Arguments for Revive (Necromancer)
Level 72 Necromancer WHCL
(All including +skills)
34 Skeletons
34 Skeleton Mastery
20 Corpse Explosion
10 Amplify Damage
Act 3 Hell
This gives me 13 skeletons that are basically unkillable and tear through everything.
I just move slowly, Amp and CE and nothing is left standing.
I put 1 point into Revive before starting Hell thinking I would need them for safety and/or killing power but it has become apparent to me through my playstyle and skill that it is safer for me to just spam Amp and CE. Casting Revives is actually distracting since they poof in 3 minutes and I have to recast occasionally.
I did not use them at all through Act 2 except on Duriel. I went to Cold Plains and summoned about 7 Revives before going into his chamber but I really think my 13 Skeletons would have been enough to distract him away from me.
Will they be more essential in Act 4 and 5?
I am looking for some good reasons why I should use revives instead of just CEing everything my Skeletons kill. Thanks ahead of time.
Level 72 Necromancer WHCL
(All including +skills)
34 Skeletons
34 Skeleton Mastery
20 Corpse Explosion
10 Amplify Damage
Act 3 Hell
This gives me 13 skeletons that are basically unkillable and tear through everything.
I just move slowly, Amp and CE and nothing is left standing.
I put 1 point into Revive before starting Hell thinking I would need them for safety and/or killing power but it has become apparent to me through my playstyle and skill that it is safer for me to just spam Amp and CE. Casting Revives is actually distracting since they poof in 3 minutes and I have to recast occasionally.
I did not use them at all through Act 2 except on Duriel. I went to Cold Plains and summoned about 7 Revives before going into his chamber but I really think my 13 Skeletons would have been enough to distract him away from me.
Will they be more essential in Act 4 and 5?
I am looking for some good reasons why I should use revives instead of just CEing everything my Skeletons kill. Thanks ahead of time.