DeadSentry in PVM

againandagain

New member
DeadSentry in PVM

Guys wat you think about DS in pvm

i think its not woth much because al monsters have 50% psycal resist in hell
and the assassin has no sort of amplify curse in her skills tree

so it would be hard to make deadSentry a good skill iam not playing in P1 likely on P4/5 setting monster give more rewards en exp. :drool:

and if iam gona use it shall i max it or just leave i t on 1 point and let plus skill do rest yes iam rich :drool:

hmm alright tenk you.
 
The 50% global physical resistance on monsters no longer exists in 1.10(though, admittedly, most monsters have 20-30% PDR). Regardless, if you rack up enough corpses, CE still helps greatly by speeding up your killing speed.

Keep to 1 point(unless you're building a pure Trapper, and even then there are other options), you don't really need the extra CE radius.
 
The first thing I'd invest that richness into would be a spellchecker.

Unless I am making a pure elemental charge-up build, I will always have at least one point in Death Sentry. Disagreeing with Naliworld here, for a PvM kicker I would actually max the skill - the large radius makes an incredible difference. You go from finishing off a small group to injuring/killing the next group of monsters in packed areas. The same would go for a focused Blade Fury, Dragon Claw or WW sin build if I was planning on playing through the game. Also, with any trap/MA hybrid I would max the skill.

There is one big difference between Death Sentry and the Necromancer's Corpse Explosion: speed. You can lay five traps, and each of them can be detonating while you are already fighting. I have seen entire rooms fall down after two bodies hit the floor. For curses, you can either carry around a wand of Lower Resist (useful with trappers) or use Reaper's Toll on the Mercenary (lowering the Physical resist). You don't need either to be effective, but both can help.

Whether or not you max the skill is dependant entirely on your build.
 
*********PVM probably hybrid fighter clas or something************
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Unquipment:

Weapons : 1X chaos (stil finding the one with blade shield on it)
1X Bartuc or shadow killer( socket maybe Deadly strike)

Armor : Chains of honor(Dusk shroud)
Helm : Shako with resist rune
Boots : Gore rider or shadow dancer
Glove : maybe steel rend or Lava gout
rings : 1X Bul and 1X Raven
amulet : hmm maybe atma or Mara's Kaleidoscope
Belt : Mytril Coil 100% sure of it


Charms : i Think Shadow dis. couple of 4 and then 4 Trap ch.

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Skills that i use in combat

Atack Skill:
-Dragon claw, WW
-DeadSentry
-Shadow master
-Cloak of shadows

Defence Skill:
-Weapon block
-Cloak of shadows

---------------------------------------------------
Status points

Str. + 10/15 ( don't worry about it i get the req. for my armor en weapons)
Dex. + 30/35
Vit. Rest
Energie. Zero :drool:
 
DSentry is a great trap I suggest either 1 point or maxing it depending on the build. There is one aspect that most don't recognize the DSentry is based off of the orignal life that the enemy has at players1 thus in bigger games or in players 8 games the damage produced by DSentry is already at miniscule amounts remember the life of an enemy at players 8 is 450% of the life at players 1 so your at ~1/5 damage percent just by being in the bigger game. now the 80% corpse life seems small.

I use the DSentry trap at 20 slvl or greater with every trapper build I have. I find that in Hell a well placed DSentry trap can kill enemies that are out of sight. More Often then not I don't even see the enemies before they are dead, this is why a smart trapper can avoid being hit if they take it at walk speed and know how to cast protectively.
 
Uzziah said:
DSentry is a great trap I suggest either 1 point or maxing it depending on the build. There is one aspect that most don't recognize the DSentry is based off of the orignal life that the enemy has at players1 thus in bigger games or in players 8 games the damage produced by DSentry is already at miniscule amounts remember the life of an enemy at players 8 is 450% of the life at players 1 so your at ~1/5 damage percent just by being in the bigger game. now the 80% corpse life seems small.

I use the DSentry trap at 20 slvl or greater with every trapper build I have. I find that in Hell a well placed DSentry trap can kill enemies that are out of sight. More Often then not I don't even see the enemies before they are dead, this is why a smart trapper can avoid being hit if they take it at walk speed and know how to cast protectively.

Thanks for info

So it isnt that of a big deal to use deadsentry because of the poor damage :spy: in players higher then 1 as you said it only do damage of the monsters orignel live points hmmm but its great in players 1 game then. Maybe i should think more about it and just leave this skill but how about the necromaner his corps exploision combined with amplify is huge and with this build i have i wanna use then reaper trol on the merc for the curse on it and atma amulet for amplify so my DS do more damage but tis that true in higher players settings? or is it just the same orginel live damage theorie?

more info needed thanks ( info was almost complete :uhhuh: )
 
againandagain said:
Thanks for info

So it isnt that of a big deal to use deadsentry because of the poor damage :spy: in players higher then 1 as you said it only do damage of the monsters orignel live points hmmm but its great in players 1 game then. Maybe i should think more about it and just leave this skill but how about the necromaner his corps exploision combined with amplify is huge and with this build i have i wanna use then reaper trol on the merc for the curse on it and atma amulet for amplify so my DS do more damage but tis that true in higher players settings? or is it just the same orginel live damage theorie?

more info needed thanks ( info was almost complete :uhhuh: )

Ok what your asking is "how does amp damage work?".

All amp damage does is multiply the physical damage dealt by a factor in this case 50% IIRC so if the corpse explosion dealt 100 damage it would now deal 150 damage. In the case of the necro dealing 80-100% corpse damage the one corpse automatically will kill any similar (meaning same life as the corpse) monster in the corpse range with amp damage. This is due to the physical damage dealing 50% more damage, (remember this is without including damage reduction and %PDR the monster may have).

There is a catch though corpse explosion does not do 100% physical damage actually it deals 50% physical 50% fire of the original total damage. In other words if a corpse has 1000 in life and say you got 80% of the original thus 800 damage for the corpse then the damage dealt to the monsters in the corpse explosion radius would = 400 fire damage 400 physical damage. This is the raw damage before everything is calculated. +% fire damage/physical damage will add to that amount resistance to damage will subtract from that amount and all other damage increases or decreases will apply.
 
While Death Sentry is less effective in 8 player games than 1 player, the same can be said of all attacks in the game except Static.
 
BIGeyedBUG said:
While Death Sentry is less effective in 8 player games than 1 player, the same can be said of all attacks in the game except Static.

Don't forget crushing blow. The point is that you use up the corpses alot faster and the actual damage remains the same even though its stated as being based on the corpse. Its really based on the lesser corpse which confuses alot of people. Its that whole incorrect character screen arguement with poison damage.
 
Uzziah said:
Don't forget crushing blow.

Crushing Blow's effect on monster life scales down as #of players goes up, as well. Really, the only exception is Static. (Actually, I assume Necro CE proportionality works basically the same way as DS, but I have no personal experience with the skill.)
 
Uzziah said:
Ok what your asking is "how does amp damage work?".

All amp damage does is multiply the physical damage dealt by a factor in this case 50% IIRC so if the corpse explosion dealt 100 damage it would now deal 150 damage. In the case of the necro dealing 80-100% corpse damage the one corpse automatically will kill any similar (meaning same life as the corpse) monster in the corpse range with amp damage. This is due to the physical damage dealing 50% more damage, (remember this is without including damage reduction and %PDR the monster may have).

There is a catch though corpse explosion does not do 100% physical damage actually it deals 50% physical 50% fire of the original total damage. In other words if a corpse has 1000 in life and say you got 80% of the original thus 800 damage for the corpse then the damage dealt to the monsters in the corpse explosion radius would = 400 fire damage 400 physical damage. This is the raw damage before everything is calculated. +% fire damage/physical damage will add to that amount resistance to damage will subtract from that amount and all other damage increases or decreases will apply.


Thanks men it realy helped me out more with this rare skill
so it would be a good skill if the monsters are amplifed or decrifyed wel oke i understand then.

alright then bye :wave:
 
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