Need explanation on differences from patch 1.07 - patch 1.11b der=

Mauselium

New member
Need explanation on differences from patch 1.07 - patch 1.11b

I like playing DiabloII, but I'm not really that knowledgeable, especially when it comes to the patches update. I have a 52nd level Necromancer named Mauselium. I have only played single player, pvp or something like that I think you call it. Anyway I am interested in upgrading to patch 11b but I don't want to weaken my Necromancer, currently playing v1.07. He is a classic overlord style and that is working very well, he can coast through most all monsters. I don't want to weaken him by upgrading. I looked at the patch descriptions and it stated something like one skeleton for every three points put in past level 3. That didn't sound so good thinking I'd cut my amount of my army in half, and seems like it would weaken my character. If someone knowledgeable about that patches could inform me more on this I would be grateful. Here are where I have put some of my points so far. Maxed skeletal mastery (at 25 now) Skeletal mages at 19, skeletons at 7, revive at 6, Golem mastery 19, (I have +5 at present to all summoning skills. My plan is to max skeletons, mages, both masteries, and divide the other points to curses and such. I like playing the overlord of a Mauselium cause it is one of the funnest characters I have ever played, so I don't want to change my strategy, I just don't know if it works well with higher patches. Thank you again. Damon
 
It's quite the opposite of what you think. My skeles doesn't die much in act 5 hell, even with 20 skele and 1 point mastery only. Melee skeles buffed a lot in 1.1x. Mages didn't get much increase comparatively, so they are relatively weak. Every other person also use clay golem (1 point only) since all golems pretty much suck. Finally, a lot of skele necros max Corpse Explosion and abuse it once 1 or more enemies fall.

I can't believe it. Someone actually has a post count of 0!!! The forum is mores screwed up than I thought.
 
Thank you, so do I still get as many skeletons in 1.1 as I do in 1.07, or is it less but their tougher. is it worth it for pvp?
 
OK, the first thing one must realize is that 1.10 and later is a whole new game compared to the earlier versions of the game.

The game was made far tougher. The enemies now have absurdly high amounts of life. The consequence of this is, that al the "aikido" approaches no longer work (iron maiden, thorns, iron golems, conversion, attract and confuse curses and similar, revive as killer), as a monster practically cannot commit suicide any more - their damage is negligible, compared to their life.

The high monster life demands extreme abounts of damage. To help these, synnergies have been introduced. This means that, for example, once you max out a skill, you can still improve it by adding "hard" points to a related skill that offers a synnergy. Skills can get enormous boosts this way. Damage over 10000 is not ungeard of any more. (This most applies to poison and bone skills)

Also, all summoned minions got a boost to their survivability. Where skeletons used to die instantly, they now never die, except to enemy iron maiden, bugged damage and seriously overpowered enemies. They can tank ang grind down act bosses.

However, Necromancer summons are now also fewer in number. Lvl 20 skill will get you about 8-12 skeletons, depending on gear. Each does more damage, though. Same for mages.

Golems are good tanks but can't kill a bunny rabbit any more.
 
There are a lot of differnece in skills & especially builds from 1.07 to 1.11b. You might wanna check out the strategy sticky in this forum to get an idea on the way builds are done in this patch.

Since you're doing single player, if you wanna test it out, back up your charachter on disk or someway like that, update the game to 1.11b & then try it out. If you don't like it, you'll still have a backup of your charachter to revert back to that you can use if you reinstall D2 & go back to 1.07.

Also, when you're playing by yourself or with other people in the game fighting monsters, it is called PvM (Player vs Monsters), when you are dueling against other players, it is called PvP (Player vs Player).
 
To give you an idea of how much summons were improved, Necromancers are one of the few classes that can easily solo Hell from start to finish, and can do it with 60-ish skill points/crap gear. 20 RS/SM, a couple in Corpse Explosion, and one in each of your key curses you're good thru Hell WSK. We have such an embarassment of riches right now most Necromancers struggle to decide how to burn our last 40 skill points. :)
 
Hell is great except for gloams. They can knock you out very quickly, especially when they can fire off the map. Definitely make Lightning Resist a priority.

I think the hardest spot to stay alive is in Wordstone Keep, especially by the Waypoint. Hard to manuever the skellies when you have to lead them over the bridge. It leaves you as an open target for a few seconds.
 
garion said:
hmm..if no one has mentioned it...the marrows bug is fixed now..:azn:

he's playing 1.07.... there are no marrowwalk boots in 1.07 (or synergies for that matter). So he wouldn't even know what that bug was ;)
 
Thank you all, I saved my files and tried it. died quickly three times till I changed my strategy and raised skeletons before mages, when I faced Baal I tore him apart and raised 8 levels quicker than ever, well except the first 8 levels. I like 1.11 better, good idea saving it I can't believe I didn't think of that since I've done that before. Yeah Gloams are bad.
 
Thank you all, I saved my files and tried it. died quickly three times till I changed my strategy and raised skeletons before mages, when I faced Baal I tore him apart and raised 8 levels quicker than ever, well except the first 8 levels. I like 1.11 better, good idea saving it I can't believe I didn't think of that since I've done that before. Yeah Gloams are bad.
 
Back
Top