- Mar 14, 2020
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Patriarch Doc_Holliday, Dentist and A2 Might Insight Merc
This guy is the fourth character in my Lesser Skills Sept, which focuses on less common (or commonly thought to be underpowered) skills for each class. I've used every Necro skill except Teeth, so the Dentist was a clear choice.
I was wracking my brain for names, thinking of any famous dentists from pop culture, history or movies. Then I remembered that Doc Holliday, from OK Corral fame, was a dentist (I thought), and double check on googles confirmed, so here we are. (Side note: It's interesting that there are so many famous doctors from history, contemporary culture, and even movies, but not dentistry. I guess the general dislike most people have for being in the dentist chair contributes to that.)
As has been the case with the characters so far, I wanted the character to be as powerful as possible, while focusing on the underpowered skill, with the goal of keeping p3 as deep into Hell as possible. So he put 1 point amp, skipped summons, and sank every other skill point into Teeth and its synergies. With plus skills, teeth damage was ~850-1020 at the end, and I was able to maintain p3 the whole way with minimal use of CE.
I went for 125 FCR, which was well worth it with a noticeable increase in killing speed once I equipped Darkforce. The might merc was quite powerful, especially when packs had been softened by Teeth,and bone wall/prison helped occupy or completely trap monsters that were heavy hitters, as shown in these two action shots:
I largely abandoned bone armor because it was more trouble than it was worth to keep up, rather than just drinking a health potion on occasion. His progress updates are here (Normal and NM), here (A1-A4 H) and here (A5 H).
It was interesting to play a Necro without a single summon and without Decrep being available! Teeth is distinctive as a skill. It has 24 projectiles that can spread out to nearly 180 degrees or be a tight cone depending on where the cursor is placed relative to character. A monster can only be hit by one "tooth" in each wave, however, so the tight cone doesn't concentrate damage on a particular monster.
I thought it was going to be nearly identical to Charged Bolt style, but not so. The main difference is lack of teleport vs. a Sorc, so the positioning is different. Rather than teleporting on top of monsters and blasting away, the Necro can use the different amount of spread to maximize coverage of large groups spaced out or tighten into packs focused on the merc or in a corridor. He also benefits from the angle relative to the packs, so repositioning a little often is better than simply spamming from one place, which makes the battlefield management more interesting. And he's best served keeping his distance, particularly because being hit slows casting rate, especially if hit recovery triggers. The teeth can also be manipulated to sort of go around corners, due to their wavy travel pattern, which was handy for Gloams (that appeared in Anya rescue, WSK2, and Throne Room, not to mention second area of A4). So I found Teeth to be a truly distinctive skill among the various classes, in terms of how it is used most effectively.
As with the Bowler, he was surprisingly strong and could take on every roll in the game (magic damage has few immunes and CE and amp are the great equalizer). I really enjoyed playing him, and think this is a build worth trying out. As I noted in the progress thread, I actually found him to be more powerful than my twinked Bone Spear Necro (McCoy) from Unfinished Business Sept. If I'd used CE aggressively, as I did with the BS character, I think Doc would have clearly been stronger. The main difference is broader area of effect, but lower damage. McCoy really struggled in open areas, with the single straightline attack, while Doc could handle those better. McCoy did more damage and was thus stronger in corridors and the like, but Doc definitely could hold his own there.
Here's a quick summary of final gear, before the full readouts. He had no deaths on the playthrough. As per my usual, he completed all quests in Hell and full-cleared all A85 areas and the red portals in A5.
Gear Summary
- HotO (40@) / Darkforce (Um)
- Swtich: CtA / Spirit
- Vipermagi 35@ (1os unused)
- Rare +2 skill circlet with 18@, 26 FR, +15 strength, +55 life (1os unused)
- Rare boots w 30 FWR / 10 FHR / 34 FR / 28 CR
- Magefist
- Rare with 24 FHR / 20 strength / 20 CR / 16 LR
- 2/10 with 11@
- SoJ / SoJ
- Backback: 8 skillers (2 low life, 1 each FRW and FHR, dext, strength and GF; good Vita ones are on my Pit Necro), 8 SCs with mix of resist, vita, mana, FHR, Cube, 2x2 open
Merc:
- eth Insight Thresher
- eth Fortitude
- eth Vamp w Scintillating jewel with damage
He was 75@ with ~1900 life with Battle Orders, and 56 FHR. The merc was basically one-hitting monsters, especially in packs that Teeth had softened up. He got Pul/Lum for Hell forges, and a 7% FR with FHR SC as the only notable find.
In closing, he was quite fun, and I'm glad I started this Sept as the lesser skills have been fun to equip around and requiring more engaging tactics without being tedious so far. Next up is a Fire Dancer and a Throwbarb.
This guy is the fourth character in my Lesser Skills Sept, which focuses on less common (or commonly thought to be underpowered) skills for each class. I've used every Necro skill except Teeth, so the Dentist was a clear choice.
I was wracking my brain for names, thinking of any famous dentists from pop culture, history or movies. Then I remembered that Doc Holliday, from OK Corral fame, was a dentist (I thought), and double check on googles confirmed, so here we are. (Side note: It's interesting that there are so many famous doctors from history, contemporary culture, and even movies, but not dentistry. I guess the general dislike most people have for being in the dentist chair contributes to that.)
As has been the case with the characters so far, I wanted the character to be as powerful as possible, while focusing on the underpowered skill, with the goal of keeping p3 as deep into Hell as possible. So he put 1 point amp, skipped summons, and sank every other skill point into Teeth and its synergies. With plus skills, teeth damage was ~850-1020 at the end, and I was able to maintain p3 the whole way with minimal use of CE.
I went for 125 FCR, which was well worth it with a noticeable increase in killing speed once I equipped Darkforce. The might merc was quite powerful, especially when packs had been softened by Teeth,and bone wall/prison helped occupy or completely trap monsters that were heavy hitters, as shown in these two action shots:
I largely abandoned bone armor because it was more trouble than it was worth to keep up, rather than just drinking a health potion on occasion. His progress updates are here (Normal and NM), here (A1-A4 H) and here (A5 H).
It was interesting to play a Necro without a single summon and without Decrep being available! Teeth is distinctive as a skill. It has 24 projectiles that can spread out to nearly 180 degrees or be a tight cone depending on where the cursor is placed relative to character. A monster can only be hit by one "tooth" in each wave, however, so the tight cone doesn't concentrate damage on a particular monster.
I thought it was going to be nearly identical to Charged Bolt style, but not so. The main difference is lack of teleport vs. a Sorc, so the positioning is different. Rather than teleporting on top of monsters and blasting away, the Necro can use the different amount of spread to maximize coverage of large groups spaced out or tighten into packs focused on the merc or in a corridor. He also benefits from the angle relative to the packs, so repositioning a little often is better than simply spamming from one place, which makes the battlefield management more interesting. And he's best served keeping his distance, particularly because being hit slows casting rate, especially if hit recovery triggers. The teeth can also be manipulated to sort of go around corners, due to their wavy travel pattern, which was handy for Gloams (that appeared in Anya rescue, WSK2, and Throne Room, not to mention second area of A4). So I found Teeth to be a truly distinctive skill among the various classes, in terms of how it is used most effectively.
As with the Bowler, he was surprisingly strong and could take on every roll in the game (magic damage has few immunes and CE and amp are the great equalizer). I really enjoyed playing him, and think this is a build worth trying out. As I noted in the progress thread, I actually found him to be more powerful than my twinked Bone Spear Necro (McCoy) from Unfinished Business Sept. If I'd used CE aggressively, as I did with the BS character, I think Doc would have clearly been stronger. The main difference is broader area of effect, but lower damage. McCoy really struggled in open areas, with the single straightline attack, while Doc could handle those better. McCoy did more damage and was thus stronger in corridors and the like, but Doc definitely could hold his own there.
Here's a quick summary of final gear, before the full readouts. He had no deaths on the playthrough. As per my usual, he completed all quests in Hell and full-cleared all A85 areas and the red portals in A5.
Gear Summary
- HotO (40@) / Darkforce (Um)
- Swtich: CtA / Spirit
- Vipermagi 35@ (1os unused)
- Rare +2 skill circlet with 18@, 26 FR, +15 strength, +55 life (1os unused)
- Rare boots w 30 FWR / 10 FHR / 34 FR / 28 CR
- Magefist
- Rare with 24 FHR / 20 strength / 20 CR / 16 LR
- 2/10 with 11@
- SoJ / SoJ
- Backback: 8 skillers (2 low life, 1 each FRW and FHR, dext, strength and GF; good Vita ones are on my Pit Necro), 8 SCs with mix of resist, vita, mana, FHR, Cube, 2x2 open
Merc:
- eth Insight Thresher
- eth Fortitude
- eth Vamp w Scintillating jewel with damage
He was 75@ with ~1900 life with Battle Orders, and 56 FHR. The merc was basically one-hitting monsters, especially in packs that Teeth had softened up. He got Pul/Lum for Hell forges, and a 7% FR with FHR SC as the only notable find.
In closing, he was quite fun, and I'm glad I started this Sept as the lesser skills have been fun to equip around and requiring more engaging tactics without being tedious so far. Next up is a Fire Dancer and a Throwbarb.
Code:
Name: Doc_Holliday
Class: Necromancer
Experience: 1050326426
Level: 85
Naked/Gear
Strength: 70/115
Dexterity: 25/44
Vitality: 395/395
Energy: 25/25
HP: 991/1160
Mana: 193/277
Stamina: 543/543
Defense: 6/1074
AR: 80/175
Fire: 221/181/121
Cold: 209/169/109
Lightning: 198/158/98
Poison: 191/151/91
MF: 0 Block: 5
GF: 29
FR/W: 37
FHR: 56
IAS: 0
FCR: 130
Amplify Damage: 1/10
Dim Vision: 0/0
Weaken: 0/0
Iron Maiden: 0/0
Terror: 0/0
Confuse: 0/0
Life Tap: 0/0
Attract: 0/0
Decrepify: 0/0
Lower Resist: 0/0
Teeth: 20/41
Bone Armor: 1/22
Poison Dagger: 0/0
Corpse Explosion: 1/22
Bone Wall: 20/41
Poison Explosion: 0/0
Bone Spear: 20/41
Bone Prison: 13/34
Poison Nova: 0/0
Bone Spirit: 20/41
Skeleton Mastery: 0/0
Raise Skeleton: 0/0
Clay Golem: 0/0
Golem Mastery: 0/0
Raise Skeletal Mage: 0/0
Blood Golem: 0/0
Summon Resist: 0/0
Iron Golem: 0/0
Fire Golem: 0/0
Revive: 0/0
Code:
Magefist
Light Gauntlets
Defense: 25
Durability: 17 of 18
Required Level: 23
Required Strength: 45
Fingerprint: 0xcabff5f
Item Level: 88
Version: Expansion 1.10+
+1 to Fire Skills
+20% Faster Cast Rate
Adds 1 - 6 Fire Damage
+29% Enhanced Defense
+10 Defense
Regenerate Mana 25%
The Stone of Jordan
Ring
Required Level: 29
Fingerprint: 0xca789f22
Item Level: 88
Version: Expansion 1.10+
+1 to All Skills
Adds 1 - 12 Lightning Damage
+20 to Mana
Increase Maximum Mana 25%
The Stone of Jordan
Ring
Required Level: 29
Fingerprint: 0x174b00c
Item Level: 85
Version: Expansion 1.10+
+1 to All Skills
Adds 1 - 12 Lightning Damage
+20 to Mana
Increase Maximum Mana 25%
Bramble Clasp
Mesh Belt
Defense: 56
Durability: 16 of 16
Required Level: 50
Required Strength: 58
Fingerprint: 0xb6e7252e
Item Level: 80
Version: Expansion 1.10+
+24% Faster Hit Recovery
+37% Enhanced Defense
+20 to Strength
Replenish Life +4
Cold Resist +20%
Lightning Resist +16%
Hailstone Trample
Heavy Boots
Defense: 7
Durability: 12 of 14
Required Level: 29
Required Strength: 18
Fingerprint: 0x6e3cd7f7
Item Level: 80
Version: Expansion 1.10+
+30% Faster Run/Walk
+10% Faster Hit Recovery
+12% Enhanced Defense
+5 to Dexterity
Cold Resist +28%
Fire Resist +34%
Shadow Cowl
Circlet
Defense: 24
Durability: 103 of 105
Required Level: 67
Fingerprint: 0x8b62e688
Item Level: 99
Version: Expansion 1.10+
+2 to Necromancer Skill Levels
5% Mana stolen per hit
+15 to Strength
+55 to Life
All Resistances +18
Fire Resist +26%
1 Sockets (0 used)
Death Gorget
Amulet
Required Level: 52
Fingerprint: 0x96a89f91
Item Level: 91
Version: Expansion 1.10+
+2 to Poison and Bone Skills (Necromancer Only)
+10% Faster Cast Rate
+2 to Minimum Damage
Replenish Life +10
+14 to Mana
Regenerate Mana 9%
All Resistances +11
Skin of the Vipermagi
Serpentskin Armor
Defense: 279
Durability: 17 of 24
Required Level: 29
Required Strength: 43
Fingerprint: 0xe0e1bb02
Item Level: 95
Version: Expansion 1.10+
+1 to All Skills
+30% Faster Cast Rate
+120% Enhanced Defense
All Resistances +35
Magic Damage Reduced by 13
1 Sockets (0 used)
Call to Arms
Superior Crystal Sword
AmnRalMalIstOhm
One Hand Damage: 19 - 57
Durability: 22 of 22
Required Level: 57
Required Strength: 43
Fingerprint: 0x7a78316c
Item Level: 85
Version: Expansion 1.10+
+1 to All Skills
+40% Increased Attack Speed
282% Enhanced Damage
Adds 5 - 30 Fire Damage
7% Life stolen per hit
Prevent Monster Heal
+3 to Battle Command
+6 to Battle Orders
+4 to Battle Cry
Replenish Life +12
30% Better Chance of Getting Magic Items
Increase Maximum Durability 10%
5 Sockets (5 used)
Socketed: Amn Rune
Socketed: Ral Rune
Socketed: Mal Rune
Socketed: Ist Rune
Socketed: Ohm Rune
Lidless Wall
Grim Shield
Defense: 276
Chance to Block: 0
Durability: 70 of 70
Required Level: 41
Required Strength: 58
Fingerprint: 0x80fdeead
Item Level: 86
Version: Expansion 1.10+
+1 to All Skills
+20% Faster Cast Rate
+83% Enhanced Defense
+10 to Energy
Increase Maximum Mana 10%
+4 to Mana after each Kill
+1 to Light Radius
Heart of the Oak
Flail
KoVexPulThul
One Hand Damage: 1 - 36
Durability: 16 of 16
Required Level: 55
Required Strength: 31
Required Dexterity: 25
Fingerprint: 0x776d7dc0
Item Level: 58
Version: Expansion 1.10+
+3 to All Skills
+40% Faster Cast Rate
+75% Damage to Demons
+100 to Attack Rating against Demons
+150% Damage to Undead
Adds 3 - 14 Cold Damage Over 3 Secs (75 Frames)
7% Mana stolen per hit
+10 to Dexterity
Replenish Life +20
Increase Maximum Mana 15%
All Resistances +40
Level 4 Oak Sage (25/25 Charges)
Level 14 Raven (60/60 Charges)
Ethereal
4 Sockets (4 used)
Socketed: Ko Rune
Socketed: Vex Rune
Socketed: Pul Rune
Socketed: Thul Rune
McCoy's Darkforce Spawn
Bloodlord Skull
Defense: 396
Chance to Block: 0
Durability: 18 of 20
Required Level: 64
Required Strength: 106
Fingerprint: 0x70b3cc8e
Item Level: 88
Version: Expansion 1.10+
+1 to Summoning Skills (Necromancer Only)
+3 to Poison and Bone Skills (Necromancer Only)
+1 to Curses (Necromancer only)
+30% Faster Cast Rate
+166% Enhanced Defense
Increase Maximum Mana 10%
All Resistances +22
1 Sockets (1 used)
Socketed: Um Rune
Code:
Amber Small Charm of Vita
Small Charm
Required Level: 39
Fingerprint: 0xc95b5c9b
Item Level: 88
Version: Expansion 1.10+
+19 to Life
Lightning Resist +10%
Emerald Small Charm of Vita
Small Charm
Required Level: 39
Fingerprint: 0xaed79959
Item Level: 87
Version: Expansion 1.10+
+16 to Life
Poison Resist +10%
Jade Small Charm of Vita
Small Charm
Required Level: 39
Fingerprint: 0xffc92e2f
Item Level: 80
Version: Expansion 1.10+
+20 to Life
Poison Resist +9%
Emerald Small Charm of Vita
Small Charm
Required Level: 39
Fingerprint: 0xe52592b2
Item Level: 77
Version: Expansion 1.10+
+17 to Life
Poison Resist +11%
Amber Small Charm of Sustenance
Small Charm
Required Level: 32
Fingerprint: 0xcdcd723d
Item Level: 80
Version: Expansion 1.10+
+12 to Life
Lightning Resist +11%
Serpent's Small Charm of Balance
Small Charm
Required Level: 40
Fingerprint: 0x6fb97697
Item Level: 88
Version: Expansion 1.10+
+5% Faster Hit Recovery
+14 to Mana
Shimmering Small Charm of Strength
Small Charm
Required Level: 25
Fingerprint: 0xa9453a83
Item Level: 80
Version: Expansion 1.10+
+2 to Strength
All Resistances +5
Serpent's Small Charm of Balance
Small Charm
Required Level: 40
Fingerprint: 0xeca0b45b
Item Level: 88
Version: Expansion 1.10+
+5% Faster Hit Recovery
+16 to Mana
Fungal Grand Charm of Life
Grand Charm
Required Level: 42
Fingerprint: 0xca043b45
Item Level: 88
Version: Expansion 1.10+
+1 to Poison and Bone Skills (Necromancer Only)
+15 to Life
Fungal Grand Charm of Strength
Grand Charm
Required Level: 42
Fingerprint: 0x702aa1b8
Item Level: 88
Version: Expansion 1.10+
+1 to Poison and Bone Skills (Necromancer Only)
+5 to Strength
Fungal Grand Charm of Dexterity
Grand Charm
Required Level: 42
Fingerprint: 0xa9895ca6
Item Level: 80
Version: Expansion 1.10+
+1 to Poison and Bone Skills (Necromancer Only)
+4 to Dexterity
Fungal Grand Charm of Greed
Grand Charm
Required Level: 42
Fingerprint: 0xbd6eaf5d
Item Level: 88
Version: Expansion 1.10+
+1 to Poison and Bone Skills (Necromancer Only)
29% Extra Gold from Monsters
Fungal Grand Charm of Balance
Grand Charm
Required Level: 42
Fingerprint: 0x684686a0
Item Level: 85
Version: Expansion 1.10+
+1 to Poison and Bone Skills (Necromancer Only)
+12% Faster Hit Recovery
Fungal Grand Charm of Life
Grand Charm
Required Level: 42
Fingerprint: 0x225bb8ae
Item Level: 88
Version: Expansion 1.10+
+1 to Poison and Bone Skills (Necromancer Only)
+15 to Life
Fungal Grand Charm of Strength
Grand Charm
Required Level: 42
Fingerprint: 0x3feaffae
Item Level: 80
Version: Expansion 1.10+
+1 to Poison and Bone Skills (Necromancer Only)
+3 to Strength
Fungal Grand Charm of Inertia
Grand Charm
Required Level: 42
Fingerprint: 0xcf02f7b9
Item Level: 62
Version: Expansion 1.10+
+1 to Poison and Bone Skills (Necromancer Only)
+7% Faster Run/Walk
Code:
Name: Emilio
Race: Desert Mercenary
Type: Off-Nightmare
Experience: 72012978
Level: 84
Dead?: false
Naked/Gear
Strength: 184/189
Dexterity: 148/153
HP: 1727/1843
Defense: 1274/5072
AR: 1898/347334
Fire: 191/151/91
Cold: 191/151/91
Lightning: 191/151/91
Poison: 191/151/91
Vampire Gaze
Grim Helm
Defense: 378
Durability: 21 of 21
Required Level: 41
Required Strength: 48
Fingerprint: 0x1de88cdb
Item Level: 88
Version: Expansion 1.10+
+6 to Minimum Damage
Adds 6 - 22 Cold Damage Over 4 Secs (100 Frames)
7% Mana stolen per hit
8% Life stolen per hit
+100% Enhanced Defense
15% Slower Stamina Drain
All Resistances +15
Damage Reduced by 20%
Magic Damage Reduced by 15
Ethereal
1 Sockets (1 used)
Socketed: Scintillating Jewel of Bliss
Scintillating Jewel of Bliss
Jewel
Required Level: 37
Fingerprint: 0x38a6166
Item Level: 85
Version: Expansion 1.10+
+6 to Minimum Damage
Cold Resist +15%
Lightning Resist +15%
Fire Resist +15%
Poison Resist +15%
Fortitude
Archon Plate
ElSolDolLo
Defense: 3420
Durability: 31 of 31
Required Level: 63
Required Strength: 93
Fingerprint: 0x65777894
Item Level: 88
Version: Expansion 1.10+
20% Chance to cast level 15 Chilling Armor when struck
+25% Faster Cast Rate
300% Enhanced Damage
+200% Enhanced Defense
+15 Defense
+116 to Life (Based on Character Level)
Replenish Life +7
+5% to Maximum Lightning Resist
All Resistances +28
Damage Reduced by 7
12% Damage Taken Goes To Mana
+1 to Light Radius
Ethereal
4 Sockets (4 used)
Socketed: El Rune
Socketed: Sol Rune
Socketed: Dol Rune
Socketed: Lo Rune
Insight
Thresher
RalTirTalSol
Two Hand Damage: 73 - 753
Durability: 33 of 33
Required Level: 53
Required Strength: 142
Required Dexterity: 108
Fingerprint: 0x97fbe62d
Item Level: 79
Version: Expansion 1.10+
Level 16 Meditation Aura When Equipped
+35% Faster Cast Rate
257% Enhanced Damage
+9 to Minimum Damage
182% Bonus to Attack Rating
Adds 5 - 30 Fire Damage
Adds 75 Poison Damage Over 5 Secs (125 Frames)
+4 to Critical Strike
All Stats +5
+2 to Mana after each Kill
23% Better Chance of Getting Magic Items
Ethereal
4 Sockets (4 used)
Socketed: Ral Rune
Socketed: Tir Rune
Socketed: Tal Rune
Socketed: Sol Rune
Last edited: