O_Bruce
Habitué
- Messages
- 429
@jmerry I just realized that Um rune is just Lum without the L. Which makes Um a W.
Anyways, cringe jokes aside, good progress. And, speaking from experience and the infinite depths of my compassion towards them, let Undean Stygian Dolls be cursed forever.
Also, I decided to do a challenge run, after being inspired by Zarfen the Loot Goblin. As I watched one of his streams, he got a question if he'd consider doing Necromancer golem-only run. I thought that's a good idea and went with it. And so, the Golem-only Necromancer challenge:
Let's establish the rules for the challenge:
- I can only put skill points in and use, golem skills, passive skills that empower golems and curses
- I am not allowed to use bone & poison skills or attack enemies directly
- The exception to the above: I can attack enemies by myself until I get level 6, at which point I can have my first golem.
- The character is hardcore. Needless to say, death = end of the run.
- I am not allowed to use mercenaries
With that said, the adventure of Cromwell, the master of Golems began.
Okay, so until level 6 the run is nothing special, outside of that I use mace to do damage to enemies, sometimes supporting myself with Amplify Damage. I decided to skip Blood Raven quest, as to never, even by accident, getting a mercenary as a reward for completing it. As a result, I hit level 6 while in the Underground Passage and started using the Clay Golem right away (I also switched my main attack to "throw" while not wielding thrown weapon, meaning I cannot attack even by accident). The pace of cleaning monster was miserable, so I decided to farm Rakanishu in the Stone Fields and got few levels. It wasn't wast, but the Golem got stronger and by seeling loot from Rakanishu I bought a wand with +2 to Clay Golem skill points. Just look at this freaking Gigachad:
Whooping 6-15 damage. Wow. Anyway, due to how the gameplay looks for now, I decided to mainly rush through the content and fight champions/unique/bosses on my way. I have rescued Deckard Cain and went onto Black Marsh where I intended to farm the Countess for a while. Level 12 is a huge step for the character due to access to Golem Mastery, as well as Iron Maiden. I would be very useful against act bosses and while not initially useful against normal mobs (due to them having hard time hitting golem in melee), it would be much more useful later on. And then... well, I won't spoil it. Though even so early on, it works nice on certain boss packs:
Anyways, I decided to rush through remaining act 1 quests and found two interesting things:
Additional levels to Clay Golem are nice, and the Blood Crescent gives me life and resistances. I wouldn't attack with it anyways, so that's all I need it for.
A fight against Andariel went well. Investing points into Iron Maiden paid off (for those who aren't aware: its a curse that reflects % of damage dealt back to the enemy), and the bonus damage modifier act bosses have against minions/summoned creatures made it even better. This is how much Andariel damaged herself in just one of her own hit:
Moving to act II, it started very slowly. Clay Golem's damage is not impressive, and while curses help, it isn't that much. I needed some patience to reach level 18 and unlock Blood Golem. It is one of the two golems I'll be using depending on the situation at hand: Blood Golem deals much more damage than Clay Golem, can also be supplied with courses and it also heals you with each of its own attacks. I'll be relying on this fellow for a while. Anyways, while clearing act II, two notable upgrades happened:
Stealth is practically a stample armor, especially for speedrunners. The head I found, on the other hand, has +3 to Iron Maiden and +1 to Golem Mastery (meaning, more life, attack rating, and movement speed for my golem). Before Duriel, I need to talk about the Summorer in the Arcane Sanctuary. Usually, he's nothing special, but with 1 Golem as my only source of damage, he can be annoying - he freezes the Golem with Glacial Spike constantly, and everytime he does, I needed to re-summon Golem in order to take the mage down. Anyways, Duriel. He wasn't problematic at all: he was easier than Andariel and died faster as well. He relies on melee attacks all the time, which makes him a perfect victim for the Iron Maiden.
Zombie Head wasn't good though.
Now for the act III. My plan was doing the the quests in the jungle part of the act and then just rush to the city part of the Kurast. There, I wanted and did farm Battlemaid Sarina and her minions until I was level 24. Meanwhile, I managed to buy a staff with teleport charged on it from Ormus. Then I immediately started using it in the Kurast Sewers.
Found good gloves in Travincal:
While the Council Members were problematic to deal with (their hydras kill the golem surprisingly quickly, even despite its bulk, and also they can heal each other. This combined with rather weak damage output by golem meant I needed to separate my enemies as much as it was possible), Mephisto was not. He went down even faster than Duriel. Granted, it was due good rng for me, as he kept hitting the golem with melee attack and Iron Maiden did its job. I haven't expected Iron Maiden to be that helpful and effective, as I practically never use it while playing summoner Necro. Though whether Iron Maiden can stay useful, we shall see.
Thank you, uncle Mephisto, for a nice pair of boots.
The start of Act IV was kinda cool: Balrogs are among the rarest monsters in the game, as they can only spawn in the Outer Steppes as a boss pack. And they did so right at the very beginning
I decided to rush through the act where and when I could. Izual took a while to take down, just because of his impressive health pool. I spend two skill points from the quest reward for Deceprify and Iron Golem. These are mainly pre-requesites for other skills and I figured I just might have them out of my head.
River of Flame was rather tedious, due to Flesh Spawner spawning their mini-mes. Iron Maiden proved to be useful once again. I don't remember a Hellforge drop being anything special.
Chaos Sanctuary went rather well and I wasn't in the pitch. The Oblivion knights were obnoxious to deal with: some of them use cold magic, they cast Deceprify on my golem, further slowing him down, then run away from him. I also couldn't ignore them, since they can dish out some elemental damage. As for seal guardians, the only one that was somehow problematic was Infestor of Souls due to sheer number of his minions and huge fire damage they can deal.
How I have dealt with Diablo himself? Splendidly. The rng gods blessed my butt once again, and Diablo was very eager to use melee attack on my golem, killing himself with Iron Maiden. I was worried since Diablo has larger health pool than Izual... But on the other hand, Diablo deals more damage and has additional multiplier vs. minions. So all in all, the fight wasn't long.
Before I move to act V: how do I spend my stat points? My plan is to target 110 strength, this enables me to wear something as heavy as War Belt, and there is a real chance of finding a rare one that's quite good. I don't think I can realistically expect to have Spirit runeword in Monarch shield, so I don't push strength further. As for dexterity, I want to maintain a good block rate. Unlike other summoner necromancers, I don't have an army of minions to tank hits and missiles for me, so I think having some block chance isn't a waste. With vitality, I want to keep it as high as possible, and it will be the highest stat. As for energy, nothing.
Now, to act V.
The plan:
- Kill Shenk the Overseer
- Farm Eldrich the Rectifier
- Save Barbarians
- Save Anya
- Skip Nihlathak
- Rush to the end of the act
- Profit
And the plan was executed. Notable things:
- Iron Maiden was extremely useful versus Abominations in the Frozen River. They stun lock the golem with their melee attacks, so other than damage they reflect back to themselves, I have no other realistic way to damage them.
- Nihlathak was skipped due to tedious nature of a fight I'd have against him.
- Ancients weren't problematic: Iron Maiden helped with two of them, leaving only Madawc to be slapped by Blood Golem to death
- Second wave of Baal's minions was the second to worst of them.
- Council Members were the worst, and it is the only wave I needed to skip, due to earlier mentioned problems with council members. Luckily, I still had staff with teleport charges.
- Wave 4 and 5 weren't that threatening, as long as the enemies targeted the golem. I needed to re-summon the poor fellow several times, though.
Baal was surprisingly cooperative. Never creating a clone of himself and primarly using his melee attack. A high-level Iron Maiden curse made the fight short, which isn't something I have expected from summoner Necromancer.
Just like that, the normal difficulty with Golem only was cleared. I am curious how the rest will play out: nightmare difficulty seems doable. But Hell might live up to its name. Time and patience will tell this tale
Anyways, cringe jokes aside, good progress. And, speaking from experience and the infinite depths of my compassion towards them, let Undean Stygian Dolls be cursed forever.
Also, I decided to do a challenge run, after being inspired by Zarfen the Loot Goblin. As I watched one of his streams, he got a question if he'd consider doing Necromancer golem-only run. I thought that's a good idea and went with it. And so, the Golem-only Necromancer challenge:
Let's establish the rules for the challenge:
- I can only put skill points in and use, golem skills, passive skills that empower golems and curses
- I am not allowed to use bone & poison skills or attack enemies directly
- The exception to the above: I can attack enemies by myself until I get level 6, at which point I can have my first golem.
- The character is hardcore. Needless to say, death = end of the run.
- I am not allowed to use mercenaries
With that said, the adventure of Cromwell, the master of Golems began.
Okay, so until level 6 the run is nothing special, outside of that I use mace to do damage to enemies, sometimes supporting myself with Amplify Damage. I decided to skip Blood Raven quest, as to never, even by accident, getting a mercenary as a reward for completing it. As a result, I hit level 6 while in the Underground Passage and started using the Clay Golem right away (I also switched my main attack to "throw" while not wielding thrown weapon, meaning I cannot attack even by accident). The pace of cleaning monster was miserable, so I decided to farm Rakanishu in the Stone Fields and got few levels. It wasn't wast, but the Golem got stronger and by seeling loot from Rakanishu I bought a wand with +2 to Clay Golem skill points. Just look at this freaking Gigachad:
Whooping 6-15 damage. Wow. Anyway, due to how the gameplay looks for now, I decided to mainly rush through the content and fight champions/unique/bosses on my way. I have rescued Deckard Cain and went onto Black Marsh where I intended to farm the Countess for a while. Level 12 is a huge step for the character due to access to Golem Mastery, as well as Iron Maiden. I would be very useful against act bosses and while not initially useful against normal mobs (due to them having hard time hitting golem in melee), it would be much more useful later on. And then... well, I won't spoil it. Though even so early on, it works nice on certain boss packs:
Anyways, I decided to rush through remaining act 1 quests and found two interesting things:
Additional levels to Clay Golem are nice, and the Blood Crescent gives me life and resistances. I wouldn't attack with it anyways, so that's all I need it for.
A fight against Andariel went well. Investing points into Iron Maiden paid off (for those who aren't aware: its a curse that reflects % of damage dealt back to the enemy), and the bonus damage modifier act bosses have against minions/summoned creatures made it even better. This is how much Andariel damaged herself in just one of her own hit:
Moving to act II, it started very slowly. Clay Golem's damage is not impressive, and while curses help, it isn't that much. I needed some patience to reach level 18 and unlock Blood Golem. It is one of the two golems I'll be using depending on the situation at hand: Blood Golem deals much more damage than Clay Golem, can also be supplied with courses and it also heals you with each of its own attacks. I'll be relying on this fellow for a while. Anyways, while clearing act II, two notable upgrades happened:
Stealth is practically a stample armor, especially for speedrunners. The head I found, on the other hand, has +3 to Iron Maiden and +1 to Golem Mastery (meaning, more life, attack rating, and movement speed for my golem). Before Duriel, I need to talk about the Summorer in the Arcane Sanctuary. Usually, he's nothing special, but with 1 Golem as my only source of damage, he can be annoying - he freezes the Golem with Glacial Spike constantly, and everytime he does, I needed to re-summon Golem in order to take the mage down. Anyways, Duriel. He wasn't problematic at all: he was easier than Andariel and died faster as well. He relies on melee attacks all the time, which makes him a perfect victim for the Iron Maiden.
Zombie Head wasn't good though.
Now for the act III. My plan was doing the the quests in the jungle part of the act and then just rush to the city part of the Kurast. There, I wanted and did farm Battlemaid Sarina and her minions until I was level 24. Meanwhile, I managed to buy a staff with teleport charged on it from Ormus. Then I immediately started using it in the Kurast Sewers.
Found good gloves in Travincal:
While the Council Members were problematic to deal with (their hydras kill the golem surprisingly quickly, even despite its bulk, and also they can heal each other. This combined with rather weak damage output by golem meant I needed to separate my enemies as much as it was possible), Mephisto was not. He went down even faster than Duriel. Granted, it was due good rng for me, as he kept hitting the golem with melee attack and Iron Maiden did its job. I haven't expected Iron Maiden to be that helpful and effective, as I practically never use it while playing summoner Necro. Though whether Iron Maiden can stay useful, we shall see.
Thank you, uncle Mephisto, for a nice pair of boots.
The start of Act IV was kinda cool: Balrogs are among the rarest monsters in the game, as they can only spawn in the Outer Steppes as a boss pack. And they did so right at the very beginning
I decided to rush through the act where and when I could. Izual took a while to take down, just because of his impressive health pool. I spend two skill points from the quest reward for Deceprify and Iron Golem. These are mainly pre-requesites for other skills and I figured I just might have them out of my head.
River of Flame was rather tedious, due to Flesh Spawner spawning their mini-mes. Iron Maiden proved to be useful once again. I don't remember a Hellforge drop being anything special.
Chaos Sanctuary went rather well and I wasn't in the pitch. The Oblivion knights were obnoxious to deal with: some of them use cold magic, they cast Deceprify on my golem, further slowing him down, then run away from him. I also couldn't ignore them, since they can dish out some elemental damage. As for seal guardians, the only one that was somehow problematic was Infestor of Souls due to sheer number of his minions and huge fire damage they can deal.
How I have dealt with Diablo himself? Splendidly. The rng gods blessed my butt once again, and Diablo was very eager to use melee attack on my golem, killing himself with Iron Maiden. I was worried since Diablo has larger health pool than Izual... But on the other hand, Diablo deals more damage and has additional multiplier vs. minions. So all in all, the fight wasn't long.
Before I move to act V: how do I spend my stat points? My plan is to target 110 strength, this enables me to wear something as heavy as War Belt, and there is a real chance of finding a rare one that's quite good. I don't think I can realistically expect to have Spirit runeword in Monarch shield, so I don't push strength further. As for dexterity, I want to maintain a good block rate. Unlike other summoner necromancers, I don't have an army of minions to tank hits and missiles for me, so I think having some block chance isn't a waste. With vitality, I want to keep it as high as possible, and it will be the highest stat. As for energy, nothing.
Now, to act V.
The plan:
- Kill Shenk the Overseer
- Farm Eldrich the Rectifier
- Save Barbarians
- Save Anya
- Skip Nihlathak
- Rush to the end of the act
- Profit
And the plan was executed. Notable things:
- Iron Maiden was extremely useful versus Abominations in the Frozen River. They stun lock the golem with their melee attacks, so other than damage they reflect back to themselves, I have no other realistic way to damage them.
- Nihlathak was skipped due to tedious nature of a fight I'd have against him.
- Ancients weren't problematic: Iron Maiden helped with two of them, leaving only Madawc to be slapped by Blood Golem to death
- Second wave of Baal's minions was the second to worst of them.
- Council Members were the worst, and it is the only wave I needed to skip, due to earlier mentioned problems with council members. Luckily, I still had staff with teleport charges.
- Wave 4 and 5 weren't that threatening, as long as the enemies targeted the golem. I needed to re-summon the poor fellow several times, though.
Baal was surprisingly cooperative. Never creating a clone of himself and primarly using his melee attack. A high-level Iron Maiden curse made the fight short, which isn't something I have expected from summoner Necromancer.
Just like that, the normal difficulty with Golem only was cleared. I am curious how the rest will play out: nightmare difficulty seems doable. But Hell might live up to its name. Time and patience will tell this tale