Ed from Russia
09-10-2007, 14:48
I've read a lot of threads recently about summoners not being welcome in multiplayer games. So here's my idea: the ultimate multi-player necromancer, for parties with 4+ players. Although the build relies heavy on curses, it's not a Mojomancer because it doesn't use these curses to kill. So we need a new name:
THE MULTIMANCER
The Multimancer helps his party members with curses and auras (from equipment), and uses Corpse Explosion.
SKILLS
Max Corpse Explosion
Even with the MP penalty still awesome
Max Dim Vision: freezes all monsters so they can be taken down one-by-one, or simply passed by.
Max Golem Mastery, 1 pt Iron Golem
Create the Golem out of an Insight Polearm, and everyone can play without a hireling. Golem Mastery will make sure that your golem survives.
1+ pts Amp, Decrepify, Life Tap, Lower Resist
Invest enough in each so the range is comfortable. Use them on monsters depending on the mix of your party. Consider having some Curses skillers with you; they're cheap and will help you increase your range.
1 pt Revive, rest of points in Skeleton Mastery
Most people don't like an army of skeletons, but up to 3 Revives can give party a real boost, especially if there are a lot of casters in the party. Skeleton Mastery will make the Revives stronger.
EQUIPMENT
Here you can go in different directions:
A) Auramancer
Dress up in equipment that gives your party useful auras. The best option is probably to carry an Infinity polearm. For the other items, choose for safety (resists, damage reduction, defense). Get Enigma for the Teleport.
B) Meleemancer
Focus on equipment with Crushing Blow (Guillaume's Face, crafted Blood gloves, Duress armor, Gore Riders). Get a single-handed weapon with additional CB and a shield with high defense and resists.
C) Bowmancer
Get Faith for the Fanaticism aura, and get items with CB / DS / OW. Focus your arrows on single targets and use CE to clear the area.
D) Bow-poisonmancer
You don't have enough enough skill points to invest in the poison skills, but you can do a lot of damage with the right bow and lots of charms and other poison sources.
MERCENARY
If you choose to have a hireling, check with your fellow players what they have. Most likely there will already be a Might Merc, so choose a Defiance Merc instead. Equip him with Pride for the Concentration aura. Alternatively, get a Act I Hireling and equip her with a Faith bow.
PLAY STYLE
Dim Vision is always the first thing you use; with 20 pts invested your radius will be larger than the screen, so just cast it without aiming. Next, look at the monsters and your team members and decide which other curse you want to use. Amp Damage and Life Tap are useful for melee chars, while Lower Resist is your choice for trappers and casters. Use Decrepify on bosses.
Once your fellow players have killed a monster use Amp Damage and Corpse Explosion. After a few blasts the area should be cleared.
Make a few Revives out of big and fast monsters (e.g. urdars, moon lords). No-one will mind them, but don't get more than 2-3. That will guarantee they're not in anyone's way. Unsummon them in narrow areas.
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THE MULTIMANCER
The Multimancer helps his party members with curses and auras (from equipment), and uses Corpse Explosion.
SKILLS
Max Corpse Explosion
Even with the MP penalty still awesome
Max Dim Vision: freezes all monsters so they can be taken down one-by-one, or simply passed by.
Max Golem Mastery, 1 pt Iron Golem
Create the Golem out of an Insight Polearm, and everyone can play without a hireling. Golem Mastery will make sure that your golem survives.
1+ pts Amp, Decrepify, Life Tap, Lower Resist
Invest enough in each so the range is comfortable. Use them on monsters depending on the mix of your party. Consider having some Curses skillers with you; they're cheap and will help you increase your range.
1 pt Revive, rest of points in Skeleton Mastery
Most people don't like an army of skeletons, but up to 3 Revives can give party a real boost, especially if there are a lot of casters in the party. Skeleton Mastery will make the Revives stronger.
EQUIPMENT
Here you can go in different directions:
A) Auramancer
Dress up in equipment that gives your party useful auras. The best option is probably to carry an Infinity polearm. For the other items, choose for safety (resists, damage reduction, defense). Get Enigma for the Teleport.
B) Meleemancer
Focus on equipment with Crushing Blow (Guillaume's Face, crafted Blood gloves, Duress armor, Gore Riders). Get a single-handed weapon with additional CB and a shield with high defense and resists.
C) Bowmancer
Get Faith for the Fanaticism aura, and get items with CB / DS / OW. Focus your arrows on single targets and use CE to clear the area.
D) Bow-poisonmancer
You don't have enough enough skill points to invest in the poison skills, but you can do a lot of damage with the right bow and lots of charms and other poison sources.
MERCENARY
If you choose to have a hireling, check with your fellow players what they have. Most likely there will already be a Might Merc, so choose a Defiance Merc instead. Equip him with Pride for the Concentration aura. Alternatively, get a Act I Hireling and equip her with a Faith bow.
PLAY STYLE
Dim Vision is always the first thing you use; with 20 pts invested your radius will be larger than the screen, so just cast it without aiming. Next, look at the monsters and your team members and decide which other curse you want to use. Amp Damage and Life Tap are useful for melee chars, while Lower Resist is your choice for trappers and casters. Use Decrepify on bosses.
Once your fellow players have killed a monster use Amp Damage and Corpse Explosion. After a few blasts the area should be cleared.
Make a few Revives out of big and fast monsters (e.g. urdars, moon lords). No-one will mind them, but don't get more than 2-3. That will guarantee they're not in anyone's way. Unsummon them in narrow areas.
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