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My Thoughts & Suggestions & Bug Reports
Fenris:
hmm i didn´t ever hear of this bug, but it must be an d2 intern, and chaos won´t be able to fix it i think
webwalker:
As a thought here, the Skelliemancer is a BUSTED BUILD. It's my favorite, so this provokes serious whining, which I usually keep to myself.
In Hell/CGS, monster mobs are thick enough that having 2 (or more) aura-enhanced bosses within 2 screens of one another is not uncommon, and the aura is high enough in level that if anybody has an aura, everybody within 2 screens has it too. Therefore you run into multiple-aura mobs.
If one of those auras is Concentration, then the damage they deal is very large.
Result1: (this affects everybody) Monsters can (often enough) do 4000 dmage in one hit.
Result 2: (this renders the skelliemancer impotent in Hell/CGS) lvl 52/53 raise skeleton/skeleton mastery minions get shredded like tissue paper.
Work-around: build a poison/bone or poison/golem mancer, maybe (just maybe) use skellies as an assist/backup.
So far, attempts to converse about this with the Mod Team have not gone well. It's been this way for about a year, and looks to be permanent.
ChaosEmpire:
nothing is permanent...but with a higher level they dont die..
level 50..is something for mid LR...
bluebyte:
I also thought about this, and suspected that they will get overwhelmed in hell. I planned this build like this:
Max skel mastery
Max skel warrior
10-15 Revive
Amp damage, Decrepify for more aggressive enemies, Attract(crowd control) as primary curses.
This was the initial proposal. But I soon realized I will face many unbreakable PIs, so also
Max skel mage
Put points in Lower resist.
And for left over points, either a fire or iron golem.
Also Very important: Oak Sage for the survuvability of my army.
I intend this build to be a physical summoner.
I will make a faith crossbow for my necro and use it (will actually fire with it, putting points into Dex., so hoping contribute to the killing speed)
Might merc(do they exist in CE? If not, some other way to get might)
Concentration(Pride runeword or some other new CE item giving this aura)
At the moment, I would be glad for item recommendations to get those three auras.
So I hope that this will make for good physical damage. But I think PIs will cause some headache to me. I consider getting freezing arrow oskill or explodiong arrow or something for my necro (recommendations?). Another possibility is to get an act3 merc for elemental damage.
Edit: Also noticed that Corpse explosion was severely nerfed. Can someone give me an idea what radius does it have at which skill level?
***
I noticed in some areas I cannot teleport, but in some areas I can. For example, no teleport in Plains of Despair, but I can teleport in City of the Damned.
I understand that for Durance Level 3, but can't see the logic for others? Especially two similar areas, but one has teleport the other doesn't. Is this a bug?
webwalker:
If you're going with a Faith bow in the end-game, grab a "Ranger's Sting" unique short war bow (level 30) and strafe like mad until you're able to equip the Faith bow. Alternate: "Beeswarm" unique long battle bow for Multi-shot for the same period.
I find skel mages to be detrimental: they block stairs and doorways until they die or until their target dies or move away. That can be very slow if a poison-mage is firing is little green blobs at a poison immune monster.
Look into Poison Nova.
If you temper the faith-bow for elemental damage, you can help with the physical immunes there. Note that throwing spears (Harpoons) can receive the Faith runeword, allowing you to carry a shield while throwing.
Might mercs exist, Act II (hire in NM and keep him). Alternate is the Act 5 merc (Hire in NM, he has Conviction which will make hitting targets easier)
Corpse Explosion has been nerfed into uselessness. If you're playing Single Player, create a new link to the game executable with a command line like ["C:\path\to\Diablo II\game.exe" -act5] (keep spaces, omit square brackets), then when you create a character he'll be level 95. Spend the skill points how you want to, and see how the synergies and radius add up.
Mod feature: Anti-Rushing involves disabling Teleport in some places. This is a severe pain in those places, because the Teleport Spell (a.k.a. Summon Minion) is vital.
About "Level 5x is OK for mid LR/NM": I got plusses to RS/Summoning/necro/all: 3 from hat, 4 from shield, 5 from wand (actually HotO), 4 from anni, 2 from belt, 5 from rings & ammy, 1 from skiller: 24 + 30 is 54. That's about as many plusses as I can count on always being able to get. So I guess Chaos has agreed that the Skellimancer has been busted in CGS, or has been made extremely dependent on gear that I don't think we can get in NM/LR. The Hardcore Ladder has some high level necro's on it, I suspect they're all poison/bone/golem mancers. No Skelemancer Guide for 7.65 exists.
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