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RFS
03-02-2005, 07:47
Well my friend has been telling me how great hes doing mf'ing in the pits, I am wondering what kind of necro would be great for mf'ing runs and what skills and gear i should use? help would be GREATLY appreciated

-RFS

Mad Mantis
03-02-2005, 10:34
Well my friend has been telling me how great hes doing mf'ing in the pits, I am wondering what kind of necro would be great for mf'ing runs and what skills and gear i should use? help would be GREATLY appreciated

Welcome Newcomer to The Darkness. Grab a brew (http://www.lgl.bayern.de/de/left/fachinformationen/lebensmittel/warencodes/_images/bier.jpg) and feel free to raise some corpses.

Skelliemancers are very gear independent. They can field lots and lots of MF and still be very effective. Skelliemancers are also very safe to MF with. One of the best MF-ing characters if you start out untwinked.

Bonemancers can deal out a lot of damage that is very hard to resist. Most monsters do not have a resistance against this type of attack. The downside is that Bonemancers do need a fair bit of good equipment to kill quickly and efficiently. You can go untwinked, but the damage will suffer.

Poisonmancers can dish out a lot of damage really quickly. Their area-of-effect attacks are fantastic for MF-ing. The downside is that a lot of monsters have a high resistance or immunity to this type of attack. This means that you need to get some good gear in order to kill fast. Some monsters types and areas do not have a lot of poison immunes (the Pit comes to mind sine it has none) so choose the area where you MF carefully if you do not have good gear.

The various hybrids are also equipment dependant, but they can be faster than the non-hybrids if you build them correctly.

Remember that MF isn't everything. You can fields tons of MF and still not get any good drops. Patience is much more important than a MF of 1000.

basictrainer
03-02-2005, 15:53
Use skelemancers for "mob" runs, countess, pits, ect. I've never played a bonemancer but they have to be faster than skelemancers at running bosses :p

UncleSporky
03-02-2005, 16:46
I'm got 200-300% right now on my skellimancer. My equipment is Ume's Lament, Homunculus, Shako, Wealth, Marrowwalk, Frostburn, Goldwrap, necro skill ammy, two low MF rings and I just found a Gheed's. :) I'm not even trying to be twinked, all these things just seem to fall into my lap through small trades.

BTW, is 200% enough for most purposes? I understand the benefits drop off sharply...

Myrakh-2
03-02-2005, 16:58
is 200% enough for most purposes? I understand the benefits drop off sharply...

100% mf -> 71% better chance for unique
100% mf -> 83% better chance for set
100% mf -> 85% better chance for rare

200% mf -> 111% better chance for unique
200% mf -> 142% better chance for set
200% mf -> 150% better chance for rare

300% mf -> 136% better chance for unique
300% mf -> 187% better chance for set
300% mf -> 200% better chance for rare

So yes, the benefits diminish rather quickly, especially when looking at uniques. IMHO, the best rule for gear is "add killing power and surviveability, and fill in MF where it doesn't hurt".

And just for the fun of it:

1000% mf -> 200% better chance for unique
1000% mf -> 333% better chance for set
1000% mf -> 375% better chance for rare

10000% mf -> 243% better chance for unique
10000% mf -> 476% better chance for set
10000% mf -> 566% better chance for rare

GenXCub
03-02-2005, 17:40
I'm got 200-300% right now on my skellimancer. My equipment is Ume's Lament, Homunculus, Shako, Wealth, Marrowwalk, Frostburn, Goldwrap, necro skill ammy, two low MF rings and I just found a Gheed's. :) I'm not even trying to be twinked, all these things just seem to fall into my lap through small trades.

BTW, is 200% enough for most purposes? I understand the benefits drop off sharply...

When it comes to MF necro's, I prefer summoners who use Corpse Explosion.

If your wand/shield only has +all skills, +necromancer skills, or +summoning skills (and DOESN'T have +raise skeleton), you can do a weapon switch, fire off some corpse explosions, and then switch back. If you take just a couple of seconds, most of the time, you won't lose any skeletons. With +skills, the game seems to check your slvl in raise skeleton in intervals, much like a pally aura... if the "aura" pulses while you have a weapon switch on with less +skills, the excess skeletons will die, if you can fit the Corpse Explosions in before the "pulse" and then switch back, you're fine.

All that being said... Slap a Gull/Rhyme on switch, keep your right-click skill on that weapon switch as Corpse Explosion, and everything that dies from that CE will have an extra 125% MF attached.