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View Full Version : Build idea: The Multimancer - NEED INPUT


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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MasterMynd
09-10-2007, 20:01
I like it!

The Insight/IG sounds like a good idea - leaving the weapon slot open on your merc. Insight is cheap enough that losing one every once-in-a-while isn't completely devastating. And the maxed SM/GM should keep him relatively durable. The one drawback I see is that you wouldn't be able to use the CG for bosses.

The Play Style sounds almost exactly the same as a Fishy: DV to gain time to scope everything out, then AMP monsters in melee range, and once the first monster goes down, AMP+CE to clear the rest. (It's almost like the rest of your team replaces the Skellys.) But hey - it works so why "fix it"? :)

Just a note on play style with AMP: I prefer to leave Amp at a fairly low level to keep the range down. With low Amp and maxed DV you can blind the entire screen (or more) with one shot and then Amp just the "front line", leaving everything else DV'd to wait for the melee chars to get to them.

The Faith/Pride/Might merc combination is pretty much a fantasy (for me anyway), considering the runes needed, but it would certainly send your Physical damage out the roof.

theShockeR
09-10-2007, 21:44
I wonder if you were to go basically a summoner and use a dream helm + shield and a HoJ weapon + dragon armor, which would give level 30 fire and shock aura, and just stand in the middle of your pack, maybe get a act NM defensive merc for holy freeze. Clay golem + decrp + holy freeze + fire + shock = everything dies.

**Edit: I'm sure the answer to this question is no, but does holy fire, shock, and freeze transfer to your minions...the +elemental damage that is? I'm guessing no, but still having level 30 shock + fire on your necro, the melee damage should be decent, right?**

bogie
09-10-2007, 22:55
I wonder if you were to go basically a summoner and use a dream helm + shield and a HoJ weapon + dragon armor, which would give level 30 fire and shock aura, and just stand in the middle of your pack, maybe get a act NM defensive merc for holy freeze. Clay golem + decrp + holy freeze + fire + shock = everything dies.

**Edit: I'm sure the answer to this question is no, but does holy fire, shock, and freeze transfer to your minions...the +elemental damage that is? I'm guessing no, but still having level 30 shock + fire on your necro, the melee damage should be decent, right?**

Actually, I'd argue against the use of dream here, not to mention fire. They do very very low damage in hell, and the pulse damage will be next to nonexistent, not to mention your going to be the target of every nearby monster with the pulse drawing them in.

I'd stick with aura equipment here, such as a Fanat/Conc/Might Merc combo, with Insight Golem and Faith for the Fanat. You might also want to consider throwing a bramble on your merc for the added thorns aura, which would make for 5 team auras. Throw a point or two into revive, and bring up about 5-6 strong monsters to protect you and you'll be set. Casting Dim Vision and then spamming arrows is a nice way to add some damage as well, and to prevent being surrounded.

I might even advocate the use of a Fire Golem here, because his Holy Fire aura will make him a magnet. Monsters will stream away from you and your party to try and beat on Sparky. If your team doesn't really need mana, or a sorc's merc is already using insight, I'd seriously consider using Sparky here.

DeathSpawn
10-10-2007, 04:28
I might even advocate the use of a Fire Golem here, because his Holy Fire aura will make him a magnet. Monsters will stream away from you and your party to try and beat on Sparky. If your team doesn't really need mana, or a sorc's merc is already using insight, I'd seriously consider using Sparky here.

it's a good idea if you're teleporting with revives or just walking but it's bad idea if you're teleporting and not using revives for blob mode, because golem will not move unless you walk/run and he'll be in same place as you, so monsters will shoot against golem and will it you.