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View Full Version : New Runewords + Commandomancers: Evaluation


Har-Megiddo
11-12-2004, 02:34
Dragon
3 Socket Body Armor/Shields
Sur + Lo + Sol
http://www.knight-rider.org/%7Eturtle/diablo/img/dragon0iu.jpg

Decent Def, holy fire aura, some str. unimpressive. would never use on armour because then you don't get teleport. a possibility in a shield if there's nothing better

Dream
3 Socket Helms/Shields
Io + Jah + Pul
http://www.knight-rider.org/%7Eturtle/diablo/img/dreamhead.jpg

Overpriced, some res, holy shock aura, decent def. still unimpressive. no skills, and like dragon, the aura is not shared with minions

Edge
3 Socket Missile Weapons
Tir + Tal + Amn
http://www.knight-rider.org/%7Eturtle/diablo/img/screenshot0840oz.jpg

Super Cheap, horrible damage, thorns aura is nice, but you most likely won't use it and so an a1 merc would, negating another aura to be had from an a2 merc. flat out useless as far as i see unless you like a1 mercs more

Faith
4 Socket Missile Weapons
Ohm + Jah + Lem + Eld
http://www.knight-rider.org/%7Eturtle/diablo/img/faith.jpg

I made this in a zon-only bow for my zon and I don't regret I can't share this with a commandomancer nor his merc. The fanat aura is nice, but in his hands, it excludes a shield, in a mercs hands, it requires an a1 vs a2 merc.

Harmony
4 Socket Missile Weapons
Tir + Ith + Sol + Ko
Level 10 Vigor Aura When Equipped
+200-275% Enhanced Damage (varies)
+9 To Minimum Damage
+9 To Maximum Damage
Adds 55-160 Fire Damage
Adds 55-160 Cold Damage
+2-6 To Valkyrie (varies)
+10 To Dexterity
Regenerate Mana 20%
+2 To Mana After Each Kill
+2 To Light Radius
Level 20 Revive (25 Charges)

Now this, it's a MAYBE (but I still wouldn't use it). Vigor is worthless, but you get a Valk skill. This means that you can crank up your + skills and get a high level valk + merc + your minions

But the damage is unimpressive, takes two hands, and would have to be on the necro as your a1 merc can't cast valk

Ice
4 Socket Missile Weapons
Amn + Shael + Jah + Lo
Frostmaiden bow on ebay. It gives you holy freeze, suffers same problem as all the other bows used for a necro

Insight
4 Socket Polearms/Staves
Ral + Tir + Tal + Sol
Level 12-17 Meditation Aura When Equipped (varies)
+35% Faster Cast Rate
+200-260% Enhanced Damage (varies)
+9 To Minimum Damage
180-250% Bonus to Attack Rating (varies)
Adds 5-30 Fire Damage
+75 Poison Damage Over 5 Seconds
+1-6 To Critical Strike (varies)
+5 To All Attributes
+2 To Mana After Each Kill
23% Better Chance of Getting Magic Items

Obviously you wouldn't hold it, and it might be OK for an a2 merc, but how does meditation help a commandomancer? Useless for this build

Last Wish
6 Socket Swords/Hammers/Axes
Jah + Mal + Jah + Sur + Jah + Ber
6% Chance To Cast Level 11 Fade When Struck
10% Chance To Cast Level 18 Life Tap On Striking
20% Chance To Cast Level 20 Charged Bolt On Attack
Level 17 Might Aura When Equipped
+330-375% Enhanced Damage (varies)
Ignore Target's Defense
60-70% Chance of Crushing Blow (varies)
Prevent Monster Heal
Hit Blinds Target
0.5 (per level)% Chance of Getting Magic Items (Based on Character Level)

Obscenely expensive, but you get might aura. How would one use this though? You could get Doom on a Might Merc and use bramble and then all of the nm merc auras are there. Blessed Aim and Prayer is rather trashy, and only a defiance merc would LIKE it, but it DOESN'T MATTER because it can only go in your hands, an A3 mercs hands, or an A5 merc. Wouldn't get made for this build if I made the call.

Note: A might aura presents a possibility of you holding it, but I bring up that you lose fanat from beast and the might merc might get changed to defiance, but that sounds like a downgrade in power to me.

Lawbringer
3 Socket Swords/Hammers/Scepters
Amn + Lem + Ko
20% Chance To Cast Level 15 Decripify On Striking
Level 18 Sanctuary Aura When Equipped
-50% Target Defense
Adds 150-210 Fire Damage
Adds 130-180 Cold Damage
7% Life Stolen Per Hit
Slain Monsters Rest In Peace
+200-250 Defense Vs. Missile (varies)
+10 To Dexterity
75% Extra Gold From Monsters

Um, nah.

Phoenix
4 Socket Weapons/Shields
Vex + Vex + Lo + Jah
http://www.knight-rider.org/%7Eturtle/diablo/img/Screenshot077.jpg

Very cool. You shoot off firestorms, get the redemption aura, and can use it as a shield. I'd say this is a strong candidate. I would have to point out though, that the redemption aura is not shared and I don't remember the last time my necro was starving for redeemed life & mana, as this is a very safe build in pvm

Conclusions: If you find you need more auras than power, then you can wear a Phoenix shield, and throw a Dream helm on you and your merc, and heck - if you don't like Enigma as much as one more aura, you can wear Dragon armour for HF. If you want your minions to be strong though, I don't see how any of these new runewords help a commandomancer.

Another note: If you went PvP, I would consider throwing a Faith bow on an A1 merc (who can cast slow missile), bramble armour, and whatever helm to free up your weapon slot with something else better for you (I'd go with Hoto or Wizzy so you can teleport around quickly and let your minions do the work or the Last Wish for the might aura and still have a weapon to go hand to hand)

soulesschild
11-12-2004, 02:38
a1 mercs dont cast slow missile my friend ;)

its seeing eye or whatever, lowers defense

Har-Megiddo
11-12-2004, 02:41
a1 mercs dont cast slow missile my friend ;)

its seeing eye or whatever, lowers defense

oh, that's right. so yeah, quite worthless runewords for this build i think.

winnAr
11-12-2004, 02:48
wanna make a spirit big pally shield and donate to me?! =D

Starkey
11-12-2004, 02:58
why donate, spirit is the easiest to make

Mad Mantis
11-12-2004, 09:34
oh, that's right. so yeah, quite worthless runewords for this build i think.

That is not something I agree with. Faith with its aura can be very useful for a Commandomancer. The lack of a shield is made up by the fact that you can stay behind your troops. If you add a BA to that you are perfectly safe without block. You can work around the loss in resists.

Fortitude with its Enhanced Damage, Enhanced defense and CtC Chilling Armor will serve you very well when attacking things. It also has Life based on Clvl and Resists.

Oath comes with a level 16 HoW that will give your minions +125% Enhanced Damage and +130% Increased AR.

Necrochild313
11-12-2004, 12:50
Pride
4 Socket Polearms
Cham + Sur + Io + Lo
?
25% Chance to Cast Level 17 Fire wall When Struck
Level 16 Concentration Aura When Equipped
250-310% Bonus To Attack Rating (varies)
+1%(per level) Damage to Demons (Based on Character Level)
Adds 50-280 Lightning Damage
20% Deadly Strike
Hit Blinds Target
Freezes Target +3
+10 vitality
Replenish Life +8
1%(per level) Extra Gold From Monsters (Based on Character Level)

MIGHT, FANAT, AND CONC

....the pwnage is killing me.

psuedoenviro
11-12-2004, 13:53
OATH has so many possibilities for a commandomancer. Throw on some Marrows and put points into bone skills for a Bone Spirit as synergized as casters. HoW helps with damage/ar. Slvl 17 Iron Golem charges is a free skill that allows you to just dump points into Golem Mastery. Add PVM, 50%IAS, Indestructable, and poison dagger bug and you are ready to go. Oh yeah, and it is relatively cheap. The only negative is the wide %ed range.

30% Chance To Cast Level 20 Bone Spirit On Striking
Indestructible
+50% Increased Attack Speed
+210-340% Enhanced Damage (varies)
+75% Damage To Demons
+100 To Attack Rating Against Demons
Prevent Monster Heal
+10 To Energy
+10-15 Magic Absorb (varies)
Level 16 Heart Of Wolverine (20 Charges)
Level 17 Iron Golem (14 Charges

OldSkoolGamer
11-12-2004, 14:07
30% Chance To Cast Level 20 Bone Spirit On Striking

I've heard that this doesn't seek. Shame.

Indestructible
Level 16 Heart Of Wolverine (20 Charges)
Level 17 Iron Golem (14 Charges)

I hate this. It's the same problem with Eternity. You have to choose.
Either you put in a non-eth weapon and get the charges, or you put it in an ethereal weapon and get more damage, but you lose the ability to refill the charges.

Why couldn't they have made them both get O-Skills instead of charges?
:grrr:

Har-Megiddo
11-12-2004, 14:40
Pride
4 Socket Polearms
Cham + Sur + Io + Lo
?
25% Chance to Cast Level 17 Fire wall When Struck
Level 16 Concentration Aura When Equipped
250-310% Bonus To Attack Rating (varies)
+1%(per level) Damage to Demons (Based on Character Level)
Adds 50-280 Lightning Damage
20% Deadly Strike
Hit Blinds Target
Freezes Target +3
+10 vitality
Replenish Life +8
1%(per level) Extra Gold From Monsters (Based on Character Level)

MIGHT, FANAT, AND CONC

....the pwnage is killing me.

Yeah, if this is true..... oh so beautiful

Dinkytoy
19-12-2004, 10:35
is there any better info about the bone spirit on oath not seeking ?

I was thinking of adding a bone spirit attack delivered by Oath to my skelliemancer, using marrowalks and maxing at least one other bone spirit synergy.

But I've never made a necor that uses melee so I don't know if it will work. I figured on using Angelics amulet and rin for the AR boost.

-noob at necros

Mad Mantis
19-12-2004, 11:00
is there any better info about the bone spirit on oath not seeking ?

Yeah, I would like to know this as well. Has anybody tested this already?




But I've never made a necor that uses melee so I don't know if it will work. I figured on using Angelics amulet and rin for the AR boost.

Making a Meleemancer is very viable. There are several options for boosting your AR and not all of them are expensive or hard to find. The charges of HoW on the Oath are one way to increase AR.

OldSkoolGamer
20-12-2004, 06:17
Yeah, I would like to know this as well. Has anybody tested this already?

I wanted to see for sure, so I tried it myself with an editor. Here's what happens.

It tracks only the enemy you struck with your weapon. If you kill the enemy with the strike itself, the Spirit will not look for a different target. If you don't kill the enemy with the strike, and it teleports (I tired it on an Imp) the Spirit will seek him down.

Mad Mantis
20-12-2004, 07:30
Thanks for the info.