i want to try out Summon necro for the first time and have some questions
how do you make a Iron Golem tanky enough to not be afraid that hes dying i see alot of necros running InsightIron Golem but dont i have to be afraid of him dying to lets say uber diablo ?
i also dont see any summon necros raising mages why ?
i want to try out Summon necro for the first time and have some questions
how do you make a Iron Golem tanky enough to not be afraid that hes dying i see alot of necros running InsightIron Golem but dont i have to be afraid of him dying to lets say uber diablo ?
i also dont see any summon necros raising mages why ?
Iron golems, much like any other, are made tankier through golem mastery and summon resist. Given general summoner gear (read: a fair bit of +skill), 1 pt in each and 1 in the golem itself is typically quite sufficient.
(Much) More than that however, their survivability is improved massively once you get top-end gear (read: enigma) because the ability to teleport him out of harm's way when actually needed is absolutely priceless. If you do want to go with a "valuable" iron golem pre-teleport, you can always keep a town portal scroll ready as a quick escape to save him instead.
Insight in and by itself really isn't all that expensive so even if your golem does die, you can typically get a replacement quite easily. Keep in mind that iron golem damage blows no matter what so you have no real reason to create it with some eth elite pole but can use any random cheap 4s pole or the like you find along the way instead. That really only leaves you with the rune cost which are all easily farmed off countess in no time.
Personally, I wouldn't go making an infinity or beast iron golem though unless you have an enigma to reliably keep him safe with.
Iron golems, much like any other, are made tankier through Golem Mastery and Summon Resist. Given general summoner gear (read: a fair bit of +skill), 1 pt in each and 1 in the golem itself is typically quite sufficient.
(Much) More than that however, their survivability is improved massively once you get top-end gear (read: Enigma) because the ability to Teleport him out of harm's way when actually needed is absolutely priceless. If you do want to go with a "valuable" Iron Golem pre-Teleport, you can always keep a town portal scroll ready as a quick escape to save him instead.
Insight in and by itself really isn't all that expensive so even if your golem does die, you can typically get a replacement quite easily. Keep in mind that Iron Golem damage blows no matter what so you have no real reason to create it with some Eth elite pole but can use any random cheap 4s pole or the like you find along the way instead. That really only leaves you with the rune cost which are all easily farmed off countess in no time.
Personally, I wouldn't go making an Infinity or BeastIron Golem though unless you have an Enigma to reliably keep him safe with.
Their damage is poor, they're ranged and thus are slow to engage targets, their attack speed is meh, and their elemental damage doesn't benefit from the Amplify Damage or Decrepify you'll be using. Using Lower Resist robs your merc, golem, and melee skellies and doesn't benefit Corpse Explosion as much as Amp. Being ranged, they also don't tank for you the way the melee skellies will.
Thus, they don't really bring anything to the table. Merc + Melee skellies are more than enough for most situations, Revives have their place, such as Urdars vs bosses. Corpse Explosion already does fire damage to offset your otherwise heavily physical team.
Their damage is poor, they're ranged and thus are slow to engage targets, their attack speed is meh, and their elemental damage doesn't benefit from the Amplify Damage or Decrepify you'll be using. Using Lower Resist robs your merc, golem, and melee skellies and doesn't benefit Corpse Explosion as much as Amp. Being ranged, they also don't tank for you the way the melee skellies will.
Thus, they don't really bring anything to the table. Merc + Melee skellies are more than enough for most situations, Revives have their place, such as Urdars vs bosses. Corpse Explosion already does fire damage to offset your otherwise heavily physical team.
but i could technically still raise them ? or is there a minion Cap i mean damage is damage right ?
Their damage is poor, they're ranged and thus are slow to engage targets, their attack speed is meh, and their elemental damage doesn't benefit from the Amplify Damage or Decrepify you'll be using. Using Lower Resist robs your merc, golem, and melee skellies and doesn't benefit Corpse Explosion as much as Amp. Being ranged, they also don't tank for you the way the melee skellies will.
Thus, they don't really bring anything to the table. Merc + Melee skellies are more than enough for most situations, Revives have their place, such as Urdars vs bosses. Corpse Explosion already does fire damage to offset your otherwise heavily physical team.
but i could technically still raise them ? or is there a minion Cap i mean damage is damage right ?
There's a Cap for each minion type that increases with skill level. I.e. more skeletons with levels there, more skeletal mages with levels there, more revives with levels there. That's specific to each type though so raising a mage does not mean you get one less melee Skeleton and vice versa. You can have both.
As a result, if you already have all of your skeletons up and find yourself with spare corpses, there's no real reason not to add mages on top. They do look cute after all.
Late game I sight is really easy to mass produce. I even use them with Metalgrid/cta/Wisp Projector/natures Peace. Just to buff it a little bit. (Metalgrid golems are notoriously squishy)
My suggestion is dont get attached.
Also, there are much tougher options than Insight for transforming I to an Iron Golem. None are as easy to mass produce though. (With the ratio of availability/usefulness taken I to account anyway).
i want to try out Summon necro for the first time and have some questions
how do you make a Iron Golem tanky enough to not be afraid that hes dying i see alot of necros running InsightIron Golem but dont i have to be afraid of him dying to lets say uber diablo ?
i also dont see any summon necros raising mages why ?
In closed/narrow areas (mazes/corridors) Skeleton Mage can be annoying, because sometimes they stop in the middle of a door/passage and the other minions cannot pass through...
OK... you can Teleport to reposition your army when this happen, but I think the game is way more smooth in those areas without the mages
For a while: not accepting Ral or Hel; and considering Perfect Skull as a regular Perfect Gems on my trades.
Time Zone: GMT-3
Non-Ladder | Softcore | Expansion
Oooh, I forgot to mention that an act 2 Meditation Merc with Insight might help. If you are on ladder a Cure helmet is another interesting golem choice btw. (Or, just shove on on the merc)
My personal favorite Iron Golem is probably Exile. Or whatever unique I find that has enhanced defense, enhanced damage resists, movement speed, attack speed.
The Meditation aura to me is largely just graphical. In most situations anyway. (It stacks with Prayer)
Ooh and if you are going for an expensive golem remember to remove all instances of summon golem from your hotkey/skill wheel after summoning it so you don't overwrite it accidentally.
In the end you are more likely to lose a good golem.by accidentally dying or overwriting it with a Clay Golem accidentally on regular grind than for it to get killed...usually...
I tried running skelly mages back in the day (20/20/20 skels mages mastery) when 1 point=1 skelly. It was a bit better than the regular by virtue of just how bad normal skeletons were. (Though the mages still died in 1 hit to everything really)
After the rework, melee skeletons were much better, skeletons mages were however worse by comparison.
Having a group of like 5 skel mages isn't a bad option as they can draw aggro for a moment. But this can be reached with a single point in skells and so.e skilled charms and rings, amulets wands etc.
The biggest flaw with them is the poor damage and lack of corpse availability in most boss rooms. However, I like the cold mages until hell difficulty. The poison ones as well, I guess.
But just because I like them does not make them good at all.
They however do have the advantage in Arcane Sanctuary for pulling aggro, same with things like the sewers due to bottlenecking and bad ai.
Their damage is poor, they're ranged and thus are slow to engage targets, their attack speed is meh, and their elemental damage doesn't benefit from the Amplify Damage or Decrepify you'll be using. Using Lower Resist robs your merc, golem, and melee skellies and doesn't benefit Corpse Explosion as much as Amp. Being ranged, they also don't tank for you the way the melee skellies will.
Thus, they don't really bring anything to the table. Merc + Melee skellies are more than enough for most situations, Revives have their place, such as Urdars vs bosses. Corpse Explosion already does fire damage to offset your otherwise heavily physical team.
but i could technically still raise them ? or is there a minion Cap i mean damage is damage right ?
I've never seen anybody else recommend this, but as a poor summonmancer I recommend one point on Attract.
The +movement speed from Golem Mastery causes mobs to target and Swarm it. Attract will eliminate most incoming damage. It also keeps the monsters bunched up which helps with Corpse Explosion. Teleport might make for a good escape button, but it doesn't solve the fundamental problem of your golem attempting to tank more damage than it can handle.
Or get great gear and clear the screen in 1 second, I guess that works too.
For bosses and ubers; on your off-hand use Spellsteel or Naj's Puzzler or any staff with Teleport. I'm yet to see my Iron Golem get targeted first when my minions are all stacked on top of each other, although it does still take damage from DClones Armageddon.
And as for the mages - summonmancers have good stuff to spend their first 70 skill points on, but the last 30-40 can be spent based on the rule of cool. If you want mages then go for it.
You can change the weapon and shield with the usual suspects, ofc. I'd like to maximize summon skills, that's why I go this way. If you play P1, this skill distribution is ok. If you ply higher player counts, you can change it and make your Iron Golem stronger.
* I trade both ladder and non-ladder, please check before asking.
* All my trades are for runes, keys (especially KoT and KoH) and essences!
You can change the weapon and shield with the usual suspects, ofc. I'd like to maximize summon skills, that's why I go this way. If you play P1, this skill distribution is ok. If you ply higher player counts, you can change it and make your Iron Golem stronger.
I done a little different on my skills:
- Only 1 point in Golem Mastery
plus skills are enough for Iron Golem be strong enough to not dying
(you put 10)
- 20 Corpse Explosion
Maximize the range, as more range = more monster hit/killed
(you put only 1)
For a while: not accepting Ral or Hel; and considering Perfect Skull as a regular Perfect Gems on my trades.
Time Zone: GMT-3
Non-Ladder | Softcore | Expansion
fredkid wrote: 8 months ago
I done a little different on my skills:
- Only 1 point in Golem Mastery
plus skills are enough for Iron Golem be strong enough to not dying
(you put 10)
- 20 Corpse Explosion
Maximize the range, as more range = more monster hit/killed
(you put only 1)
What you wrote is also goes parallel with the beauty of this build. You can mainly be done with it at lvl41 basically. 20p into Raise Skeleton and Skeleton Mastery, and 1p wonders, ready.
You can go an excellent hybrid builds as investing in Bone or Poison skills. Especially Bone skills provide not only magic damage that has almost no immunities against, but also high protection with Bone Armor,
You can invest in curses as well for a different approach.
Very flexible build with the capability to farm everywhere.
* I trade both ladder and non-ladder, please check before asking.
* All my trades are for runes, keys (especially KoT and KoH) and essences!
You can change the weapon and shield with the usual suspects, ofc. I'd like to maximize summon skills, that's why I go this way. If you play P1, this skill distribution is ok. If you ply higher player counts, you can change it and make your Iron Golem stronger.
Um should be in the shield instead of Shako, since it gives 22@ there:). Also, Bone Break worths a slot for sure.
But notice that you can equip Bone Break just while your assembling your army and then stash it, and the minions will "snapshot" the sunder effect for them
(in the case of Iron Golem, you have to equip Bone Break before you exit the game, so you will have Bone Break equipped when he was re-spawned on the next game )
For a while: not accepting Ral or Hel; and considering Perfect Skull as a regular Perfect Gems on my trades.
Time Zone: GMT-3
Non-Ladder | Softcore | Expansion
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