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View Full Version : Two questions about Revives.


TheMightyGoat
04-09-2008, 05:41
Why are they so retarded that they disappear if I take 10 steps from them, and how do I make them ****ing stop doing that? (Barring Enigma, of course.)

mooniz
04-09-2008, 07:49
From http://www.battle.net/diablo2exp/skills/necromancer-summoning.shtml#revive

"Revived Monsters will often "disappear" when you get too far away from them. Generally it's a good idea to keep them on the Automap. Watch your Automap and if you notice they are getting too far away or disappearing from the Automap, stop and wait for them. Sometimes you have no choice but to leave them behind, but other times you can slow yourself down allowing them to keep up. If you notice big chunks of Revived Monsters disappearing, this usually means you got too far away from them to command them. Also keep in mind that Revived Monsters also disappear after 3 minutes."

Options are to wait for them and move slowly or use an item with teleport charges (Naj's Puzzler). Also the use of TP is an option..

Mad Mantis
04-09-2008, 09:07
You can't make them stop doing that. Their AI routine just works that way. It can be a real handful to get Revives to follow you. As mooniz said, barring Teleport the easiest way is with TP's.

sequoia
04-09-2008, 10:40
Some revives have better AI than others. Don't ask me which ones, though.

FoxyG
04-09-2008, 10:50
they are monster zombies, of course they are retarded :p

Greyeagle
04-09-2008, 13:29
Enigma is the only way to keep revives and maintain a reasonable forward pace through most of the game.

Without enigma, they are useful for the immediate area. For example, when running wsk and OK's pop up. I revive a bunch and they usually stick around for that battle, plus a nearby one. But usually they won't stick around for the full 3 minutes. They work well in chaos, unless you are moving at a high pace (in which case you probably don't need revives).

Revives are always situational. You use them to get you through parts of the game that cause you difficulties without them. You don't use them for the bulk of the game. Even with enigma the effort to keep them up for general play because your kill speed would probably actually drop due to all the maintenance.

factotum
04-09-2008, 13:53
Some revives have better AI than others. Don't ask me which ones, though.

I don't think they have better AI, but Revives that are naturally faster moving (like Frenzytaurs) have a much easier time keeping up--if they happen to wander off to inspect an interesting wall or a flower or something, they're still capable of catching you up once they realise how far away you're getting and so don't get outside the "vanish radius".

totaleuge
04-09-2008, 17:23
spellsteel is cheap with 20 teleport charges. have it on swap. works wonders for stacking right on top of baal.

williamchan
05-09-2008, 01:53
Naj's Puzzler
Elder Staff
Damage: 200 To 232 (216 Avg)
Required Level: 78
Required Strength: 44
Required Dexterity: 37
Durability: 35
Base Weapon Speed: [0]
+150% Enhanced Damage
+50% Damage To Undead
Adds 6-45 Lightning Damage
+30% Faster Cast Rate
+1 To All Skills
+70 To Mana
+35 To Energy
Level 11 Teleport (69 Charges)

balkan
05-09-2008, 10:05
Aren't those teleport charges on Naj's puzzler very expensive since they're lvl 11?

factotum
05-09-2008, 10:18
Aren't those teleport charges on Naj's puzzler very expensive since they're lvl 11?

You want convenient AND cheap? :wink:

sequoia
05-09-2008, 12:37
I think he wants a free enigma!

balkan
05-09-2008, 15:05
A free enigma would be nice (pm me a mule account ;) ) but i'm doing fine with my lvl 1 teleport charge ammy. It's cheaper and seems more convenient aswell.
I only had to cube and gamle like a million rings, which you get relatively fast if you gather up alot of cash.

williamchan
06-09-2008, 23:17
Aren't those teleport charges on Naj's puzzler very expensive since they're lvl 11?

No clue, but, does it matter? Its diablo gold, not World of Warcraft gold.

balkan
07-09-2008, 00:13
Well, if they cost the about same or less than the amount you charsi on your mf runs, no, but otherwise. My lvl 1 charge ammy costs about 50k to recharge completely i think, that's not bad. But i could imagine lvl 11 charges might become an annoyance.