- May 24, 2005
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Patriarch GooberIII - Telebombing Zookeeper/Hunter
History:
Goober (the first) was my 2nd character ever, so I really didn't know what I was doing at the time. He was also more of an untwinked Lord of Mages build and started in 1.07 - and got transferred into 1.10 at about level 50 in Act5 Nightmare. You can probably guess why I gave him up.
GooberII was another Lord of Mages build, but with a pure-elemental focus (Fire Golem, LR curse, Harmony bow on Rogue, etc). He was ok, but a little too passive of a playstyle for me to enjoy. So by the time I'd drug him through Act3 Hell I just said "screw it" and stopped after the hellforge quest.
This attempt managed to make it to Patriarch, which wasn't exactly hard to pull off with my new toy (Enigma). When I didn't feel like slogging it out, I could just teleport past everything. I only did that a couple of times though, as it was just as easy to teleport on top of everything and watch it die in 0.2 seconds.
GooberIII
LCS
Raise Skeleton (+auras: Fanaticism & Might, and CtA for ~double life = a pretty solid army)
Raise Skeleton Mage
Skills:
20 (30) Raise Skeleton
20 (30) Raise Skeleton Mage
20 (30) Skeleton Mastery
5 (9) Amp Damage
17+ (21) Corpse Explosion
1 (11) Revive, Iron Golem, Summon Resists
1 Decrep & Dim Vision
1 prereq's
Gear:
Faith Crusader Bow (1/12 = worst possible roll... oh well)
Enigma Light Plate
Kira's Guardian (70 @resists, with AR/IAS jewel)
crafted caster amulet (+1 necro, 18 FCR, 13/13/13/24p resists, 17 mana)
Trang's Gloves
Nos' Coil
rare ring (10 FCR, 25f/12l/6/6 resists, 36 life)
rare ring (6/5 leech, 6 @resists, 31 mana, 24 AR, 5 min damage)
rare boots (30 FRW, 37 fire resists, 40 lightning resists, 4 dexterity)
Switch: beta-CtA + Lidless Wall
Charms:
- 5x Graverobber's skill charms (2x FHR, +6 dex, 2xLife (19/9)
- rest are Serpents/Snakes charms of FHR/Life
Mercenary: Kasim, level82
Might aura
Obedience eth Cryptic Axe (1.07 base donated by Jaedhann, once upon a time)
Fortitude Archon Plate
Vampire Gaze (IAS)
Notes:
1. My Iron Golem's were made from a batch of Insight polearms I'd collected for a while. Of the 30 I started with, I used 9 from the stash (one golem is still alive). 6 or 7 of the ones that died did so before I got teleport.
2. For some reason though, about the time I entered the Crystalline Passing in Act5 Hell, the Meditation aura stopped working. Before that I could teleport/spam endlessly, but after that I required potions after every ~3rd battle for the rest of the act. I have no idea what caused it, but it annoyed the hell out of me.
3. Teleporting to stack minions is silly-powerful. It's almost unfair. Especially with a Fanaticism & Might aura and an Amp Damage curse. Even physical immune monsters went down to my mages and/or CE very fast (there were a couple of unbreakable PI's, not that they mattered).
4. Beast vs. Faith. I was able to attack at range with the bow (really helpful before I got access to the Enigma), but I would've much preferred having a shield instead. Usually when I teleported on top of something the minions would suck up monster's damage. But every once in a while I'd be the thing targeted by all the monsters, which was bad with my low defense & no shield around the hard-hitters. Fortunately good resists and high life made drinking potions possible, but there were a few times I quaffed ~5 purple potions in about 5 seconds.
So I would say Beast in a one-hander is a better choice for the telebombing fishymancer. But the bow is sexier.
5. With the CtA and teleport/minion-stack, it was extremely rare for a Skeleton or Skeleton Mage to die. In fact, I don't remember a single skeleton warrior dying all game after I got teleport. I lost a couple of mages a few times, but never more than 2 of the 12 I had.
6. Baal didn't stand a chance.
7. I MP'ed with my Enchantress for much of Normal & Nightmare. ~4800 fire damage x 12 minions meant I could basically equip a Harmony bow and run through entire areas just letting my minions destroy anything in my path. I used my own arrows for picking off Shamans and Oblivion Knights, but even that was seldom "necessary". That was about the only to make a summoner tolerable for me during those first 65 levels without teleport.
8. In case anyone ever wondered, the monsters that were reanimated by my Faith bow did not teleport with me in my minion stack. Too bad, but they were pretty superfluous anyways.
9. He's pretty close to a Fishymancer. But I did use the bow to entertain myself quite a bit (even with my crappy AR), and the mages were nice at times, so I definitely consider him more of a zookeeper than a pure fishymancer.
Overall:
When I first got teleport it was pretty fun to just drop on top of a monster and watch it go from full health to dead in one attack cycle (~5 frames for the merc & skellies). But once I got used to it, my enjoyment faded - in the end I'm simply not a fan of minion-based builds. I like to be more active in killing things, and ~95% of this build is casting Amp, casting teleport, and picking up gold.
But I'm still glad that I finally dragged one of these to patriarch. I have tried (and failed) several previous times to get enjoyment out of necromancers (and fishymancers in particular), so I knew going in it was something of an uphill battle. It took and Enigma to make it worth the time for me, but overall I think I enjoyed the journey more than I didn't.
And at least I can finally cross this one off my list.
History:
Goober (the first) was my 2nd character ever, so I really didn't know what I was doing at the time. He was also more of an untwinked Lord of Mages build and started in 1.07 - and got transferred into 1.10 at about level 50 in Act5 Nightmare. You can probably guess why I gave him up.
GooberII was another Lord of Mages build, but with a pure-elemental focus (Fire Golem, LR curse, Harmony bow on Rogue, etc). He was ok, but a little too passive of a playstyle for me to enjoy. So by the time I'd drug him through Act3 Hell I just said "screw it" and stopped after the hellforge quest.
This attempt managed to make it to Patriarch, which wasn't exactly hard to pull off with my new toy (Enigma). When I didn't feel like slogging it out, I could just teleport past everything. I only did that a couple of times though, as it was just as easy to teleport on top of everything and watch it die in 0.2 seconds.
GooberIII
LCS
Raise Skeleton (+auras: Fanaticism & Might, and CtA for ~double life = a pretty solid army)
Raise Skeleton Mage
Skills:
20 (30) Raise Skeleton
20 (30) Raise Skeleton Mage
20 (30) Skeleton Mastery
5 (9) Amp Damage
17+ (21) Corpse Explosion
1 (11) Revive, Iron Golem, Summon Resists
1 Decrep & Dim Vision
1 prereq's
Gear:
Faith Crusader Bow (1/12 = worst possible roll... oh well)
Enigma Light Plate
Kira's Guardian (70 @resists, with AR/IAS jewel)
crafted caster amulet (+1 necro, 18 FCR, 13/13/13/24p resists, 17 mana)
Trang's Gloves
Nos' Coil
rare ring (10 FCR, 25f/12l/6/6 resists, 36 life)
rare ring (6/5 leech, 6 @resists, 31 mana, 24 AR, 5 min damage)
rare boots (30 FRW, 37 fire resists, 40 lightning resists, 4 dexterity)
Switch: beta-CtA + Lidless Wall
Charms:
- 5x Graverobber's skill charms (2x FHR, +6 dex, 2xLife (19/9)
- rest are Serpents/Snakes charms of FHR/Life
Mercenary: Kasim, level82
Might aura
Obedience eth Cryptic Axe (1.07 base donated by Jaedhann, once upon a time)
Fortitude Archon Plate
Vampire Gaze (IAS)
Notes:
1. My Iron Golem's were made from a batch of Insight polearms I'd collected for a while. Of the 30 I started with, I used 9 from the stash (one golem is still alive). 6 or 7 of the ones that died did so before I got teleport.
2. For some reason though, about the time I entered the Crystalline Passing in Act5 Hell, the Meditation aura stopped working. Before that I could teleport/spam endlessly, but after that I required potions after every ~3rd battle for the rest of the act. I have no idea what caused it, but it annoyed the hell out of me.
3. Teleporting to stack minions is silly-powerful. It's almost unfair. Especially with a Fanaticism & Might aura and an Amp Damage curse. Even physical immune monsters went down to my mages and/or CE very fast (there were a couple of unbreakable PI's, not that they mattered).
4. Beast vs. Faith. I was able to attack at range with the bow (really helpful before I got access to the Enigma), but I would've much preferred having a shield instead. Usually when I teleported on top of something the minions would suck up monster's damage. But every once in a while I'd be the thing targeted by all the monsters, which was bad with my low defense & no shield around the hard-hitters. Fortunately good resists and high life made drinking potions possible, but there were a few times I quaffed ~5 purple potions in about 5 seconds.
So I would say Beast in a one-hander is a better choice for the telebombing fishymancer. But the bow is sexier.
5. With the CtA and teleport/minion-stack, it was extremely rare for a Skeleton or Skeleton Mage to die. In fact, I don't remember a single skeleton warrior dying all game after I got teleport. I lost a couple of mages a few times, but never more than 2 of the 12 I had.
6. Baal didn't stand a chance.
7. I MP'ed with my Enchantress for much of Normal & Nightmare. ~4800 fire damage x 12 minions meant I could basically equip a Harmony bow and run through entire areas just letting my minions destroy anything in my path. I used my own arrows for picking off Shamans and Oblivion Knights, but even that was seldom "necessary". That was about the only to make a summoner tolerable for me during those first 65 levels without teleport.
8. In case anyone ever wondered, the monsters that were reanimated by my Faith bow did not teleport with me in my minion stack. Too bad, but they were pretty superfluous anyways.
9. He's pretty close to a Fishymancer. But I did use the bow to entertain myself quite a bit (even with my crappy AR), and the mages were nice at times, so I definitely consider him more of a zookeeper than a pure fishymancer.
Overall:
When I first got teleport it was pretty fun to just drop on top of a monster and watch it go from full health to dead in one attack cycle (~5 frames for the merc & skellies). But once I got used to it, my enjoyment faded - in the end I'm simply not a fan of minion-based builds. I like to be more active in killing things, and ~95% of this build is casting Amp, casting teleport, and picking up gold.
But I'm still glad that I finally dragged one of these to patriarch. I have tried (and failed) several previous times to get enjoyment out of necromancers (and fishymancers in particular), so I knew going in it was something of an uphill battle. It took and Enigma to make it worth the time for me, but overall I think I enjoyed the journey more than I didn't.
And at least I can finally cross this one off my list.