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View Full Version : How big is YOUR Corpse Explosion???


Naja
16-12-2005, 08:05
Tell your max Corpse Explosion radii.

I'm still in the process of building my Necro up for the Ubers. I just got done maxing SM and RS, so my CE is roughly level 12ish, counting +items. My radius is a little under 9, I believe.

What's the largest anyone has had? At what level, and with what items?

RealmOftheWolf
16-12-2005, 11:40
Highest CE ive had is 28.6 Yards at lvl 40


20 points into CE
Shako +2
Enigma +2
Hoto +3
Homucalus +2
Trangs gloves
arach +1
2xsoj +2
maras+2
Anni +1
Nec torch+3
Battle command +1
1 P&B gc +1

+20

It was kick *** lol

Myrakh-2
16-12-2005, 11:55
What's the largest anyone has had? At what level, and with what items?

20 hardpoints on my Skelemancers. I think it was +6 and +8 from gear (depending on switch), but it could have been +5 and +7 (don't remember for sure).

For a short while I had a SOJ on a Skelemancer, so +1 more.

Rabbitz
16-12-2005, 12:32
roughly the same as realmofwofl

so sweet :)

Naja
17-12-2005, 10:55
28...that's like the whole goddamned screen, isn't it! :clap:

BOOM! :thumbsup:

Rabbitz
17-12-2005, 16:29
close to full screen, but if something dies in the middle of throne of destruction, pretty much all else dies aswell

RussianKitten
18-12-2005, 20:39
im building a summ nec and i was wondering is it absoulutley necesary to use ce? could i just pump the skills into curses? would it make a big difference in my killing ways?

Myrakh-2
18-12-2005, 23:02
It might sound weird, but for a Skelemancer, corpse explosion is THE main killing spell. We get a lot of skellies, but they aren't really an area spell --- and no skellie, warrior or mage, will ever do the amount of damage a corpse explosion does. And corpse explosion doesn't just hit one target...

For most packs, things work like this: let skellies engage, wait until the first corpse drops (wait a bit longer in larger games, as CE damage is based on base hitpoints --- so you don't want the rest of the pack to heal off your CE while your skellies are working on the next corpses), blow up the rest, pickup stuff, continue. And it doesn't matter how big the pack is --- could be just 2-3 monsters, or a huge cow pack.

Of course, you can do without CE --- your skellies can handle things just fine, it will just be a lot slower (granted, dealing with Fallen camps and other resurrection monsters could pose a problem, since you can't tell your skellies to go for the shamans). You can invest into curses if you want --- it won't improve the damage output, but if you prefer that, go ahead. I'm even a bit reluctant to accept the "make your amp damage radius the same as your CE" --- amp is very cheap to cast, and gets decent duration and radius with just a few +skills.

The usual debate is "how much CE is enough". I was always a fan of maxing it, others argue that a smaller radius is sufficient. Since I never made a hybrid (only pure skelemancers), there weren't any skillpoint issues, so maxing it was just fine. On my bonemancer I left it at 1 point (but then, bonemancers concentrate their +skills in the poison&bone tree... so more +skills for CE as well).

Even a maxed CE will often fail to hit a lot of monsters, mostly because just about any minor obstacle seems to provide cover. It's often a bit disappointing...

Painman
19-12-2005, 04:18
Lvl 33 on my guy. 13.3 yard radius. Shako, Mara's, AOKL, Skullder's, Homo, Magefist, Torch.

Naja
19-12-2005, 12:57
Even a maxed CE will often fail to hit a lot of monsters, mostly because just about any minor obstacle seems to provide cover. It's often a bit disappointing...

I've experienced differently. My CE blows up things through walls (provided that I can see what's behind the wall).

EgoSuicide
19-12-2005, 15:21
Currently lvl 35 on my Fishymancer. Boom.

I really think you should invest in this skill, when you see it in game you'll understand why its so popular.