How to get the First Kill

Kyo

Diabloii.Net Member
I take it your talking about in hell difficulty i assume? What kinda of necro build are u, merc, equip etc?

If your got a decent merc get him to kill your first fallen from act1 . If you reached as far as act 5 "pindle's garden" is quite good as there a lot of corpses to summon but be quick before they animate.

The start of act 5 has a few corpses already just after the main gate from hargarth (totrally wrong spelling i know ) :)
 

DevilsWrath

Diabloii.Net Member
Well, i'm pretty proficient with a skellimancer and depending on your build, you may invest a few pts into spirit and make use of the marrowalk bug. This should give you a decent damage spirit to get you the first kill.

My build looks like this:
20 Skeletons
20 Skeleton Mastery
20 Spirit
20 Bone wall
33 Prison (Marrows)
1 Amp Damage
1 Iron Maiden
Rest into Spear
 

det

Diabloii.Net Member
I would say it's your merc who makes the first kill...and most safely in bloodmoor. Corpses also lie in Bloody Foothills, but its a bit of a dangerous place.

And like the man said: Pindle
 

Kyo

Diabloii.Net Member
I would personally recommend 1 point in Clay and GM and 1 in decrep but i suppose it depends on your battle plan. Devil's build revolves around "the bug". Can see a lot of distressed players if or rather when they finally sort that out that bug.
 

Final

Diabloii.Net Member
wouldent fire golem and lower resist help kill a zombie sayin ur doing hell or get another guy in to kill the 1st? just ideas.
 

Mad Mantis

D2/3 Necromancer & Witch Doctor Moderator
Final said:
wouldent fire golem and lower resist help kill a zombie sayin ur doing hell or get another guy in to kill the 1st? just ideas.
Welcome Newcomer to The Darkness. Grab a brew :drink: and feel free to raise some corpses.

Actually a maxed FG does 401-449 fire damage. If you couple that with a maxed LR you get a grand total of 650-728 fire damage. A Zombie in Hell has 3238-4626 hit points. So I wouldn’t count on the FG killing anything for you.

You can always supplement you Merc with Attract and Confuse. These curses can help you get the first corpse and they will protect your Merc at the same time.
 

Tengu

Diabloii.Net Member
A reasonably well equipped merc is the best options to get the first kill, IMO. Even with cheap stuff like Hwanin's Justice a leveled merc will have no trouble killing a Fallen in hell act1.

And as was already stated, once you get to act 5 and rescue anya, you won't have to worry about it anymore.
 

Tengu

Diabloii.Net Member
Relive The Stupidty said:
Mind if i ask a nOOb question what dose imo mean rofl ;(
IMO =In my opinion.

And don't worry, it's not a noob question. The only noob questions are the ones that go unasked. It's not like everyone expects you to know all the net slang when you come to these forums, but we still use it sometimes.
 

hobbs28

Diabloii.Net Member
first kill

Use your merc even with crappy gear he can kill fast and a couple CE later you have your bodies. You can also raise your army at pindle just use the bodies already there. Also there are a few bodies in act 5 right outside the town. I had problems early on in hell but once I got a good weapon for my merc he kills very fast. Make sure you get a golem as well so he can take some heat off your merc so he can get to killing.
 

darzog

Diabloii.Net Member
What is a noob question? (How's that for a noob question?)

Just in case you're not sure what everyone is talking about with Pindle (I sure didn't when I started), here's a quick update:
In Act 5 once you free Anya from the Frozen River, she appears in town. When you talk to her she opens a red portal that leads to a courtyard.
When you go into the courtyard, it is littered with skeleton corpses which you can use to raise your army. I can usually get about 10 skeletons raised before they start coming to life (at which point they kill them all and I can get the rest of my army). Walk inside the building and you'll see a few more guys including a super-unique monster, Pindleskin.

Here's the trick: If you go through Pindle's room into the Hall areas to finish the Nithalek (or however you spell it) do NOT get the waypoint in the 2nd area. If you never get that waypoint, the red portal will always be there when you make a new game. If you do grab that waypoint, the portal will be gone forever (in that difficulty at least).

When it becomes tougher is if you die and need to raise an army again and the guys in the courtyard are already awake. Then I take my merc (Taj plate, Shael'ed Meat scraper and Undead Crown) and gumby into Act 1 and kill a few guys. Even with the gear my merc has they can kill A1 guys to build an army. Keep in mind that if you're making a new army after dying you won't have as many skeletons. I keep a spare +3 summon wand in my stash to help out (an extra skeleton, extra mage, 3 extra revives and all are stronger).

_____________________
Darzog
 

masakerr

Diabloii.Net Member
almost every thread mentions using the marrow walk boots. So exactly where is this tree where these boots grow? Then a lot of people mentioned going to Pindle, which is an excellent idea, except when you first enter hell.

I was waiting for someone to suggest he use his enigma to teleport around, lol.

what about the poor folk (like me), imho, just curse the buggar in the blood moor and use your merc. The you're off and running.

Masa
 

Myrakh-2

Diabloii.Net Member
masakerr said:
almost every thread mentions using the marrow walk boots.
Naturally.

I don't use them for the synergy bug, but even without the bug, they are the best boots for a Skelemancer due to the +2 Skeleton Mastery.

So exactly where is this tree where these boots grow?
It's called "trade forum". Go back to "The Unofficial Diablo II forums" and scroll down; it's not hard to find.

Works really well, you collect pgems, dump them into that place, and out pops a pair of Marrowwalks. Very much like a cube recipe.
The exact number of pgems needed varies, like many things in D2.

Note: ilvl and color of the gems usually don't matter. Also, the gems do not degrade, should an attempt to roll a pair of boots fail. You just have to be a bit careful, since the trade forum can produce other items as well, many of which only require pgems as ingredients; so don't just click on everything.
 

prion

Diabloii.Net Member
Final said:
wouldent fire golem and lower resist help kill a zombie
I've tried this. it is very slow going. and you can't keep the fallen away for very long. then your golem gets swarmed and killed.
 

[D]Rui[D]

Diabloii.Net Member
my overpowered merc always gets the honour of getting me my 1st body to resurrect my skellies...

unless of course you can go to the pindle area which is littered with corpses.
 

Mr. Z

Guest
i usually tkae the wp to cold plains, since there are more monsters there than in blood moor, and they are easier to find, since they hang around not too far form the wp...

then, i curse them (with amp, of course) and let my merc kill them, with his "honour" partizan.....works like a dream....

usually there will be one or two groups of monster.....the "yeti" thingies and the rogues, and sometimes a fallen camp....neither of these are too hard to kill..

:evil:
 

rickcarson

Diabloii.Net Member
Mad Mantis said:
Welcome Newcomer to The Darkness. Grab a brew :drink: and feel free to raise some corpses.

Actually a maxed FG does 401-449 fire damage. If you couple that with a maxed LR you get a grand total of 650-728 fire damage. A Zombie in Hell has 3238-4626 hit points. So I wouldn’t count on the FG killing anything for you.

You can always supplement you Merc with Attract and Confuse. These curses can help you get the first corpse and they will protect your Merc at the same time.
So in other words, it will kill fairly quickly. 5-6 shots... I don't see the problem.

Most of my Act 2 mercs don't even do 700 damage. I guess you can add amp, which will help...

Problem though is that its easy for the merc to get swamped with no minion backup.

In that case, Dim Vision can help, or even try a different kind of merc (not recommended for Skellimancer, Might or Blessed Aim are the only two good choices for them)

The mercs I have which do do that kind of damage, are the ones with rare ethereal elite polearms which have got boatloads of enhanced damage, and buttloads of elemental damage as well.

If you're just entering Hell, its unlikely that you have that kind of gear.
 

Mad Mantis

D2/3 Necromancer & Witch Doctor Moderator
rickcarson said:
So in other words, it will kill fairly quickly. 5-6 shots... I don't see the problem.
The problem is spending 20 points in LR and 20 points in FG. That means 40 points for creating a Merc. And you already said the Merc did more damage. The Golem will still be swarmed. Quicker even than the Merc, because FG has that HF aura that doesn't really do damage, but does attract a lot of critters.
 

Myrakh-2

Diabloii.Net Member
rickcarson said:
If you're just entering Hell, its unlikely that you have that kind of gear.
Depends. I bought my Merc's near perfect +4 ariocs for 12 pgems (he used this self-found set-bill before). I bought his crown of thieves for some pgems as well (don't remember the amount, but it wasn't much). The armor is still some crappy rare (around 1200-1300 defense, IIRC) I found myself.

It's often a choice of what you "want" to have. Don't shoot for the uber popular gear --- shoot for less popular gear, and prices start dropping considerably. And all things considered, the Ariocs is an awesome choice for a Skelemancer, adding 40% ed to all my warriors. I want to get a Steel Pillar for the crushing blow, but just as special dclone gear for the merc. He'll most likely continue using the Ariocs for normal play...

With lesser gear, he should still be able to do a1 bloodmoor fallen. If you are really running into a bosspack your merc can't handle, you can just as well make a new game. But, as always... hell difficulty is not designed to be played naked, and that includes the merc.
 
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