items with just a straight AR boost too, coupled with a %
item and they help a lot.
Knock back - can help loosen up tight groups of opponents where targeting them can be problematic.
There are 3 pieces of gear that deserve special attention. Two of them are from the Trang's Set. The
gloves give a +25% poison spell damage modifier, the Shield/head gives and additional -25 target
poison resist with a 3rd set item. The pure Daggermancer does quite nice with this set, there is a bug
with the full set in that casting and attack rate are off, but since you only hit once you need not worry
about the attack rate too much, and curses don't receive any benefit from casting rate. Also the Fire
spells are an excellent addition for helping with the poison Immune. And the effect that you walk at
your running speed is also a nice bonus. Though seldom do you run out of stamina by the time you can
equip the complete set.
Also of note is the Rune Word Bramble this item is of note only cause it has a +25-50% poison spell
damage. That's huge, with this and 3 pieces of Trangs you can get -25% target poison resists and
increase the spell damage of your poison dagger by 50-75%. It doesn't get any better than that.
It has recently come to my attention that items that have the Assassins Venom Charges are stackable
with Poison Dagger. Though I haven't seen this in action, if true either Arachnid's Mesh (Level 3, 11
charges) and Andariel's Visage (Level 3, 20 charges) should be sought out as well. If this is true one
could easily get to 75- 100k damage mark with the tip notch gear.
I bring these up not so much as gear you have to have but gear you should be trying to get. Again if
done right a Daggermancer can clear the entire game (though some areas will be more difficult than
others) untwinked.
Now for a word about the Rune Word Venom. This item will give you synergies as if you have level
18 Poison Explosion and level 15 Poison Nova. Though this is tempting, don't fall prey to the easy out.
A successful Daggermancer needs to be sharp and have full knowledge of their abilities. But then again
I'm very much a purest, use it if you must, personally I think there are better things to save a MAL rune
for.
Since this isn't a guide for other builds wishing to compensate their builds with poison damage I
won't get into details on how to use this for that purpose.
6) Strategy
So now you got your build, your mercenary, and you know what your looking for in gear. Time to get
into the strategies and techniques of the Daggermancer.
First I should say that this build is best suited for solo play while questing. The slow method of killing
can be discouraging for those not use familiar with it, however if played right you can even be an asset
to those groups that kill at a fast speed too, it's all in how you play it. The
Daggermancer might very well feel useless next to the faster killing builds, and meanwhile unsympathetic players will feel as though
you are leeching. However when doing boss experience runs you'll find you are typically very welcome
you got one of the biggest damage spells in the game and you have very helpful curses that you employ,
who wouldn't want you around then.
So first let's look at solo play.
For general questing and leveling up you will typically want a faster acting poison. If you keep you
poison dagger and synergies at an appropriate level for your character level this shouldn't be much of a
problem. The general technique is basically hit and run. First you cast the AI curse of your choice then
run around the mob of opponents striking each one once. For tougher or tightly packed opponents you
can cast the AI curse, strike, then cast Lower resist and then terror to break up the groups. Go from
one opponent to the next as fast as possible, this will keep your killing speed as fast as possible if that is
what you choose to do. Remember though it's also fun to watch as they die off one by one as well.
While playing in groups it's important that you stay ahead of the pack of players. Here you will run
around and cast you AI curse of choice all over the place and go through and pick off the ranged
attackers. Occasionally casting a curse behind you for the following pack of players benefit. This can
actually make the runs extremely fast especially if you can get a good jab in on the named and
champion groups before the rest of the group gets to them. You might not kill them but by the time the
rest of the group gets to them they will have dramatically reduced hit points and easy to pick off for the
rest of the group. Think of yourself as a scout/sniper while in group play and everything should go well.
Now for bosses, one of the biggest problems a Daggermancer has is that bosses can be rather
problematic. This is why it's important to keep your mercenary to level and to have a good Clay
Golem. When facing bosses make sure you keep your golem up and cast on the opposite side of the
boss from where you and your mercenary are standing. Clay Golem for some reason is always top on
the order of what a boss will attack if given a choice, by casting them on the opposite side of you and
your mercenary you're both safe from the deadly head on attacks. If you have to, recast Clay Golem
before it dies to keep it fresh. For these occasions I typically have a wand and head on the weapon
switch that features any of these +skills. +Clay Golem, +Golem Mastery,+Summon resists. I also like
to have plus Bone Armor on them if I don't put points in that line (which I often don't). This way for
the bosses you can create a golem that will last a few attacks, here you simply run in hit with poison
damage then back off and keep the golem up. You should occasionally cast Life Tap on the boss as
well to help your mercenary survive.
If I don't do this with a buffed up golem gear on the weapon switch I typically have a big elemental
damage throwing knife to throw at he boss. This will better compliment lower resist and I use throwing
daggers because I am a Daggermancer after all, and you get to equip a shield. Also for either method
don't be afraid to toss a few bone walls up between you and the boss this can often be a lifesaver
should things go badly quick.
Advanced Techniques and Strategies
Juggling- So you're in your teen levels and pumping dim over poison dagger. Your poison will kill but it
needs to run it's full duration, or you might need one extra hit on them to get that kill. Here is where
you can juggle the opponents. Here you strike them with poison dagger and either terror them or let
your howling dagger do it for you, they'll run off and once the howl/terror wears off they will come
back only to have you do it again if needed. If you practice you can actually get 3 or 4 going one
returning just before the next and then add new victims as the old ones dies off. If you get really good
you can bounce them off objects, extra points if you can do this and the poison wears off just before
you hit them again.
Even if you don't plan on using this technique you should try it a few times. Especially when you start
getting items that are hard to determine what the poison damage is. It is also great practice for the next
technique.
The Suicide Bomber
Here you use the terror to send a freshly poisoned victim towards a crowd of AI cursed. If you time it
right (which is why you practice juggling.) you can drop them close enough to the crowd that you want
eliminated and then cast Corpse Explosion on them. This also works great with Poison explosion as
well if your aim is a little off and the corpse drops a little too far from the group. Here you simply cast
Lower resist on a portion of the crowd directly on the other side of the corpse from you, so that when
they come to attack you they must walk over the corpse. Then cast Poison Explosion on the corpse
just before they get to it. Poison explosion is so powerful it should drop all but the greatest of
opponents rater quickly, for safety feel free to cast Dim Vision on them again after they are poisoned.
PvP
First I should say that I don't duel or PK. However I also seldom run from a fight and have collected
more ears than I have given out in non hacked PK situations. Most of this information are tactics that I
have modified from other threads on PvP play. Though the defensive section I have done a few times
with great success in the past.
The Daggermancer has definite strengths and weaknesses in the PvP environment. First the poison
damage isn't affected by any PvP modifiers, However they also don't kill other players but rather
reduce them to one hit point. The weakness is that to use your dagger you must get into melee range to
do so and honestly even a Meleemancer isn't typically strong enough to go head to head with others
that want to go melee. However you do have other options.
The type of PvP also will effect your play style as well. Here I will define two different PvP situations.
They are PK Defensive, PK Offensive/ Duel.
PK Defensive - This is actually probably your best chance here. That is because if the
PKer will most likely assume you are a bone necromancer. Or a summons necromancer. There aren't very many poison
necromancers out there so most likely they wont come equip with poison reduction gear. This assumes that they haven't
watched you play, if you've been watched and selected as a target odds are they will
equip one piece of 75% poison duration reduction gear. Since it doesn't kill most wont bother with real poison
resistance. After all they got a bunch of hit points and you wont last long.
So what to do when they hostile you? First if you know where the stairs and
TPs are, try to adjust your map so that these points can be seen. In the mean time head near the largest camp you've most
recently wiped out and put the corpses between you and him. Summon your clay golem now too, even
if you got fire start with clay, you want to slow them down at first. Also if you can terror a few beasts
his/her direction, they move faster when it wears off and is great way to confuse the
PKer a little bit. Now here is were it gets interesting, and what you do next will depend on your abilities.
Wall yourself in with your clay golem cast to the outside if the attacker doesn't have a spell that passes
through walls/prisons. Just before they enter the screen area start casting poison explosion in the
direction they are coming from. Since most people aren't familiar with Poison Explosion most wont
think twice about running through it , and in fact they'll probably think you hit the wrong button in fear
or nervousness. Now once they have turned green can finish them off with a fire golem, Iron maiden,
or teeth. You can even start to melee them if you have made your build in such a way. Here since it is
a PK situation Life Tap is acceptable, though in honor dueling it is a no-no.
Daggermancer on Offense/and the Duel
This is a little trickier, first you should always stake out potential victims. If you can see how long
poison lasts on them etc. Mephisto runs are good for this since the poisons there aren't so plentiful and
powerful that people go out of there way to pump poison resistance, as they do on Andy and Act 2.
Once you've found a target that doesn't chicken or TP to town, you now rush them and use your novas
to make sure they don't have antidotes. From there you can either fight them with Poison Dagger (hit
and run style), or lure them over a corpse and PE them or just continue with novas. Finish them off just
as mentioned above. My personal favorite is with teeth, not sure anything is more insulting than going
down to a 1 point level 1 spell. Also it always hits and even with reduction gear will always do one
point (which is exactly what you need).
Might not be a bad idea to either use points or item for a level one Bone Spirit to chase them should
they try running off screen.
Do expect people run or TP out if your poison doesn't drop them to 1 within a couple of seconds.
You want the biggest possible DPF for doing this. However one thing in your favor is that the health
bar kinda lags behind the actual damage when you are poisoned. So they (and you) wont necessarily
know when they get to one.
In conclusion I wish to thank the many that have written on the subject of poison and poison dagger
over the years. I hope you enjoyed this little romp through one of the necromancers most
misunderstood spells. Enjoy and happy sticking!
darnocpdx
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