View Full Version : Bone summon
Barcelona
02-08-2007, 16:10
Was just thinking, would this work in PvP? If so, does that mean you have to:
After a period of time, you have to look and hunt monsters down and revive again?
Also, trust me, bone summon hybrid is not in the sticky, therefore any link can be great and helpful thanks:afro:
I call bone/summon hybrid a Bone necro with 1 point revives. Maxed skeletons and skeleton mastery and many points in bone skills just plainly suck at pvp scene.
Barcelona
03-08-2007, 13:12
Aite, so is that true that you have to keep hunting down monsters and revive them? Wouldn't this be stupid but? Lets say when ur in the middle of a duel and all ur revived monsters die??
Barcelona
03-08-2007, 17:45
Cmon people:smiley: It's a simple question, also, 1 pt in Posion Nova is not that useful vs ES sorcs is it because of something called "antidote" potions?
THanks
Revive, yes they will/can run out during a duel - and yes you'd need to find a new monster to revive if you so desperately need a revive to blob with.
1 pt Nova, with no synergies would deal hideous damage, I reckon you'd be better off by just saving those three points.
I had a pretty successful summon+boner for PvM. But really it just gave me something to do (spamming bone spirits) while waiting for baal to drop. But the damage on the bone spirits was too crappy to really call it an improvement over a regular summoner. I dunno, I wouldn't really recommend it.
Gorf
Barcelona
04-08-2007, 04:30
When I mentioned ES SOrcs this must be for Pvp Eh? =D
OnlyHope
04-08-2007, 15:43
I call bone/summon hybrid a Bone necro with 1 point revives. Maxed skeletons and skeleton mastery and many points in bone skills just plainly suck at pvp scene.
i totally agree
Rice_Farmer3
05-08-2007, 01:16
ANY type of summons suck in pvp. Good pvp chars will just cut through your summons no matter how many and how good they are. Imagine a sorc sending a high level/synergized/cold masteried frozen orb right in to your cloud of minions... And spending all those points in the skellies will take away valuable points that go into your bone spells, which is probably your only means of damage. I speak from personal experience. My level 18 lld zealot once fought a level 50 something necro who was mad for me having owned his low level char. He sent all his skellies at me. It did take forever, but I eventually cut through all of then without taking too much damage. So I went at him in person and got his life to a sliver, at which point he started running back to town. I switched to my heavy weapon and charged him and killed him. I also have similar story about a level 60 something (he was my highest level opponent) druid sending his wolves and bear after me. I don't know if summons fare better in high level duelling, but I dount it very much.
AveSatanasRex
05-08-2007, 07:20
The purpose of your summonlings in a duel is only to function as a series of expendable meat shields. First of all, this is really only practical if you teleport everywhere you go, and don't walk anywhere. (You should, of course, NEVER run.)
Your summonlings will evaporate eventually, it's true. But it should also be no problem to teleport off into the wilderness of the Blood Moor or wherever you're dueling and summon some more in a hurry.
In fact, here's one strategy that I've seen used with some success. Take the River waypoint and snag a handful of Urdars from the RoF. I guess the idea is that between their knockback and [so I'm told] crushing blow if they happen to hit your opponent, you can gain quite an advantage insofar as you'll have an opportunity to put Spears through them.
Really I think any Necromancer would be wise to expend those few points that get you Revive. With decent equipment, you'll get revives that will be ridiculously tough and you'll get like a dozen of them. Furthermore, they're good protection for your mercenary as depending on what you summon, they'll keep stationary on the spot to which you teleport until you walk or run. What I mean is, if you teleport and you've got a bunch of summonlings, nobody (including your merc) will move until you move. So you can teleport just far enough out that your merc won't be able to hit anything if you and your gang get IM'd. Without summonlings he'd walk right back into the fray like an idiot, but with them he'll stay put and not get himself hurt. That'll save you lots of gold over time.
In any case that's PvM strategy and you asked about PvP, but the advantage still stands - especially the bit about your minions holding position instead of wandering. What it means is, you may be able to sustain A LOT of hits before actually seeing any damage. Revives are easy to replace, and strictly for the purpose of meat shielding, it doesn't really matter what they are. They can be carvers or zombies or whatever you find and like.
So you say you want a guide... here's what I'd use.
Max Teeth
Max Spirit
Max Spear
One point in CE
One point in bone armor
Max Wall (it's useful sometimes, and points into it as a synergy benefit armor more than does a point in armor for some reason)
Max Prison EVENTUALLY, as in: make this your final step, if you ever get that far, which you probably won't
One point into everything on the Summon tree EXCEPT FOR Skeleton Mastery and Fire Golem. I use a Clay Golem fairly consistently, which again with decent items will be a strong minion even with just one point invested. That is to say, in no PvM situation would you ever need to cast him twice.
Curses aren't a big deal. Get one if you feel like it. Decrep is nice if you can get your target.
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