40 into skellies, couple of points into amplify damage, decrepify, summon resists, revives, and 30 into bone armor synergies.Īs for the block vs life: this is an old debate. That said I recently soloed with a necro without CE. Late to the party, but the way to think about "just increasing range" is that the area of effect grows proportionally to the square of the radius, so while kind of situational (no monster might be in range, so no damage dealt), it gives a huge boost to damage. I’d rather get 15 extra soldiers than 1 who slows things. I go through them too fast for him to hit multiple targets and wasted my points to make him adequate. Clay golem? How many guys is he really going to slow if I’m popping corpse and 30 other guys are attacking 10 targets. I honestly feel golems are useless to damage. I have no problems soloing 8 person hell games. And I have 35 bodies running around to protect me so I’m rarely hit, almost 70 if I get my revives up. The mages fly trough the few stone skins and physical immunes I run into. My skele do 900 damage before buffs and can kill almost everything. My merc gets the first few kills and then chain CE from there on out. I have an iron golem with my insight and a merc with infinity. I only use amp damage so 1 point into curses total. Xbox hardcore ladder here, I max skele mastery, skel, mage, corpse explosion 5 points into revive, and 1 into everything else. Last updated at 14:00:17 UTC Weekly Help Desk RAGE Loot Thread Trade Thread
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