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