- Joined
- Dec 19, 2021
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- 1,171
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Here we go again folks. ContriClu is BACK! It's been years since I made a IM/BG Necro and I've only ever had one before in 1.05b, which I Baron. The previous ContriClu was Softcore and I learned a lot of stuff from that character, including that Revive is not that good in 1.05b, or to be more specific, it is high maintenance and the monsters don't last as long. I definitely spread my gameplay loop cycle to much and it required a lot more micro than what I wanted. However, lessons have been learned, but I feel I'm about to learn a few more lol. One thing is that I think it may be risky to have an IM/BG char in HC, primarily because the BG life is linked to my life, so if I don't watch that IM, I won't really be healing much, and I think some hard shots to the BG could end up killing me. We'll see what happens lol. But either way, it's exciting and ContriClu has beat Andy in A1 Norm. He's currently almost fully decked out in uniques, it will be nice to actually have 2 sojs and some nice unique ammy for a fully unique twinked build with a good 50+ lightining dmg + fire dmg from hellforge hammer (and or some other twinked weapon). I probably may swap between doing some either normal or nm runs on my amazon in order to gamble for some sojs, then I can pass those down to all of the new chars including ContriClu.
The first 12 levels went by relatively quickly since I dealt enough damage with the twinked gear that I was able to do p8 right from the get go. Once I got to about Tristram, the p8 hp and my damage output was on the slower side so I decided to swap to p5 to see if that helps and also to maintain the highest chance for a single item to drop from a monster. It did improve, but it was still on the slow side for me, so at that point I decided to switch back to p1. One thing to note is that the best patch to play the Necro is on 1.00 (you can get away with playing up to 1.02 though). Primarily because the CE, Revive, and all of those skills' mechanics are linked to the number of players. Which means if you used Singling's p8 feature, you can set the player count to 8 players easily, which means your CE range, Revive's, and all of that are going to get massive boosts that are uncapped. You can read the following from the 1.03 patch notes:
Balance Changes
You can take a look at some of the images below
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The first 12 levels went by relatively quickly since I dealt enough damage with the twinked gear that I was able to do p8 right from the get go. Once I got to about Tristram, the p8 hp and my damage output was on the slower side so I decided to swap to p5 to see if that helps and also to maintain the highest chance for a single item to drop from a monster. It did improve, but it was still on the slow side for me, so at that point I decided to switch back to p1. One thing to note is that the best patch to play the Necro is on 1.00 (you can get away with playing up to 1.02 though). Primarily because the CE, Revive, and all of those skills' mechanics are linked to the number of players. Which means if you used Singling's p8 feature, you can set the player count to 8 players easily, which means your CE range, Revive's, and all of that are going to get massive boosts that are uncapped. You can read the following from the 1.03 patch notes:
Balance Changes
- Players that have not completed the last quest in Act III can no longer use the Portal to Act IV until they have properly completed that quest.
- Corpse Explosion (Necromancer) Reduced the extra radius gained per level of the skill from 1 to 1/2.
- Revive (Necromancer) Removed the hit point boost for extra levels gained in this skill.
- Conversion (Paladin) Lowered the formula calculating the chance to convert for extra levels gained in this skill.
- Whirlwind (Barbarian) Decreased the number of attack attempts made when using this skill.
- Pierce (Amazon) Magical arrow effects such as Immolation will apply to every target hit.
- "Bonefarming" eliminated in Single Player and Open games.
- The Iron Maiden skill now heals a Blood Golem based on the amount of damage done to it rather than the maximum life of the monster attacking it.
- Slightly increased the effectiveness of Corpse Explosion by making every point (not every other one) add to the radius of the damage.
You can take a look at some of the images below
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