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The 1.10 daggermancer/first draft

Well I've played daggermancers for quite awhile and in takeing part in a couple of threads on Daggermaner type questions I feel a guide might be in order. So here it goes, please give me some constructive feed back, and tonight I'm gunna double check some of posion damage stuff.

Also I haven't written the PvP section yet.

The Daggermancer 1.10

Introduction:
Welcome to my labratory. Here is my guide to the Posion Dagger branch of Necromancy. Before we start this journey I should warn you that this is not a build for the timid or those not willing to do a little bit of thinking. Though to offset this it's not a particuallry expensive build. Infact many of the daggermancers favorite gear are cheap to come by. Though often the best gear is usually found by gambling, so you now got something to spend all that gold on.

From the outside one would think that it is preaty much a straight forward meleemancer. However if played to his full potential the Daggermancer is complete different both in gear requirements and play style. Also a pure daggermancer has alot less room in point distribution than most melee mancers.

I also wish to note that this guild is a general guide. Here we will go down and note the most important spells and modifiers for the budding Daggermancer. There are anumber of side paths that a young daggermancer can take up however the decision must be made preaty earily in the game. There isn't necessarily a whole lot room for error in the build.

We will also explore the runeword Venom for suplamnting other build styles. In fact this runeword coud be considered one of the best weapon switches for all necromancer builds, other than the purest of daggermancers.

First let us approch the reasons why you might wish to start a daggermancer. The first reason is that there truely insn't another build in the game quite like it. The closest would be that of rabid wolf, however there are some strikingly different aspects to the daggermancer and the rabid wolf. With a daggermancer you will have access to two of the most feared and dangerous spells this game has to offer. A true daggermancer can easily do upwards of 25k damage with the dagger, and approch 50k with Posion Explosion if given he has the right gear. Also this approch to adventuring is relitivy safe if approched right and within the world of group play you will bring many side abilities that are not only helpful but highly sought after in group situations.

Of course with great power you also have disadvantages as well. Because this line is nearly 100% dedicated to the posion damage line resists and immunes could prove to be problematic. Also at the begining stages it can be quite difficult as well as your skills haven't had enough time to reach any level of maturity.

Although not necessarily geared towards PvP, it can be a compent PvP. play build if you are truely a master of this. However you will find there are certain inhearent disadvantages to this build for PvP. We'll explore some possibilties for PvP as well.

Please note that this guilde will not tell how many points to put where, we will however discuss many of the issues of this unique class. In some cases things might seem odd but this isn't a typical build so other stratagies and modifiers that other classes shun will be used by this class to great effect.

The Stats':

Str.: Well you must have some strenght. How much you need will depend upon what type of gear you plan on playing with. 109 str is needed for the best unique dagger Blackbog's Sharp it's main contener Fleshripper needs less str. Typically with gear you will need a base str of 70-80.

Dex.: Personally here again it is a matter of preference. Personally I like to have this set to so that I may achive maxium block. However with the necromancer specializing in posion dagger it must also be said that points should be put here as well so that you can keep you Attack Rateing up to the 95% of most the beasts that you will encounter. But again certain pieces of equiptment will signifanctly help here. Don't over extned this one too much, after all you need only hit the victom once in most cases.

Vit: All points that you don't spend in Dex and Str should be placed here.

Energy: Though this build requires a fair amount of mana to keep useing the posion dagger skill. Those pursureing this path are much better served by modifiers on gear for there mana (more on this later).

well that sums up the stats. Let us quickly continue now with the skills let it now be said that those that are not mentioned are not traditionally used by daggermancers should at most only be added to as a prerqusite to more advanced abilities:
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