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Herbal Essence
15-06-2004, 10:42
Hey Guys,

I was wondering if you could help me put together a build I was working on. It is basically only PvM, moslty untwinked, close combat corpse explosion necromancer.

1 CG
1 GM
1 SR
or couple more points as neede for a slowing combat buddy
How many points in each make him effective?

10 CE
How many points are needed to really use it as a main/secondary skill?

BA and synergies or PD with synergies?
I like the idea of a strong bone armor to let me fight more freely, but with what curses? perhaps AD because I'll be doing so little damage.
Or try to rip huge poison hits then blow them away. Also, what curses?

Just trying to make something interesting, please let me know what you think and if its worth developing. It's certainly no award winner, but I thought it might be fun. Help me fix some of the overwhelming flaws and turn it into a build that can survive the game.

Thanks

HarbingersOfSkulls
15-06-2004, 11:06
Hey Guys,

I was wondering if you could help me put together a build I was working on. It is basically only PvM, moslty untwinked, close combat corpse explosion necromancer.

1 CG
1 GM
1 SR
or couple more points as neede for a slowing combat buddy
How many points in each make him effective?

10 CE
How many points are needed to really use it as a main/secondary skill?

BA and synergies or PD with synergies?
I like the idea of a strong bone armor to let me fight more freely, but with what curses? perhaps AD because I'll be doing so little damage.
Or try to rip huge poison hits then blow them away. Also, what curses?

Just trying to make something interesting, please let me know what you think and if its worth developing. It's certainly no award winner, but I thought it might be fun. Help me fix some of the overwhelming flaws and turn it into a build that can survive the game.

Thanks


First...are you planning on using Skeltons/Revives with this build?

If not, then you max ALL 3 Poison skills(PD/PE/PN)...then put 1 into BA and BW(you can always put more into it later). If your gonna use a "bug" then zero into BP.

With CE...you can use only 1 point...10 points(and get a big radius on it)..or max it(and cover the whole screen with it) your choice(and don't forget your +skills also)

If you want a strong BA...then you max BW and leave only 1 point into BA(and use marrowalks for the 33 BP "bug")

Also...you will want to get your Curses.

Main 3 are: Amp Damage...Decrep...and Dim Vision.

*You should ALWAYS max all 3 Poison Skills for the most damage you can get.

HoS

Mad Mantis
15-06-2004, 11:18
I've been working on the Meleemancer a lot. The build is certainly not overpowered, but very viable. This concept should work, you just need the right set-up.

Since you will be mostly untwinked, you will not gain an awful lot of +skills. I'll give a skill set-up based on that assumption.

Curses:
DV = 13
Decrep = 10
LT = 1

P&B:
BP = 20
BW = 10
CE = 10

Summoning:
Clay = 5
GM = 5
Summon Resist = 1

Herbal Essence
15-06-2004, 19:44
Thanks for some of the advice. I'm still not sure whether to go poison dagger or bone armor. I'm leaning towards using bone armor, but I'm worried about being too worthless damage and AR wise. I suppose thats where the curses come in. My other thought is either bone wall or bone prison useful to a meleemancer? As in, would it matter which i used for synergy to bone armor? Also, would strength have any extra importance to this build, or what should my stats look like? Any specific types of weapons I should be using?

Please hit me back with any comments or suggestions on the build, though I've scoured most of the forums, I'm still new to the necromancer when actually in the game.

Thanks again

Mad Mantis
15-06-2004, 20:01
I'm still not sure whether to go poison dagger or bone armor. I'm leaning towards using bone armor, but I'm worried about being too worthless damage and AR wise.

PDagger is optional, unless you are a Daggermancer. You can't melee without protection, so you need BA.




My other thought is either bone wall or bone prison useful to a meleemancer? As in, would it matter which i used for synergy to bone armor?

Both can be very useful for a Meleemancer. Not only do they strengthen your BA, they also make for great crowd control devises.




Also, would strength have any extra importance to this build, or what should my stats look like?

Besides using curses you can only use strength to increase your damage. It is therefore important, but not so important as life. Try to get as much +strength as possible from charms.

Strength: enough fro equip. Get extra strength from charms.
Dex: enough for max block with a chosen shield.
Vit: rest.
Energy: none.

Herbal Essence
15-06-2004, 23:42
Thanks for the precise answers and input! I'm going to give it a whirl. Two quick questions though: Given the synergies, bone armor should be left at 1 point? And, how often do you use Dim Vision, as in how important is it given the bone and explosive crowd control? I see myself using decrep, and I'm trying to keep my skill point dumping in only one curse as much as possible.

Other than that, your help is appreciated, and I'll take any other advice you have on the meleemancer.

Mad Mantis
16-06-2004, 00:11
Thanks for the precise answers and input! I'm going to give it a whirl. Two quick questions though: Given the synergies, bone armor should be left at 1 point?

Yes. Try to keep it at 1, because synergies will give more points. If you were a normal Meleemancer I would say add more into BA itself. But as it stands now, keep it at 1.


And, how often do you use Dim Vision, as in how important is it given the bone and explosive crowd control? I see myself using decrep, and I'm trying to keep my skill point dumping in only one curse as much as possible.

I use it all the time. I spam it at the edge of the screen and then select what I want to fight. The which I want to fight gets cursed with Decrep. You need the extra points in DV to make the duration acceptable in Hell.

Herbal Essence
16-06-2004, 00:32
I see, thanks. I hope you are still working on a meleemancer guide because I'm eager to hear exactly how a normal one operates like skill options, mercs and weapons. If PD is worth it for AR if no synergies, with or without dagger, or if this reliance on CE is really going to pan out into a waste of time. Either way, i gotta start killing things...