Advice on Possible v1.13 Chaos/Ball Runner
Hey,
With the release of 1.13, the Hammerdin will no longer be able to do baal runs because the act2 pack, the mummies, will be immune to magic, making the runs take too long if there is no help for the hammerdin.
Also, CE is getting a huge damage bump, with the amount of damage increasing to 70%-120% of the monster's life. Also, poison is getting a damage increase by 15%! So I thought, "Hey, what about a CE/Nova build to do chaos/baal runs?"
I was wondering how feasible it was, though... The build would be a CE/Nova/golem with some summons who uses nova to initially kill the first monster and have CE take care of the rest. However, the only goal of this build would be to do chaos/baal runs, so if it would take a lot of time to kill monsters then there would be no point in building this. Feasibility, in this case, is determined by whether this build can complete a chaos/baal run quickly. If not, then it's not feasible.
But here goes,
Skills
20 Posion Nova
20 Poison Explosion
20 Poison Dagger
1 Corpse Explosion
1 Clay Golem (The slow I think is important, aura covered in gear)
10 Golem Mastery (I just prefer a good tank)
1 Summon Resist (I believe the golem will be immune to elemental attacks)
1 Bone Armor
1+ Raise Skeleton
1+ Lower Resist
1 IM, Life Tap, Decrepify, etc.. any curses you want
1 All pre-reqs
Gear
*numbered options match with each other, meaning 1 goes with 1, not 1 with 2.
Helm(debateable): 'Dream' Demonhead - A source of damage, coupled with conviction and lower resist, it can do some pretty sizeable damage. res and fhr are also good mods.
Armor: 'Enigma' - doesn't need an explanation
Belt: Arachnid's Mesh - 1 skills, 20fcr. Need to get
Gloves: Trang's Gloves - 20fcr and 25% poison damage increase
Boots: War Travs - Stats, mf. Need some mf to do baal and diablo runs.
Ammy: 1. Mara's - +2 skills, res, stats. Hard to argue with
2. 2 nec/15+fcr ammy
Ring1: 10fcr/stat/life rare ring - need the 10fcr to reach bp.
Ring2: 1. BK/SOJ/rare mf ring - +skills or mf if you want.
2. 10fcr/stat/life rare ring - need the 10fcr to reach bp.
Weapon: 1. Blackhand Key Grave Wand - +2nec, +1curses, 30 fcr. Best wand for this build imo if you can't get a 2/15+ ammy.
2. Death's Web - +2skills, +2pnb, +psn dmg. Probably best wand for psn necro in general but no fcr.
Shield: Humunculus - +2 necro skills, +2 curses, res, block, no much else you can ask for.
Inventory: x pnb gcs, torch, anni, and choice of scs: 7mf, 20life, 5res.
Merc: It can't be a holy freeze merc because you need the monsters to not burst into ice chunks. So might merc is the next best thing I think.
'Infinity' in choice of polearm
Eth Fort
Eth Vamp gaze
Explanation: There are probably a lot of questions and things I've overlooked but I think I should explain some things to make this build more feasible.
The only problem with this build is killing the first monster to being with. Hopefully, lower resist and conviction will break poison immunes and cut the resistances significantly. Poison nova gets a 15% damage increase but even without the increase, a fully synergized nova does 6875-7046 poison dmg over 2 seconds. That has some potential you have to admit because that is not including the +25% poison damage from trangs or death's web. The only question is whether conviction and lower resist can break poison immunes...
Once the monsters are dead, CE should easily take care of them. After nova/golem/dream kills off one monster, CE will do 70-120% of monster's life when 1.13 is released. Half of the damage is physical, and the other half is fire. That fire damage will be greatly increased with lower resist and conviction. If the monster is fire immune, poison and the physical damage should make up the difference. Essentially, CE is nearly unresistable.
So what do you think?
-brick
Hey,
With the release of 1.13, the Hammerdin will no longer be able to do baal runs because the act2 pack, the mummies, will be immune to magic, making the runs take too long if there is no help for the hammerdin.
Also, CE is getting a huge damage bump, with the amount of damage increasing to 70%-120% of the monster's life. Also, poison is getting a damage increase by 15%! So I thought, "Hey, what about a CE/Nova build to do chaos/baal runs?"
I was wondering how feasible it was, though... The build would be a CE/Nova/golem with some summons who uses nova to initially kill the first monster and have CE take care of the rest. However, the only goal of this build would be to do chaos/baal runs, so if it would take a lot of time to kill monsters then there would be no point in building this. Feasibility, in this case, is determined by whether this build can complete a chaos/baal run quickly. If not, then it's not feasible.
But here goes,
Skills
20 Posion Nova
20 Poison Explosion
20 Poison Dagger
1 Corpse Explosion
1 Clay Golem (The slow I think is important, aura covered in gear)
10 Golem Mastery (I just prefer a good tank)
1 Summon Resist (I believe the golem will be immune to elemental attacks)
1 Bone Armor
1+ Raise Skeleton
1+ Lower Resist
1 IM, Life Tap, Decrepify, etc.. any curses you want
1 All pre-reqs
Gear
*numbered options match with each other, meaning 1 goes with 1, not 1 with 2.
Helm(debateable): 'Dream' Demonhead - A source of damage, coupled with conviction and lower resist, it can do some pretty sizeable damage. res and fhr are also good mods.
Armor: 'Enigma' - doesn't need an explanation
Belt: Arachnid's Mesh - 1 skills, 20fcr. Need to get
Gloves: Trang's Gloves - 20fcr and 25% poison damage increase
Boots: War Travs - Stats, mf. Need some mf to do baal and diablo runs.
Ammy: 1. Mara's - +2 skills, res, stats. Hard to argue with
2. 2 nec/15+fcr ammy
Ring1: 10fcr/stat/life rare ring - need the 10fcr to reach bp.
Ring2: 1. BK/SOJ/rare mf ring - +skills or mf if you want.
2. 10fcr/stat/life rare ring - need the 10fcr to reach bp.
Weapon: 1. Blackhand Key Grave Wand - +2nec, +1curses, 30 fcr. Best wand for this build imo if you can't get a 2/15+ ammy.
2. Death's Web - +2skills, +2pnb, +psn dmg. Probably best wand for psn necro in general but no fcr.
Shield: Humunculus - +2 necro skills, +2 curses, res, block, no much else you can ask for.
Inventory: x pnb gcs, torch, anni, and choice of scs: 7mf, 20life, 5res.
Merc: It can't be a holy freeze merc because you need the monsters to not burst into ice chunks. So might merc is the next best thing I think.
'Infinity' in choice of polearm
Eth Fort
Eth Vamp gaze
Explanation: There are probably a lot of questions and things I've overlooked but I think I should explain some things to make this build more feasible.
The only problem with this build is killing the first monster to being with. Hopefully, lower resist and conviction will break poison immunes and cut the resistances significantly. Poison nova gets a 15% damage increase but even without the increase, a fully synergized nova does 6875-7046 poison dmg over 2 seconds. That has some potential you have to admit because that is not including the +25% poison damage from trangs or death's web. The only question is whether conviction and lower resist can break poison immunes...
Once the monsters are dead, CE should easily take care of them. After nova/golem/dream kills off one monster, CE will do 70-120% of monster's life when 1.13 is released. Half of the damage is physical, and the other half is fire. That fire damage will be greatly increased with lower resist and conviction. If the monster is fire immune, poison and the physical damage should make up the difference. Essentially, CE is nearly unresistable.
So what do you think?
-brick