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I am going to make a poisonmancer with Enigma since my summoner idea seems to be going down hill. I was wandering if someone who knows about this build could tell me what to put extra points into, gear to use, and whether to go with max block or vitality. I found a guide to this on the forums but like most guides on the forums it is pre-marrows bug. I am going to use a mage plate enigma and other than that I am not sure. I do not want to put any into strength though.
Check out the stickied guides up top...they help out alot.Originally Posted by leviscott
Be sure to use trangs gloves+shield+belt to get +25% psn damage and -25% enemy psn resist/added psnlength along with cannot be frozen and huge block. Death's web is a must, preferrably perfect with perfect facet. Maybe a crafted safety amulet (which I am a great fan of) with good block, +2 necro, and other good stats (dex, resists, life).
Max out psndagger, psnxplosion and psnnova, then use summons as needed/wanted. Your summons will likely be weak anyway, so going with bone wall and prison for meat shields might be the best (as your bone armor will benefit from it). Or maybe a golem, lots of options here.
Also, you need lower resist, and to put psnfacets in your shield, helm and weapon. With perfect gear setup, you already have -90% enemy posion resist (which also makes poison last 90% longer) and lower resist to take away around 60% more, but that will not make the poison last any longer.
You may want to keep a bramble in your stash for the up to 50% extra damage and the aura, and look for teleport charges on the amulet. Be sure to reach the 86% FHR breakpoint, and see if you can reach the 75% FCR breakpoint (easy if you use spirit and CTA on switch, you are already at 55%). Psn/bone skillers, of course, get enough FHR on them to get to 86% total, and get life on the rest. I shouldn't need to mention torch and anni.
Well... good luck anyway, I listed some expensive gear here..
I know that fater cast rate is important for this build, but I am not sure why faster hit rate would be important. Could someone tell me how fhr would be relevant to this build? I would also like to know which bench marks that I need to hit on FCR and FHR.
Incorrect, there is no such a thing as add poison lenght %. And even if there was, it would only be bad, as it would extend your poison lenght, but not the dmg, thus giving u ****ty dmg over timeOriginally Posted by helvete
All those poison facets are not necessary. If u go with hoto and spirit and a shaeljah nec circlet, where u put poison facets? And again, there is no such a thing that would make poison last longer.Also, you need lower resist, and to put psnfacets in your shield, helm and weapon. With perfect gear setup, you already have -90% enemy posion resist (which also makes poison last 90% longer)
NONONO. Bramble is totally useless, u will just get wrecked by casters and melee too. If u want dmg, gather a lot of +skills, without sacrificing FCR or FHRYou may want to keep a bramble in your stash for the up to 50% extra damage
As for my suggestions, try getting 125% FCR and 86% FHR, and to get these:
Hoto 40 fcr
trang gloves 20 fcr
arachnid 20 fcr
nec circlet 20 fcr
spirit (fcr doesn't matter here, u hit 125% anyways)
Spirit
Shael in the Circlet
Sandstorm treks
Total ~130% FCR and 95% FHR.
As for max block or no, well, i prefered to go no block, as this sacrifices FCR, resulting in slower tele and casting.
As for stats, i went almost pure vita.
Skills... This is personal. I hated people running after 1 nova with 1 life, so i maxed bone spirit and put a lot of points to bone prison, for added absorb on bone armor and huge dmg on bone spirit, so that i could spam ibs after the runners, and get defensive casters on the offense.
but wouldn't deaths web be the best weapon? also if your enemy has 1 hp left, cast fire golem and his holy fire aura will end him..
:cheesy:
*priit2
Well, death's web may be better, but it doesn't have the resistances and the fcr, thus u would need uber pumped gear to reach 125 fcr, which would allow almost no gear changes. And your overall dmg would end up lower, because u would need to use 2x fcr rings and a nec fcr amu, which would allow no sojs, meaning -2 all skills, while u gain -40 poison resi and 1 skill from death's web.Originally Posted by koeraokse
And no, the fire golem aura does no automatically kill them, the aura has a certain range, which i believe is no more than a screen, and i do not like endless tele behind of someone.
Death's Web:
+2 to All Skills
-(40-50)% to Enemy Poison Resistance
+(7-12) Life After Each Kill
+(7-12) Mana after each kill
+(1-2) to Poison And Bone Spells (Necromancer Only)
So its only -1 skill and u say, +1 skill is better than -40 enemy's poison res?
:cheesy:
*priit2
[RANT] Please refrain from correcting folks when you are incorrect yourself.[/RANT]Originally Posted by Ce Olba
A "hidden" property of gear that lowers enemy poison resistance lowers poison length reduction, effectively increasing the amount of time your poison can inflict it's damage per second. It would not give you ****ty dmg over time, in fact, if somehow you managed -100% enemy poison resistance in gear, you'd quadruple your damage per nova. double the damage per second, double the length in which to deal that damage per second, effectively transforming a 10k nova over 2 seconds into a 40k nova over 4 seconds.
However, against players in Hell mode do recieve a base of -100% poison length reduction (as well as -100% Resistance, but that's usually overcome), so your nova is already dealing 20k over 4 seconds, 5k if you consider 75% resistance, 830 damage after pvp penalties (1/6 iirc? I could be wrong, I don't feel like double checking right now) and even less if you consider poison length reduction which is found on many "good" rares and IIRC some popular nonlad dupes. Add in an easily achieved -50-75% (depending on your setup) in gear and most poison length reduction they may have on is nullified, as well as an average of -60% in lower resistance, you have transformed it from 830 real damage over 4 seconds to a realtime 4500 damage, which is quite an improvement.
Deaths Web is superior to Hoto for a poison necro, regardless of the build or use. Increasing your overall damage by 40-50% as well as lowering resistance and poison length reduction by 40-50% is better than the resistance and cast rate on a build where 75% fcr is more than enough (you have no spammable source of damage). Resistance can be gained elsewhere (15/12 gcs. 5/5s or 20/5s if your up for it. The damage boost death web grants massively outclasses the 2-2 1/2 skillers you'd lose making up for that 30-40%, and you have the possibility of an additional +skill over hoto, making up for one of those skillers lost. So I'd say -40-50% trumps a loss of 2 skills.Originally Posted by Ce Olba
I agree, bramble is horrible for a poison necro when it comes to pvp (enigma is superior in pvm IMO as well).Originally Posted by Ce Olba
However, +skills is least benefitial source for damage on a venomancer. -res in gear is. Followed by -res in skill/+% Passive Poison Mastery (or +% poison skill damage, as shown on the item), and then lastly, +skills.
Again, a venomancer does not need to hit 125% fcr. With mine the only class I ever had trouble catching with 75% were 200% orbers, and my 125% bone nec seemed to actually have more trouble due to lack of an effective bait and switch (I'm referring to ES orbers, mind you).Originally Posted by Ce Olba
And if the player has no MDR or +fire absorb (% fire absorb won't help), fire golem will take the last hit point away. His aura range rises with level IIRC, and with the +skills inherit on most of a venomancer's equipment it's seems to be about 1 1/2 to 2 screens, judging on how I could last hit a trapper with the golem some two and a half screens away just by casting it on the edge of my screen in their direction. Good times.
Why would anyone Jah a helm after 1.09? With battle orders a pruby gives more life, and noone is going to do that (it's too "poorish" or something, I guess...pfff). A Jah is less effective in the helm for most classes, especially low base life characters like casters! I'd have to do calculations to see if it's better for barbs, though considering they have a huge level of battle orders themselves, I'd guess no. The 5% only adds to the % granted by battle orders.Originally Posted by Ce Olba
With this build you DO want to hit max block, I used Homoncolus to achieve this in 1.10, however in 1.11 your bone armor is no longer as sturdy (thanks to no marrow bug, both a blessing and a curse), so I'd probably suggest stormshield for all around dueling and keep a 35 spirit in stash for a trappers/200 cast sorcs. some 300 odd life is well worth preventing 75% of melee/missle attacks from dealing damage, especially because when you can't bring them to chase or they don't want to chase (specifically, good bowzons), you have to get close and stay close.
Well, Necrochild I like your strategy in the FCR area. I have always felt that it was overkill for this build. I am not really sure what you are suggesting that I use equipment wise though. You say to use Homunculus for max block , and you later say to use a stormshield. I would appreciate a full list of your gear to clear this up. I would also like for someone to tell me why Faster Hit Rate is important and how it affects this build.Originally Posted by Necrochild313
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