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Kretschmer
04-10-2005, 02:51
Diablo2 seems like a decent "rehab" game after ditching WoW, and I thought I'd get back into it with an oddball build. Specifically, a Lord of Mages. LoMs focus on raising skeletal mages (hence the name) and augmenting their damage with lower resist.

This character will be completely untwinked/no trading, so 40 RSM/SM isn't really feasible. I played one to nightmare before, and I'm guessing that mages will cut it in hell. But how slow are they? Hydra slow or venomancer slow?

Planned build
Raise Skeletal Mage: 20. Pretty Self-explanitory.

Skeleton Mastery: 20. See above.

Revive: 6 (20). Revives are excellent meatshields and ok damage-dealers. Besides, they're too damn cool not to use. The utility of huge number of revives is tempting, but they're sort of unwieldly and it would be pretty tough to keep a ton up at any given time. If 6+Item Skills doesn't cut it, I can certainly pump Revive up.

Raise Skeleton: 1. This isn't a melee-focused summoner. I've gone down the skeleton + revive + amp + CE route before, and I find mages to be more appealing (if slower).

Summon Resist: 1. I'd feel silly putting points into a skill with such diminishing returns. Even meagre Item Skills can handle this one.

Golems: 1 (20): I have no idea what to do here. I was toying with dumping 20 points into the fire golem, but his aura does piddling damage and his AR seems too low to hit anything.

Corpse Explosion: 5 (20): 5 seems a good place to start out. I'll pump this if it seems appropriate.

Lower Resist: 5 (20): This skill is the only way to boost mage damage after 20/20 RSM/SM, but the diminishing returns are steep.

Dim Vision: 1 (20): This skill is very useful against pesky ranged attackers. I might max this for utility.

Questions:
-At what point do additional revives become useless? I'm not sure how many to put there.
-Are any of the golems worth pumping? Clay is good for bosses, but in my experience mages fare poorly against bosses anyways, and one point is good enough to slow. The low AR of fire golems (the only golem source of sustainable damage; iron die too much) makes me wonder if one would hit anything.
-15 skill points for -15% res all seems like a poor trade. Then again, the duration and radius become noticeably better. Am I wrong in leaving LR at 5?
-Would level 20 dim vision be as awesome as I think it would be?
-The base build above requires 74 points, giving me a solid 15 or 20 more to play around with before I hit the megagrind. Where would YOU put them? Remember, I'm not playing with +15 all skills or -100% enemy poison resist. The direct-damage spells seem to be too weak without gear or synergies and raise skeleton is blocked thematically, leaving me with utility options.

Stat points:
STR: ~80? Caster equipment is pretty light.
Dex: Base. Blocking doesn't seem to be needed or feasible, untwinked.
Vit: A lot. Hey, why not?
Ene: 50-75. An insight polearm negates the need for a large mana pool, but I need something to keep me going while I go rune hunting.

Items:
+Summoning>+Skills>+mana>+hp>resists>FCR>Other Junk. I think.

Style Points:
Freaking awesome, man.

Kretschmer
04-10-2005, 03:50
Oh yeah, I completely forgot about the merc.

Insight on a polearm is too cheesy and useful to ignore, so it looks like A2 is the way to go.

Defiance: Won't help me, the mages look to be toast, anyways, and the revives will be tanks with or without.

Prayer: Not having to top one's self off with potions is rad. Also, with the prayer synergy I'd be getting double healing from the Insight meditation aura. Would this healing be noticeable in hell? Unfortunately, my guess is no.

Blessed Aim: Pointless.

Holy Freeze: Corpsekiller. It'd be nice to give my mages some more breathing room, but I think the shatter effect would drive me nuts.

Thorns: A strong contender. Every time something gets hit, I win. It's also a pretty rare aura, so my merc won't be redundant in big games.

Might: Boosts revive and merc damage. Is this worth more than thorns? I leave the question to you, my gentle readers.

Prayer (double healing), thorns, or might?

Mad Mantis
04-10-2005, 10:44
-At what point do additional revives become useless? I'm not sure how many to put there.

Most people say after just 1 point seeing as how you're bound to get a lot of +skills in the Summoning tree. I wouldn't put in any more than 5.




-Are any of the golems worth pumping? Clay is good for bosses, but in my experience mages fare poorly against bosses anyways, and one point is good enough to slow. The low AR of fire golems (the only golem source of sustainable damage; iron die too much) makes me wonder if one would hit anything.

Not really. Besides being incredible tanks they do not have a lot going for them. Clay needs about +8 skills to be really effective in the tanking department but he is useful long before that. The only reason to really pump GM is to make a specialised IG to help you out.




-15 skill points for -15% res all seems like a poor trade. Then again, the duration and radius become noticeably better. Am I wrong in leaving LR at 5?

Nope. Most people tend to leave it at 1. Since it is one of the only three ways you can pump the damage of your Mages (Infinity and +skills being the others) it deserves a few points but certainly do not go above 5 unless you have no other place to put points.




-Would level 20 dim vision be as awesome as I think it would be?

It blinds everything on the screen. If you could get your hands on an Infinity this combo would make it a very safe build. Regardless even in combo with LR it can do well as a means of crowd control and shutting down Gloams.




-The base build above requires 74 points, giving me a solid 15 or 20 more to play around with before I hit the megagrind. Where would YOU put them? Remember, I'm not playing with +15 all skills or -100% enemy poison resist. The direct-damage spells seem to be too weak without gear or synergies and raise skeleton is blocked thematically, leaving me with utility options.

Not a lot of options really. Crowd control seems to be the focus and maybe a bit of CE. Pumping BP wouldn't give you an incredibly sturdy defense but at just over 2.5k with 50% Physical Resist it should do nicely as a form of crowd control. And as you said DV is a good choice. It would depend a bit on how many +skills I would have but I think I couldn’t go wrong with BP.




Items:
+Summoning>+Skills>+mana>+hp>resists>FCR>Other Junk. I think.

I'd change that order a bit and place mana further back. Being alive is more important.




Prayer (double healing), thorns, or might?

Oddly enough you should reconsider a Defiance Merc. Along with your Revives he is the only one assaulting the enemy lines. Revives will vanish every now and then leaving you with a varying number of tanks. He could be alone in his quest to physically assault the monsters every now and then. The Defiance along with a high def armor will keep him alive that much longer.

Prayer does give more than double healing but with the limited number of HP's it isn't very effective against a full attack.

Thorns is nice but since even a low Bramble will be equal to a high level Thorns Merc it isn't the best way to go about getting Thorns.

Might can make the Revives incredible damage dealers if you can get them to the target and if you can find the correct type.

AnimeCraze
04-10-2005, 22:18
Minions doesn't take double healing, making this ineffective. The best use I have found for this is an mf sorc.

discfor1
04-10-2005, 23:27
I ran a LOM for a while. I got to mid 80's and about halfway through hell. It got to be too tough with the gear (and patience) I had so I stopped. If you can get the runeword with Conviction on it for your merc. It is called Infinity. You make it in a 4 Socket Polearms with Ber + Mal + Ber + Ist. Nice and cheap. LOL (Sarcasm, btw).

Good luck.
Mark

vendrox
05-10-2005, 08:50
Mad Mantis has a couple of good points.

But, CE just loves to be maxxed :D

McCain123
05-10-2005, 12:02
You will have some trouble of where to put your points. After 20 mages and 20 mastery there is not much, thats needs a lot of points.

CE is an options, dim vision is an option.

More than 1 point in golem and his mastery is a waste, except you plan to use a special Iron Golem.

More than 1 point in revives or Summon resist is a waste too, as your +skills will bring these to good numbers.

Maxing 1 of the Bone Armor Synergies could be an option, for your own defence.

For your merc you already picked the best options. I would probably take the prayer merc, as he negates most poisoning, when he heals 40+ life / sec ( at lvl 85 ).
Might could be an option too, as he and the revives will have increased damage, but that is more an option for skellies.