Sixstringer
Diabloii.Net Member
Daggermancer tricks and tactics
There are always a lot of helpful guides for bone, nova, summon, etc. necros out there, but only a few guides--some of them undoubtedly excellent--about my favorite class, the dagger necro. I'm in the process of collecting all the bits of various daggermancer lore, tips and tricks from years of of scouring forums into one comprehensive guide to the daggermancer, so I thought I'd make a call if anyone has played one and has some tips to share: on anything from play tactics to gear to specific strategies against bosses.
I'm especially interested to hear from PVP players, as I've not much experience with that aspect of the game.
To get things started, a few of my own personal tactics--nothing groundbreaking, just battle-tested tips:
-get a dagger with the wailing mod early. I used a perfect emerald in 100% chance to flee kris for a huge portion of my game. It's crowd control without cursing. Enemies run away to die.
-I usually put one point into all four golems so I can select one for the situation. Clay's my main choice (of course) but in Act IV, a fire golem is a better choice than clay because of those fire breathing venom lords and such.
-defiance merc + poison explosion = dungeon clearing heaven. He and gumby hold down the fort at a door while PE wastes enemies like crazy. Anywhere there are enemies at a door PE rules. The gas lingers for a while, meaning enemies charging your merc are quickly overcome. And it's so, so cheap you can have three or four gas clouds going are your mana orb barely feels it.
-basic stuff, but faster run/walk is more important for daggermancers than many classes. Against crowds, you've got to get in and get out quickly. Against bosses, the speed allows you to evade while your poison slowly whittles them away.
OK, enough from me for now.
There are always a lot of helpful guides for bone, nova, summon, etc. necros out there, but only a few guides--some of them undoubtedly excellent--about my favorite class, the dagger necro. I'm in the process of collecting all the bits of various daggermancer lore, tips and tricks from years of of scouring forums into one comprehensive guide to the daggermancer, so I thought I'd make a call if anyone has played one and has some tips to share: on anything from play tactics to gear to specific strategies against bosses.
I'm especially interested to hear from PVP players, as I've not much experience with that aspect of the game.
To get things started, a few of my own personal tactics--nothing groundbreaking, just battle-tested tips:
-get a dagger with the wailing mod early. I used a perfect emerald in 100% chance to flee kris for a huge portion of my game. It's crowd control without cursing. Enemies run away to die.
-I usually put one point into all four golems so I can select one for the situation. Clay's my main choice (of course) but in Act IV, a fire golem is a better choice than clay because of those fire breathing venom lords and such.
-defiance merc + poison explosion = dungeon clearing heaven. He and gumby hold down the fort at a door while PE wastes enemies like crazy. Anywhere there are enemies at a door PE rules. The gas lingers for a while, meaning enemies charging your merc are quickly overcome. And it's so, so cheap you can have three or four gas clouds going are your mana orb barely feels it.
-basic stuff, but faster run/walk is more important for daggermancers than many classes. Against crowds, you've got to get in and get out quickly. Against bosses, the speed allows you to evade while your poison slowly whittles them away.
OK, enough from me for now.