Totem Necro Guide?

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Prowler
15 | 0
I don't seem to see any Totem Necro guide in the guide center. Does anyone have a Totem Guide there I could follow?

I just started a new Totem Necro but, I'm confused by the first totem coz I put some skill points on it, it doesn't seem to increase anything except for the mana cost O.o, and are Totems considered as summons? Does increase summon life and damage affect them in anyway?

I'm solely focusing on the totem tree right now, I wonder what other skills should I get to compliment a totem build?
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Pinball
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Fireheart is your best totem, it's your main damage dealer for farming and for boss so the strategy of playing Totemnec atm is stack up as much as fire spell dmg.

Frostclaw deals good damage but lame range and lame speed so it's pretty bad for farming. Also bad for boss because of its multihit will makes boss teleport more often. Not worth to put 1 more point into Frostclaw totem unless you want a harder life.

Totem is not marked as summon. This means any summon stats like "increase minion life/damage" wont affect totem. There are only 3 ways to increase totem damage atm:
1) Get more spell damage and more pierce
2) More points into totem skills
3) Using The Sentinel's Sorrow shield (for this you will need to stack minion damage instead).

Smax Fireheart. Embalming. Jinn. Soulbound and enough points into Totemic for more extra totems. Smokeless Fire is your best weapon.

Ive made 2 videos about totem nec on farming with 2 setup: full Towerush set and SU setup (which only required Smokeless Fire and The Sentinel's Sorrow => stupid cheaper much than other farming specs).

With Towerush: https://www.youtube.com/watch?v=ofwAGWaavVQ
With Smokeless Fire and The Sentinel's Sorrow: https://www.youtube.com/watch?v=YOcmpCc1iyI
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Prowler
15 | 0
Pinball wrote:Fireheart is your best totem, it's your main damage dealer for farming and for boss so the strategy of playing Totemnec atm is stack up as much as fire spell dmg.

Frostclaw deals good damage but lame range and lame speed so it's pretty bad for farming. Also bad for boss because of its multihit will makes boss teleport more often. Not worth to put 1 more point into Frostclaw totem unless you want a harder life.

Totem is not marked as summon. This means any summon stats like "increase minion life/damage" wont affect totem. There are only 3 ways to increase totem damage atm:
1) Get more spell damage and more pierce
2) More points into totem skills
3) Using The Sentinel's Sorrow shield (for this you will need to stack minion damage instead).

Smax Fireheart. Embalming. Jinn. Soulbound and enough points into Totemic for more extra totems. Smokeless Fire is your best weapon.

Ive made 2 videos about totem nec on farming with 2 setup: full Towerush set and SU setup (which only required Smokeless Fire and The Sentinel's Sorrow => stupid cheaper much than other farming specs).

With Towerush: https://www.youtube.com/watch?v=ofwAGWaavVQ
With Smokeless Fire and The Sentinel's Sorrow: https://www.youtube.com/watch?v=YOcmpCc1iyI


Thanks, I just watch the youtube video and seems like a really solid build :)

Anyway what is the skill that lets you teleport through walls? I know the teleport to summon skill.
Hoght
Prowler
18 | 1
Great thx Pinball!
I didnt know that "bend the shadow" works on totem.

the info about that skill must be changed.
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Pinball
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In that patch, you can summon totem through walls and it helps your char to move faster with BtS. IIrc they removed this but the build is still good cuz they buffed the Stormeye Totem range and now totem has PLR.
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Ok, been jamming this build this season on a lark, and Pinball is the patron saint of this build if nothing else, so defer to him. Will update this continuously as these are notes for going fast.

Anyways, early starting guide for kicking off totem nec, as the build has speedrun potential to 120:

- First thing, eat your sig, check akara for a superior staff base, hit up charsi for a scythe and one-socket armor bases excluding chest armor, these get you early runeword items. If akara doesn't have that, check back occasionally. We just want the scythe so we can actually do damage in the early levels before we craft Pax Mystica
- Fireheart totems still do more work. Frostclaw is great for bosses and early levelling up to 120, but falls right off. Stormeye is general clear.
- Totems only really scale off your caster attributes, so gear like any fire caster. Minion stats aren't as important, but it wouldn't hurt your knights either.
- Build runs like butter to 120, but you will need to either respec, change builds, or grind out the set to continue progression beyond that point. Two SSUs are necessary for later.

Breakpoints: (staff)
FHR:
4 70
3 152 <-- aim for this if able
2 909

FCR:
8 46
7 83 <-- at least this
6 174

Breakpoints: (dagger and nec. shield, for the set)
FHR:
6 86
5 152 <-- achievable
4 377

FCR:
11 48
10 75
9 125 <-- ez mode.

Skills:
SMAX: Fireheart Totem, Soulbond, Totemic Mastery (do this in chunks of 5 for more totems), Enbalming, Jinn
6 or 12 points: Abyss Knights. They do work, and multiples of 6 get you more knights. Will eventually need a respec around 120, but you might do that to farm teganze, toraja, etc anyways so it is generally worth putting in 12 points. Make it a 1-pointer later.
1 pt: Death Ward, the entire minion tree (skeles, hawks, etc.), Talon's Hold, all prereqs.

Gear:

Weapon:
Pax Mystica
Pax Mystica
Staves

'Tir'
Runeword Level: 10
+1 to All Skills
+7% to Spell Damage
+(2 to 5) to Blink
Elemental Resists +(11 to 15)%
(11 to 13)% Magic Find
->
Akhenaten
->
Elverfolk


Elverfolk
Staves

'ChamIstVex'
Runeword Level: 83
+(7 to 8) to All Skills
+(60 to 80) Spell Focus
35% Cast Speed
-(27 to 33)% to Enemy Elemental Resistances
+750 Defense vs. Missile
(21 to 30)% to Energy
Maximum Life and Mana +5%
Elemental Resists +(35 to 45)%
(31 to 40)% Bonus to Defense
10% Magic Find
in a T4 War Staff
Armor:
Akara's Robe
->
Queen of Glass
Queen of Glass
Ancient Armor (4)

Defense: (315 - 344) to (630 - 688)
Required Level: 11
Required Strength:
33 to 34
Item Level: 29
15% Cast Speed
-(6 to 8)% to Enemy Elemental Resistances
+(18 to 29)% Enhanced Defense
+(76 to 125) to Mana
Lightning Resist +(21 to 25)%
Cold Resist +(21 to 25)%
Requirements -(11 to 15)%
Socketed (2)
Defense: (899 - 969) to (1718 - 1852)
Required Level: 30
Required Strength:
57 to 60
Item Level: 40
25% Cast Speed
-(11 to 13)% to Enemy Elemental Resistances
+(41 to 52)% Enhanced Defense
+(176 to 225) to Mana
Lightning Resist +(31 to 35)%
Cold Resist +(31 to 35)%
Requirements -(21 to 25)%
Socketed (4)
Defense: (2084 - 2224) to (3911 - 4173)
Required Level: 47
Required Strength:
175 to 186
Item Level: 67
35% Cast Speed
-(16 to 18)% to Enemy Elemental Resistances
+(64 to 75)% Enhanced Defense
+(276 to 325) to Mana
Lightning Resist +(41 to 45)%
Cold Resist +(41 to 45)%
Requirements -(31 to 35)%
Socketed (5)
Defense: (3013 - 3202) to (5650 - 6005)
Required Level: 54
Required Strength:
323 to 344
Item Level: 85
40% Cast Speed
-(18 to 20)% to Enemy Elemental Resistances
+(75 to 86)% Enhanced Defense
+(326 to 375) to Mana
Lightning Resist +(46 to 50)%
Cold Resist +(46 to 50)%
Requirements -(36 to 40)%
Socketed (6)

Helm:
Summit
->
Ra
Ra
Helms

'ShaelThul'
Runeword Level: 35
Living Flame Gives +1% Fire Spell Damage per 8 Character Levels
+1 to All Skills
+10% Bonus to Poison Skill Duration
35% Cast Speed
-(7 to 10)% to Enemy Fire Resistance
-(7 to 10)% to Enemy Poison Resistance
Attacker Flees after Striking (11 to 15)%
Cold Resist +25%
Poison Resist +25%
(7 to 13)% Gold Find
7% Magic Find
(not a lot in the helms department)
Belt:
Rainbow
Rainbow
Belts

'Eth'
Runeword Level: 15
+5% to Spell Damage
+(6 to 10)% to Summoned Minion Resistances
Regenerate Mana +(5 to 10)%
Elemental Resists +(10 to 15)%
(6 to 8)% Magic Find
+2 to Light Radius
->
Moonwrap
Moonwrap
Sash (4)

Defense: (16 - 18) to (20 - 21)
Required Level: 1
Required Strength: 25
Item Level: 1
5% Cast Speed
+3% to Spell Damage
+(18 to 29)% Enhanced Defense
Lightning Resist +(11 to 15)%
Cold Resist +(11 to 15)%
Socketed (1)
Defense: (119 - 129) to (131 - 141)
Required Level: 17
Required Strength: 50
Item Level: 31
15% Cast Speed
+9% to Spell Damage
+(41 to 52)% Enhanced Defense
Lightning Resist +(21 to 25)%
Cold Resist +(21 to 25)%
Socketed (2)
Defense: (331 - 353) to (370 - 395)
Required Level: 35
Required Strength: 125
Item Level: 51
25% Cast Speed
+15% to Spell Damage
+(64 to 75)% Enhanced Defense
Lightning Resist +(31 to 35)%
Cold Resist +(31 to 35)%
Socketed (2)
Defense: (493 - 524) to (542 - 576)
Required Level: 43
Required Strength: 250
Item Level: 77
30% Cast Speed
+20% to Spell Damage
+(75 to 86)% Enhanced Defense
Lightning Resist +(36 to 40)%
Cold Resist +(36 to 40)%
Socketed (2)

Boots:
Epicenter
Epicenter
Boots

'Ith'
Runeword Level: 18
0.0625% Chance of Crushing Blow (Based on Character Level)
+(4 to 15)% Enhanced Defense
+(40 to 60) to Life
Elemental Resists +(3 to 5)%
->
Outlaw
Outlaw
Boots

'TalHel'
Runeword Level: 40
+1 to Necromancer Skill Levels
Attacker Flees after Striking 5%
+(16 to 20)% to Summoned Minion Damage
+(6 to 15)% to Summoned Minion Resistances
+(30 to 57)% Enhanced Defense
-1 Defense
+(11 to 15) to Energy
Elemental Resists +(3 to 5)%
Physical Damage Reduced by (1 to 5)
+(1 to 5) to Light Radius
->
Wake of Destruction
Wake of Destruction
Greaves (4)

Defense: (90 - 102) to (135 - 152)
Required Level: 9
Required Strength:
17
Item Level: 19
+(4 to 6)% Bonus to Spell Focus
(10 to 40)% Movement Speed
+(11 to 13)% to Physical/Magic Spell Damage
+(6 to 8)% to Fire Spell Damage
+(6 to 8)% to Poison Spell Damage
+(24 to 40)% Enhanced Defense
+(21 to 25) to Energy
Requirements -20%
Socketed (1)
Defense: (333 - 369) to (462 - 512)
Required Level: 27
Required Strength:
33
Item Level: 36
+(7 to 9)% Bonus to Spell Focus
(10 to 40)% Movement Speed
+(15 to 17)% to Physical/Magic Spell Damage
+(10 to 12)% to Fire Spell Damage
+(10 to 12)% to Poison Spell Damage
+(58 to 75)% Enhanced Defense
+(26 to 30) to Energy
Requirements -25%
Socketed (2)
Defense: (854 - 930) to (1152 - 1254)
Required Level: 44
Required Strength:
158
Item Level: 59
+(10 to 12)% Bonus to Spell Focus
(10 to 40)% Movement Speed
+(19 to 21)% to Physical/Magic Spell Damage
+(14 to 16)% to Fire Spell Damage
+(14 to 16)% to Poison Spell Damage
+(92 to 109)% Enhanced Defense
+(31 to 35) to Energy
Requirements -30%
Socketed (3)
Defense: (1274 - 1378) to (1713 - 1853)
Required Level: 52
Required Strength:
272
Item Level: 85
+(13 to 15)% Bonus to Spell Focus
(10 to 40)% Movement Speed
+(23 to 25)% to Physical/Magic Spell Damage
+(18 to 20)% to Fire Spell Damage
+(18 to 20)% to Poison Spell Damage
+(109 to 126)% Enhanced Defense
+(36 to 40) to Energy
Requirements -40%
Socketed (4)

Gloves: T1 Honorific leather gloves. MO priority/order: resists -> str/dex -> fhr/fire spell damage -> energy. In short, we're using the gloves to help cover str/dex requirements for the staff and armor, alongside patching up resists.
Jewelry: Look for the usual good fire caster mods; fcr, fhr, fire spell dmg, +skills, etc. This slot isn't as important yet.

Sockets:

Weapon: Any jewels work. For Elverfolk specifically, Zod-crafted jewels.
Armor: Perfect Bloodstone/Onyx/Amber/Turquoise for resists, Rha runes otherwise. This setup realistically won't need more than turquoises to patch up the complete blank for poison resistance, but check your own stats to be sure.

Mystic Orbs:

Weapon: Only for elverfolk; fcr to the next breakpoint if able.
Armor: ED to 200% -> FHR to breakpoints. Fire spell damage, Str/Dex if needed for more gear, Energy otherwise.
Jewelry: PDR -> Mana regen -> fire spell damage -> Magic Find
nemmate
Grubber
301 | 8
Hy ! Any suggestion for a mercenery ? I love to play with a bloodmage, but as a caster, maybe it's better to pick Act 2 or Act 5 .... What do you think ?
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Pinball
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Bloodmage is fine but i prefer act 5 because GOTW buff. You dont need his poison dmg for things because we already have tri elemental dmg. And act 5 merc will be better because of being melee attacker, tanky, GOTW.

Early game you should give him a TU armor which has GOTW bonus.

Act 2 is okay but:
- Shapshifter: his bloodlust will overwrite your bloodlust from shamanka so you will get less dmg.
- Exemplar: decent skills but no party buff.
- Fighter mage: required expensive af items to make him being good.
nemmate
Grubber
301 | 8
Pinball wrote:Bloodmage is fine but i prefer act 5 because GOTW buff. You dont need his poison dmg for things because we already have tri elemental dmg. And act 5 merc will be better because of being melee attacker, tanky, GOTW.

Early game you should give him a TU armor which has GOTW bonus.

Act 2 is okay but:
- Shapshifter: his bloodlust will overwrite your bloodlust from shamanka so you will get less dmg.
- Exemplar: decent skills but no party buff.
- Fighter mage: required expensive af items to make him being good.



Thank you very much !!!
Wuhrfrahmen
Prowler
19 | 0
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What is the SU/SSU setup that lets a Totemancer do bosses at 125 and above?