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  1. #1
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    My Trang-Oul's necro - ISO advice :-)

    Hi everybody,

    I would like to ask you to help me with my first "real" necromancer. I never liked this class, and never played one beyond normal difficulty (although I have a lot of other pats/mats). Necro is my "last" character to be finished. Few days ago I afforded last piece of Trang-Oul's set (thanks to RibGriller) and have decided to break my antipathy and make a vampire :cool:

    The base of the build is typical summoner (yes, I have read Nightfish's guide, with all suggestions, so I *know* what is *possibly doable*, I just want to know your opinion *what do you think is the most suitable way for me*).

    His equipement won't be anything special:
    Full Trangs set (socketed with PTopaz, Eld and something I still don't know)
    Marrowwalks
    Raven + SoJ
    Arm of King Leoric
    not Mara's, but +2 summoning/small allres/ +5 str/+6%block safety amulet
    Najs Puzzler on switch
    Might merc (Shaft, vampire gaze, kelpie, Hone sundan or obedience)

    Standard skills: 20 RS, 20 SM, 1 Clay golem, 1 GM, Decrepify, Amplify, Confuse, 1 CE, 1 summon resist


    My ideas and questions:
    - I want to use the set
    - I don't want to make a poison summon hybrid (maybe next time)
    - with one invested point and added +11 all skills I will have lvl 12 CE and AD, is it good enough or should I invest more to increase radius ? (I don't know how high should I go for comfort playing)
    - I don't think I need uber Clay Golem (does it have any real advantage to have a lot of points in golem mastery?)
    - on the other hand it sounds like good idea to have some nice iron golem (e.g. from IK mauls, of course I understand that IM will end its duration...), how many points will be needed to make it succesful?
    - or should I forget all those free skill points and use only skellies and fire spells?


    Thanks for help :azn:




  2. #2
    IncGamers Member zarfen's Avatar
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    Quote Originally Posted by Jingizu View Post
    - I don't want to make a poison summon hybrid (maybe next time)
    - with one invested point and added +11 all skills I will have lvl 12 CE and AD, is it good enough or should I invest more to increase radius ? (I don't know how high should I go for comfort playing)
    Thats a shame on the trang gloves (rolleyes)

    A level 12 CE will be good, but the think what a level 31 CE will do! It will like coveer the entire screen, think about that! ^^ I'd always max CE

    Other than that I dont know what to suggest. after the summon-base any bone spear/spirit and teeth will be awfully weak, so I suggest making a strong IG from a good item (like ik maul), or, for extra survability, 1 pt in bone armor and rest in bone wall. Aslo some extra pt's in summon resist can't hurt.
    Well, with 20 in rs sm and ce (assuming you dont want mages) you cant go both 1 pt bonearmor + wall (points in bonewall gives bigger bonus than in armor) and 20 golem mastery Hope I helped somewhat, but I mostly rabbled ^^




  3. #3
    IncGamers Member Ed from Russia's Avatar
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    On skills I can suggest the following:
    - First max RS, second max SM
    - Next, max CE. Without it you reach lvl 12 you say, which means you can get up to lvl 31, which means a huge radius, and a lot more kills per blast.
    - Put only 1 point in any golem skill. A 1-pt Clay Golem does fine and helps a lot against bosses (slows them down).
    - Put 1 pt in Golem Mastery, mages, revive and summon resist, and at least in the curses Amp and Decrepify.
    - Use an Iron golem if you have decent equipment to make him from. If you do, you may want to max Golem Mastery.
    - After maxing RS, SM and CE you can max any of the following: mages, revive, bone spear, bone armor (put 1 pt in and the rest in synergies for best effect), golem mastery
    - Put any remaining points (beyond lvl 85) in Amp (up to 5), Summon Resist (up to 5), Golem Mastery and Revive




  4. #4
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    You may want an additional point in lower resist to improve your new fire skills in case of Physical immune

    Gahz




  5. #5
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    I used Nightfish's guide, and ignored all of the other capabilities of the set. There is also a sticky somewhere on the Necro forum that compares the damage of using full trang's with other setups.

    The only difference that I utilized with the trang's set was the fire wall and fire ball. I also tried the meteor and found the fire wall superior. I but fireball on the left weapon switch for the few ocasions when I got trapped inside the bone wall with something. Basically the trang's set gives you something to do besides casting curses.




  6. #6
    IncGamers Member zarirazz's Avatar
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    trang set rocks! btw why use ravenfrost? the belt gives cbf. just be careful of the ctc on the arm of king leoric tho, a pt in terror in do just fine to counter being swarmed while trapped.




  7. #7
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    I have a posion/summon hybrid. The nice attributes of the Full Trangs is your ability to move quickly with all of the FRW used, the 25% DR and the rest of the full set bonus.

    I recommend stats Dim Vision for safety. if you are using teleport 2 hander on switch like Najs's Puzzler, your char loses the full set and cantor trophy bonus stats which you should consider. This means while using your switch weapon your char will lose 50% res all from the set, %38-45 res fire and %40 res posion not using the cantor trophy , and if you p diamond your Cantor Trophy an additional +19% res all , thats 69% res all except for %107-115 Res fire and %109 res poision and the 25% DR. Losing that much res without overstacking resists puts you char is serious danger of a quick combo KO from elemental monsters without good crowd control. For this reason alone I do not use a teleport switch weapon with Trang's Full Set. (If there is a 1-hander with Teleport and you have a spare Cantor then use that, but I can't think a 1-hander with teleport charges or use a rare ammy with +2 skills and teleport charges). Confuse is OK for but Dim Vision is the King of CC except against Champions and bosses, then Decrepify. See the link attached for the discussion.
    http://forums.diabloii.net/showthread.php?t=525703

    Also for you get one, I recommend a LL, FRW circlet for your merc. Your merc is trail your army by miles and the merc is your killer for a summoner Fishy in Hell, teleport will help. 30 FRW helps the merc stay up with you and the army. I have a Fishy and I don't use any DR on the merc because there are so many targets, the monsters usually attack another target, his deaths are due to Iron Maiden.

    Also using + all skills items like Mara's benefits the Trang's fire skills doubly as it increase both the skill and Fire Mastery bonuses of the set.

    Also if your dont need the stats, + mastery and Mana regen, then I suggest War Travellers for MF and stats. Every one wants to a better chance to find nice items




  8. #8
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    Tkanks for replies :smiley:

    I have decided to max CE (I have to admit that I thought the CE radius means how far will CE works, I mean how far will explode a body from the point where I pressed mouse button, but than I realized that it's radius of damage taken from the explosion - that is why I didn't understand why all the people max it - well, I'm a necro newbie :duh: )

    As for the ravenfrost - all my "caster" characters use that combo, but now it's not neccesary... which other ring would you reccomend?

    Teleport - I am going to use it only for "emergency" and "tactical", but quick purposes, so I am not afraid of lesser resist... Of course it would be nice to have some gosu amulet with teleport...

    I will of course take one point in teleport and dim vision.

    The "FRW way" of "non DR" mercenary is quite interesting idea :scratch: war travellers seems to be good choice too...

    And the rest of skill points - is it viable to max golem mastery and use iron golem (preferably IK) with only few points in him...?




  9. #9
    IncGamers Member maxicek's Avatar
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    You don't need to do anything with the rest of the skill points really.
    - If you want to try Iron Golem, IIRC you want to put the 1 in Iron and the rest into Fire as a synergy for better effect.
    - 1 in bone armour and the rest in Bone wall. I am doing this with my current Fishy, it's useful if something gets through your skellies.
    - Mages. I did this on Ladder (my only Pat there). It was OK, but fairly pointless. Having played both ways, they are more trouble than they are worth.




  10. #10
    IncGamers Member Arreat_mercenary's Avatar
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    My first 1.11b char was a fishymancer, obviously he was untwinked.

    I had no problems at all, even with some bad luck on items dropped he advanced very fast. I second all the opinions about CE - Max it, you'll be amazed.

    If an untwinked summoner is cheesy, a summoner with full trangs and all those +skills could be almost unkillable (with careful playing). Make good usage of Attract, Dim Vision, Amplify Damage and Decrepify they will make you cruise through the game easily.

    About the rest of the points, it's entirely up to you, if you're not up to make a poison or bone hybrid, you can invest more into your useful curses. What I did was investing more points into clay golem. With several points, he gained ungodly hit points and slowed entire mobs, it became an incredible tank. If you want to go for iron golem, invest some points and be careful with him, losing an item is never good (act bosses could be hard to handle if you don't want to lose your item)




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