Prime_Evil wrote:Yeah the ghost NPC gives you a skeleton key + blueprint for it before going through, he mentioned something like that about the door being open only for a short while or something.
All and all for my first time playing GD i enjoyed it for what it is. Might reroll another veteran hc with another build, maybe necro+occultist to check out how pets do in this game.
If you don't mind me saying... I've only played necromancer so far. And I got to the boss at the end of that dungeon on my first try. I just died because I underestimated the boss and didn't pay much attention.
For necro, there are 4 different minion types that can be summoned at random. Imho early on the strongest ones are the archers because their attacks hit nearly instantly and from a great range, easily killing most enemies on their own. Then there are mages, that have nice but slow AoE and single target damage, and 2 melee skeletons, of which 1 type is like an assassin and 1 type is more like a tank. Early on I'd definitely prefer having many archer skeletons. You can just reroll your summons easily after all. But close to the end of act 2 the archers die quite a lot, so having more of the other types make up for a balanced alrounder party. Even later on, when enemies can take more than 1 hit, the mages most likely become more important due to their AoE.