View Full Version : Is this a viable trang build?
I)euzious
13-05-2004, 03:21
Hi :wave: im new to the forums and i was wondering if this build would be effective pvm.
summoning:
20 raise skelly
20 skel mast
20 raise mage
1 c golem
1 g mast
1 s resist
1 b golem(preq)
1 i golem(preq)
1 revive
Poison-n-Bone:
20 Ce
Curses:
1 AD
1 weaken (preq)
1 confuse
5-10 decrep
5 DV
As for stats:
Str: enough for gear
Dex:none
Vit:rest
Energy:none
Thanx in advance constructive criticism is appreciated.
FFS, just look at previous posts. Same question, different thread... again. Not trying to sound unfriendly... yes its a viable build.
I)euzious
13-05-2004, 03:40
Thx i appreciate it
I)euzious
13-05-2004, 03:47
Another question. How well do u guys think this build will fare in hell? :scratch:
Appetitus
13-05-2004, 06:37
20 raise mage
1 b golem(preq)
1 i golem(preq)
1 revive
5-10 decrep
5 DV
If you don't waste skill points in the above, you can own Hell. Mages are worthless, one of the key features of a mancer is speed. You can move faster than a teleporting sorc with Trangs, and your skeletons will constantly be teleporting in around you (thus protecting you). Mages and revives will constantly be lost and are not anywhere as good as skellies (revives usually block skellies -- thus protecting the monster). Mages are constantly disappearing, which means for the above build, you spend a lot of corpses just getting them back (and not using your slvl CE !!).
Once you recognize that mages and revives are a waste, and that CE is far, far more valuable, you get a lot more points for curses. The typical necro has lots of +skills, so adding to DV or decrep is not required. Learn to use Attract, you can full stop a monster rush with just two casts, or immediately shutdown all nasty ranged monsters. Forget about the BS skills, they just cannot match the damage you get elsewhere and they suck down mana like no tomorrow.
Finally aim for Trangs with pure + all skills adders, the firewall skill will match a decent sorc (since you get LR to double the damage). You have the ideal setup for high damage firewall (4k+), your skellies hold the monsters in the flames. A key point usually overlooked by wannabes is that Fire Mastery gets pumped by those +all skills (at least +8).
Pick up Bone Armor to add to your effective HP, you will have plenty of skill points once you get curse durations long enough to payback any mana costs.
Finally, you kill the DC with the unique battle dart (a little poison to mark hits) with a PMH ring, while burning him. You can trap him in many places, once that is done, burn away and pick up your charm.
Mad Mantis
13-05-2004, 12:52
@I)euzious:
Welcome Newcomer to The Darkness. Grab a brew :drink: and feel free to raise some corpses.
Just ignore the question in your other Trang build thread.
20 raise mage
1 b golem(preq)
1 i golem(preq)
1 revive
5-10 decrep
5 DV
If you don't waste skill points in the above, you can own Hell. Mages are worthless
Care to explain why they are worthless? My Overlord is tearing up Hell with a similar set-up.
EuroJamie
13-05-2004, 15:09
Care to explain why they are worthless? My Overlord is tearing up Hell with a similar set-up.
What curse do you go for: AD or LR?
20 raise mage
1 b golem(preq)
1 i golem(preq)
1 revive
5-10 decrep
5 DV
If you don't waste skill points in the above, you can own Hell. Mages are worthless, one of the key features of a mancer is speed. You can move faster than a teleporting sorc with Trangs, and your skeletons will constantly be teleporting in around you (thus protecting you). Mages and revives will constantly be lost and are not anywhere as good as skellies (revives usually block skellies -- thus protecting the monster). Mages are constantly disappearing, which means for the above build, you spend a lot of corpses just getting them back (and not using your slvl CE !!).
Once you recognize that mages and revives are a waste, and that CE is far, far more valuable, you get a lot more points for curses. The typical necro has lots of +skills, so adding to DV or decrep is not required. Learn to use Attract, you can full stop a monster rush with just two casts, or immediately shutdown all nasty ranged monsters. .
I am sorry but i have to completely disagree as imo i never heard so much nonsense. Have u ever witnessed a full battalion of s.mages and revives pummellling at a act boss while the rest of your army takes the thing apart.
You have decrep and clay do the slowing thing whilst ur skeletons cover the the close quarter melee as well as your summons support from range. Well lets just say this is where the power of the necro summoner really shines. First time i ever done this i was utterly awe struck of just how powerful a necromancer can really be as the boss was totally outmatched in almost every department.
Yes your partially correct that mages can get in the road however if you had engima or teleport from a item i do not see this as a problem. Mages excel particularly well if they are group in a single spot (just out of teleport) and if they can focus on a single target you be surprised what a barrage of necro missle would do to a target if you manage to get the slvl high enough.
Your commenting about mages disappearing more then skeleton ...erm unless it changed recently i dun see mages disappearing anymore than skeletons normally do. As for revives it depends what kinda of monster u revive. If your tactful of what revives u summon again you be surprised. CE do work well with summoners.
Curses yes imo 1 in each relevant curse is more than enough but it all down to taste and equip.
Unless i am mistaken Trangs now has teleport??
JohnnyShotMe
13-05-2004, 16:56
Trangs does not have teleport but it gives you some good r/w speed. The reference meant you can jog where you're going faster than a teleporting sorc (except of course....through walls).
Still cannot see how r/w no matter how fast it is would be faster than teleport :scratch: Particulary when teleport can go through walls.
masakerr
13-05-2004, 18:27
I'm on the fence with this one. The Revives are cool, but imho, usually not worth much more then meat added to the wall (which can be a good thing). They do "get lost" very often which is a pain.
Mages? I put a point in there, so I have a few. Since it's not maxed, they mostly just add meat to the wall. The benefit they provide is secondary to my main attack which is the skellies (assisted by curses, Clay and Merc...almost forgot CE is a must!).
However, would I and do I summon everything I can every chance I get? Usually. So, it's not a bad build. It's a good build and you should have fun with it. I can pretty go where ever I want in hell and not worry too much.
Masa
Mad Mantis
13-05-2004, 20:03
What curse do you go for: AD or LR?
Depends on the situation. When I see that my Mages will be more effective because of terrain and monsters I use LR. When I see that Warriors will be better I use Amp.
As for revives it depends what kinda of monster u revive. If your tactful of what revives u summon again you be surprised.
What kinds of monsters do you usually revive? I'm experimenting now and I would like to hear what you found to be helpful.
I)euzious
13-05-2004, 22:32
See thats exactly what m having trouble with, mages or no mages and revives. This is what i mainly need to clarify. thx for all ur hel every1 i appreciate it, :thumbsup:
Mad Mantis
13-05-2004, 22:34
Mages are a preference. Most of us have made a build in the past with Mages. Based on that, we decided that they were either good or bad.
I)euzious
13-05-2004, 22:52
I was thinking mebe i should use the points that i would have other wise used for mages and revives and make a poison summon hybrid. well i guess im gunna have to remake that big waste of time %&$^%$#^$ :grrr: One more thing will the poison tree work well in hell without bramble and with just full trang? And o yea dont mind if i do. :drink:
Mad Mantis
13-05-2004, 23:08
A poison hybrid is pretty expensive. You need really good gear.
Full TO is a good way to go as Venomancer.
I)euzious
13-05-2004, 23:13
A poison hybrid is pretty expensive. You need really good gear.
Full TO is a good way to go as Venomancer.
So with trangs can i get pleasing results with a p/s hybrid and if not will my earlier build work just fine or is there a more effective trang build out there? The venomancer sounds great but i want to incorporate summons in my build. thx for the input. :thanks:
Mad Mantis
13-05-2004, 23:22
You can use TO with a lot of success in your previous build.
It is OK for a P/S Hybrid. There are better pieces of equip out there, but its not a bad start.
I)euzious
13-05-2004, 23:33
So i can kind of tell this guys lookin like an overlord so still is 1 revive enough for my build?Or should i take a few out of CE and raise revive a bit? Thx for ur input guys i can see clearly now.......uh oh i feel a song coming ......i can see clearly now the rain is gone.... :yep: i love that song.
Mad Mantis
14-05-2004, 11:28
Most people do not put in more than one point when it comes to Revives. With +skills that should easily get you to 10 Revives. Maybe more depending on gear.
You could put in a few points if you feel that you do not have enough Revives.
I)euzious
15-05-2004, 06:02
Again, thx alot every1 who posted under this thread. I really appreciated all the help. Just one more thing.... which build in ur guys oppinions would work better for TO's , my previous build or a poison/summon hybrid? and yes again, Thx.
Mad Mantis
15-05-2004, 15:19
Both could work well. However I think that they hybrid could do with a set-up that gives more +skills. You will need them. An Overlord can make good use of the set.
StormriderXIII
18-05-2004, 06:59
Mages are a preference. Most of us have made a build in the past with Mages. Based on that, we decided that they were either good or bad.
or fun, even if they are somewhat unnecessary. Yes, they are unnecesary since there is never a single situation in the entire game that you absolutely have to kill a PI monster. Go ahead and try to prove otherwise.
Also, I think I should say that I actually do like magi, so that last part was not intended to be an attack.
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