The 1 vs 7 Summon-mancer?

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Re: The 1 vs 7 Summon-mancer?

Kaleban: My numbers came from arreat summit.
There is a reason why I post this in the necro forum.
It is so that I wouldn't hear stuff like, 46 revive is impossible.
It's been done MANY MANY times.

NoiseMakerArrow: "Archers only hit stationary targets"?
So they are harmless to anyone but the trap souls?
"which is why high FCR makes for safe teleporting"
What good are they if all they do is teleport?
If you have to stop and do something, it's really not fast teleport anymore
is it?

----------------------------------------------------------------------
Starting from tomorrow, I will be away for a month.
Which means no D2 for sure.
I might be able to check-in here from time to time though.

The basic testing can be done with 125% FCR and any amount of archers.
(with or without auras)
If skele mages can hit, I don't see why archers can't.
But that's just me.
 
Re: The 1 vs 7 Summon-mancer?

Kaleban: My numbers came from arreat summit.
There is a reason why I post this in the necro forum.
It is so that I wouldn't hear stuff like, 46 revive is impossible.
It's been done MANY MANY times.

Look pal, I didn't say Reviving 46 monsters was impossible. What I said was reviving the SAME monster type in a game with random monster spawns, then rushing to duel before the 3minute monster timer runs out IS.

Again, if its been done many many times, then you already know whether it would be successful by the commonality of use. If I remember correctly 1.12 has been out for over six months now, and didn't even contain any major gameplay changes. As many people as there are that play this game, and with as many are number crunchers and optimizers, indicates the reason WHY certain builds are cookie cutters and others not.

While the term cookie cutter has a certain negative connotation associated with it, the bottom line is that they are generally the most effective builds. I don't see why, in the face of glaring evidence to the contrary, you're so gung ho over an idea that I'm sure has been tested, and due to the problems with Revive AI and the 3 minute timer, was thrown out the window as unworkable.

NoiseMakerArrow: "Archers only hit stationary targets"?
So they are harmless to anyone but the trap souls?
"which is why high FCR makes for safe teleporting"
What good are they if all they do is teleport?
If you have to stop and do something, it's really not fast teleport anymore
is it?

Opponents are not stupid AI archers. 200 FCR Fireball Sorks are not going to sit still and politely wait for your archers to kill them. Its also quite simple in longer duels to just wait out the timer on Revives! Any class in dueling nowadays has Teleport, PDR, resists, etc., etc. Your idea will work great against stupid AI, but even bad duelers with mediocre gear are not going to be surprised by a teleporting summoner. Which is WHY you know of only one person who considers summoners one of the top 5, and probably NOT Revive builds, for all the negatives that have been posted in this thread.

Keep posting your over the top drama infused posts though, they're good for a laugh.

The basic testing can be done with 125% FCR and any amount of archers.
(with or without auras)
If skele mages can hit, I don't see why archers can't.
But that's just me.

Then do it. Or are you telling me that you don't have a summoner necro after all this "awesomeness" you attribute to the build? That would be just crazy.


 
Re: The 1 vs 7 Summon-mancer?

"I remember dragging around 20 revives, without +skill items,
without teleport, without aura. If you have +skill items, teleport,
and tri-aura, you will find it easy to get 40+ revives.
However, to make them all of the same kind,
takes knowledge of the game and skill as a summoner
. "

I don't like repeating myself, show me that you can read.
You KNOW it can't be done? You tried it and failed?
You know someone that tried it and failed?
Or are you just guessing?

I know many people workship cooki-cutters, I know where you
are coming from. But there is a first time for everything.
You say you are SURE this has been tested.
Why?
You never tried it. I never tried it.
this post have over 450 views and no one claims to have tried it.
People are not always open to new things.
They say things like "things are the way they are for a reason."
And "someone out there must have tried it and failed."

I am looking for peolpe who try stuff.
I take it you are not one of them.
That is fine by me. And I do not hold it against you.

Regarding my reply to NoiseMakerArrow,
Think of it this way. What would you like to have?
a weak bone spirit that you ONLY use to gather skeles,
or revives that does massive damage?

I am saying that folks out there are holding back by not maxing
revive and using them. And instead of getting melee revives,
while your skeles already have that department covered.
It is better to get ranged revives.

Which part of it does not make sense to you?

And while they will teleport to dodge my attack.
Can I not tele to give chase? Can I not tele to dodge as well?
You see, unlike them, the summoner can get away with using only one
skill- teleport. He can concentrat on it!
And as we all know, Concentration gives you 300% ED at lvl 17.

As for running away, the 200% FCR sors can always run away.
I never say they can't.
I am saying that most of tham are too prejudiced against summoners to
do so. And if they stop to cast, they will be in danger,
just like when they are doing PVM.

You see, revived archers are not fake archers. In fact, they are stronger
than any archer groupe the game has to offer.
Don't tell me that no one ever dies to archers.
I won't beleive you.

Summoner work in a team, you provide your intelligence,
your minions provide fire power.
Don't make it sound like its the game AI against player intelligence.
As if the summoner doesn't exist.

And if you are all about survival, you have as much freedom of gear
with this build as anyone else. If not more!
All your damage comes from auras, so you don't need ED, CB, IAS.

One more thing. Don't make it sound like its easy to think up stuff.
I have to look into every class, every skill, and every gear setup.
Until I finally decieded on revive.
Then I have to look into every combanation of monsters before
I decided on archers.

And what do I have to gain by sharing my idea with you?
All I wanted was some feed back, and is that too much too ask?
I wasn't lying when I say I am only after knowledge here.

And If I have an enigma, I would have done the basic testing already.
 
Re: The 1 vs 7 Summon-mancer?

True the summoner is in controll of the summons but your missing a point that no one has brought up for some reason revive ai is as good as retarded not trying to discredit you or your idea but play around with revives a lil bit use single player and a hero editor out to test your idea see how well the revives handle my experiences with revives are 1 point is enough because theyre worse than A.D.H.D. children with shiny objects in a class room not sure if we can actually mention the editors if not then please let me know and remove post mods
 
Re: The 1 vs 7 Summon-mancer?

Regarding my reply to NoiseMakerArrow,
Think of it this way. What would you like to have?
a weak bone spirit that you ONLY use to gather skeles,
or revives that does massive damage?


I am saying that folks out there are holding back by not maxing
revive and using them. And instead of getting melee revives,
while your skeles already have that department covered.
It is better to get ranged revives.

Which part of it does not make sense to you?

At what point did the thread turn into bone spirit vs. revived? most people agree, teeth/bonespear/bonespirit are not worth the points, for a summoner, as a damage dealing spell. people use mages or dim vision or golem mast and use 1 pt. in revived, because nobody realistically expects to always carry around 40 revived that all die in 3 minutes. generally, revived arent needed as damage dealers, anyway. that is what doesnt make sense to me.


 
Re: The 1 vs 7 Summon-mancer?

"I remember dragging around 20 revives, without +skill items,
without teleport, without aura. If you have +skill items, teleport,
and tri-aura, you will find it easy to get 40+ revives.
However, to make them all of the same kind,
takes knowledge of the game and skill as a summoner
. "

I don't like repeating myself, show me that you can read.
You KNOW it can't be done? You tried it and failed?
You know someone that tried it and failed?
Or are you just guessing?

And I don't like repeating myself either. Your quote is taken a bit out of context, since you're advocating 46 revived archers, not just 40 revives. I can hit the River of Flame and revive 40 maggots quick, but will accomplish nothing. The point is the 3 MINUTE TIMER that means no matter how much expert knowledge you have, just keeping your ability to fight up is a race against time. And any EXPERIENCED dueler will tell you that having to rush is a bad idea.

I know many people workship cooki-cutters, I know where you
are coming from. But there is a first time for everything.
You say you are SURE this has been tested.
Why?
You never tried it. I never tried it.
this post have over 450 views and no one claims to have tried it.
People are not always open to new things.
They say things like "things are the way they are for a reason."
And "someone out there must have tried it and failed."

No one worships cookie cutters, people USE them because they've been proven to be the most effective. The reverse of your 450 view count is that many people see this idea and immediately toss it BECAUSE of problems like poor Revive AI and the 3 MINUTE TIMER. And things are the way they are for a variety of reasons, the game's been out for ten years, with hundreds of thousands of players all min/maxing stats and skills for one.

I am looking for peolpe who try stuff.
I take it you are not one of them.
That is fine by me. And I do not hold it against you.

I do "try stuff" just not half baked ideas that are clearly bad from the outset because of obvious problems. Like depending on poor Revive AI and the 3 MINUTE TIMER.

Regarding my reply to NoiseMakerArrow,
Think of it this way. What would you like to have?
a weak bone spirit that you ONLY use to gather skeles,
or revives that does massive damage?

Bone Spirits are smarter than Revives, and there are VERY few sources of Magic Damage Resist in many PvP setups, hence the popularity of teleporting Bonemancers. The difference is, your build is like bringing guns to a nuke fight, auto-targeting, invisible, high damage Bone Spirits will pwn your build in terms of reliability and damage.

I am saying that folks out there are holding back by not maxing
revive and using them. And instead of getting melee revives,
while your skeles already have that department covered.
It is better to get ranged revives.

No one is holding back, its just your idea has no merit. You asked for feedback and criticism and when you get it are insulted. Be careful what you wish for.

Which part of it does not make sense to you?

Most of it, since your idea is half baked at best, terrible at worst.

And while they will teleport to dodge my attack.
Can I not tele to give chase? Can I not tele to dodge as well?
You see, unlike them, the summoner can get away with using only one
skill- teleport. He can concentrat on it!
And as we all know, Concentration gives you 300% ED at lvl 17.

Not sure if you're making a joke here, but just because someone is concentrating on using teleport does not give them a Concentrate (skill) aura for their minions lol. The problem you're not realizing is that all of your power is tied up in a 3 MINUTE TIMER which means your opponent can simply teleport out of range of your archers AI, and since many builds incorporate infinicast teleport, they can simply wait til your revives start expiring then clobber you.

As for running away, the 200% FCR sors can always run away.
I never say they can't.
I am saying that most of tham are too prejudiced against summoners to
do so. And if they stop to cast, they will be in danger,
just like when they are doing PVM.

They won't need to. They name lock you with fireballs, and as you approach to try to kill them, their super high damage fireballs will kill you and your minion stack, or if not kill outright, put all your revives into hit recovery. Don't forget about the minion PvP penalty either.

You see, revived archers are not fake archers. In fact, they are stronger
than any archer groupe the game has to offer.
Don't tell me that no one ever dies to archers.
I won't beleive you.

If you're dieing to archers, its because you're not paying attention. In dueling, paying attention is the most important concept. Most duelers I would assume are able to handle PvM archer groups lol.

Summoner work in a team, you provide your intelligence,
your minions provide fire power.
Don't make it sound like its the game AI against player intelligence.
As if the summoner doesn't exist.

But that's exactly what it is. You simply provide positioning, and rely upon your archer's AI to kill another player. Archers don't lead targets, so anyone who, you know, MOVES during a duel is immune to your attacks pretty much.

And if you are all about survival, you have as much freedom of gear
with this build as anyone else. If not more!
All your damage comes from auras, so you don't need ED, CB, IAS.

Extremely expensive runeword provided auras. Not everyone buys runes or items from websites, especially on these forums, as I said testing this half baked idea is expensive, and most already know it would never work against anything remotely approaching an experienced dueler.

One more thing. Don't make it sound like its easy to think up stuff.
I have to look into every class, every skill, and every gear setup.
Until I finally decieded on revive.
Then I have to look into every combanation of monsters before
I decided on archers.

No you don't. There's guides and strategies out there for almost any type of dueler you can imagine, the reason there isn't one for this is because its a terrible idea, which, in reading your OP, shows a distinct lack of research. I'm telling you all these things just from memory, or what I see in game, and they make sense because I know how the game works.

And what do I have to gain by sharing my idea with you?
All I wanted was some feed back, and is that too much too ask?
I wasn't lying when I say I am only after knowledge here.

And all I gave you was feedback, yet you continually deride it as ill thought out, when its your original cockamamie idea that has no merit.

And If I have an enigma, I would have done the basic testing already.

Again, an expensive runeword to do "basic testing" of a build that is obviously from the get go a bad PvP idea. Let me just make it clear for you:

A high number of Revive archers will kill everything in the game, PvM-wise, because the monsters do not DODGE. PvP on the other hand is out because of the simple fact players DO dodge.

Accept it or not, but don't ask for criticism and feedback on a hazy build idea then reject it because it doesn't conform to your obvious desperate need to believe you're somehow awesome for discovering a secret method that would upset the balance of the PvP world. Lol.


 
Re: The 1 vs 7 Summon-mancer?

Naysaying is not useful feed back.

I am looking for 1 of 2 answers.

A) I tried it, and the archers never hit anyone.

B) I tried it, and the archers does hit.

You DON'T KNOW if the archers will hit or not.

You just hate me and want to trash talk my idea is all.

And truth be told, I hate you too.

You are just an annoyance.

I am asking for help with testing.

You won't help and yet you won't go away.

If you know so much, tell me this.

How long after the summoner teleport will the archers fire?
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to counter all the trash talk, I should probably say something.

You can revive as fast as you kill. If you can kill 40+ archers in 3 minutes. You can revive them.

Killing 40 archers is not THAT time consuming. Finding them will take most of the time.

(If you have max CE, you know how fast you kill, and don't need me to tell you that.)

And that's where knowledge of the game comes in handy.

Know where to find lots of archers, remember the location.

If there is just no way you can kill 40 archers in 3 minutes, even though they appear in groups of 6+.

You won't be able to do this build.
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quote Crazy-Asian :

"Any idea for the skills? I was thinking something like

Max Revives
Max Skeleton Mastery
Max Summon Resist
Max Bonespear
Max (something)

I've seen all those revive summoners on NL and they kick *** with just the revives."

Oh look, I found another guy who thinks revives are not worthless! How refreshing.....
 
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Re: The 1 vs 7 Summon-mancer?

Naysaying is not useful feed back.

I am looking for 1 of 2 answers.

A) I tried it, and the archers never hit anyone.

B) I tried it, and the archers does hit.

You DON'T KNOW if the archers will hit or not.

Test your idea on Open Battle Net.

Some key flaws:

1. Any AoE attack will decimate your army. Fortunately this will only really be a problem against Fireballers, Blizz Sorcs, Orb-Sorcs, Hammerdins, Lightning Zons, WW Barbs, Bowazons, Trappers etc who make up a small portion of the Dueling community... oh wait...

2. You might find that your skellies don't have that great a hit rate against many melee chars, I don't see any bonus to AR in the skills and only minor increases to AR from your equipment - I count ~130% - much of which comes from a fairly easily killed summon, which would give your skellies an AR of ~8000. Say your opponent has 10,000 defense (which is on the low side for many PvP characters) you will only have a ~40% chance to hit a level 90 charcter. In battles with many melee characters the chance to hit rate will be lucky to reach 25%.

3. Most PvP characters have close to 50% damage reduction.

4. Most PvP characters attack with far fewer frames than your archers, meaning they will make their attacks before your archers manage to fire. All casters will have enough FCR be able to tele away before your summons attack. They only need to do this for a short while until your summons start to vanish and/or they decimate your army with AoE attacks.

5. Your damage dies off dramatically almost from the moment your duel starts, if they manage to keep you running for any length of time you'll be down to half power.

6. I'm not certain but I'm pretty sure that melee PvPers will be able to leech off your summons.

7. A lot of your damage comes from your merc - the time taken to resurrect your merc when he dies will kill ~20% of your summons!

8. A lot of your damage and AR comes from your HoW. Summons from items are often buggy, and even then it is an expensive summon to maintain. Without it you'll also be lucky to have 20% chance to hit.

9. If by some miracle you manage to survive one duel you'll have to remake the game to be able to find enough available summons to take part in a second duel due to your summons either timing out or because they have almost all been killed.

10. Revives have ****ty AI and have a habit of wandering off/vanishing even without the timer.


 
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Re: The 1 vs 7 Summon-mancer?

Naysaying is not useful feed back.

Actually, saying no to something is useful feedback, if something is broken, and saying it works, well thats just crazy talk.

I am looking for 1 of 2 answers.

A) I tried it, and the archers never hit anyone.

B) I tried it, and the archers does hit.

You DON'T KNOW if the archers will hit or not.

Its archer AI that I keep going over and over with you. They don't immediately aim and fire at targets, frequently they'll just putter around. So after a teleport, if your opponent hasn't stunlocked and killed you and your whole minion stack, not all of the archers will fire all at once.

You just hate me and want to trash talk my idea is all.

And truth be told, I hate you too.

You are just an annoyance.

I am asking for help with testing.

You won't help and yet you won't go away.

I don't hate you, you're obviously way to desperate to see this idea become some grand thing. Its not. Sorry.

If you know so much, tell me this.

How long after the summoner teleport will the archers fire?

Don't have exact figures, but what I do know is ranged attackers in a teleport stack don't all start firing simultaneously. I've seen it, and done it, and that's vs. stationary PvM targets. The likelihood of the wonky Revive AI hitting a teleporting player is slim to none.
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to counter all the trash talk, I should probably say something.

You can revive as fast as you kill. If you can kill 40+ archers in 3 minutes. You can revive them.

If you're dueling, likely Hell Act 1 Blood Moor, its probably considered bad manners by other duelers to constantly ask for time-outs while you go farm some more archers. And as most duels last until one or the other is defeated, its also unlikely that there will be enough corpses in the entire Blood Moor, much less 46 archers to revive...

Killing 40 archers is not THAT time consuming. Finding them will take most of the time.

(If you have max CE, you know how fast you kill, and don't need me to tell you that.)

Duh, its not about how fast you can acquire the Revives, its the Revive timer coupled with duel etiquette.

And that's where knowledge of the game comes in handy.

Which you seem to have little of.

Know where to find lots of archers, remember the location.

If there is just no way you can kill 40 archers in 3 minutes, even though they appear in groups of 6+.

You won't be able to do this build.

Spawns are randomized game to game, so this is impossible. You can memorize LIKELY places they will spawn, but if you're not extremely lucky, you're likely to get Fallen or Zombies or something.
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quote Crazy-Asian :

"Any idea for the skills? I was thinking something like

Max Revives
Max Skeleton Mastery
Max Summon Resist
Max Bonespear
Max (something)

I've seen all those revive summoners on NL and they kick *** with just the revives."

Oh look, I found another guy who thinks revives are not worthless! How refreshing.....

I never said Revives are worthless. However in the context of your idea, having your sole damage output be 46 Revived archers is stupid, both in concept, AND execution. Besides, this is one guy's unfounded assertion, based on spurious observation that a Necro with Revives who won MUST have been because of the revives, and not curses or invisible Bone Spirits, which is MUCH more likely.

Look man, I don't hate you, but your holier than thou tone is annoying, and you keep asking for feedback, which I'm giving you and then saying its worthless. If you just want sycophantic agreement, this is not the place to be. If you look at any of the posted guides, you'll notice pages and pages of dissection and cross examination.

MOST build guides get shot down before they're even posted, because the creators realize the idea is unfeasible due to the mechanics of the game. You simply haven't realized it yet.

[edit] THE REAL REASON Revive Necros stand a chance in dueling is because they depend on many revives to get a one or two hit kill by teleporting onto the opponent, at which point the massive number of minions perform an "alpha-strike" of sorts. The composition of the minion stack isn't as important as quantity, and certainly doesn't depend on the AI to hit reliably.


 
Re: The 1 vs 7 Summon-mancer?

"Its archer AI that I keep going over and over with you. They don't immediately aim and fire at targets, frequently they'll just putter around. So after a teleport, if your opponent hasn't stunlocked and killed you and your whole minion stack, not all of the archers will fire all at once......

Don't have exact figures, but what I do know is ranged attackers in a teleport stack don't all start firing simultaneously. I've seen it, and done it, and that's vs. stationary PvM targets. The likelihood of the wonky Revive AI hitting a teleporting player is slim to none."
(putter around - move around aimlessly)

Now that is exactly the kind of response that I am looking for.
So you DO have some experience with this.

My question is that did you use the no-fan-out trick?
If they have to fan out, of coures they will not open fire right away.

If the arrows did not arrive at the same time, it could be because
of where they are standing.
I saw groups of archers firing at me, as one, all the time.

as for testimonies... there are planty... it takes some looking-for, is all.

quote Riddleboxx:
"That's how it's done. I vouch Max Revive. Especially for PvP."

quote Squishy-1:
"you cant glitch bone necros anymore so they are pretty much useless now
i like auradins and summon necros and javazons for dueling
auradins you just get a ton of damage auras and charge around the level and people without sorb gear will just drop like flies
summoners you revive monsters with immunities to everything and use an enigma to teleport, it stacks the monsters on top of you and you become invincable, and if you teleport next to them they get hit by all 50+ monsters you have with you
javazons do about 40K in total with charged strike and you can glitch to get it with long range.... good against non sorbers"

(Granted that I don't like melee revives like he does)

There are plenty more... but what's the point.
Revive is a powerful skill in PVP.
And archers deserve to be tested.

I can THINK that someone must have tried it and failed and kept quiet.
But I feel more comfortable with some kind of confirmation.
Can you really blame me for that?

And why would you go to blood moor for archers?
Out side of act 5 town has a good chance of archer spawn, and they are strong.
Other parts of act 5 also have them.
Act 2 have lots of them. Some of them appear to ALWAYS spawn.

PS. open B-net, eh? I will look into it, never tried it though.
 
Re: The 1 vs 7 Summon-mancer?

I'm also not sure you're adding up the damage output realistically:

About 560% of your ED comes from your merc, who will be difficult to keep reviving while maintaining your army. Realistically you'll have 600%ED - bringing your summon damage down to ~40*7 = ~280/archer.

Your archers will have ~25% change to hit, meaning about 10 will do damage.

You have a 50% PvP penalty - reducing the damage to 140/archer.

Your Amp will add 100%ED, but their DR will reduce it by 50% - giving about 210 damage/archer. For a total of 2100 damage.

Bear in mind - every ten "Physical Damage reduced by X" that they have will remove around 150 from this value. And at least one attack will be blocked, removing another 140.

Realistically your "STOMP" will be lucky to do 2000 damage, assuming your opponent doesn't decimate your army with an AoE attack and/or move away too quickly for them to attack.
 
Re: The 1 vs 7 Summon-mancer?

He's just like callsignAPOLLO. Whenever people tell him his ideas are bad, he throws a tantrum and says that he wanted feedback, not criticism.

And don't be so sure about the people on these forums not buying items or using hacks. Being a member of these forums doesn't make you a "better" person, and being a "better" person isn't a requirement for joining.
 
Re: The 1 vs 7 Summon-mancer?

PFSS:

All summoners must protect merc.
That is just how it is.
Some folks will give them maras and fort.

Is it impossible to keep merc alive with minion stack?
Not easy maybe, impossible? No.

I remember one of the modeartor here said something about
merc can be kept alive, and that enable summoners to do PVP.
But I could be wrong.

My numbers are on the low end.
If mastry add to monster base damage.
It would be (100%+460%)X700% and not 100%+460%+700%
That would make a huge difference.
instead of 1160% ED, it would be nearly 4000% ED

No one did answer that question though.
 
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Re: The 1 vs 7 Summon-mancer?

NoisemakerArrow:

I don't want just any kind of feed back.
saying things like "you are an idiot" does not give me the info that I need.
If you don't want to help test this. At least share your experience in this
area. If you have no experience or testing results to offer.

Well, then what are you doing?
You know what they say about assume.

It makes an *** out of you and me.
Well, mostly you.
 
Re: The 1 vs 7 Summon-mancer?

He's just like callsignAPOLLO. Whenever people tell him his ideas are bad, he throws a tantrum and says that he wanted feedback, not criticism.
Don't forget about mephistophilis! i can see a lot of parallels between all three of these guide writers.


 
Re: The 1 vs 7 Summon-mancer?

This is not a guide per se.
I am asking for help with something.

It gets tiring, as some folks keep seeing it as a guide.
And attack it as such.

I am asking for help with a few things. I have a few questions.
If you can't help. If you can't answer.
Then please do not disturb this thread.
Why would you?

Again, this is not a guide.

Though very unlikly, if I do decide to write a guide on this in the future.
I will include who did the testing and what the results are.
I don't like to argue base on assumption.
Cold hard facts are so much easier.
 
Re: The 1 vs 7 Summon-mancer?

Some of us who are not
Weekend warriors have shared
Our wisdom and experience
From the realm of PvP.

Everyone here just explained to you
Exactly why your ideas
Will not work in real life.

For some reason beyond me
You think we are insulting you
For pointing out the obvious.

Refrigerator.
 
Re: The 1 vs 7 Summon-mancer?

Oh! You have experience with archer dualing?
Why didn't you say so?
And when did you share it?

You are not insulting me by assuming this build won't work.
You are getting in the way of me getting the info that I need.

You have not tested this, have you?
You have not summon archers with any build against anyone, have you?
You have not heard or seen archer related dualing, have you?
How am I suppose to trust you, when you have given me nothing
remotely concrete?

Try me, share with me some REAL experience, in THIS area specifically.
Not your experience in PVP in general.
I am a very reasonable guy. And I am sincerely looking for help.
True, I am very passionate about this.
And my standard for GOOD evidence against this is high.
But only because I am passionate.

Do I need to explain to you how the scientific method work?
Any theory, no matter how good, is just a theory without evidence to back it up.
No need to freeze this. If you stop feeding me assumptions.
I would either get real evidence, or it would just fall to the bottom.
 
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Re: The 1 vs 7 Summon-mancer?

"All summoners must protect merc.
That is just how it is.
Some folks will give them maras and fort."



Can u tell me how to give maras to a merc? Do you even know this game at all?
 
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