Poll: Necro minions

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Archived from groups: alt.games.diablo2 (More info?)

 

For a Summoner, which would be more fun:

a) more minions, but weaker
b) fewer, but stronger minions
c) keep it as is

(For mod play, so lag isn't as important.)
--
Zamboni

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Archived from groups: alt.games.diablo2 (More info?)

 

On 26 Apr 2005 12:46:33 -0700, "Zamboni" <thezambonis@gmail.com>
wrote:

>For a Summoner, which would be more fun:
>
>a) more minions, but weaker
>b) fewer, but stronger minions
>c) keep it as is
>
>(For mod play, so lag isn't as important.)

i've wondered this myself, but, besides maxing skeleton mastery, i
cant figure out how to make minions stronger. Even with it max'd,
seems to me you still need a metric buttload of them or yer toast.

But I'm still learning.

Reply to Anonymous

Archived from groups: alt.games.diablo2 (More info?)

 

Raise Skeleton also increases their abilities.
1 point in summon resist is a necessity, usually + to slkills takes care
of the rest.
PeeVee_Hermann wrote:
> On 26 Apr 2005 12:46:33 -0700, "Zamboni" <thezambonis@gmail.com>
> wrote:
>
>
>>For a Summoner, which would be more fun:
>>
>>a) more minions, but weaker
>>b) fewer, but stronger minions
>>c) keep it as is
>>
>>(For mod play, so lag isn't as important.)
>
>
> i've wondered this myself, but, besides maxing skeleton mastery, i
> cant figure out how to make minions stronger. Even with it max'd,
> seems to me you still need a metric buttload of them or yer toast.
>
> But I'm still learning.
>
>
>

Reply to Anonymous

Archived from groups: alt.games.diablo2 (More info?)

 

"Zamboni" <thezambonis@gmail.com> wrote in message
news:1114544793.141643.44240@g14g2000cwa.googlegroups.com...
> For a Summoner, which would be more fun:
>
> a) more minions, but weaker
> b) fewer, but stronger minions
> c) keep it as is
>
> (For mod play, so lag isn't as important.)
> --
> Zamboni
>

I say fewer but stronger, or leave the Skeletons as they are but improve the
others. Give revives a 10 minute timer, boost their damage a tiny bit, and
make golems more like the Grizzly. The golems never did do enough damage,
imo.

short



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Reply to Anonymous

Archived from groups: alt.games.diablo2 (More info?)

 

On 26 Apr 2005 12:46:33 -0700, "Zamboni" <thezambonis@gmail.com>
wrote:

>For a Summoner, which would be more fun:
>
>a) more minions, but weaker
>b) fewer, but stronger minions
>c) keep it as is

More... that's why summoning necro was so much fun... for me, anyway.
Sometimes though they're just plain TOO weak, especially in say the
maggot hole, but that's part of the game... to be challenged in
different ways.

Reply to Anonymous

Archived from groups: alt.games.diablo2 (More info?)

 

"The Shadow" <a@b.com> wrote in message
news:_Zxbe.16235$V02.14879@fe08.lga...
>>>
>>>For a Summoner, which would be more fun:
>>>
>>>a) more minions, but weaker
>>>b) fewer, but stronger minions
>>>c) keep it as is
>>>
>>>(For mod play, so lag isn't as important.)
>>
>>
>> i've wondered this myself, but, besides maxing skeleton mastery, i
>> cant figure out how to make minions stronger. Even with it max'd,
>> seems to me you still need a metric buttload of them or yer toast.
>>
>> But I'm still learning.
>>
>>
> Raise Skeleton also increases their abilities.
> 1 point in summon resist is a necessity, usually + to slkills takes care
> of the rest.
>>
The 1.10 skellies have plenty of punch. Hell is a walk in the park with
maxed Raise Skeleton and Skeleton Mastery. There's a passive bonus built
into Raise Skeleton that is not shown on the skill screens, plus Nightmare
and Hell skeletons gain free life boosts so the game actually gets easier
the further you go. (And don't forget to double everything because of Amp
Damage.)
--
Zamboni

Reply to Anonymous

Archived from groups: alt.games.diablo2 (More info?)

 

"short" <shorts@zoominternet.net> wrote in message
news:426eb2b1$1_2@127.0.0.1...
>
> "Zamboni" <thezambonis@gmail.com> wrote in message
> news:1114544793.141643.44240@g14g2000cwa.googlegroups.com...
>> For a Summoner, which would be more fun:
>>
>> a) more minions, but weaker
>> b) fewer, but stronger minions
>> c) keep it as is
>>
>> (For mod play, so lag isn't as important.)
>> --
>> Zamboni
>>
>
> I say fewer but stronger, or leave the Skeletons as they are but improve
> the
> others. Give revives a 10 minute timer, boost their damage a tiny bit,
> and
> make golems more like the Grizzly. The golems never did do enough damage,
> imo.
>
> short
>
>
The Revive timer is one of my main peeves. I'm looking at trading the life
bonus for an increased timer - when was the last time you saw a Revive
killed in combat? The Eastern Sun mod made Revive a level-1 skill with a
16-second timer; more points increased the timer to a maximum well past the
standard 3 minutes. Could be a possibility to dump skellies entirely and go
with a mob of Revives.

For the Golems, I've toyed with the Aura Beast concept, where each "Golem"
gains an aura it can lend to the skellies (sort of a gigantic demonic
Paladin). Adding a Vengeance skill to Golem Mastery would also provide a
subtle boost that would really add some punch at high levels. I do think a
fully-synergized Golem should work as well as any other end-game skill -
imagine a Defiant Clay Golem using Vengeance with knockback. (Plus I've
added the new animations make him twice the size as before.)

I should have the beta up in a few days for necros to play in. Just need to
try and shrink the download a bit.
--
Zamboni

Reply to Anonymous

Archived from groups: alt.games.diablo2 (More info?)

 

"Guardian Pegasus"
<Pope.Been-a-Dick.Adolf.Panzer.Rat.Nazinger.Torquemada.II@holysee.va> wrote
in message news:q1vt611vpv90aq43tq4pgp4krerfduqg5u@4ax.com...
> On 26 Apr 2005 12:46:33 -0700, "Zamboni" <thezambonis@gmail.com>
> wrote:
>
>>For a Summoner, which would be more fun:
>>
>>a) more minions, but weaker
>>b) fewer, but stronger minions
>>c) keep it as is
>
> More... that's why summoning necro was so much fun... for me, anyway.
> Sometimes though they're just plain TOO weak, especially in say the
> maggot hole, but that's part of the game... to be challenged in
> different ways.

Yeah, part of me wants to slash their life and damage and go back to the 1:1
ratio of versions past (or even higher). I miss the 120-minion Army of
Darkness games.
--
Zamboni

Reply to Anonymous

Archived from groups: alt.games.diablo2 (More info?)

 

"Zamboni" <zamboni@nospam.com> wrote in message
news:WIGdnZGIMPTMn_LfRVn-ug@comcast.com...
>
> "short" <shorts@zoominternet.net> wrote in message
> news:426eb2b1$1_2@127.0.0.1...
> >
> > "Zamboni" <thezambonis@gmail.com> wrote in message
> > news:1114544793.141643.44240@g14g2000cwa.googlegroups.com...
> >> For a Summoner, which would be more fun:
> >>
> >> a) more minions, but weaker
> >> b) fewer, but stronger minions
> >> c) keep it as is
> >>
> >> (For mod play, so lag isn't as important.)
> >> --
> >> Zamboni
> >>
> >
> > I say fewer but stronger, or leave the Skeletons as they are but improve
> > the
> > others. Give revives a 10 minute timer, boost their damage a tiny bit,
> > and
> > make golems more like the Grizzly. The golems never did do enough
damage,
> > imo.
> >
> > short
> >
> >
> The Revive timer is one of my main peeves. I'm looking at trading the life
> bonus for an increased timer - when was the last time you saw a Revive
> killed in combat? The Eastern Sun mod made Revive a level-1 skill with a
> 16-second timer; more points increased the timer to a maximum well past
the
> standard 3 minutes. Could be a possibility to dump skellies entirely and
go
> with a mob of Revives.
>
Oooh, that would be fun. If you could take the timer off intirely, that
would be cool :)
20 Revives of your choosing, forever. w00000t!

> For the Golems, I've toyed with the Aura Beast concept, where each "Golem"
> gains an aura it can lend to the skellies (sort of a gigantic demonic
> Paladin). Adding a Vengeance skill to Golem Mastery would also provide a
> subtle boost that would really add some punch at high levels. I do think a
> fully-synergized Golem should work as well as any other end-game skill -
> imagine a Defiant Clay Golem using Vengeance with knockback. (Plus I've
> added the new animations make him twice the size as before.)
>
I say boost the HF aura of the Fire Golem by say......4billion percent, and
let it carry over to summonses. I think Defiance is a good Clay Golem aura
too.

> I should have the beta up in a few days for necros to play in. Just need
to
> try and shrink the download a bit.
> --
>
Cool!!

Since you're uberfying the Necro, I'll definitely download it.


short



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Reply to Anonymous

Archived from groups: alt.games.diablo2 (More info?)

 

keep as is, if properly assigned with skill points, is very powerful

"Zamboni" <thezambonis@gmail.com> wrote in message
news:1114544793.141643.44240@g14g2000cwa.googlegroups.com...
> For a Summoner, which would be more fun:
>
> a) more minions, but weaker
> b) fewer, but stronger minions
> c) keep it as is
>
> (For mod play, so lag isn't as important.)
> --
> Zamboni
>

Reply to Anonymous
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