bradr wrote:HechtHeftig wrote:bradr wrote:great guide im enjoying the build as break from holy pal and druids ...of various types..
or bowazon.. so what types of shrines should i be looking for and which Mo's should i stack up im guessing gfor orbs minion X or boost x on minion but what shrines should i be looking for for building my mid game armour pieces
If it's for your merc: abondoned shrines, mo'ed with ed until you reach 200%, ress until merc reaches 75% and tcd or dex
If it's for you: magical shrines are those that add minion life and minion resist. Mo them with ed until you reach 200%, minion life, (minion resist only if you have less than 75 minion resist in total) the rest goes in magic find.
for me .. so damm which shrines add minion life and resist? and im guessing bloodstone and onyx for gems too??
and any point to the presv head? or the other necro things?? im used to pally or druid where you do the whole kit help and staff.. and very rigid set armour etc..
so what armour and helm or boot and glove types do i want .. for early gear ? and mid gear and base types to use to make honourific /craft?
Magical shrines add minion life and minion resist.
Bloodstones in weapon add minion life, so it's best to use those.
For early game gear (honorific) I just buy magical gloves, boots and belt from act1 merchant. Defense is not that important in early game.
For your shrine crafted items, I usually go with greaves, plated Belt and gauntlets in order to get more defense. Plus: goetia plate requires 614 strength anyway, so it makes sense to equip the highest requirement piece in every slot.
Concerning necromancer shields and wands: there is a use for those, but I have to find it first
I think necromancer shields can spawn with that buff wich adds +10 skills when you're standing in a very small area. (I forgot the name of that skill) that one is really nice for prebuffing when you first summon everything in a game.
The necromancer sets are rather weak, except the Lazarus set.