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Summoner at Arcane/Maggot Lair

Discussion in 'Necromancer' started by kreality, Apr 27, 2008.

  1. kreality

    kreality IncGamers Member

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    Summoner at Arcane/Maggot Lair

    Before you guys say anything about Enigma, I want to tell you guys that I dont have those item..So those suggestion is out of question.

    As for summoner, I wondering what is the best strategy for Necromancer to survive in Maggot Lair and Arcane Santuary? My minion either got stucked or goes missing thanks to the narrow path...and with those monster blocking the path, my summoner power got diminished badly...So what should I do?

    By the way, I am playing offline mode.
     
  2. Toreaver

    Toreaver IncGamers Member

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    Re: Summoner at Arcane/Maggot Lair

    corpse explosion is great for those areas. enemies pile up, you amp them, then you blow them all up in one shot.
     
  3. stephan

    stephan IncGamers Member

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    Re: Summoner at Arcane/Maggot Lair

    You could shop for a staff with teleport charges or use town portals to similate the teleport effect.

    Another option is to not have too many minions so your merc doesn't get stuck behind them too often.
     
  4. Ed from Russia

    Ed from Russia IncGamers Member

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    Re: Summoner at Arcane/Maggot Lair

    Assuming no teleport and no teammates:

    Unsummon your mages and golem. Possibly unsummon your skellies until you have 3-4 left, so you merc can do most of the work. Use CE all the time, and use lots of mana potions if you need to. It's slow going but you'll get through.
     
  5. Barbarrister Voldamus

    Barbarrister Voldamus IncGamers Member

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    Re: Summoner at Arcane/Maggot Lair

    I tend to go the route suggested by Ed but I do tend to keep a few (read 1-2) mages around in the Arcane Sanctuary to help speed up the Physical immunes and to shoot accross the gaps. The biggest problem for me in that area is the merc still seems to get stuck even if there are only one or two summons due to the totally crappy AI.
     
  6. NumtyDoo

    NumtyDoo IncGamers Member

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    Re: Summoner at Arcane/Maggot Lair

    I do the same as Ed. If your guys get tangled up, use a TP to collect everyone. If in an agressive area, cast confuse or DV before you go in TP to keep it from getting swarmed when you go back in.
     
  7. Gabrielle

    Gabrielle IncGamers Member

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    Re: Summoner at Arcane/Maggot Lair

    Maybe you could try gamble an amulet or circlet with teleport charges and use that for those areas? :tongue: I suppose you could rely purely on your merc + CE too
     
  8. IntellectSucks

    IntellectSucks IncGamers Member

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    Re: Summoner at Arcane/Maggot Lair

    Trying to get that idiotic merc to do what you want in the Maggot Lair is torture. TPs are a somewhat decent option if you don't have tele. It can be tough to get out to the enemies, get a tp up, then get in the TP without getting owned though. Tele makes it a zillion times easier. Without enigma, these are the only options I can think of-gamble or find a tele amulet or circlet or use Najs staff. I find that the arcane sanctuary is MUCH MUCH easier than the maggot lair as it is slightly more straight and your summons tend to stay in front of you more. Still a pain in the bunghole though.
     
  9. Ed from Russia

    Ed from Russia IncGamers Member

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    Re: Summoner at Arcane/Maggot Lair

    Never used it, but didn't the Naj' staff (from set) have a teleport charge or something?
     
  10. Anthraquinone

    Anthraquinone IncGamers Member

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    Re: Summoner at Arcane/Maggot Lair

    yep, Naj's staff has something like 70 teleport charges :)

    BTW, the shortest way through the maggot layer generally is:

    lvl1: right hand at the wall
    lvl2: right hand at the wall
    lvl3: straight


    -AnQ
     

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