- Jun 24, 2003
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Necrochild313 said:Ribcracker!
Slipin said:If your going to add a twinker item section, I would advise doing it like souless, where he listed the items from best to worst and gave a nice description of each. When will you be updating your guide?
Slipin said:And block is just shy of "must have" for a meleemancer.
rickcarson said:Just reading through it... and I can't quite figure out why having a huge mob (from Attract) would be a problem...?? you have crowd control out the wazoo (as it were). Bone Prison, Terror, Confusion, Dim Vision.
rickcarson said:I found a Spineripper a couple of months back, and its been sitting there waiting for a Necro to claim it. Problem is, the damage looks kind of low (high if there were some combat skills to boost it, but with no +ED from skills, all damage is gonna look weak).
rickcarson said:Anyways, I'm wondering if Terror works on the Oblivion Knights? Or is it counted as an AI curse?
I don't think this is correct. Spineripper is a dagger and they get a bonus from 0.75 dexterity and 0.75 strength (as do throwing weapons wielded in combat). Mad Mantis, check out this excellent site http://www.hut.fi/~tgustafs/weapondamage.html and maybe reference it in your guide.Mad Mantis said:Remember that Strength is the only way to boost your physical damage. Every +1 Strength = 1% Damage.
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JoJeck said:I don't think this is correct. Spineripper is a dagger and they get a bonus from 0.75 dexterity and 0.75 strength (as do throwing weapons wielded in combat).
Mad Mantis said:He rickcarson,
Here is the answer to your post in the “My mercmancer/MF mancer†thread. Since I couldn’t send you a PM I thought it best that we discussed this in my guide thread instead of hijacking darnocpdx’s thread.
If you upgrade your Spineripper the damage will be 178 to 343 with a max of 222 to 409 with 150 strength.
Then you get added damage from things like Might and Amp. The damage is not that high, but it is just a Dagger.
It alters the behaviour of a targeted monster. As such it is an AI curse and doesn’t work on OK’s.
rickcarson said:My general impression from playing melee characters is that even 500 damage just isn't enough. Even small things you have to stand there beating on all day.
rickcarson said:As I discovered. I was very disappointed with Terror, especially against fast moving mobs (and frankly, who cares about anything else) its small radius was really really bad.
Mad Mantis said:You need to force the enemy to make an AI decision before the Terror kicks in. Usually this means some moving around. But I find it very handy for clearing doors and thinning monster packs.
I'm so glad you mentioned this. I have just found one and it seems to be THE weapon a meleemancer should have even if only on his weapon switch and only used to enter multiplayer games in style. The weapon may not be the best ... but it sure looks the best, and by a mile, on any Necro. Could be upgraded for extra damage and requirements -50% makes it useable. The bonus AR and the -50% Target Defence will help with chance to hit problems. And it is a range 5 weapon so you can poke their eyes out from a safe distance or even outside a bone prison.Chinesef00d said:Nice guide. Now that someone has posted a guide for a Meleemancer, I would like to suggest a weapon probably never mentioned before and probably no one picks up!!!
I give you.........
Grim's Burning Dead
Grim Scythe
Two-Hand Damage: (72-84) To (168-196) (120-140 Avg)
Required Level: 45
Required Strength: 70
Required Dexterity: 70
Durability: 55
Base Weapon Speed: [-10]
+140-180% Enhanced Damage (varies)
Adds 131-232 Fire Damage
+3 To Necromancer Skill Levels
-50% Target Defense
+20% Enhanced Defense
+200-250 To Attack Rating (varies)
Fire Resist +45%
Requirements -50%
Attacker Takes Damage of 8
Some AR problems solved, decent damage, +3 to skills, can you say "GRIM REAPER NECRO!!" I was gonna make a Bone/Melee Necro with this weapon but I rarely find it.
JoJeck said:Let me re-phrase my previous vow, if I make a meleemancer it will be armed with a dagger or a Grim Scythe, accept no substitute. This character has to be all about style... :lol:
darnocpdx said:Also one of my favorite helms is Nadir (yes that level 13 noone uses but me runeword helm).
Mad Mantis said:Sometimes I use it as well. Mostly before I can get my DV to an acceptable level. It is not a bad helm if you use it correctly.