Explodomancer?

BlargX

New member
Explodomancer?

I'm new to the game and have really started to like corpse explosion a lot. I've also read that maxing amplify damage is really handy, but in very few builds or discussions do I see people saying they chose to do much with amplify damage. Amplify damage and corpse explosion seem like they would be a good combo when both are maxed.

Any feedback on that?

I've been wanting to go golem heavy, but it sounds like most people don't think it's a very good build, at least in patch 1.1, which I updated to. So now I'm considering skellies more than I was, but thinking either that or a golem for initial kills and damage, paired with maxed CE and Amplify damage.
 
Ahh the good old artymancer.

I remember playing one of those back in the old 1.09 hell cow runs days.

Amp dmg & CE = lotsa dead stuff.

Amp dmg doesn't really need more than one point invested in it as +skills generally take it to a high enough level. Besides, you can simply cast it again if you need to cover a wider area.

If you want a very safe, powerful build go with the tried & tested Fishymancer (tm)

Max:
Raise Skelly
Skelly Mstery
Corpse Explosion

Rest of your points can go wherever you like - some prefer mages, others like to invest heavuily in Dim Vision.
Regardless of what you choose, you'll find a use for most of the curses at some point so one in each isn't a bad idea (one in amp dmg is a must whatever you choose though)
 
look at the last few pages of golemmancer attempt #2... there is an idea for the nitromancer you might be interested in
 
More in amp is useless if you have a good amount of +skills, IMO. Amp can be casted again and again, without needing bodies or anything.
 
look at the last few pages of golemmancer attempt #2... there is an idea for the nitromancer you might be interested in

Thanks, I checked that out. The focus on iron golem seems to be pretty much what seems talked about most in golems around here at this point, but something there doesn't appeal to me. 40 points is a lot to spend on two golems I don't really look forward to using that much. I guess I really only like the clay golem -- I like that primitive sludge, and that he slows stuff.

By the way, does anyone know if he still has that huge boost to life, bringing him to like 11k hitpoints if you max him out?


 
Thanks for replies, all. Fishymancer variation sounds more interesting than it did before. It sounds like it experiences a ton of lag though. Also, if you use up all the bodies for skellies and for CE but still don't beat a boss, it sounds like the game is over at that point.
 
maxxed skeletons are invincible with enough +skills - just stand back and decrep the boss, he'll die sooner or later
 
BlargX,
I admit that the Nitromancer build won't be as safe as a fishymancer build with a big army of skeletons. It's a new build, and it looked like a cool and unusual build that's *somewhat* similar to the Corrupted Televangelist except for the way the Golems are set up. It may be a decent one in Hell difficulty if the fire golem damage synergy works well.
A couple of things to keep in mind:
a) Yes, pouring 60 points into Golems is a lot (GMastery, Clay, and Fire all maxed) but you do get a few cool benefits. You'd have both a dangerous Iron Golem (pending FG testing) and a maxed out Gumby (Clay Golem) for boss fights if you want. People underestimate the powers of a maxed out Clay Golem because of the severe diminishing returns on slow % at high levels....but you have to look at it the other way around. If you have....say...+5 summoning skills equipment (not too hard to do, I think) you'd have a lvl 25 Clay Golem which would slow monsters by a full 66 percent!. This means that all monsters fighting Gumby will be THREE times slower than normal. :cool:
b) The Nitromancer build does allow for Revives, if you wish, to back up your 1-point Iron Golem or your little clay friend. With the same +5 summoning items, you can still wander around with up to 6 Revives....still leaving some corpses behind for your maxed out CE to do its magic.

In the end, though, it's always easier to talk about certain builds rather than play them out. I'm still slowly working my way through Normal Act 2 with my Nitro build. (My "second life" takes up a lot of my playing time.)
~timevalue
 
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I'll be interested to hear about your experiments. I do like the idea of a maxed clay golem plus maxed mastery, but the 20 in fire throws me.
 
fire golem has its uses too - hes pretty much invincible in some areas of the game.. diable and travincal come to mind. with lower res, a maxxed FG is actually a pretty decent golem if you know how to use him. only problem is monumental mana cost. i think it can get over 200^_^
 
BlargX - Yes, I will be taking a big chance with 20 skill points for Fire Golem....but I will go ahead and do it, anyway, so I can see if the +120% damage Iron Golem is any good. All I really need is one corpse to start working a CE chain. In Hell difficulty, though, without having a big army to protect me....I will have to be very careful and try to keep my distance from the enemies as much as possible.
This will take quite a while because of real life, and I'm still struggling to figure out when to place which points in which skills....But, I'll figure something out on that soon, I'm sure.

~timevalue
 
I'll be interested to hear about your experiments. I do like the idea of a maxed clay golem plus maxed mastery, but the 20 in fire throws me.

I did one experiment to new ladder.
max glay, max golem mastery -> 20k life meatshield
max corpse exp, enough points in amp to get same radius
one in all other curses, except low resist is almost maxed
Barb merc with arreat, threachery and lightsabre (or that static sword when full game)
Melee necro with threachery,tiamats shield,lightsabre etc... melee items.

Can solo everywhere in full games, except in those iron maiden curse areas.
Can solo those in 1-player game.

I usually solo with this char, but
with lvl24 or more (not sure) low resist and huge amf and corpse exp range its good support char for almost any other build.
Can keep those uber izu etc... still for ages, so other player can change chars without hurry.


NO revives or skeletons for this build. Not needed.
Decrepify, attract curse first to save barb merc live. Then low resist.
Both melee chars kills quite fast 1-2 and hurts other near by then amf and EXPlode. Enough crushing blow, so hell baal goes down nicely.

Full game travi temples are favorite place to run. And full game travincal too.

He survive just fine, close calls near uber lilith, those mages do huge damage.



 
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