Totem Hybrid Necromancer

Curlyfries117
Stone Warrior
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L H wrote:
Curlyfries117 wrote:Did they need this build in mxl2017 if so how did it affect it if at all?


Totem damage was nerfed, along with the max number of minions per type.

It's currently being updated. Around the black road challenge section now. Everything prior to that part is updated.


So has the nerf made this build alot worse or is it still fine for end game?
lordalexander74
Bone Archer
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I believe the intention was nerfing player damage and monster health about the same. Should take around the same time to kill things this version compared to previous versions. Though my necro's a bit overleveled, I'm breezing through A3 with crap for gear. Only have to be real careful with AOE/piercing, Andariel's wiped out my army a few times. Never died yet thankfully.
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Wulf
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lordalexander74 wrote:I believe the intention was nerfing player damage and monster health about the same. Should take around the same time to kill things this version compared to previous versions.

That's for the enhanced damage % cap and the reduction of every monster hp and player dmg by like half.

Some other nerfs hit the necro beside these, for instance, your minions are no longer magic immune (making judgment day harder). All -enemy resist items also lost their values by about 50% and is no longer MO'able in items, making -100% much harder to achieve. This nerf hits all rainbow/wdm characters with the bat. I'm guessing that the point of this was to make people rely on crafts, not unique items/strong honorifics for early game.

As for how totemnecro is right now, I can certainly testify that it isn't a dead build. I'm lvl 110 right now (t6 marrow+ancient armor and 4 honorifics) and I'm caking through tran athulua in destruction. Strong build untwinked and not item dependant.
Nicolas72
Jungle Hunter
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I had to laugh at how easy you did the Death Projector challenge LH. I was like..lets go see how he does it (I am stuck at this step at the moment, it seems I either have the coordination of a potato or I am just unlucky when I roll the map and the placement of the engineers. They lock me in hit recovery animation and the beam does the rest hehe)
Anyways...solid build..I do like how the honorifics are done in the new patch.
Thanks for updating your guide. I really do like it even if the playstyle isnt the most exciting one.
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Crash
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I actually died from lag trying to lure mechanics away. Once you get it set up, it's easy.
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Wulf
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Yo LH, ill just repost what I said on page 15:

Speaking of a +13 nec skills on crafted marrow, isn't that clearly better than a mere +6 lord of thorns? Seems to be better both dmg AND tankiness wise.
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Crash
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Wulf wrote:Yo LH, ill just repost what I said on page 15:

Speaking of a +13 nec skills on crafted marrow, isn't that clearly better than a mere +6 lord of thorns? Seems to be better both dmg AND tankiness wise.


I must've missed the comment. Are you talking about mid game gear? I haven't gotten so far on my play through yet. We will likely look for a crafted staff though. There's some desirable affixes
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Wulf
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L H wrote:
Wulf wrote:Yo LH, ill just repost what I said on page 15:

Speaking of a +13 nec skills on crafted marrow, isn't that clearly better than a mere +6 lord of thorns? Seems to be better both dmg AND tankiness wise.


I must've missed the comment. Are you talking about mid game gear? I haven't gotten so far on my play through yet. We will likely look for a crafted staff though. There's some desirable affixes

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.
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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.
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Wulf
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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.