View Full Version : Revives, Auras, and Skill points?
sunflowersmooth
07-10-2007, 21:40
So I've read nightfish's guilde on the summon necro and have a level 88 summoner that I am very happy with. I have also read his section on revives, but I am confused as to why creatures like undead soul killers and soul killers are regarded as poor revives.
Doesn't the high physical damage they deal very good for revives?
Do pit lords and Maulers have CB? I know Urdars do, but I generally never find them. Where are they exactly?
Also, are Hell Witches any good? I've noticed that they shoot those red balls that seem to inflict scary amounts of damage! In the throne, there are so many, so I was wondering if I should take advantage of this.
In the guide it also suggests Ghosts are good in Chaos Sanc. Does that mean souls would be good in WSK?
Next question, do pally auras help my skellies? Auras like conc, are they benificial to my skellies damage?
Lastly, where do you suggest investing points after the core of the build is finished? Is it really worth putting one point into every curse? What ideas do you have about attract? Skelly Mages? Revives?
Thanks, I know it's a lot of questions do your best to answer them if you can!!
Much appreciated :smiley:
nicro tower
07-10-2007, 21:43
urdars and maulers are in the same class of monsters, so maulers should have cb, pally auras like fanat and conc do help your skellies.
thepandafactor
07-10-2007, 22:04
Doesn't the high physical damage they deal very good for revives?
No, all revives have such low damage if they dont have CB so you never consider the physical damage.
Do pit lords and Maulers have CB? I know Urdars do, but I generally never find them. Where are they exactly?
Most people get Urdars in River of Flame, I think they are also common in Durance 2.
Also, are Hell Witches any good? I've noticed that they shoot those red balls that seem to inflict scary amounts of damage! In the throne, there are so many, so I was wondering if I should take advantage of this.
You want your revives to tank, so they aren't that great. But it's entertaining.
In the guide it also suggests Ghosts are good in Chaos Sanc. Does that mean souls would be good in WSK?
No, ghosts and souls are different. Souls just buzz aorund randomly and shoot sparks that don't really do much damage (it is amusing though). Ghosts engage the enemy and tank for you, the big bonus is that they fly htrough stuff.
Next question, do pally auras help my skellies? Auras like conc, are they benificial to my skellies damage?
Yes.
Lastly, where do you suggest investing points after the core of the build is finished? Is it really worth putting one point into every curse? What ideas do you have about attract? Skelly Mages? Revives?
Mages, you only need prereqs to decrepify. 1 pt in revives should be fine.
sunflowersmooth
08-10-2007, 01:28
Thanks a lot for the responses guys, I think I know a bit more now. So instead of investing a point in each curse I think I will max mage instead.
You don't think attract is worth it? It sounds good since it doesn't override Amp/Decrep, but I do agree that I don't really have that much of a use for one.
Would a merc polearm like Pride with it's aura vastly improve my kill speed? Right now I'm using Eth Insight which helps a lot with CE.
Does anyone have a list of revives that they consider the most helpful or that are their favorites? I think the concept of revive is pretty intriguing lol. When I read Nightfish's guide I was really surprised to find out he thought archers and ghosts were good revives. I never would have guessed.
Personally, my favorite is Pit Lords. And I like council too.
Antifate
08-10-2007, 01:32
CE is the main damager for me. I wouldn't want to run out of mana for it and tele.
Does anyone have a list of revives that they consider the most helpful or that are their favorites? I think the concept of revive is pretty intriguing lol. When I read Nightfish's guide I was really surprised to find out he thought archers and ghosts were good revives. I never would have guessed.
Personally, my favorite is Pit Lords. And I like council too.
I like to use both dolls and urdars in the Durance,but I prefer dolls. Since they are so aggresive, (kinda like a pack of rabid shrews), it makes them the perfect minion to defend against, more dolls.:rolleyes: I'm sure everyone has had a few of them (dolls) slip thru their perimeter down there at one time or another and know it can get ugly. For me, the doll minions keep the action where I want it, away from me.:wink3:
I also like to use Bremm's minions against Meph for the beauty of it.
good revives:
lightning souls
urdars
burning dead archers
anything big (they take the first hits when you teleblob)
basically anything that does elemental damage is good, the bigger the better
You really should try to think more about situational use of revives. Kind on kind, the revive will win. I love scrarbs in the worm hole for that reason.
scarabs can only go 1 on 1 and get in each other's way in worm hole. ranged/elemental revives can shoot al at once
So I've read nightfish's guilde on the summon necro and have a level 88 summoner that I am very happy with. I have also read his section on revives, but I am confused as to why creatures like undead soul killers and soul killers are regarded as poor revives.
They are poor revives because they tend to run around and only hit monsters infrequently. Their damage is also rather low.
Doesn't the high physical damage they deal very good for revives?
In many cases it does, I like high damage revives, though that still doesn't mean their going to be the damage dealers. I really prefer large revives that protect my necro from fast moving monsters, hence my preference for urdars and pitlords.
Do pit lords and Maulers have CB? I know Urdars do, but I generally never find them. Where are they exactly?
Yes they both have CB% as they are both in the same monster class. They can be found in Act III Durance, Tal Rasha's tomb, and in Act IV (the palace as well in Act II). They make excellent revives, I make sure their in the game before I ever try and tackle the Ubers.
Also, are Hell Witches any good? I've noticed that they shoot those red balls that seem to inflict scary amounts of damage! In the throne, there are so many, so I was wondering if I should take advantage of this.
Yes, they make excellent revives, though they are a bit erratic. Their red balls deal physical damage, thus they benefit from amp damage. Use them whenever you cant get urdars or the like.
In the guide it also suggests Ghosts are good in Chaos Sanc. Does that mean souls would be good in WSK?
Souls are good for Choas, but I think he meant that land locked revives won't be able to cross the chasms on the river of flame, they get stuck. I avoid using Gloams and Ghosts because I like my revives to be physical blockers, but its your choice.
Next question, do pally auras help my skellies? Auras like conc, are they benificial to my skellies damage?
Yes :) nothing more to say here.
Lastly, where do you suggest investing points after the core of the build is finished? Is it really worth putting one point into every curse? What ideas do you have about attract? Skelly Mages? Revives?
I only beleive in putting points into the 7 curses, I do not like Dim Vision, Confuse, or Attract. They can be used, I just never need too, though they are useful if you don't have that great gear yet.
Revives need 1 point, but Skele Mages need a full 20. Its necessary. They are just that good. Not only will they take out physical immunes, but they are also indispensable if you ever take on the Ubers, GET THEM.
Hope this helps :thumbsup:
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