poi dagger necro

scopeye

Diabloii.Net Member
today i recreated my character and got all my items :D

skills
20poidagger
20poinova
20poiexp
20claygolem
20Gm-bonearmour(1point in each i sure but have to choose one of them)
1-5lowerresist
1 bone prison are my main skills
 

Mad Mantis

D2/3 Necromancer & Witch Doctor Moderator
You should take points away from Clay and put them in the AI curses. You could also take points away from GM and put them in BP or BW to boost your BA. Unless you are going for a specific Golem heavy build, it is not necessary to put so many points in Clay and GM.
 

scopeye

Diabloii.Net Member
how much damage absorb does ba gives when i max bp u know?

buut if i dont put any point in golem that what will protect me ? or 1point in clay and gm is enough?
 

Tengu

Diabloii.Net Member
1 point clay golem with 1 point mastery will do quite fine, and will definately do really well if you have some +skills to boost him.

Bone Prison and Bone Wall both give a synergy of +15 damage absorbed to Bone Armor per level.
 

scopeye

Diabloii.Net Member
h?mm i spend 2 points in clay but thats no deal so my new order is like this

20poi nova-dagger-exp
1lowerresist
2clay:)
1gm
20ba-bp

better now?
 

Mad Mantis

D2/3 Necromancer & Witch Doctor Moderator
Yep, it is better. I would shuffle those points from BA into BW though. And you might want to consider some AI curses. But overall it looks good.

If you feel your Golem is too weak, you can spend some more points in him and GM, but don’t go above 5 points.
 

scopeye

Diabloii.Net Member
ok thnx.
but what about items
weapon= now i use tal d?n on (dagger) or something like that but later i wll use a better one for that gives alot to poi skill(sry about not givining names i dont have a such good memory :scratch: )

but i dont know anything about other stuff so i would be glad if u can help me
 

HBeachBabe

Diabloii.Net Member
fungal skillers or toxic small charms for a daggermancer?

I've finally started my daggermancer (I prefer the name 'scorpion' but that's just me).

my plan is
20 PDagger
20 PExplosion
20 PNova
5 Dim Vision
1 lower resists
10 Clay Golem
10 golem mastery

twinked gear including Blackbog's Sharp, Trang-oul's gloves & head, andarial's visage, arachnid mesh. I want to try to be as 'pure' a dagger user as possible and not rely on PNova for kills and no skellies.

normally, I plan on my characters carrying 6 skillers, but I'm wondering here if more toxic small charms would add more damage than another level of Pagger.

for 3 inventory slots, I can get +1 PDagger or 150 damage over 5 secs (525 if I can acquire enough pestilent SCs). has anyone figured out the best combination of charms to fill up on? will I need those inventory slots fo resist SCs?
 

Mad Mantis

D2/3 Necromancer & Witch Doctor Moderator
You may want to include things like BA and is synergies, both for personal protection and crowd control.

For the questions on poison stacking, you might want to check FYI: Poison Damage.
 

darnocpdx

Diabloii.Net Member
Personally I'd take the points out of mastery and put more into Dm (if that is what you choose to use rather than Confuse) a level 5-10 dim doesn't last too long in hell, you really need it 15+ once you get to hell.

Though i do comend you on boosting clay, a level 10 clay is great, great HP and great slow effect. However the way Mastery works I'm finding it to be worth less and less since the % bonus to HP for you golem is a % of the base Hp it starts with at level 1 and doesn't include any boost to hit points from adding to CG itself, or at least that is how it's described in Arreats.

I might very well on my next posioner forgo mastery and Summon resists on my golem since the clay is preaty resistant to elemental attacks anyway.

Also since writing that FYI post I should rename it more along the lines of "stacking poison with poison dagger" I am quickly learning that PD is one of the only poison spells that works in such a mannor.
 

HBeachBabe

Diabloii.Net Member
darnocpdx said:
Personally I'd take the points out of mastery and put more into Dm (if that is what you choose to use rather than Confuse) a level 5-10 dim doesn't last too long in hell, you really need it 15+ once you get to hell.

Though i do comend you on boosting clay, a level 10 clay is great, great HP and great slow effect. However the way Mastery works I'm finding it to be worth less and less since the % bonus to HP for you golem is a % of the base Hp it starts with at level 1 and doesn't include any boost to hit points from adding to CG itself, or at least that is how it's described in Arreats.

I might very well on my next posioner forgo mastery and Summon resists on my golem since the clay is preaty resistant to elemental attacks anyway.

Also since writing that FYI post I should rename it more along the lines of "stacking poison with poison dagger" I am quickly learning that PD is one of the only poison spells that works in such a mannor.
I am rethinking the golem points. my skelliemancer's clay golem almost never dies, and if he does, he's recastable, so I probably should go more points to the curse tree.

I'm trying to create a spread sheet to determine optimal poison charm vs. skiller damage. is there anywhere that list PDagger damage over lvl 20?
 

Necrochild313

Diabloii.Net Member
scopeye said:
ok thnx.
but what about items
weapon= now i use tal d?n on (dagger) or something like that but later i wll use a better one for that gives alot to poi skill(sry about not givining names i dont have a such good memory :scratch: )

but i dont know anything about other stuff so i would be glad if u can help me
You could also try a "Malice" Runeworded Kris (or other 3 socket dagger), which includes the easy to find Ith El Eth runes. This adds 100% open wounds, which is alot like poison damage in the fact that it adds damage over a duration (8 seconds), it stacks with your poison damage, meaning that both open wounds and your poison will be dealing damage at the same time, and it's damage goes up automatically as you level. Something else that's useful about open wounds is that it does effect poison immunes (nonremovable ones included), so you won't be left high and dry against them.
 

darnocpdx

Diabloii.Net Member
HBeachBabe said:
I am rethinking the golem points. my skelliemancer's clay golem almost never dies, and if he does, he's recastable, so I probably should go more points to the curse tree.

I'm trying to create a spread sheet to determine optimal poison charm vs. skiller damage. is there anywhere that list PDagger damage over lvl 20?
If you find a chart lemme know?

Also I highly recomend more than one point to clay, I know I'm the only one that says to do this, but it helps in a major way on bosses and ancients, and keeps you from having to recast it all the time. And if in a pinch bosses and such can (though it takes awhile) be killed with gumby and IM in any difficulty as long as you got can not be heal on something on you.
 

Pherdnut

Diabloii.Net Member
Most people say not to bother with too many points in Clay Golem because CGs are relatively easy to recast and only require a handful of points (most of which can be gained through item skills) to be relatively survivable all the way through Hell. For player vs. player, however, I'm starting to think a faster, stronger clay golem than usually expected could be a nasty surprise. But I've only got like 4 points in mine to help tank for my bonemancer (plus 3-4 more from items) and Gumby does just fine in Act III Nightmare. Hell may be a different story, but he's so cheap to recast, it's not really a big deal and I'll probably have found some more skill enhancing items by then to make up the difference. The main reason to go for Golem Mastery is to give him some more speed which is something he'll only mostly need to help out in duels.
 

darnocpdx

Diabloii.Net Member
I know why most only invest 1/1/1 in CG. However you'll find without an army of skeles they don't last as long. And really there are lots fo reasons to invest more points into one for skeleless builds.

1)High Hp
2)reists most elemental skills naturally
3) increased slow effect
4)They make good walls, not only acting as tanks but also can block for example the lighting of LE beasts.
5) You can attack over them, from behind them-very handy considering the last point in places like the Maggot Lair.
6) A daggermancer if you aren't careful wont have the mana till level 50+ to recast alot.

I know that most of this is known by more experienced players, but I have never felt the points put to improving my golem are a waste. I even often have on my weapon switch a +CG head/wand just for casting a prebuffed one. There is a signifiant difference in the survivability of a CG with more points into it than a CG with just the 1/1/1.

Honestly I don't think the recasting is much of a concern for a daggermancer as well, typically your opponents are under the effect of your curses, so CG really doen't die often but helps a ton by tanking small groups while you're working on others between the recasts. Not to mention in open areas they have a huge radius of awareness and start after opponents well off screen, which is quite helpful. In more open areas I will often just follow the gumby to clear the level out.
 

prion

Diabloii.Net Member
since you guys are talking about golems I'd like to point out that iron golem is IMMUNE to POISON. If you can stay behind him this makes him a good choice for areas where there is a lot of poison damage. Just make him out of anything that's on the ground and keep Gumby hotkeyed so when Spikey falls you can bring up another golem fast.

with only 1 point in all "golem skills" Gumby actually has less life than Spikey until you get +8 necro skills
 
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