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fine tuning

Discussion in 'Necromancer' started by Bigru, Oct 2, 2006.

  1. Bigru

    Bigru IncGamers Member

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    fine tuning

    i am currently deciding on new character, and i think its time to go back to the good old summoner, but i wanna make it as good as possible, so please give me hints etc as to my build idea.

    skills:

    max RS/mastery/Mages
    10+ into CE
    LR and all pre reqs
    1 in all summon skills
    dim vision
    1 in bone armor
    rest in golem mastery

    gear:

    20 fcr 2 nec circ (crap one probably)
    20 fcr amu, hopefully with skills, maybe 2 summon or something
    35 fcr spirit
    enig
    beast in low req weap
    fcr ring
    soj
    arach
    marrow
    trang gloves
    cta/spirit
    9 skillers
    torch
    anni
    res scs

    merc: (might)
    bramble
    andys
    infinity

    giving:

    125 fcr
    fana/might/thorns/conviction
    and a iron golem made form insight for meditation.

    now theres been some speculation about wether mages are the way to go, but i can't see where else to put the skill points, as i dont want poison. also i think infinity is better than pride with or without mages as CE is half fire, also skeles will prob hit 95% with it, not to mention higher damage and crushing blow.

    does fana actually make faster attack speed?
    is there better skill options? (please only experienced summoners)

    cheers

    bigru
     
  2. aman

    aman Assassin Moderator

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    imo putting 20 points in CE is worth it
     
  3. Bigru

    Bigru IncGamers Member

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    yeah ive been thinking that, so ok:

    20 RS
    20 SM
    20 RSM
    20 CE
    1 clay
    1 revive
    5+whatevers left in golem mastery
    1 summon res
    1 iron golem
    1 blood golem
    1 lower resist and all pre reqs.
    1 bone armor
    1 teeth
    1 dim vison

    gives me level 6 golem mastery at level 90.

    any opinions?
     
  4. wulfman

    wulfman IncGamers Member

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    why 1 in bone armor? Am i missing something?
     
  5. Eilo Rytyj

    Eilo Rytyj IncGamers Member

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    It might be for the oh-so-godly 10 damage absorbed. I guess 1 point is better than none, if you have the points to spare. Which summoners certainly do.
     
  6. Lexur

    Lexur IncGamers Member

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    This is the exact build I am using for my necro, except for bone armor. :smiley:

    The problem with the iron golem is that he poofs when you least expect it, he can also disappear for no reason at all.

    I would use insight on the merc, I use CE all the time so I don't need more dmg from my skellies. For bosses(ubers) crushing blow is more important than damage. My merc can kill uberduriel by himself, if I use clay golem.
     
  7. Bigru

    Bigru IncGamers Member

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    does iron golem poof without dieing? even if you teleport everywhere? i figured 1 in bone armor cause +skills will boost it up to 150 absorb or so, which i reckon is better than iron golem having a bit more life. where does your merc get crushing blow from? thats why im using infinity on mine (well one main factor anyways).
     
  8. thefranklin

    thefranklin IncGamers Member

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    Iron golem will not poof without dying, he may get lost. But tele'ing everywhere will help, I never have lost mine. Just don't kill yourself by CE'ing the stupid dolls in durance lvl 3.

    Why do you need so much fcr? There are better options, especially for the helm. Actually, looks kind of like you are set up for dueling. Then I guess it matters. Othewise, cast rate really doesnt make that much of a difference.

    If you are going for insight iron golem, maybe stick 5 points from CE into golem mastery. Make sure you prebuff your iron golem also. After plus skills, every point in golem mastery will give your golem 200 more life.
     
  9. Bigru

    Bigru IncGamers Member

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    i just figured tele amp and CE all rely on fcr, so 125 would make for generally faster clearing of levels?

    yeah ill think about the CE vs GM thing. If i get level 12 or so base GM and prebuff it etc. just how durable is it?
     

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