![]() ![]() ![]() Decrept also lowers physical resist by 10 and the slow just feels good since golems are already slow. My go to build was 20 clay, 20 blood, 1 iron, 1 fire, 20 mastery 20 amp.10 curse mastery so I could add decreptify and amp everything. I havent played golems in 2 seasons now but I used to play them a lot since it became a thing. Particularly around whether it makes more sense to get the 20% dmg per level for a summon, or do you actually net more damage by pumping AMP (and therefore increase -Phy%). I recognize this is mostly a personal choice and I'm good with it- but welcome any perspective you have. full trang gear but otherwise mediocre items (no torch or summon GC currently). GOOD: increase damage across 8 summons BAD: not as party friendly as curses. OPTION 3: 20 into desecrate to increase revive dmg. BAD: only one curse, not as party friendly with spell casters. GOOD: -phy% increase for all of my melee summons, plus my merc, which is my best damage generator. GOOD: party friendly BAD: would limit summon damage (IE could put 20 into either golem or revive syn), and also not as much -phy%, which is my main form of attack. OPTION 2: 20 into curse mastery and use 3 curses. BAD: only 5 summons, do they really need the marginal damage increase? If IG, could summon some cool golems with auras to help other summons. OPTION 1: add 20 to IG or Clay to bolster blood golem. Here are my thoughts on options but would love your input. For context, I do a lot of solo stuff, but do like to hop into maps on occasion. Recently reset and went with 20 golem mast, 20 blood golem, 20 revive, 1 AMP, 1 PS/CE/Desecrate. ![]() Respecing my summon necro after doing skeles to get into maps. Seeking perspective from the Necro pros out there. ![]()
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