rickcarson said:
I'm finding by the end of Act 3 NM that my defensive line is getting stomped on. I've got max Skeleton Mastery (its about 29-30 I think ) and if I can't find decent revives I have a problem.
Of course, if I'm using all my mana to keep recycling the revives, that means I'm not doing Poison Novas...
Having Maxed Poison Nova (it does 800-900 damage) and Skeleton Mastery... I'm really wondering what next? As I progress the monsters are getting tougher faster than the synergies to PN are increasing its damage, and even in single player NM it takes a lot of PNs to take down bosses and their minions or champions.
I've only got one more skill I can max before getting into Hell... and the way things are looking thats going to be a problem.
Looks like I spoke too soon.
Acts 4 and 5 have been much easier than Act 3.
Mephisto and the Durance were easier than I expected. I was down to about 3 Mages, but Gumby stepped up and distracted him while the Mages (and PNova) did their thing)
Partly I think its easier because I've changed my tactics. (Casting LR early and often) And partly because I've decided to increase the amount of mana that I'm tossing around.
I found that a lot of the late Act 3 Monsters were taking 3 PNovas to kill, or 1 LR and 2 PNovas, which is about the same expenditure of mana. However, now when I cast LR it also increases the Mages damage, so it might actually only take 1 LR and 1 PN. I'm bouncing around the hot keys a lot more than I normally do with a Necromancer.
The Chaos Sanctuary was a push over (compared to say how a Skelimancer would have fared). But Big D had the bad form to keep wiping out my Mages. Fortunately my Revives kept him entertained, so I ended up killing him in (relative) safety with PNova.
I've also found that it is much much easier to rebuild my army with a PNova/Summons hybrid, since I can pop out of an Act 1 WP, find the nearest fallen pack and hurk out a PNova and viola! Instant pile of corpses.
It might be possible to include an Act 3 Cold Merc (IMHO the best all round Merc bar none) in this build. I'd left them out of my Summoner builds after the first time I got to Hell with one and found that while its great for killing the first couple of monsters, it was turning almost all of them to ice, making it *extremely* difficult to get the ball rolling. Holy Freeze mercs don't even come close to this guy in the corpse shattering game.
I've just hit 56 and muled my 1.10 Trangs Gloves onto the char, so that should improve things a bit as well. If I can get halfway through Act 5 NM without them, it bodes fairly well for the builds viability. (Till Hell anyway, and then all bets are off)