- Aug 3, 2004
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The Pyromancer
I've given this some thought, and still maintain that i'd like to build something around the Trang Set. Anyway, I present to you my findings and a build I plan on following:
-The Pyromancer-
Intro: This Necromancer build revolves around Trang's Set, with additional assistance from lower resistance and skeletal mages (!!!) with revives.
Skill Points:
Summoning:
20 Skeleton Mastery
1 Skeleton
20 Skeleton Magi
1 Clay Golem
1 Iron Golem
1 Golem Mastery
1 Blood Golem
1 Revive
4 Summon Resist
Curses:
1 Amp Damage
1 Weaken
1 Terror
1 Decrepify
1 Iron Maiden
1 Life Tap
5 Lower Resist
1 Dim Vision
1 Confuse
20 Attract
Total Skill Points: 83
Strategy: You're main concern will be keeping your skeleton mage army alive. This is where attract comes in. You curse one enemy of the enemy mob causing the other enemies to attack said victim relentlessly. You then proceed by cursing the mob with lower resist (as attract cannot be over ridden). Finally, you throw in some fire damage from Trang's Set.
Bosses will prove to be a whole 'nother problem, as there are rarely mobs and I you cannot curse bosses with attract. Using Revive, you proceed to revive ELEMENTAL damage monsters, such as vampires, council members and the like. Curse the boss with lower resist, and follow the above procedure.
Since you're not investing in any one golem, the question arises as to what golem to choose. Optimally, go for a high elemental damage iron golem to benefit from lower resist.
Alternatively, one could choose fire golem if so inclined, but due to the high mana cost and low damage out put I advise against it.
Gear:
Obviously, the only essential gear is Trang's Set. Leaving you the two ring slots, the amulet slot, the weapon and the boots slot open.
Rings: Optimally The Stone of Jordan rings, but obviously we can't all dig into our pockets and pull one out. Resistance rings are an obvious choice here, but Nature's Peace should be avoided (for the corpses rest in peace mod).
Amulet: Maras, any +2 to Necromancer amulet or +3 to summoning.
Weapon: Arm of Leoric, Beast (for Fantacism Aura), Call to Arms (For war cries).
Boots: Marrow Walks for the bone branch of this build, otherwise any will suffice.
Post Build: After mastering the main build, points can be poured into either lower resist/revive or bone armor/wall using the marrow walk bug. Corpse explosion is also, as always an option.
The popular Might Mercenary would obviously not be an option with this build, but if the act 5 mercenary could use axes, the beast runeword could be an opton (as fanatacism does aid in the attacking speed of mages).
Otherwise, a Act 2 Defensive Merc would suffice.
I plan to test this build and notify everyone of my progress.
NOTE: Obviously this build won't tear through the game as a twinked amp damage/might/skeleton summoner will. That's not the point of this build. Rather, it is intended to use Trang-Oul's set and make elemental damage viable.
Constructive Comments Appreciated
I've given this some thought, and still maintain that i'd like to build something around the Trang Set. Anyway, I present to you my findings and a build I plan on following:
-The Pyromancer-
Intro: This Necromancer build revolves around Trang's Set, with additional assistance from lower resistance and skeletal mages (!!!) with revives.
Skill Points:
Summoning:
20 Skeleton Mastery
1 Skeleton
20 Skeleton Magi
1 Clay Golem
1 Iron Golem
1 Golem Mastery
1 Blood Golem
1 Revive
4 Summon Resist
Curses:
1 Amp Damage
1 Weaken
1 Terror
1 Decrepify
1 Iron Maiden
1 Life Tap
5 Lower Resist
1 Dim Vision
1 Confuse
20 Attract
Total Skill Points: 83
Strategy: You're main concern will be keeping your skeleton mage army alive. This is where attract comes in. You curse one enemy of the enemy mob causing the other enemies to attack said victim relentlessly. You then proceed by cursing the mob with lower resist (as attract cannot be over ridden). Finally, you throw in some fire damage from Trang's Set.
Bosses will prove to be a whole 'nother problem, as there are rarely mobs and I you cannot curse bosses with attract. Using Revive, you proceed to revive ELEMENTAL damage monsters, such as vampires, council members and the like. Curse the boss with lower resist, and follow the above procedure.
Since you're not investing in any one golem, the question arises as to what golem to choose. Optimally, go for a high elemental damage iron golem to benefit from lower resist.
Alternatively, one could choose fire golem if so inclined, but due to the high mana cost and low damage out put I advise against it.
Gear:
Obviously, the only essential gear is Trang's Set. Leaving you the two ring slots, the amulet slot, the weapon and the boots slot open.
Rings: Optimally The Stone of Jordan rings, but obviously we can't all dig into our pockets and pull one out. Resistance rings are an obvious choice here, but Nature's Peace should be avoided (for the corpses rest in peace mod).
Amulet: Maras, any +2 to Necromancer amulet or +3 to summoning.
Weapon: Arm of Leoric, Beast (for Fantacism Aura), Call to Arms (For war cries).
Boots: Marrow Walks for the bone branch of this build, otherwise any will suffice.
Post Build: After mastering the main build, points can be poured into either lower resist/revive or bone armor/wall using the marrow walk bug. Corpse explosion is also, as always an option.
The popular Might Mercenary would obviously not be an option with this build, but if the act 5 mercenary could use axes, the beast runeword could be an opton (as fanatacism does aid in the attacking speed of mages).
Otherwise, a Act 2 Defensive Merc would suffice.
I plan to test this build and notify everyone of my progress.
NOTE: Obviously this build won't tear through the game as a twinked amp damage/might/skeleton summoner will. That's not the point of this build. Rather, it is intended to use Trang-Oul's set and make elemental damage viable.
Constructive Comments Appreciated