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There are two questions I have, actually, and both are about
Necromancer spells.
The first: how does the Iron Golem work, exactly? What attributes
carry over from an item that you use to create one, and what
attributes don't? What attributes does the Golem have (if any) that
it has by default, regardless of whether they are on the item or not?
Looking over the different types of Golems, I'd have to say my
favorite so far is the Clay! My Necro (Softcore) is only level 26
now, so I've had an opportunity to try out the Blood and Iron Golems a
little bit... but my Clay Golem is dying the least, even though I
would have thought he might not be as good, since he's the
lowest-level Golem.
If one is looking to build a Necromancer with really good Golems
(since I like the Golems), is it better to invest in a few backup
Skeletons, or to just put that much more points into the Golems
themselves? I would try only putting points into the Golems, and work
on a Skellemancer build on a separate Necro, but it just seems like
the guy doesn't have enough of a shield between him and the bad guys
without a few Skellies in the way while the Golem's giving it to them
good.
And now my second question:
If a monster is poisoned (let's assume the poison has a long enough
duration to cover the timespan of these events I describe), and then I
cast Amplify Damage *after* the poison has been inflicted... does the
poison begin to do doublefold damage, or still just keep doing the
rate of damage that was first inflicted unless poisoned again while
the curse is in place? I would think that the poison would begin to
do doublefold...but I have to ask.
Also, I just thought of one more question:
If I have a wand with a +# to Raise Skeleton, and then unequip it, if
I have Skeletons raised from that bonus, the Skeletons go pop.
But...there are certain levels to spells such as Raise Skeleton, which
don't add to the number of Skeletons, but instead add just to the
damage and such. There are intervals there at 3 and 5 Skellies I
think... I don't remember exactly... but let's just say we're at one
of those intervals. I have X number of points into Raise Skeleton...
and, therefore, X number of Skeletons. Unequipping a +1 to Raise
Skeleton wand *doesn't* make any of my Skellies go pop because the
point that was added by the wand only increased the damage and
durability of my Skellies...
So do the damage and durability of the Skellies go down then? Or just
stay at the levels they were when the Skellies were raised?
If the former is true, do they go back up if I re-equip the wand, or
do I have to actually *re-raise* the Skeletons to get the bonus again?
That's all.
Whew!
--*Dividedbyzero on USEast
There are two questions I have, actually, and both are about
Necromancer spells.
The first: how does the Iron Golem work, exactly? What attributes
carry over from an item that you use to create one, and what
attributes don't? What attributes does the Golem have (if any) that
it has by default, regardless of whether they are on the item or not?
Looking over the different types of Golems, I'd have to say my
favorite so far is the Clay! My Necro (Softcore) is only level 26
now, so I've had an opportunity to try out the Blood and Iron Golems a
little bit... but my Clay Golem is dying the least, even though I
would have thought he might not be as good, since he's the
lowest-level Golem.
If one is looking to build a Necromancer with really good Golems
(since I like the Golems), is it better to invest in a few backup
Skeletons, or to just put that much more points into the Golems
themselves? I would try only putting points into the Golems, and work
on a Skellemancer build on a separate Necro, but it just seems like
the guy doesn't have enough of a shield between him and the bad guys
without a few Skellies in the way while the Golem's giving it to them
good.
And now my second question:
If a monster is poisoned (let's assume the poison has a long enough
duration to cover the timespan of these events I describe), and then I
cast Amplify Damage *after* the poison has been inflicted... does the
poison begin to do doublefold damage, or still just keep doing the
rate of damage that was first inflicted unless poisoned again while
the curse is in place? I would think that the poison would begin to
do doublefold...but I have to ask.
Also, I just thought of one more question:
If I have a wand with a +# to Raise Skeleton, and then unequip it, if
I have Skeletons raised from that bonus, the Skeletons go pop.
But...there are certain levels to spells such as Raise Skeleton, which
don't add to the number of Skeletons, but instead add just to the
damage and such. There are intervals there at 3 and 5 Skellies I
think... I don't remember exactly... but let's just say we're at one
of those intervals. I have X number of points into Raise Skeleton...
and, therefore, X number of Skeletons. Unequipping a +1 to Raise
Skeleton wand *doesn't* make any of my Skellies go pop because the
point that was added by the wand only increased the damage and
durability of my Skellies...
So do the damage and durability of the Skellies go down then? Or just
stay at the levels they were when the Skellies were raised?
If the former is true, do they go back up if I re-equip the wand, or
do I have to actually *re-raise* the Skeletons to get the bonus again?
That's all.
Whew!
--*Dividedbyzero on USEast