Totem Hybrid Necromancer

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Crash
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Wulf wrote:
L H wrote:
Wulf wrote:A bit before mid game (I guess the second you find a sacred marrow staff in late terror/destruction). Seems like +13 instantly makes you ditch the T6 marrow.


Yea but don't forget that we aren't just using the TU Marrow for +skills. It also has all resist, great minion bonuses (especially socketed with blood stones), and faster cast rate.

the minion bonuses is easily offset by the extra +7 skills (giving your minions more dmg and hp. Moreover, its probably bettet to get base hp because minion hp% is a multiplier, meaning that getting more base hp is better than just getting like 50% more hp bonus). As for the FCR, I'm pretty much capped with 0 fcr with just the passive. Do we have the charts yet for fcr breakpoints? Caus I didnt see any difference and I'm well over 200% fcr.


Well yea but my point being it's still a nice staff for mid game. I haven't gotten so far to be able to start crafting one, but I have a general idea in mind.

I don't have speedcalc myself, but aahz posted that it should be updated now with the new break points
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Wulf
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yeah he did its right here: viewtopic.php?f=40&t=203&start=20

however that freaking download is impossible to use. no .exe program nor any read-me to show how to use.
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Jampula
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New last breakpoint is 174, reaching 6 frames.
With wands 138, 7 frames.
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Crash
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Trial of Contrition added, Mirror Minigame added, Dogma section added.
Nicolas72
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Nicely done..
I am curious though. Most guides do not mention a mercenary and while I agree that it can be a hassle I do prefer to have one around.(Probably from the old D2 days with infinity merc hehe)
Since there are no -res% orbs anymore my favorite merc, act3 abjurer, seems to be a bit lacking on the offensive side.
(He used to be great in Fauzt)
Any suggestions as far as mercs are concerned ? I know I know...and I do not want to get spoonfed everything..just wondering is all.
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Crash
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Nicolas72 wrote:Nicely done..
I am curious though. Most guides do not mention a mercenary and while I agree that it can be a hassle I do prefer to have one around.(Probably from the old D2 days with infinity merc hehe)
Since there are no -res% orbs anymore my favorite merc, act3 abjurer, seems to be a bit lacking on the offensive side.
(He used to be great in Fauzt)
Any suggestions as far as mercs are concerned ? I know I know...and I do not want to get spoonfed everything..just wondering is all.


I'm using act 3 abjurer right now for lightning/physical/magic damage to counter my fire and cold. He does fine.

Lumen Arcana
Lumen Arcana
Body Armors

'Ith'
Runeword Level: 18
+1 to All Skills
-(3 to 8)% to Enemy Fire Resistance
-(3 to 8)% to Enemy Lightning Resistance
-(3 to 8)% to Enemy Cold Resistance
-(3 to 8)% to Enemy Poison Resistance
+(25 to 50)% Enhanced Defense
+2 to Light Radius
, honorifics with lightning spell damage, physical/magic spell damage, resist. Weapon is just a t6 crystal or broad sword honorific with 6x ort runes, orbed FCR, light spell, phys/magic spell, and TU belt/tower shield.

You can make full ornate crafts if you have the gear/shrines available, but he does just fine without them for now.
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Crash
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Adjusted the midgame section for gear, stats, skillplan, and gameplay. I will start to re-order the ubersection in order of the completion that feels most easily done as we progress.
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Crash
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Butcher, Infernal Machine, and Judgment Day edited/moved up towards Midgame area. Videos added and descriptions shortened for efficiency.
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Kittycat
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what u merc and items for merc?
Stilgaron
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https://youtu.be/lWKS5_P5r_4 What I'am doing wrong here (beside that stupid walk in)? Why boss does not take any damage at 1:18. I've done like 20 runs already and it's always end up like this - boss stop receiving any damage