View Full Version : high level skill distribution
twisturwhig
20-03-2006, 20:48
Im currently level 75 on hc ladder us east.. I have maxed RS, SM, and CE. I use amp and level 1 clay golem, lev 2 iron. I have 2 hard skills into summon res and 1 into revive/mage. I have a act 1 merc with thorns aura runeword bow. I currently have 15 saved skill points. My concern is where do i put the rest of my points? mages? Iron maden? Bone shield synergys for hc survival? I am killing everything right now so i dont know where to improve! Anyone have any ideas?:scratch:
im in your shoes...=P
thinking of mages/CE (haven't maxed either one...and don't seem to need to either though...=P)
twisturwhig
20-03-2006, 22:51
Ive maxed CE already along with the RS and SM. CE kicks man! may i suggest pumping it!?
I've come to the conclusion that after maxing rs/sm/ce as many necros are prone to do, its now time to pump the best, and often most overlooked skill a necro has. Dim Vision!!! with a 14 yd radius its become my main skill, as im running around spamming dv, while keeping ranged attackers quiet and Shamins just standing there. as soon as my army picks a pack to engage, i then simply cast amp (5.6yd radius) around the pack and either ce that group or amp a few more dv monsters then ce. It's an even better skill if you have lowish resists, especially lit. resist. without dim, act5 hell is that much harder. I'm a pure hardcore player so resists/life/staying alive is kinda important to me. Any necro i build is going to have at least 12yd radius for dim.
FrostBurn
21-03-2006, 15:31
I agree with the Dim Vision, although with good gear, you can get the radius to a respectable level with only 1 pt invested. So, I suggest maxing Magi. The elemental damage helps, the more meat shields the better, especially in HC, and it's not as if there is somewhere better to put your remaining points.
twisturwhig
21-03-2006, 18:54
So you're suggesting to max magi, and put a skill into dimvision.
prehaps I could put a skill point into lower res? to compliment mages?
hmm..well ive actually neve used dim vision...i did play around with atract the other night when i found a wand..jsut to see waht it was like....
i think i prefer confuse over attract....just massive..well...confusion :grin:
and this has worked in the past for me with archers....but currently i haven't had any problems with archers/casters...so i have invested in either DV or Confuse....
what would be some pros and cons between the two? :shocked:
both seem to greatly disorganize the packs so that i can move in unmolested...:laugh:
FrostBurn
22-03-2006, 00:18
A while ago, I was debating whether to get confuse and attract. But I settled for DV, as my skill layout allowed for little spare points. This is my reasoning:
DV: I have +18 from gear, bringing it to +19. The radius covers half the screen. One cast and they are all blind. I really only use it when facing Gloams, and on occasion spear cats, since they have a pierce attack. I then wait for my skellies to engage them before switching to amp.
Confuse: Great fun, and I love the colourful circles, but what use is it when your skellies engage them? When they are engaged, they are not running for you. DV would do the same trick; blind them, wait for skellies to engage, then switch to amp.
Attract: One monster is cursed, the others within 6 radius attack it. Nice, but it needs a lot if micromanagement. As compared to DV when you can hurl a DV in the general direction and they are all blinded. And with attract, you still stand the chance of piercing attacks hitting you if you are in the line of fire of the atttracted monster.
If you want a bit of fun, then go for attract and confuse. But imo, they have little real practical use.
But if you are a bone wielding murderer and love building up your skull collection, then go for DV. The main idea is that you want to have amp active almost all the time. That goes well with DV'ing gloams, allowing skellies to engage, and then switching back to amp so your skellies can hack 'em down twice as fast.
As for LR, go with it if you like and have the points to spare. You will only really use it when facing unbreakable physical immunes. I find that in those situations, even a good LR will make killing a PI slightly faster by your Magi, as opposed to rapidly faster. As there are so few unbreakables around, I chose not to go with LR, and just sit it out when they did show up.
A
DV: I have +18 from gear, bringing it to +19. The radius covers half the screen. One cast and they are all blind. I really only use it when facing Gloams, and on occasion spear cats, since they have a pierce attack. I then wait for my skellies to engage them before switching to amp.
Confuse: Great fun, and I love the colourful circles, but what use is it when your skellies engage them? When they are engaged, they are not running for you. DV would do the same trick; blind them, wait for skellies to engage, then switch to amp.
i guess for confuse...i cast it mainly on all the archers (usually 2 casts should cover everyone)...and then i amp just the area my skeles are working on....it tends to difuse the focus of the enemies attacks...
what is the real difference between the two...only because i haven't used DV...:shocked: ..what is the affected range? if enemy is DV will the only engage in melee?
FrostBurn
22-03-2006, 00:33
DV'ed monsters are literally stuck. They cannot see so they cannot move. They stand still as if struck dumb. Their radius of vision is reduced to 1. They can only attack if you step up right next to them within their melee range.
So with gloams, when DV'ed, they cannot shoot, and when a skellie melees them, they melee back i.e. they do not shoot. You completely eliminate them from shooting those nasty bolts.
twisturwhig
22-03-2006, 00:44
Thankyou all for the advice! I suppose i will max out mages and then being to utilize some curses for some added safety. After reading your posts... ive come to the conclusion that such curses as DV and Confuse prolong my hc survival more effectively than boneshield + synergies. GL!
DV'ed monsters are literally stuck. They cannot see so they cannot move. They stand still as if struck dumb. Their radius of vision is reduced to 1. They can only attack if you step up right next to them within their melee range.
So with gloams, when DV'ed, they cannot shoot, and when a skellie melees them, they melee back i.e. they do not shoot. You completely eliminate them from shooting those nasty bolts.
ahh..ic i think that could be better than confuse...confuse is only especailly useful when the monster fight amongst themselves...:grin:
as long as they both cease 15 bolts stearking across from gloams.black souls at me....or what seems like 20 arrows/spears incoming...:laugh: ....
i can see how these skills are far more valuable in HC :thumbsup:
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