Re: PvM 1.13 ExplosionMancer guide
Yes, it has been fixed.
Btw, is the Marrowwalk's +33 synergy Bone prison bug fixed?
Yes, it has been fixed.
Btw, is the Marrowwalk's +33 synergy Bone prison bug fixed?
you can put them wherever you want after the synergies are maxed.. it just happens that the damage optimal place to put them is amp damage and iron golem for merc boostA "pure bone mancer" doens't have points in Summoning skills.
Sure in absolute terms the necro is great at that, curses own and bonewall/prison too; though relative to skelliemancer the merc takes a lot of heat in this build - and easy for an untwinked merc(little to no leech, low resists and def) to die in hell.I have to wonder when people talk about "tanking problems" with this build... You have extremely powerful bone prison at your disposal.. There isn't much that breaks out of that. Also proper use of attract with clay golem and even somewhat geared merc should even make bone prison obsolete. You are doing it wrong if you don't have 100% control over what goes on your screen at all times. This can be done in all levels and the control really isn't gear dependant at all.
I've noticed ALOT of good responses to this build... I vote that we try to sticky it! Also, once my Diablo II gets working again I am going to try this build. It looks fun and I'd love to try it.
So, I respeced my Poisonmancer for this build... Best decision ever. It is much more fun, I have yet to die (appx 1.3k hp) and it does "good" damage (ofc based on monster hp).
@Beware: NM durance I think a meterorb sorc could do it.. But you are untwinked.... Try getting a White with +1 or higher to CE or Bspear... curses are a bonus
Boy is it fun being able to kill everything without problems...