MXLU XI - DSRN - A Necromancer Guide

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Re: MXLU XI - DSRN - A Necromancer Guide

Post by DanielWolf on Sat Nov 16, 2013 5:14 pm

Awesome concept Rolls, cookied for the unique idea!

Looks like fun man
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Re: MXLU XI - DSRN - A Necromancer Guide

Post by MUS01 on Sat Nov 16, 2013 7:01 pm

Mhmm about the oskill mechanics, those shards are autoaiming missiles or not?...It has ND the skill? Is multihit??
I think which you should give that information. BTW, it seems 1 inteesting build.

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Re: MXLU XI - DSRN - A Necromancer Guide

Post by RollsRoyce on Sat Nov 16, 2013 8:38 pm

non autoaiming (whihc is great btw) no nd (i think -but atm too lazy to check)
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Re: MXLU XI - DSRN - A Necromancer Guide

Post by vadust on Sun Nov 17, 2013 7:27 am

Actually this is good alternative for TW druid only need that amul.... Laughing
OR it can't be casted in melee mod?
Edit: Also Rolls what is the lowerest cd on Sacrafice on necro you could even have/it's lvl ?

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Re: MXLU XI - DSRN - A Necromancer Guide

Post by Xplosive on Sun Nov 17, 2013 9:10 am

I was thinking of doing this on a barbarian . I forgot if this skill was made LMB during the long history of MXL or has is remained a LMB skill like in median 2008 . My plan was to get my main hand with ctc XXX and offhand with oskill . But i haven't been in the mood to play this game till a few days ago lol . Doing some conventional stuff atm .
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Re: MXLU XI - DSRN - A Necromancer Guide

Post by RollsRoyce on Sun Nov 17, 2013 10:48 am

@vadust no you cant cast in melee mode
lowest spell timer is i think 5 seconds
@ xplosive its rmb only - so no stances

i dont think druid can make a good use of that, if you can get a good craft the only chars are
zon, pala and nec, however onyl nec has the potential to use this skill from beginning of terror
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Re: MXLU XI - DSRN - A Necromancer Guide

Post by grimjerk on Sun Nov 17, 2013 1:37 pm

Since it is a duration skill couldn't you cast it then switch to you other weapon ala broadside?

Edit
Also to consider would be the power that is bane. Zorine's Cane has something like +12 to bane. Should be easy to hit the -75% enemy physical damage cap. This would have you doing almost full physical damage per shard. If average damage is 160 1/2 is 80 and 175% of 80 is 140. That would be effectively like having a 3/4 WDM (edit. Sorry. 7/8ths. So even better. My ciphering is poor this early) as far as physical damge goes. Throw on -199% fire resist then you are assured full fire damage against anything that isn't actually immune.
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Re: MXLU XI - DSRN - A Necromancer Guide

Post by RollsRoyce on Sun Nov 17, 2013 4:01 pm

im using bane from time to time thx for noting ... i will mention it when its really helpful ...but so far everything is just fine

and shard duration is like 1 second :Dthats nothing to switch to another weapon, if so im using the other weapons to have the reanimates spawning while using sacrifices. But yeah gimme all your ideas//knowledge //feedback Very Happy
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Re: MXLU XI - DSRN - A Necromancer Guide

Post by grimjerk on Sun Nov 17, 2013 4:12 pm

Sure. The screeny you posted listed your current skill level as 22 for a duration of 2.7 seconds. Wasn't sure what slvl of the skill was capable of spawning with of how the duration scaled. You are right. No need to switch really since it wouldlikely be a dagger on switch with a dex build. The cane on switch for big boost to bane or the T6 Bone Wand as you noted. Dark Power is the sbit. It is probably the skill I miss the most from the earlier days of Median. There is a sacred unique wand with DP as well.

Edit. Since you already have big fire damage with DFO you might consider Al's Revenge for armor. Loses some damage but gains some arrow farting and some reanimates.
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Re: MXLU XI - DSRN - A Necromancer Guide

Post by RollsRoyce on Sun Nov 17, 2013 5:52 pm

worst thing is that fairy ring is stronger than Death shards ( at least with my current crafted weapon -.- )
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