Necromancer Diary
#1
Well everyone seems to be hacking up characters to test things out. I just thought I'd wander through the game from scratch, with a Necromancer.

I began the game with players 8 but switched to players 5 when I got to the Monestary, after some advice from Dagni in phooker51's thread "In depth, *realstic playtest and rant".

Well I decided to go with a zookeeper or whatever is produced in 1.10 by specialising in the summoning tree and maxing skeletons and magi.

My first impression was of course the speed in which the skeletons moved. Big plus to blizzard for this one :)

I steadily went through the open areas in act 1 and a few things became noticable.

Firstly. I wasn't recasting summons. The DR and AR for skeletons made them stay around for a long time, which made fights with bosses that had been pumped up more enjoyable. No longer did my skellies go down to one hit.

This was very obvious fighting Blood Raven and Griswold. My Minions ran after BloodRaven! Never before had they been able to keep up, but they boxed her in and went toe to toe, eventually eroding the evil archers life down to nothing and thus granting me victory. No longer were my minions just flesh and bone (mostly bone ;) ) but they were now hanging around long enough for me to give them names. :lol:

Pushing on to the Monestary I dropped the player difficulty down to 5, and found things a little faster. Not that I was plowing through, I wasn't recasting minions any less, it's just that I was killing quicker due to the reduced hit points of the monsters.

The Smith surprisingly showed the same benefits the skeletons had been showing all through act 1. They weren't dying. I think I recast minions about 4 times for that battle. I even came up against a LEB vampire in the catacombs and the skellies carried on for a minute or so before dying.

After Defeating Blood Raven i had put my first point into magi. Griswold showed me how much the damage of magi had increased as 1 magi was surrounded for around 2 minutes in Tristram all by itself by 8 creatures and took down 2 before collapsing.

Upon reaching the Catacombs the feel for D2 had changed for me. I feel like the game has shifted back to the D1 days of slow and steady progress with some battles that required a little retreating here and there. All in all I had found act 1 to that point to be a totally different pace than previous versions of the game. Very refreshing :)

Now onto the final task. Deafeating Andariel. Intrepidly I made my way down into the depths of the catacombs, and my army of 5 skeletons and 3 magi, with my trusty rogue and blood golem, ventured into the horrors that lay beneath. It was then i put my first point into amp damage, oh and how things got easier!

I had been told that there was some kind of magical portal to town halfway down into Andariel's realm but lo and behold when I found the inscribed magics on floor in a distant room they would not activate!

Alas I continued on still determined.

I slowly made my way down the last set of stairs to confront the demoness and disposed of her minions easily enough. Then I went forth to slay her with my skeletons surrounding the evil queen.

And again my minions stood up to the test. Before when i had taken on Andariel with skeletons in previous versions of the game, it was an endless town portal experience, running back and forth and mainly relying on my golem or merc to do the damage. Not this time. The summons decided in this patch that sticking around was alot more helpful and did so. Andariels poison attack swept from left to right and stopped dead in the undeads ribcages.

I was safe behind my minions and my rogue peppered her with arrows. I think I recast about 10 skeletons and went through quite a few potions but I didn't retreat once, and never recast my blood golem. Down Andariel went with a tomented scream, and my smile was from ear to ear.

In the end I finished act1 at 19th level on players 5 for most of the act. I had not spent 1 skill point. Until Andy dropped some rare boots that required 18 strength :D

Equipment:

Helm: Skull cap - 2x chipped skulls
Armour: Padded armour - 2x chipped skulls
Wand: +1 dim vision, +3 Skel mastery, +1 teeth
Sheild: Zombie Head +3 Skel Mastery
Boots: Rare (got these off andy - was bare foot the whole act)
10%FHR
+15 AR
Cold resist: +5%
Fire resist: +10%
Poison length reduced: 25%
+2 light radius
Belt: Rare
+1 Strength
+5 life
+18 stamina max
Cold resist: +7%
+1 light radius
Repairs durability 1 in 33 seconds.
Amulet: +2 life regen
Rings: 2 magic find rings, 5% and 7%
Charms: 1 +10 life large charm

Skill Allocation:

Skel Mastery: 2 (8 with skill adders)
Raise Skeleton: 9 (5 skeletons)
Skeleton Magi: 3
Golem Mastery: 1
Clay Golem: 1
Blood Golem: 1
Amp Damage: 1
Iron Maiden: 1 (added this point after andy because i hit 19th as I was fighting her minions)


All in all Skeletons have been speeded up and made harder to hit and hit more often themselves. This is most obvious with bosses, and the little need to recast minions. Amp damage makes a huge impact, even though it's radius is very small (2 with one point in it).


Act1 and the necro got through fine. What terrors and difficulties await him in act2?
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#2
Well, it's glad to see people having fun. Btw, I noticed you exited act 1 at level 19. I exited it at almost 18. That's a bit higher than usual. And Andariel seemed so easy this time.

And yes, skeletons are great now. I think it would be actualy be wise to invest more in skeletons than a golem! Your average summoning necro is big on skeletons anyways. Magi seem tougher now.

I can't wait to try these fellows with a might or thorns merc. :)

In act 2, watch out for scarab demons. They're much more common now
With great power comes the great need to blame other people.
Guild Wars 2: (ArchonWing.9480) 
Battle.net (ArchonWing.1480)
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#3
I have been playing a skelly necro from scrath, but in normal single player. Im 34 now having just taken out the ancients.

So far I have
1 amp
20 skeleton mastey
10 skeleton
3 skelly magi

and since i wanted to compare then to revives I have I each in earth golum, iron folum and revive.

From the start I kept sletons and skeleton mastery even till 6 then I just pumped mastery. When magi opened I put 3 in it.

Its pretty cool 4 skells and 3 magi kick but if you keep the mastery high.
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#4
:) I find that clay golem is useful when used in conjunction with the increased speed of the skeles. (YMCA!) Skeleton power!
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#5
I may have tested replicated chars, but I've also got chars from scratch. I have a level 34 necro in normal that I've been playing with a fellow barb and pally. Unfortunately, I'm finding mages and skeletons less and less effective, and golems aren't too great as meat shields. The usual routine is for the barb and pally to make a corpse, and I use poison explosion or CE.
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#6
phooker51,Jul 7 2003, 03:30 PM Wrote:I have a level 34 necro in normal that I've been playing with a fellow barb and pally.  Unfortunately, I'm finding mages and skeletons less and less effective, and golems aren't too great as meat shields.
This situation continues throughout. The Golems appear to gradually drop in effective lifespan throughout the game forcing numerous recasts late in Hell level.

Aside from that, the Necromancers I've tried have been working well. An old 1.00 Summoner, built on that old concept of many minions and throw Iron Maiden in their direction, was wandering happily around Act 5 Hell until some snakes started lashing out with bone spears at an unfavourable angle. Since I'd already ripped up many other snakes including uniques, it was just one of those luck of the draw encounters for a retreat and rebuild result.

My 1.06 Poison Nova 'spectrum attack' Necro had no real problem wandering around the Flayer Jungle in Hell either. It was nice to see his Fire Golem actually dishing out some hurt now, with Lower Resist for assistance. Poison Explosion has decent boost too, if you can get that way up with a maxed Poison Nova.
Heed the Song of Battle and Unsheath the Blades of War
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#7
Neat. After reading the initial post in this thread, I went out and tried a summoner necro. With Mastery at 3, on players 5, 3 skeletons ate Corpsefire and his minions for lunch, no recast. Cool! (No amp support, either)
--Mav
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#8
Obi1.10Kenobi,Jul 7 2003, 03:29 AM Wrote::) I find that clay golem is useful when used in conjunction with the increased speed of the skeles. (YMCA!) Skeleton power!
OH MY GOD I LOVE YOU
Lahve and peace!
Lahve and peace!
Lahve and peace!
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#9
I finnally made it to nightmare. And my skellys are way better than any revive so far.

20 skeleton mastery
12 skeleton(lets me have 6 skells)
1 revive
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#10
Dyntheos,Jul 7 2003, 03:43 PM Wrote:This is most obvious with bosses, and the little need to recast minions.
I tihnk boss damage to minions/mercs has been reduced. (Just my feeling from playing the game) especially noticable vs. baal.
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#11
Well the next installment here is in act5. Just defeated Diablo.

Not much difference in the way things played through till the CS. Skellies held thier own and made things move a decent pace.

A few highlights.

Duriel. Well after being shot down to 2 mages I TP'ed out got some more minions from act1 rasied my merc and went back in there. I feel it's a pity that a Necro just does not have enough strength in 1 set of minions to be able to kill bosses. This was on players 5.

Moved onto act 3 and everything was a fair breeze. Same deal with Meph, had to TP out and gather up a second batch of minions. Was running 5 Skels and 4 mages. About level 25 at this stage.

Onto act 4.

Again with a wall of undead that tend to not die on your average monster things move along quite well. So far zero deaths since act 1.

Izual

Easier than I expected. He's just plain stupid still. He kill 2 skeletons throughout the whole fight.

Hellforge. Mr angry here was might enchanted so it appeared that IM took down things nicely as his damage returned was also being transferred to the host that followed him around.

And now we get to the CS.

As I've played lots of Necros I thought the best thing to do here was to set players 1. Diablo is just too damn hard for a summoner at higher player levels.

CS was a fair breeze, why they changed de Sies's minions to doom knights I'll never know. He's just not a threat now. Bring back conviction for him and bremm, you KNEW fear then.

So off to Diablo and as was expected my 5 skellies and 5 mages 1 golem and merc all died in the first sweep of the fire nova. *sigh I think this is the most annoying thing about a summoner. Against normal creatures they walk along killing at a slow but steady pace. As soon as you get to a boss. Particularly Diablo, your toast. I was level 29 at this stage, and had one point in summon resist, still made little difference to my minions.

I on the other hand had max fire resist thanks to gear, and thought I'd try the old IM + Blood golem thump yourself to death routine on the big D.

Lets just say that IM + Blood golem no longer works. Remember those times when 1 blood golem and a level 1 IM could keep you alive and standing around for hours in hell games before? No longer, the damage returned granting the golem life and hence yourself just doesn't work as well as it used to, so the pile of bones just turned to mush at Diablos feet.

HO HUM WHAT IS A NECRO TO DO???

think think. *light bulb

Well lets see the same tactic with a bucket of bolts. *summons iron golem. Lo and behold this actually worked and quite well, it only took about 5 minutes and 30 golems to finally spike Diablo in the butt, along with about 3 trips to act 1 shops for cheap daggers and whatnot to stash in my inventory for ready golem creation. I'd run back to the CS, throw all the weapons on the ground, and thanks to my high fire resist was able to run around and summon golems. I found that actually running in myself and whacking diablo with my wand made the big guy go hand to hand with the golem instead of frying it with a lightning hose.

Well Iam going to push on. There's a few things that niggle me about the summoner and others that depress me. I've heard and can see from the stats on the Arraet Summit that Summons health at higher level is a joke, so I expect a summon necro to never really bother going into hell if he's relying on skeletons.

If the Summons would scale to higher difficulties and bosses did less damage to them then you could even maybe, just maybe come out somewhere close to on par with other classes in damage output. As it stands there's just no comparison to the necro and other classes.

Well I boldly step through the red portal and turn to see what act 5 can dish out....
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#12
How about you stop being stingy with skill points and drop 20 into bone spirit? :D There, all bosses owned with no problem. Ancients included.
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#13
Because he's a summoner :P

I've only placed 10 points in strength so far, all other stat points are unused, but all skill points are accounted for so far :)
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#14
Ah.. these religious purists :) No wonder Diablo kicks your butt :P
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#15
So far a point of Life Tap is letting my Necro handle Act bosses pretty comfortably (players 1 or partied)

Duriel NM coming up, that will be a stern test. Wonder if there are any cold resistant monsters around the end of Act 2...
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#16
Allow me to say to you (and everyone else) that there is a scaling damage bonus on Raise Skeleton after slvl 8. There is a flat life bonus per point after slvl 3/4. These bonuses increase with difficulty level. (well, the life does, it's 10 in normal and 21 in hell. Damage seems weaker in normal than hell, but as the amount given per point goes up with each point past a certain level, it's hard to see exactly.)

Max Raise Skeleton before maxing mastery.

In hell, the last point you put in Raise Skeleton gives you 7 damage, and 21 life. + skills show that the difference between a lvl 26 and 27 Raise skeleton is ~15 damage (not counting mastery). A lvl 30ish RS and SM give you 12 skeletons in hell with ~850 HP, 900+ AR and DR, and 300+ damage per hit. Add amp and might for 1200+ damage per hit on many things.

Without the nice +skills, you wil need might + amp to get through hell. With, you can get by without, but quite slowly. The thing I like is the freezing arrow from the corrupted rogue types taking all my skels out of action until I can get the attracting going, bone spears coming through my skeleton pack forcing me to do a little dance, etc, etc. I still have to be awake here, or I'll go south faster than my minions. I think that if they don't fix amp bypassing PIs, this could be overpowered in hell.

Think about that. Skeletons. Overpowered. In HELL.
:D
Not as much as bowies are right now though.
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