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cmlogu01
05-08-2008, 12:13 AM
I was looking at the Necromancer moves and until I thought about it deeply, revive seemed like a good move. Being able to summon a fallen enemy to fight for you i nstead of turning into a skele seemed pretty cool.
When I looked at it recently I noticed that it has a high mana cost, and only lasted for three minutes. (I hate time limits) Is it really one of the moves you wanna put points into as a summoner or should I just focus on creating a horde of skeletons bent on destruction?

And add any skills you'd recommend for a Single player summoner
AND, stat suggestions, if you want. That'd be great too.

Skullcaptain
05-08-2008, 12:34 AM
For Fishymancer, it's good to have, the more people to do dirty work for you the better. Also, if you summon more and more, it makes your run (in case of Baal run) a way more faster than anyone else.

I played Fishymancer once and it took me only 1.5 minute to bring down /players 3 Hell Baal, all skellies, skelle mages, and revives. Not forgetting clay golem :p

Omnicide
05-08-2008, 12:40 AM
Personally, I do like skeletons, better, as with your merc's auras and such they can still pack a pretty mean punch. Plus I also hate time limits. Revives do have their uses though. Reviving maulers for more CB to kill bosses easier. Reviving certain monsters whose abilities would work in your favor. Reviving monsters with a certain immunity to an area filled with that element. It has it's uses.

cmlogu01
05-08-2008, 01:40 AM
Point taken. Should I worry about points in this after I've pumped abunch into skele skills, or as soon as it's available?

Omnicide
05-08-2008, 02:00 AM
I usually use one in revives always. Additional skills just adds to the total, if I remember right.

theOG22093
05-08-2008, 02:51 AM
Max Skeles/Mastery/1 Pt Revive, let your gear do the work on that one.

Omnicide
05-08-2008, 05:47 PM
Max Skeles/Mastery/1 Pt Revive, let your gear do the work on that one.Exactly.

cmlogu01
05-09-2008, 11:17 PM
What type of gear should I have by Act 5 normal? Would I keep decent strength to use Ancient armor, or wait 'till light plate shows up in stores, and only build strength to, like, 50?
(remember, im on single player. So I can't just get rushed, then worry about gear once i'm at 90.)

saracen85
05-09-2008, 11:25 PM
for casters, imo keep the strength to around 50-ish..

you don't need to wear heavy armor such as ancient armor. anw, most caster gear have a strength requirements around 50-60. iirc 58 is the magic number.

if you're still unsure of your end-game gear, i suggest saving around 20 odd stat points in case you need to equip something heavy =)

cmlogu01
05-10-2008, 12:15 AM
You mean 50 by end of normal, right?

and, also. on arreat summit, the site, what does the armor type(light, medium, heavy) affect?

DarkPrinceLoki
05-10-2008, 01:36 AM
armor type affects your run/walk speed and to a degree (though not noticeable to the human or /fps eyes) your cast and attack speed.

revive = 1 point wonder
for any summoner regardless of bnet or sp, 20 in skeleton and mastery, 10-20 corpse explosion, 1 in lower resist and decrept (will cover all prereqs that are needed, amp most of all) some type of golem, the rest is what you think you need to help you army survive.

Omnicide
05-10-2008, 01:44 AM
armor type affects your run/walk speed and to a degree (though not noticeable to the human or /fps eyes) your cast and attack speed.

revive = 1 point wonder
for any summoner regardless of bnet or sp, 20 in skeleton and mastery, 10-20 corpse explosion, 1 in lower resist and decrept (will cover all prereqs that are needed, amp most of all) some type of golem, the rest is what you think you need to help you army survive.It actually only affects your FRW speed. If freezing doesn't affect casting...neither does armor.

saracen85
05-10-2008, 02:11 AM
it affects stamina drain and run/walk speed.

heavier armor have higher penalty.

http://www.mannm.org/d2library/faqtoids/run_eng.html

Omnicide
05-10-2008, 04:13 AM
Ah yes, stamina drain. I never seem to notice the difference using a barb. xD I didn't know Werewolf increased FRW though...I thought it was just using Feral Rage.

Shallie
05-10-2008, 09:03 AM
As others have already said... Revive is a 1 point wonder so don't spend more points in it.

You mean 50 by end of normal, right?
That's the total for the whole game. You will get some +strength on items and caster gear doesn't require much strength anyway.

Archerdoom
05-11-2008, 02:38 AM
Vmagi is always a good armor for lower levels. Also good for lower levels are Peasant Crown, Spirit sword, Frostburns if you're low on mana, and Lidless.

cmlogu01
05-13-2008, 08:47 PM
Would you consider iron golem a move tht gets better as you get farther in the game, since the weapons you use for it would get better farther into the game.

DarkPrinceLoki
05-16-2008, 04:42 AM
practically, and it gets more defense than the other golems too, not to mention the mods it can get from the base item. so even if the clay golem can slow enemies and has the most life, can it get crushing blow or 40% ias, PMH, open wounds leech life ect ect? nope. only the iron golem can.

Omnicide
05-16-2008, 01:58 PM
Of course many of those mods you mention require the golem to actually hit...and with its crap AR it's just not going to in later levels. 40 IAS, OW, LL, CB....all useless on iron golem. You're better off using the golem to improve your other minions. Another aura or something that punishes the enemy if they hit it. *shrugs* Using golems for offensive reasons isn't the smartest. O_o;

DarkPrinceLoki
05-17-2008, 03:16 PM
that's where "beast" and "infinity" come in. my golem hits just as much if not more than my skeletons do. Also for those necros that tele and spam CE, "insight" is a good iron golem host item.

Omnicide
05-17-2008, 03:36 PM
I'd have to call BS on a golem hitting decent unless some amount of points were put into it.

I can maybe see it hitting ok with Infinity because Convic will lower the def, but the AR boost from Beast won't make a huge difference with the golem's base AR. ._.;