You playing single player or multiplayer? Makes a significant difference on how things will work out as this is a team oriented mod.
Ahhmyface wrote:
Ok, well there's no point in maxing lower resist because at -50% you can break 110% and even at -86% you still can't break 120% mobs. Skills can definitely be spent better elsewhere.
I wonder if the new patch will change that. Here are the new Lower Resist progressions:
http://blue.arimyth.com/patch.html wrote:
Lower Resist now starts at 25% pierce, gains 1% pierce per hard point, and 1% pierce per 4 soft points
Ahhmyface wrote:
I don't see the logic behind putting 1 point in every golem. Can you explain why I need all the golems? Also, why is clay golem better than the others for boss? According to the spreadsheet the force golem has more life (quite different than in vanilla, more damage, and frenzy). Is the slow really that important?
Slow really is that important. You probably don't need ALL the golems, Iron and clay seem to be the big damage dealer. Especially with their new tweaked AI, an Iron Golem supported by Amp may be a viable way for psn necros to deal with PI monsters. Don't forget a strong merc, that is another good way to deal with PI.
Ahhmyface wrote:
One more thing: is there any viability to using some sort of weapon (bow? dagger? other?) and meleemancing my way through poison immunes?
Give it a whirl. Bone armor boosts damage and when using a dagger, necros get a signifcant damage boost (passive wpn mastery type effect). If you can get the unique charm from samhiem, you can use the oskill Zeal. I wouldn't expect great things though.