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Been debating on making a Poison Nova Necro, a Hurricane Druid, or Javazon. I have all the stuff to make druid (using Shako) but just haven't yet and kinda wanted one of the other 2 more. While debating this, I found my first ever Dweb (2/44 roll) and took that as a sign. Now I'm curious about how to actually build one.
Gearing I understand mostly, Dweb, Shako or 2/20 Circlet/ Tiara/ Diadem Trang Gloves, Arachs, Travs, 2 FCR rings, Spirit 2 Skill fcr ammy, Enigma. That way I can MF with him some and still kill fast.
However, I'm not sure whats best for the Merc. Which A2 merc and what weapon is best? I thought Infinity but apparently that doesn't effect poison so just run Defiance and Insight?
Also outside Poison Nova and it's synergies I don't know what else to run skill wise. Are any curses, or summons used? Any other poison or Bone skills?
Still need to get a Circlet, ammy, and Torch but Shouldn't be too hard to get decent ones. Also a couple Poison Facets.
Thanks in advance.
Edit: What areas are good to farm? On NL so no sunder access. Also can he farm areas solo on P8 or strictly P1?
Description by Stormlash
Gearing I understand mostly, Dweb, Shako or 2/20 Circlet/ Tiara/ Diadem Trang Gloves, Arachs, Travs, 2 FCR rings, Spirit 2 Skill fcr ammy, Enigma. That way I can MF with him some and still kill fast.
However, I'm not sure whats best for the Merc. Which A2 merc and what weapon is best? I thought Infinity but apparently that doesn't effect poison so just run Defiance and Insight?
Also outside Poison Nova and it's synergies I don't know what else to run skill wise. Are any curses, or summons used? Any other poison or Bone skills?
Still need to get a Circlet, ammy, and Torch but Shouldn't be too hard to get decent ones. Also a couple Poison Facets.
Thanks in advance.
Edit: What areas are good to farm? On NL so no sunder access. Also can he farm areas solo on P8 or strictly P1?
Can be used to make Runewords:
Been debating on making a Poison Nova Necro, a Hurricane Druid, or Javazon. I have all the stuff to make druid (using Shako) but just haven't yet and kinda wanted one of the other 2 more. While debating this, I found my first ever Dweb (2/44 roll) and took that as a sign. Now I'm curious about how to actually build one.
Gearing I understand mostly, Dweb, Shako or 2/20 Circlet/ Tiara/ Diadem Trang Gloves, Arachs, Travs, 2 FCR rings, Spirit 2 Skill fcr ammy, Enigma. That way I can MF with him some and still kill fast.
However, I'm not sure whats best for the Merc. Which A2 merc and what weapon is best? I thought Infinity but apparently that doesn't effect poison so just run Defiance and Insight?
Also outside Poison Nova and it's synergies I don't know what else to run skill wise. Are any curses, or summons used? Any other poison or Bone skills?
Still need to get a Circlet, ammy, and Torch but Shouldn't be too hard to get decent ones. Also a couple Poison Facets.
Thanks in advance.
Edit: What areas are good to farm? On NL so no sunder access. Also can he farm areas solo on P8 or strictly P1?
Gearing I understand mostly, Dweb, Shako or 2/20 Circlet/ Tiara/ Diadem Trang Gloves, Arachs, Travs, 2 FCR rings, Spirit 2 Skill fcr ammy, Enigma. That way I can MF with him some and still kill fast.
However, I'm not sure whats best for the Merc. Which A2 merc and what weapon is best? I thought Infinity but apparently that doesn't effect poison so just run Defiance and Insight?
Also outside Poison Nova and it's synergies I don't know what else to run skill wise. Are any curses, or summons used? Any other poison or Bone skills?
Still need to get a Circlet, ammy, and Torch but Shouldn't be too hard to get decent ones. Also a couple Poison Facets.
Thanks in advance.
Edit: What areas are good to farm? On NL so no sunder access. Also can he farm areas solo on P8 or strictly P1?
"Having Shadowheart around is better than luck. More reliable."
~Necrarch
~Necrarch
While I can't really recommend it simply because I have a personal distaste for partial sets, look at Trang's shield + Belt to go with the gloves. You're already planning on the gloves so I guess the "no partial sets!" thing doesn't apply anyways. But shield 3-piece = -25 poison res which can easily outweigh what you lose in arach and Spirit.
Seeing how you don't need to spam Poison Nova as fast as possible as it'll merely overwrite itself, FCR isn't quite as important for that build.
For that same reason, I for one would go for SoJ/BK over FCR rings.
FCR really only helps with travel time. And that you can still push to solid speed either way (even more so with Spirit on switch with your CtA).
Insight tends to be a solid option but that doesn't have to be on your merc but may just as well be covered via an Iron Golem. Either one saves you from actually having to invest into energy yourself. The latter would then allow you to go for raw max damage on your merc (BotD or the like) or to go for additional support auras (e.g. might merc to buff summons if you use any, adding Doom to still get freeze for defense).
Seeing how you don't need to spam Poison Nova as fast as possible as it'll merely overwrite itself, FCR isn't quite as important for that build.
For that same reason, I for one would go for SoJ/BK over FCR rings.
FCR really only helps with travel time. And that you can still push to solid speed either way (even more so with Spirit on switch with your CtA).
Insight tends to be a solid option but that doesn't have to be on your merc but may just as well be covered via an Iron Golem. Either one saves you from actually having to invest into energy yourself. The latter would then allow you to go for raw max damage on your merc (BotD or the like) or to go for additional support auras (e.g. might merc to buff summons if you use any, adding Doom to still get freeze for defense).
I'm using DWeb, Shako, Mara's, Enigma, 3 pcs Trang Set, SoJ, 10% FCR ring and War Traveler.
The merc uses Insight + Andy's Visage + Fortitude.
My Poison Nova damage is around 8K, but it's really the Corpse Explosion that wrecks everything in sight.
The merc uses Insight + Andy's Visage + Fortitude.
My Poison Nova damage is around 8K, but it's really the Corpse Explosion that wrecks everything in sight.
The reason to run Infinity on the merc is to increase the damage from Corpse Explosion. You'll want to put 20 points into Corpse Explosion after maxing Poison skills.
OP
Ah so Pop in, Nova, then CE everything that drops. Is it able to solo MF P8 games?ALLEyezOnMe wrote: 1 year ago I'm using DWeb, Shako, Mara's, Enigma, 3 pcs Trang Set, SoJ, 10% FCR ring and War Traveler.
The merc uses Insight + Andy's Visage + Fortitude.
My Poison Nova damage is around 8K, but it's really the Corpse Explosion that wrecks everything in sight.
"Having Shadowheart around is better than luck. More reliable."
~Necrarch
~Necrarch
OP
So Might Merc with Infinity?Primordial wrote: 1 year ago The reason to run Infinity on the merc is to increase the damage from Corpse Explosion. You'll want to put 20 points into Corpse Explosion after maxing Poison skills.
"Having Shadowheart around is better than luck. More reliable."
~Necrarch
~Necrarch
OP
So maybe a Might Merc with Infinity and Iron Golem with Insight? Lower res, Amp damage, and Decrepify curses to increase damage output?
"Having Shadowheart around is better than luck. More reliable."
~Necrarch
~Necrarch
I haven't tried it yet, but l heard some like ebotd on merc saying the initial kill is faster then u can start exploding everything. But ya Infinity does help with the -fire resist. I too learned the lesson that poison resist wasn't effected.
As for skills, after having maxed (60 + pre-req) poisons, add 1 point at least in Bone Armor (always practical for cheap extra survivaility, no need to put more as + skills will apply), 7 point in curses to reach Lower Resist. Perhaps 1 more point in Bonewall for more crowd control but that's optional.
Then, you can max or at least increase Corpse Expl. If I were you though I'd save a few points for summoning skills. 9 points (1 per skill except useless Fire Golem) allows with + skills to have a good meat shield with skellies, mages and revives (the last ones being important for Ubers or DClones to Revive Urdars).
And if you have any extra skill points left, add them to Raise Skeletons - better and more resistant meat shield - or if you use Iron Golem, Golem Mastery to make it more solid.
Hf !
Then, you can max or at least increase Corpse Expl. If I were you though I'd save a few points for summoning skills. 9 points (1 per skill except useless Fire Golem) allows with + skills to have a good meat shield with skellies, mages and revives (the last ones being important for Ubers or DClones to Revive Urdars).
And if you have any extra skill points left, add them to Raise Skeletons - better and more resistant meat shield - or if you use Iron Golem, Golem Mastery to make it more solid.
Hf !
Main: Necromancer / Second: Assassin / Third: Amazon / Check my stash, my crafts and my many cheap Annihilus
Infinity is essential for a Novamancer because it increases fire, physical, and poison damage. So that covers your mercenary's damage, summons, Poison Nova and Corpse Explosion.
Instead of Might, you could go with a Holy Freeze mercenary for survivability.
Instead of Might, you could go with a Holy Freeze mercenary for survivability.
Infinity does not influence poison resist, so the only use of Infinity is for CE (=fire+physcial dmg).ExplodeSheep wrote: 1 year ago Infinity is essential for a Novamancer because it increases fire, physical, and poison damage. So that covers your mercenary's damage, summons, Poison Nova and Corpse Explosion.
Instead of Might, you could go with a Holy Freeze mercenary for survivability.
For the last part, depends on if you go summons are not. If you use them, Might. If you don't, HF is indeed just fine.ExplodeSheep wrote: 1 year ago Infinity is essential for a Novamancer because it increases fire, physical, and poison damage. So that covers your mercenary's damage, summons, Poison Nova and Corpse Explosion.
Instead of Might, you could go with a Holy Freeze mercenary for survivability.
Main: Necromancer / Second: Assassin / Third: Amazon / Check my stash, my crafts and my many cheap Annihilus
OP
Not sure which yet. I'll probably just use Golem and Merc.Necrarch wrote: 1 year agoFor the last part, depends on if you go summons are not. If you use them, Might. If you don't, HF is indeed just fine.ExplodeSheep wrote: 1 year ago Infinity is essential for a Novamancer because it increases fire, physical, and poison damage. So that covers your mercenary's damage, summons, Poison Nova and Corpse Explosion.
Instead of Might, you could go with a Holy Freeze mercenary for survivability.
"Having Shadowheart around is better than luck. More reliable."
~Necrarch
~Necrarch
OP
Wouldn't FCR be good for CE though? Gloves are for FCR and poison res, Arachs for FCR and skill and maybe go with Homunculous instead of Spirit. My original plan was hitting 125 fcr bp but maybe 75 is good enough then stack damage and some mf.Schnorki wrote: 1 year ago While I can't really recommend it simply because I have a personal distaste for partial sets, look at Trang's shield + Belt to go with the gloves. You're already planning on the gloves so I guess the "no partial sets!" thing doesn't apply anyways. But shield 3-piece = -25 poison res which can easily outweigh what you lose in arach and Spirit.
Seeing how you don't need to spam Poison Nova as fast as possible as it'll merely overwrite itself, FCR isn't quite as important for that build.
For that same reason, I for one would go for SoJ/BK over FCR rings.
FCR really only helps with travel time. And that you can still push to solid speed either way (even more so with Spirit on switch with your CtA).
Insight tends to be a solid option but that doesn't have to be on your merc but may just as well be covered via an Iron Golem. Either one saves you from actually having to invest into energy yourself. The latter would then allow you to go for raw max damage on your merc (BotD or the like) or to go for additional support auras (e.g. might merc to buff summons if you use any, adding Doom to still get freeze for defense).
"Having Shadowheart around is better than luck. More reliable."
~Necrarch
~Necrarch
Yes, FCR would help CE.
I just don't think of CE when I hear poison necro, seeing how Poison Nova is aoe anyways and tends to wreck everything by itself, rendering CE completely unnecessary and kind of pointless since by the time you have a first corpse, everything else is already falling over as well anyways.
Then again, I'm online and hate pugs so..mostly based on P1 or similar. I guess in P8, CE may be more useful as your merc gets more of a head start on the initial target. But mweh.
I just don't think of CE when I hear poison necro, seeing how Poison Nova is aoe anyways and tends to wreck everything by itself, rendering CE completely unnecessary and kind of pointless since by the time you have a first corpse, everything else is already falling over as well anyways.
Then again, I'm online and hate pugs so..mostly based on P1 or similar. I guess in P8, CE may be more useful as your merc gets more of a head start on the initial target. But mweh.
If I were you, start with a2 might merc with Insight in Eth elite, max Poison skills and just use one point wonders in all trees.
See how things go and then adapt to the more optional stuff : CE above 1 point wonder, additional skels, Infinity, fcr above 75, charms, possible hf merc, possibly with a respec when having anni + torch to save lots of str hard points.
Also plan on getting (buying?) a Poison sunder.
See how things go and then adapt to the more optional stuff : CE above 1 point wonder, additional skels, Infinity, fcr above 75, charms, possible hf merc, possibly with a respec when having anni + torch to save lots of str hard points.
Also plan on getting (buying?) a Poison sunder.
Main: Necromancer / Second: Assassin / Third: Amazon / Check my stash, my crafts and my many cheap Annihilus
OP
I want sometging that can P8 Tzones but run solo. I also am online.Schnorki wrote: 1 year ago Yes, FCR would help CE.
I just don't think of CE when I hear poison necro, seeing how Poison Nova is aoe anyways and tends to wreck everything by itself, rendering CE completely unnecessary and kind of pointless since by the time you have a first corpse, everything else is already falling over as well anyways.
Then again, I'm online and hate pugs so..mostly based on P1 or similar. I guess in P8, CE may be more useful as your merc gets more of a head start on the initial target. But mweh.
"Having Shadowheart around is better than luck. More reliable."
~Necrarch
~Necrarch
OP
Non Ladder so no sunder access. as for summons, I may make a summoner at some point so probly go more for the CE route.Necrarch wrote: 1 year ago If I were you, start with a2 might merc with Insight in Eth elite, max Poison skills and just use one point wonders in all trees.
See how things go and then adapt to the more optional stuff : CE above 1 point wonder, additional skels, Infinity, fcr above 75, charms, possible hf merc, possibly with a respec when having anni + torch to save lots of str hard points.
Also plan on getting (buying?) a Poison sunder.
"Having Shadowheart around is better than luck. More reliable."
~Necrarch
~Necrarch
I am non ladder also
But made a ladder mule and bought some sunders from Schnorki
But made a ladder mule and bought some sunders from Schnorki
Main: Necromancer / Second: Assassin / Third: Amazon / Check my stash, my crafts and my many cheap Annihilus
The main challenge with a Novamancer is choosing where to put your 40 or so skill points after maxing the poison synergies:
- If you go skellies, your play starts to feel more like a summoner than a Novamancer. However, this is the most viable setup for P8 play.
- If you don’t want to play with an army of skellies, you can go Revive + Skeleton Mastery and resurrect just a few mobs for safety.
- There aren’t enough points left for the other P&B skills to be useful. Except for Corpse Explosion, but then you are a Fishymancer.
- Curses are a decent place for your skill points. If you don’t want to play with any summons at all, this route is a little more hardcore.
- Golems weren’t buffed enough in 2.4 to be truly viable for P8 play. 40 points (or 100) is not enough to make golems shine in the end game.
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