Issues with Revive

relliKniaP

Diabloii.Net Member
Issues with Revive

Revives seem to perish when they fall behind.

For example, i have 6 revives. Then i run to the other far end of the map and i can see that im losing revives in the upper left.

Has anyone else experienced this?
 

illestkhmai

Diabloii.Net Member
Re: Issues with Revive

This is common knowledge, it's helpful to either have a teleport to have them keep up with you, or go slowly so as to not have them wander too far off and die. You could also regroup them using a TP.
 

canudig

Diabloii.Net Member
Re: Issues with Revive

or you can just change to walk if you're not in a hurry.....let your minions (most of them anyways) catch up and you also get max block (if you ahve it)
 

maiku

Diabloii.Net Member
Re: Issues with Revive

Revives are big, dumb, and slow...but they're great meat shields. If you don't have Teleport, then use them situationally or revive as you go. Most of the time I don't use them on my Fishymancer unless I need extra bodies for firepower and safety (like Travincal or Worldstone).
 

handofnaz

Diabloii.Net Member
Re: Issues with Revive

Yeah i do that a LOT. I wish i had Naj's Puzzler
Oh, no need to wait around for that. Staffs with charges of Teleport should be shoppable around clvl 30 or so, if I'm not mistaken, so you should be able to pick one up from Ormus or Jamella in Normal.



 

relliKniaP

Diabloii.Net Member
Re: Issues with Revive

or you can just change to walk if you're not in a hurry.....let your minions (most of them anyways) catch up and you also get max block (if you ahve it)
I wish i could do that more often lol. I can rarely be bothered to walk.

Revives are big, dumb, and slow...but they're great meat shields. If you don't have Teleport, then use them situationally or revive as you go. Most of the time I don't use them on my Fishymancer unless I need extra bodies for firepower and safety (like Travincal or Worldstone).
Revives are awesome, they allow a lot of creativity.

I like reviving archers and supporters. For example having several Dark Archers while doing the Pit + Amp

Oh, no need to wait around for that. Staffs with charges of Teleport should be shoppable around clvl 30 or so, if I'm not mistaken, so you should be able to pick one up from Ormus or Jamella in Normal.
wow are you serious? what would be the best place and level to powershop for that?

I think i never encountered a Magic Staff with charges of Teleport



 

relliKniaP

Diabloii.Net Member
Re: Issues with Revive

illestkhmai said:
This is common knowledge, it's helpful to either have a teleport to have them keep up with you, or go slowly so as to not have them wander too far off and die. You could also regroup them using a TP.
This also happens with Skeletons and Magi. Is that normal as well?
 

MrBill

Diabloii.Net Member
Re: Issues with Revive

Oh, no need to wait around for that. Staffs with charges of Teleport should be shoppable around clvl 30 or so, if I'm not mistaken, so you should be able to pick one up from Ormus or Jamella in Normal.
Problem with using a staff is, you have no shield, meaning "no block" and (probably) "poor resists". I much prefer using a rare circlet or amulet, both of which can spawn with (Level 1) Teleport charges. The problem with this, conversely, is that most of my Summoners are full Trang's set users... so then you're down just to the amulet route. (Please, don't give me the "...well then you just put on your 1337 'Nigma, d00dz..." schpiel; suurrre, you got the Jah and Ber runes just by cubing Forge runs. Yeah, right.)

Honestly, I really think that the best approach is just to revive things in front of your (regular) army and then not worry too much if they poof. It's only in very unusual situations, for example for the Ubers or Lister's crew, where you are better off preserving a certain set of Revives, for example Urdars or Balrogs.

PS: The Naj's set is a weird one... every time I think of putting it on a Necro, and I have at least two complete sets of it off-ladder, I see the huge base physical damage on the staff and think, "Gee, this would be really far better on a melee character"... but I never get around to making one. Anybody ever figured out a good build to use with this set?

Cheers

Mr_Bill



 

maiku

Diabloii.Net Member
Re: Issues with Revive

Revives are awesome, they allow a lot of creativity.

I like reviving archers and supporters. For example having several Dark Archers while doing the Pit + Amp
Those are usually nice Revives: mobile and fast ones. Unless I'm feeling picky that night, I use whatever comes along if I need them. About 5-10 Revives makes Travincal a cakewalk, because they soak up all the Hydras. So cheesy.


 

BobCox

Diabloii.Net Member
Re: Issues with Revive

its the +1 all skills + 30% FCR and the cheap teleport that make Naj's Staff nice for summoners on the switch
 

relliKniaP

Diabloii.Net Member
Re: Issues with Revive

PS: The Naj's set is a weird one... every time I think of putting it on a Necro, and I have at least two complete sets of it off-ladder, I see the huge base physical damage on the staff and think, "Gee, this would be really far better on a melee character"... but I never get around to making one. Anybody ever figured out a good build to use with this set?
Titan Sorc maybe? Huge physical, Damage Taken Goes To Mana, Requirements -X%, Str, Life, Replenish Life...



 
Top