![]() ![]() Necro summoner’s virtue is being a build work at 60 points + 1 point skills. A longer time limit may be in order but allowing me to go around and pick up the strongest monsters in the game is too ‘nice.’ Making them permeate would mean I don’t need skellies, I can get 20-30 Udars and forgo skellies. Udars are the ultimate revive and the whole reason we can do Ubers. Removing the time limit from Revives makes them too strong. I do agree the summoner is a bit lacking on the high end vs poison or bone necy’s though. ![]() It would probably only make people drop 20 pts into mages to up the warrior damage, but I don’t think they would start using mages. That would still leave the complaint that they get in the way but any decent summoner has figured that issue out.Ĭreating a synergy between skellys and mages won’t fix them by default. I would prefer they get a version of mastery that ups their damage as they get higher in level. Some would be happy moving mages to skelly archers so they benefit from might. So to ‘fix’ the summoner we would need mage damage to increase. Thus we are missing 50% of the damage increase for mages vs what we get from warriors. Mages do not have a function of increasing their damage, we only have the ability to lower the resists of the target. Warriors benefit from Amp and Might, lowering the resists of the target while the warriors get their damage increased. The problem with mages is the damage is low once you figure all the bonuses in. ![]()
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