Arguments for Revive (Necromancer)

reyla

New member
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.
 
Sometimes they come in handy when you meet Lister, but with lvl 34 Mastery and skells it is probably not neccesary.

I put 1 point in it, gives me seven revives, thats plenty for lme.
 
I also like 1 point in Revive, just for extra fodder so you don't ever get aimed at.

You don't sound like you really need revive though. 13 skele's are enough.
Your build sounds quite wicked. Great radii with amp and ce.
 
They're extremely useful, but only really in certain situations, like if you need a lot of tanks that are immune or resistant to a certain type of damage, or if you need to take down a boss (Urdar/Blunderbones have a crushing blow attack). But if your skellies are doing fine, stick with what works.
 
I guess the real question I am asking here is the 4 points I wasted to get Revive going to be an issue? So far my Skellimancer is not skill point sensitive like a dual tree sorc for example.
 
my necro has the same amount of skels and I put one point in revive and currently with +skills, have 9. theyre fun to have around in big areas or to keep lister and stuff under control but I dont use otherwise

Why not just still have revives and use CE and amp damage?
Just because you have a bunch of revives doesnt mean you cant do wat you always do :)
its fun watching groups of flayers all drop from ce.. hahaha
 
Mmm I enjoy revives but thats just me. Then again, I dont have that massive amount of +skills....

Revives are imo the ultimate in discaradable allies. You make a new revive when the situation calls for it (as in "I want that guy over THERE") and not when the old ones fade out. I can imagine that with such a massive amount of +skills you're fine with the skeletons though. For me persoanlly, a summoner is all about a big army ^_^.

They arent neccisary. With some + skills 1 pt in CE/amp and max SM/SK you can run through the entire game. Thats 43 skill points.
 
revives are only needed for very special cases, but in those cases nothing but revives will do.

for example, killing dclone with a non-revive army is nigh-impossible, because no matter how high you stack the skills your skeletons will still get wiped out before you kill dclone.

there was also a thread in the nec forum soloing the ubers using revives, but i dont recommend that (he used enigma, which imho is just lame if not legit).

99% of the time though, skellies work just fine.
 
Every Skellmance I have made had revives and i also maxed out Bone Spear on all of them so, no you didint waste any points!

Some Revives IMO are irrepaceable, and there are places where Skellys crumble quickly you just may not of been in these places yet and they include the lvl 85 farming areas. Fanatic+Might+Convic+Multishot kills skellys fast and you can easily get that combo in several areas.

Vipers, "Treedudes", Udars and relatives, Frenzytaurs and relatives, anything PI and more are just excellent revives. 1 point is spent VERY well in Revives and well worth all the points used to get there.

When you hit the Ancients you will regret not having Revives up, and IF you actually play the whole game like doing Nithlak and others you will want revives.
 
Rabbitz.

I am away from my home PC at the moment but I can tell you my equipment that allows me to get my skills that high.

+3 Summon amulet
+1 Summon Grand Charm
Arm of King Leoric
Homunculus
+1 Skills Circlet
Trang Ouls Chest Armor

All stuff I found with my MF Orb/TK Sorceress. I can only imagine how my skeletons will be if I get +skill rings, boots and belt.

Stinger.

As to the level 85 areas in Act 1 and 2, my skeletons tear through them in solo games but I do not play in public games anyway. Too many hacking PKers on hardcore ladder. Did you mean skeletons crumble there in 2-8 player games?
 
what he meant was that certain mods on monsters make them very deadly. examples are:

(1) any of fana/extra strong/might on archers in pits and fanataurs in a5
(2) conviction gloams (you'd want as many summons as you can so they can engage the gloams quicker
 
My argument FOR revives and how you HAVE NOT wasted those 4-ish skill points to get them is deliverable via one word: Moo.

Hell cows! Swarms of them will tear through your skeletons - perhaps not literally, but will keep them in hit recovery. The extra tankage and distraction of ~10 revives (I put like 5 into my last Nec... which died due to a red portal lagspike) is really, really helpful.
 
Its possible but unlikely to get the big ole nasty combos all at once in the pits solo, but yes in the biggr games this becomes more common. Vipers can tear them up. I would never guess a person to stay solo 100% of the time so I try to always comment with solo and multiplayer play in mind.
 
I wonder if it would be decent if you revived a bunch of those Souls and had an infinity merc. Probably not...they wouldnt even shoot on command.:fortuneteller:
 
reyla said:
Rabbitz.

I am away from my home PC at the moment but I can tell you my equipment that allows me to get my skills that high.

+3 Summon amulet
+1 Summon Grand Charm
Arm of King Leoric
Homunculus
+1 Skills Circlet
Trang Ouls Chest Armor

All stuff I found with my MF Orb/TK Sorceress. I can only imagine how my skeletons will be if I get +skill rings, boots and belt.

Stinger.

As to the level 85 areas in Act 1 and 2, my skeletons tear through them in solo games but I do not play in public games anyway. Too many hacking PKers on hardcore ladder. Did you mean skeletons crumble there in 2-8 player games?

there is but 1 monster that might...kill off a wandering necroskelly and thats a faster attacking gloam, and yes i do not regard IM as a regular kill >,<

as u'll hear alot, dim vision + extremely high CE radius for the win

EDIT: uhm sry that is when u reach the ranks of sc necro's with 51/49 sm/rs :grin:



sry had todo that :(
 
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