View Full Version : trang-summon help
trippster36
18-08-2004, 18:28
i got full trang for a summoner necro ive been wanting to make...but ive never made a necro of any type before..and i havent found any summon guides. What is the best trang-summon build for my necromancer. Do i max revive? which golems if any? What stats should i shoot for? help me out plz
[D]Rui[D]
18-08-2004, 18:48
cannot find any summon guide????
have you ever even tried reading the sticky instead of browsing through the 1st page and coing to conclude there is none. btw all the common FAQ can ne found in the stickies
http://forums.rpgforums.net/showthread.php?t=232935
there are tonnes of PvM summoner guides in there...
have fun
EuroJamie
18-08-2004, 18:51
You should check out the stickies at the top of the forum for skellimancer and venomancer guides. These builds both do very well with Full Trangs, and there are links to both types of guide in the stickies.
A basic Skelemancer, which will kick @ss in Hell wearing Full Trang set, would look something like this.
20 Raise Skeleton
20 Skeleton Mastery
1 Summon Resist
1 Clay Golem
1 Golem Mastery
1 Amplify Damage
5+ Dim Vision
1 Decrepify (+2 Prerequisites)
20 Corpse Explosion (+1 Prerequisite)
The build is finished in its early sixties, leaving you with plenty of opportunity to "accessorise".
Don't max Revives. If you like them then 1 point is plenty. Clay Golem is the only truly decent Golem, although if you get Revive you'll have IG as well, which can have some use with decent items.
Have fun,
EJ
Myrakh-2
18-08-2004, 19:10
i got full trang for a summoner necro ive been wanting to make...but ive never made a necro of any type before..and i havent found any summon guides. What is the best trang-summon build for my necromancer. Do i max revive? which golems if any? What stats should i shoot for? help me out plz
I don't believe there are no summon guides. Sure, summoner builds are obvious, but they make guides for everything...
Part of your questions depend on your preferences; I can only give you mine. I've been playing a Trang-Skelemancer on the previous ladder, and I'm currently playing one on the current ladder as my only char.
Along with full-TO I use Marrowwalks, Arm of King Leoric, a +3 summoning amulet, and 2 magic find rings. Ptopaz in helmet and armor, pdiamond in shield. I also have one summon skiller (aiming for more :-), and filled the inventory with resist/mf charms as I found them. I still have all my resists maxed this way, but I'm aiming for more summon skillers instead :-)
A popular variation of my gear setup is to use Maras instead of +3 summoning; however, I value the additional summoning point much higher than the +2 in the other skill trees.
Essentially, I'm maxing Skel Mastery, Raise Skel, Raise Skel Mage and Corpse Explosion; the last two being subject of personal variations. I put one point everywhere else in the summon tree, EXCEPT for the firegolem --- therefore I do get Revives. More than 1 point in Revive is generally not recommended; I don't remember anyone argueing differently here.
For all summoners, clay golem is pretty much the golem of choice; the other ones being far less useful. There are people using other golems; I don't. Doesn't matter, since they all have their 1 point (+skills), except for the firegolem.
As far as curses are concerned, one point is enough as well, with the "AI" curses (dim vision, attract, confuse) being subject of debate. Dim Vision, for those that choose that route, deserves more than 1 point, so it's a good place to offload unused points, or even put some there before maxing CE.
I do not use the synergy bug, so my only points in bone/poison are 1 in teeth and tons in corpse explosion. The synergy bug can be used easily by placing a point in bone armor (if you use marrowwalks, of course), which will immediately give you a 10+33*15 armor.
Stat allocation is the usual --- base dex, base energy, str as needed, rest in vitality. As for str, the TO shield gives +25 str bonus, but the highest requirement is from the boots. So, if you use my setup, check the requirements for the boots, subtract 25 and there you are (I think you'll end up at 118-25 = 93, but I'm not sure about the 118). If using lower-req boots, the helmet will be the top requirement (106), so you would need 81 str.
Marrowwalks give +str as well, but it didn't work out for me --- I could equip a +str weapon, equip the boots, remove the weapon and everything was fine, but I'd have to equip the weapon every time when joining a new game. Since stat points are not really an issue, I decided to just add some more str.
Make sure you get used to NOT running --- your walking and running speeds will be the same. I swapped the "running" and "stand still" keys for that, so I can still run when moving to another act (before the vamp look kicks in again), but don't run just because I'm used to holding down the ctrl key.
As for TO-specific things --- only the firewall skill is really useful. I do use fireballs in normal, when my teeth (lvl 1 +skills +marrowwalks) aren't up to the job anymore, but otherwise both fireball and meteor are pretty much useless, IMHO. Don't expect the firewall to be a fast-killer, though --- you are not a sorceress. It gets the job done, though, esp. when combined with lower resist and magi :-) I also use it whenever I face "high hp" monsters, just to speed up things a bit --- 1000 fire damage/s isn't much, but it's 1000 firedamage/s.
A variation of the pure Skelemancer build COULD be one using poison as well, due to the poison-related things TO gives. I have no experience with that, and personally I don't think it's viable.
As for merc: might merc is about the only choice (A2 nightmare offensive). Contrary to other classes, your merc is pretty safe already because he's just one of many minions, so I prefer to give him +skills gear such as +4 Ariocs needle, and +2 Arkaine's Valor (still have to get one of these on the current ladder...) to boost his might aura, which in turn will boost your sleketon warrior damage.
Gameplay: amp damage everything. Let skellies drop a corpse or two, spam corpse explosion, and pickup the goodies. Rinse and repeat. Put decrepify on act bosses instead of amp. Cast your golem at them to make sure they'll be slowed. No big deal. There are some finer details, like putting lower resist on some things, using dim vision to shut down gloamish monsters and stuff like that, but that pretty much comes with playing experience.
Mad Mantis
18-08-2004, 20:20
@trippster36: Welcome Newcomer to The Darkness. Grab a brew :drink: and feel free to raise some corpses.
I don't believe there are no summon guides. Sure, summoner builds are obvious, but they make guides for everything...
Not true. We have never had a Mojomancer guide.
trippster36
18-08-2004, 20:21
i didnt mean i couldnt find any summon guides at all, just the ones that deal with my situation. i will be using full trnags and 2 sojs and idk what boots. But ive never made a skeley summoner before...how does the whole amp dam and corpse explosion and dim visionwork together...how should my atks go? when do i use corpse explosion? I want to be a pure summon(althought ik ce is bone).. and by the looks of things, a skeleymancer.
oh and any suggestons on shields..lidless? and i suppose ill be using a king leoric arm.
Mad Mantis
18-08-2004, 20:29
i didnt mean i couldnt find any summon guides at all, just the ones that deal with my situation. i will be using full trnags and 2 sojs and idk what boots. But ive never made a skeley summoner before...how does the whole amp dam and corpse explosion and dim work together...how should my atks go? when do i use corpse explosion?
Actually, we have a guide in the sticky concerning using parts of the Trang set. Several guides talk about the use of CE, Amp and DV. Go and read all our guides. They will give you a lot of information and tactics concerning the Necromancer.
But here is the quick run down:
DV = a curse used to make ranged attackers stop hitting you with their ranged attacks. Doesn't work on OK's, MoD's, Champions and Uniques. Use it whenever you are faced with monster that do ranged attacks and are not under attack by your Skellies.
Amp = a curse that doubles damage. Use it on everything except hard hitting bosses. Use Decrep on those.
CE = a P&B spell. Use it after you have cursed everything on screen with Amp.
trippster36
18-08-2004, 21:21
well that answered a lot of questions. but a few things r still shady. The guide was definite on any golems? which golem should i do if any (how many points) and i dont think i will be having a good supply of items to use for iron golem. And do i really need 200dex? i doing enough str for gear, about 70-100 energy and idk how much vit and dex. the guided suggest 200 dex at lvl 92 which i dont plan on getting to anytime soon. So should i go with 200 vit+ and about 100-120 dex?
Mad Mantis
18-08-2004, 22:32
IIRC almost all guides suggest using a 1 point Clay Golem. Some guides suggest a IG if you can get some good items. You are better off with a Clay.
The dex is only if you decide to block. That is only helpful if you can get a nice blocking shield.
Myrakh-2
18-08-2004, 22:55
oh and any suggestons on shields..lidless?
Since you'll be using full TO (at least you said that), you'll be using the sheld that comes with the set :-)
Edit: as a Skelemancer, attacks generally do not reach you at all. Of the ones that do, the most dangerous one --- black soul lightning --- cannot be blocked.
So, I suggest to leave dex at base and pump vit instead.
This is, of course, under the assumption that you will be killing monsters, rather than trying to zig-zag through them.
trippster36
19-08-2004, 01:44
yea i totally forget trang had a shield...i dont usually consider a skeleton head being a shield lol...but i def dont plan on being hit..so thanks for clarifying that. And only 1 point in clay golem? i will be maxing my necessary skills at the low 60's according to the guide. Does it hurt to have more in there? Or will 1 keep him alive and useful?
Beonarri
19-08-2004, 02:03
Of course there is a Mojo guide, it's a Meleemancer in a party. :lol:
Myrakh-2
19-08-2004, 10:30
And only 1 point in clay golem? i will be maxing my necessary skills at the low 60's according to the guide. Does it hurt to have more in there? Or will 1 keep him alive and useful?
With full TO you already have some +5 to all skills. Add to this additional plusses --- since you are playing a summoner, you'll obviously concentrate your +skills in the summoning tree.
Well, to sum it up: my own gear gives me +11 in the summoning tree (plus the individual +skills from wand and boots). That means lvl 12 clay golem, lvl 12 summon resist, lvl 12 golem mastery --- take my word for it, that's MORE than enough. Sure, if I cast him in the middle of Listers pack he'll turn red or even die after a while, but that "while" is quite long --- and it's not an iron golem, so I just hit the hotkey, hit the right mouse button and he's back at full health :-) Other than that, I hardly ever see him turn red --- it's just the "cast him into the middle of a dangerous bosspack"-case, and he lasts quite long there.
On the last ladder I didn't have a summon skiller, so that was +10 in summoning --- still MORE than enough golem power.
A clay golem is not a one-point wonder, but with the +skills, one point is enough. Same for revives, if you want them.
Instead of wasting your skillpoints, consider something else to max --- put stuff into dim vision if you find it useful enough (more points increase duration AND range, so casting it at the edge of the screen makes it more likely to hit black souls hidden beyond there), and max mages (as a "pure" Skelemancer, maxing mages is probably the way to go... I do that :-)), or even try a hybrid if you can scrap together 40 skillpoints from somewhere.
EDIT: golem mastery and summon resist are NOT synergies, so +skills work there. Some people call it "pre-1.10 synergies", but that's not quite true --- these skills have no use of its own, they are only there to improve your summons.
trippster36
19-08-2004, 14:44
alright i think that just clears up everything...my final question is what boots? is there a "good" boot for summoners?
Mad Mantis
19-08-2004, 14:52
Marrowwalk gives +SM. The only boots that boost any of your most used skills.
EuroJamie
19-08-2004, 14:54
For uber boots of 1337ness you should seek out the boots they call the Marrowalks. They have nice summoner mods including a +1/+2 to Skeleton Mastery. They also have a bug which means that the lvl 33 Bone Prison charges act as a synergy to any Bone Prison synergy skills. However, this bug will only work if you don't put any hard points in Bone Prison, so tread carefully :wink2:
Ash Housewares
19-08-2004, 14:55
marrows are kinda heavy, how much str does the typical 1.10 summoner usually have?
edit- dur, this is a trang thread, NEVERMIND!
:bonk: :bonk: :bonk:
EuroJamie
19-08-2004, 15:00
marrows are kinda heavy, how much str does the typical 1.10 summoner usually have?
edit- dur, this is a trang thread, NEVERMIND!
:bonk: :bonk: :bonk:
I normally shoot for base 117 anyway, cos I'm a big fraidy-cat when it comes to body-popping :scared:
Where in the hell did that come from ash -.-
Boots=goodness. I cant say no to dual stats.
Myrakh-2
19-08-2004, 15:01
marrows are kinda heavy, how much str does the typical 1.10 summoner usually have?
Well, I value the +2 skeleton mastery (I don't use the synergy bug...) higher than a few more points in vitality.
As a trang oul's user, your highest req item is the helmet with 106 str. YOu get +25 str from the shield, which means you need 81 str (assuming no other +str mods anywhere else)
Marrows have 118 str req (IIRC), so you'd need 93 --- still not that much, IMHO. For me it's a difference of 24 life (12 vitality) or another +2 in skeleton mastery, and I prefer the +skills.
Ash Housewares
19-08-2004, 15:03
Where in the hell did that come from ash -.-
Boots=goodness. I cant say no to dual stats.
my old summoners were always pretty boy weaklings, and I hadn't noticed this was a trang thread since I jumped in on page2 and forgot the title by the time I posted, so I had forgotten that you've already got a 106 str helm so the difference of 12 is pretty much negligible, in my mind I was thinking more like a difference of 25-30, but my mind has gotten 7 hours sleep in 3 days and doesn't know what to do with itself
I take it you do a 10 post per page view? For me this still is on page one..
Back to that, for PvM I find everything is negligible. That's what pots and minions are for!
Ash Housewares
19-08-2004, 23:44
I take it you do a 10 post per page view? For me this still is on page one..
Back to that, for PvM I find everything is negligible. That's what pots and minions are for!
yea, I do 10, I never liked the shift to 15-20 this is what I'm used to and I don't want as much stuff to look through all at once
vBulletin® v3.8.4, Copyright ©2000-2009, Jelsoft Enterprises Ltd.