Again, great interactions being able to actively tell them where to attack, great animations, cool art.'meh' in terms of effectiveness. Golems are neat, but not terribly important to most builds i've tried. There is a cool helm that boosts revive damage (and makes it a single revived monster). I tried a full on pet build, and there just wasn't room on my skills for revive. I won't even get into the bugged orotz/skele build that is now dead (thankfully). Having to constantly recast mages is a pain. Way more fun, but the gameplay still boiled down to engage pack try and cast 5(10) mages, click command skeleton, watch shit die. Originally everyone used the poison mages to just buff the damage of their other skele's.this was fucking stupid. I wrote a lengthy feedback to Blizz based on this sort of build and how it killed part of my hype (the Necro is still day 1 purchase as its crazy fun). You can actively manage who they engage, and with the Jesseth's set rework they do quite a bit of damage (especially w/ Rathma's set and Mages). I've played the PTR a ton and here's my feedback:Ĭommand skeletons is actually pretty cool/fun. Revive: Requires corpses to raise a max of 10 minions (aoe that revives up to 10 corpses) that lasts for 15 seconds (duration further increased by 25% with passive)Ĭommand Golem: Raises a golem to fight for you. Skeleton Mage: The skill alone lets you raise 5 mages that last 6 seconds each, you can add the ring to boost that to 10 mages for 10 seconds, and add the passive that boosts that time by an additional 25%. Now that's not really a build, but it'll give you an idea of the items/skills to raise the following:Ĭommand Skeletons: A total of 7 skeletons get raised (one every two seconds)
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