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Good to see you finally finished the guide :clap: :clap:
I've got a basic one that I've been working on, but he's only about level 25 right now, too many other projects to do.
If your going to add a twinker item section, I would advise doing it like souless, where he listed the items from best to worst and gave a nice description of each. When will you be updating your guide?
If your going to add a twinker item section, I would advise doing it like souless, where he listed the items from best to worst and gave a nice description of each. When will you be updating your guide?
Ph34r t3h 1337 Eth up'd zod'd cracker!Originally Posted by Necrochild313
Nice guide. Now that someone has posted a guide for a Meleemancer, I would like to suggest a weapon probably never mentioned before and probably no one picks up!!!
I give you.........
Grim's Burning Dead
Grim Scythe
Two-Hand Damage: (72-84) To (168-196) (120-140 Avg)
Required Level: 45
Required Strength: 70
Required Dexterity: 70
Durability: 55
Base Weapon Speed: [-10]
+140-180% Enhanced Damage (varies)
Adds 131-232 Fire Damage
+3 To Necromancer Skill Levels
-50% Target Defense
+20% Enhanced Defense
+200-250 To Attack Rating (varies)
Fire Resist +45%
Requirements -50%
Attacker Takes Damage of 8
Some AR problems solved, decent damage, +3 to skills, can you say "GRIM REAPER NECRO!!" I was gonna make a Bone/Melee Necro with this weapon but I rarely find it.
You lose heavily with that weapon, no block, res, DR, and the other great mods of a shield. And block is just shy of "must have" for a meleemancer.
Probably in the course of the next week. Things have been rather busy for me.Originally Posted by Slipin
If you get your FHR and BA up, then block is not so much an issue. Just use the curses and the two-handed path becomes very viable.Originally Posted by Slipin
He rickcarson,
Here is the answer to your post in the “My mercmancer/MF mancer” thread. Since I couldn’t send you a PM I thought it best that we discussed this in my guide thread instead of hijacking darnocpdx’s thread.
After getting some feedback on that in the thread I needed to do some more testing and some re-writing. Most of my views regarding Attract came from Norm when I found it relatively dangerous to use. But in NM and Hell it became less of an issue. I need to rewrite the Attract section. If you have any ideas I’d happily include them.Originally Posted by rickcarson
Depending on how perfect your Spineripper is you are going to be doing damage in the range of 69 to 146 with a max of 99 to 186 with 150 strength. Remember that Strength is the only way to boost your physical damage. Every +1 Strength = 1% Damage.Originally Posted by rickcarson
If you upgrade your Spineripper the damage will be 178 to 343 with a max of 222 to 409 with 150 strength.
Then you get added damage from things like Might and Amp. The damage is not that high, but it is just a Dagger.
It alters the behaviour of a targeted monster. As such it is an AI curse and doesn’t work on OK’s.Originally Posted by rickcarson
I don't think this is correct. Spineripper is a dagger and they get a bonus from 0.75 dexterity and 0.75 strength (as do throwing weapons wielded in combat). Mad Mantis, check out this excellent site http://www.hut.fi/~tgustafs/weapondamage.html and maybe reference it in your guide.Originally Posted by Mad Mantis
This is why in my opinion a dagger weilding Meleemancer should have max block. The dexterity increases block, damage and AR all in one package... add a good skill like PD and you have a perfect MeleemancerWell the only sort I'll ever build.
Thanks for the excellent site JoJeck.Originally Posted by JoJeck
I never knew that. Great info.
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