Latest Diablo 3 News
DiabloWiki Updates
Page 3 of 16 FirstFirst 123456713 ... LastLast
Results 21 to 30 of 153
  1. #21
    IncGamers Member memememe173's Avatar
    Join Date
    Nov 2003
    Location
    Alberta
    Posts
    9,973

    0 Not allowed!
    Crushing Blow isn't all that great when using "attack" (Passion phase blade would be awsome for the crushing blow fiends)

    Passion phase blade would be awsome for the crushing blow fiends, plus it has built in physical immune killing power (and Iron Maiden avoidance)

    for a golem heavy build Marrowwalks are an option

    Great guide :winner:

    btw, if need be, my realm necro with 20 CG/20GM is yours for testing




  2. #22
    IncGamers Member
    Join Date
    May 2004
    Posts
    73

    0 Not allowed!
    I found attract to be not so useful. Just seems easier/better to walk in a room, DV everything, then decrep who you want to fight. Amp for physical immunes and lifetap when your merc is having troubles.

    Those are really the only curses I found all that useful.




  3. #23
    D2/3 Necromancer & Witch Doctor Moderator Mad Mantis's Avatar
    Join Date
    Jun 2003
    Location
    In a cave teaching Mantids to raise
    Posts
    10,986

    0 Not allowed!
    Quote Originally Posted by CEG
    They are so busy fighting each other that you can focus on the few closest to you safely and use CE to take the group down to a smaller size. I just find attract to be very useful and have never had problems in all my testing with it bringing in to many monsters.
    Using CE in combo with Attract has always been a powerful tool, but it detracts too much from the melee feel for my taste.
    I'll rewrite the section on Attract and will try to include some more info on strategies. I'll also see how Attract works in combo with DV and as a replacement.
    Thanks for the heads up.




    Quote Originally Posted by CEG
    Possibly 5-10 points should be plenty and with a larger focus on mastery he will be a great tank. Also gaining resists (esp going 2 hand) is hard and having a golem immune to ele and taking all that damage can be a real life saver. Plus even if he dies (or you die) a few points in summon resist will you to use a lower res all item and still achieve high res if not immunity.
    Let me play around a bit with the skill calculator and the tactics from 1.09 and then I will rewrite the IG section as well. It will probably come down to a preference decision. What do you like more Clay or IG? Kind of like how Attract and Dim Vision will turn out.
    And if you are able to get your hands on some good equipment with some good procing mods and resists, it just might be worth it to curse a group with Weaken. This will not affect their swing speed, ensuring that the procing will happen alot, but it will help the survival of your Golem.




  4. #24
    D2/3 Necromancer & Witch Doctor Moderator Mad Mantis's Avatar
    Join Date
    Jun 2003
    Location
    In a cave teaching Mantids to raise
    Posts
    10,986

    0 Not allowed!
    Quote Originally Posted by memememe173
    Passion phase blade would be awsome for the crushing blow fiends, plus it has built in physical immune killing power (and Iron Maiden avoidance)
    Just be sure to use passion mainly with the Berserk. The HBT mod and the HCMtF mod can become quite a nuisance.




    Quote Originally Posted by memememe173
    for a golem heavy build Marrowwalks are an option
    Although I really do not like bugs, if it turns out people want it, I'll include the darn boots in the equipment section and mention them for certain builds. Probably the CE-variants and the Very Heavy Golem builds could use them effectively.




  5. #25
    IncGamers Member
    Join Date
    May 2004
    Posts
    73

    0 Not allowed!
    Marrowwalks are definitely a bug. Though I disagree with not using poison dagger. First of all its been around so long, that they obviously want it to be a feature of the necro, or else they would have changed it by now. Secondly, unlike the marrowalks, using PD requires you actually invest in the skill. So even if it really was a bug, its still a bug you have to invest in to use.

    BTW Mantis, creative title lol.




  6. #26
    IncGamers Member memememe173's Avatar
    Join Date
    Nov 2003
    Location
    Alberta
    Posts
    9,973

    0 Not allowed!
    Quote Originally Posted by Mad Mantis

    Although I really do not like bugs, if it turns out people want it, I'll include the darn boots in the equipment section and mention them for certain builds. Probably the CE-variants and the Very Heavy Golem builds could use them effectively.
    I knew that :o...I just forget to word it differently when I posted :(

    Demon Limb would be a very very useful twinky item




  7. #27
    D2/3 Necromancer & Witch Doctor Moderator Mad Mantis's Avatar
    Join Date
    Jun 2003
    Location
    In a cave teaching Mantids to raise
    Posts
    10,986

    0 Not allowed!
    Quote Originally Posted by ArcticSpectre
    Marrowwalks are definitely a bug. Though I disagree with not using poison dagger. First of all its been around so long, that they obviously want it to be a feature of the necro, or else they would have changed it by now. Secondly, unlike the marrowalks, using PD requires you actually invest in the skill. So even if it really was a bug, its still a bug you have to invest in to use.
    Something prevents me from using the PDagger bug. I know most people do not see it as a bug, it is a psychological thing. If only Blizz renamed it Poison Weapon or something similar.
    I have included the bug in the PDagger description and everybody is welcome to use it. A good tool to increase your AR. It should make your Meleemancing life easier.




    Quote Originally Posted by ArcticSpectre
    BTW Mantis, creative title lol.
    /me is a huge fan of Charles Darwin.




    Quote Originally Posted by memememe173
    Demon Limb would be a very very useful twinky item
    It is and will be included.




  8. #28
    IncGamers Member TheKbob's Avatar
    Join Date
    Jun 2003
    Location
    Work or School, flip a coin
    Posts
    3,302

    0 Not allowed!
    Quote Originally Posted by Mad Mantis
    Strategies


    Commandomancer

    Historically this build was called the Frontline General. The build described below is almost the same as the historic Frontline General. However since patch 1.10 and the guide made by TheKbob, calling it the Commandomancer feels better.

    Curses
    Amplify Damage = 1
    Dim Vision = 13
    Weaken = 1
    Iron Maiden = 1
    Terror = 1
    Life Tap = 1
    Decrepify = 10
    Poison & Bone
    Teeth = 1
    Bone Armor = 1
    Corpse Explosion = 1
    Bone Wall = 1
    Bone Prison = 20
    Bone Spear = 1

    Summoning
    Skeleton Mastery = 20
    Raise Skeleton = 20
    Clay Golem = 1
    Golem Mastery = 1
    Summon Resist = 1

    Tactics
    This build relies on the Skeletons for extra damage and crowd control. These minions will probably do most of the killing. Because of the large number of targets presented to monsters, the Bone Armor synergies and curse duration can be lower.

    The preferred Merc for this build is an Act-II Might Desert Mercenary. He will give you, your Skeletons and himself a huge boost in damage.

    Special notion goes out to the original Commandomancer made by TheKbob. His Commandomancer deviates on several points with the above mentioned build. The guide is entertaining and a good read. Definitely look into it.
    For those interested in the historic term, his build can be accurately classified as an Aura-enhanced Frontline General.

    Hmm, I dont really use bone prison at all. It really is just a waste I think, nor do I need DV

    And I max Magi

    Other then that, glad you filled out parts that I told yah too and looks better than the one you sent me, so all in all good job.

    And I am teh Itam :king:

    Frontline General is just too long and too annoying to say. CommandoMancer flows, hence I decided to renaim it.

    ~Kbob




  9. #29
    D2/3 Necromancer & Witch Doctor Moderator Mad Mantis's Avatar
    Join Date
    Jun 2003
    Location
    In a cave teaching Mantids to raise
    Posts
    10,986

    0 Not allowed!
    Quote Originally Posted by TheKbob
    Hmm, I dont really use bone prison at all. It really is just a waste I think, nor do I need DV

    And I max Magi
    For the people without great gear, this will be a simple to play version of the Commandomancer. I did refer them to your guide, and will include a link in the next version. I haven't linked to anything in this one.




  10. #30
    IncGamers Member
    Join Date
    Jun 2003
    Location
    Lunar SSSC best game ever!
    Posts
    419

    0 Not allowed!
    I know exactly what you mean with bugs MM =(. I can't bring myself to use the PD or Marrow bugs. They really should have made it all weaps, kinda gyps us that asns get venom -_-
    Very nice guide though sir, I will definately try of of these guys again (haven't played a meleemancer since waaaaay long ago).




Page 3 of 16 FirstFirst 123456713 ... LastLast

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •