fuppy wrote:I only stay still when I know it's not safe, like in Scosglen. I only move out when Etherborn fire stuff at me.
Void and Invasion videos are of a mechanically challenging fight and where it's not super dangerous to move out of the totem safespot.
Captcha wrote:fuppy wrote:I only stay still when I know it's not safe, like in Scosglen. I only move out when Etherborn fire stuff at me.
Void and Invasion videos are of a mechanically challenging fight and where it's not super dangerous to move out of the totem safespot.
Ok, understood - I didn't see anything in the guide about totem stacking though, so do you think it's worth adding a "How to play" section describing it?
One other point, is it worth putting 1 point in Skeleton so as to have a minion to cast for teleport purpses?
That lets us useDrake Cigar+shield properly (presumably it will be difficult to use in practice if teleport is largely viaDrake Cigar
Yew Wand (4)
One-Hand Damage: 3 to 4
(Necromancer Only)
Required Level: 3
Required Dexterity: 6
Item Level: 1
Dexterity Damage Bonus: (0.06 per Dexterity)%
1% Chance to cast level 6 Flamefront on Death Blow
+(1 to 2) to Necromancer Skill Levels
+50% Damage to Undead
+(6 to 8)% to Fire Spell Damage
+(6 to 8)% to Cold Spell Damage
Regenerate Mana +(11 to 15)%
Fire Absorb 2%
Socketed (1)
One-Hand Damage: 11 to 13
(Necromancer Only)
Required Level: 21
Required Dexterity: 11
Item Level: 31
Dexterity Damage Bonus: (0.06 per Dexterity)%
1% Chance to cast level 12 Flamefront on Death Blow
+(2 to 3) to Necromancer Skill Levels
+50% Damage to Undead
+(10 to 12)% to Fire Spell Damage
+(10 to 12)% to Cold Spell Damage
Regenerate Mana +(21 to 25)%
Fire Absorb 3%
Socketed (2)
One-Hand Damage: 12 to 15
(Necromancer Only)
Required Level: 40
Required Dexterity: 25
Item Level: 51
Dexterity Damage Bonus: (0.06 per Dexterity)%
1% Chance to cast level 18 Flamefront on Death Blow
+(3 to 4) to Necromancer Skill Levels
+50% Damage to Undead
+(14 to 16)% to Fire Spell Damage
+(14 to 16)% to Cold Spell Damage
Regenerate Mana +(31 to 35)%
Fire Absorb 4%
Socketed (2)
One-Hand Damage: 14 to 18
(Necromancer Only)
Required Level: 49
Required Dexterity: 51
Item Level: 77
Dexterity Damage Bonus: (0.06 per Dexterity)%
1% Chance to cast level 24 Flamefront on Death Blow
+(4 to 5) to Necromancer Skill Levels
+50% Damage to Undead
+(18 to 20)% to Fire Spell Damage
+(18 to 20)% to Cold Spell Damage
Regenerate Mana +(36 to 40)%
Fire Absorb 5%
Socketed (2)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
Then once you get to level 90 and get Jinns, spec out of the 1-pointer and cast the Jinn instead for tele?
Just trying to help and to understand the thinking, hope it helps and apologies if it's been covered before, I've not had time to read all the comments yet.
insaniack wrote:I have ascended to LATEGAME V3 version. I can whole heartedly suggest that instead of Splintered Soul you get a Sentinels Sorrow. Boosted my damage about 30%. It pairs so well with Rathmas hand.
Muilpeer wrote:So I'm lvl 125 now, don't have a complete setup yet, but am now nicely geared for around 10k Frost totem dmg.
Tried Fauzt, but it's not really doable with this setup. However, maybe Storm totem will be better there? I'm thinking when to switch, and I guess you keep two sets in your stash? One for Frost and one for Storm?
Haven't been able to do Judgment day yet, but I did manage to do all the other lvl 120 ubers. So I'll focus on JD now.
Nvm, just did JD, it was a total cakewalk. The only thing in there is not dying, the rest is easy.
Captcha wrote:One other question. Why use T1 for honorifics? It was always T4 in the past because once you socket, say, a PG, it would go up to about level 21 anyway, but if you had a T4 the PG doesn't raise the level from roughly 21-24 for leather armours, low base shields etc, so you get the same number of MOs on it. I'm not saying you're wrong btw, just asking.
fuppy wrote:New skeletons need a corpse to summon from. The strat I used was to spec the new mastery Meditation which gives decent chunk of mana and mana regen, which allows me to cast the 1pt totem. I specced out of it before 50, since we get free respecs before 50 nowadays. By then I have enough mana to jump around with the other totems.
There is a section about how to play the build, under the title Basics. It doesn't explicitly mention that you need to stay under them but that's almost a given once you get Void charm.
Captcha wrote:fuppy wrote:New skeletons need a corpse to summon from. The strat I used was to spec the new mastery Meditation which gives decent chunk of mana and mana regen, which allows me to cast the 1pt totem. I specced out of it before 50, since we get free respecs before 50 nowadays. By then I have enough mana to jump around with the other totems.
There is a section about how to play the build, under the title Basics. It doesn't explicitly mention that you need to stay under them but that's almost a given once you get Void charm.
Hadn't noticed that skeletons need a corpse now. But the ability to use a totem as a tele target (when they are not considered to be minions) is a surprise - the skill desc still says that it teles to a "target mininon" so... something's changed - are totems minions now?
And just to point out that the stuff we've been discussing isn't in your Basics section - nothing about using something "cheap" to cast tele onto, nothing about "totem stacking" = safety etc. Just saying, but I don't understand why you wouldn't want to add that in for new and returning players, it's kinda important stuff.
Also might be good to say something about why the Frost totem spec is "easier to play" than the Storm one? Is it just because the storm totem damage is more close to the target or are there other reasons?