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The problem of this build I Guess is that I do not like Revive at all, their pathing is weird, sometimes they just never hit in fight unless you respawn in front of the monsters ( hence reiviving subpar monsters ) and they get lost too easily when you start running fast, even with Blood Warping. Other people go max Revie and Amplify Damage cutting points on Clay Golems.
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The bonus to skeletons is fine, but why not letting the skeletons tank, using them as golems were used in Vanilla, and be the golems the main source of damage?įull Physical : 20 skeleton matery 20 warriors 20 golems 20 golem mastery 20 revive. Why I don't like this ? With recent changes on diablo I feel summoning vs über bosses ( and Pand Diablo ) will be harder for Mages to keep up, they are already very squishy so I don't think they will stand most of the incomming damage. 20 Skeleton Mastery 20 Warriors 20 Mages 20 Clay Golem 20 Golem Mastery rest on Amplify Damage ( can put 1 point on Revive or viceversa 1 on AD rest on revive ). I need a respec ( to allocate some STR points into Vitality to be extra safe ) and I do not know what into and wasting a respec tokem in this part of the game feels bad because it takes a while to farm all 4 essences. I am level 90 playing on HC SSF Necromancer and my build is ok but it does not feel that has that much synergy. Hello guys, I am struggling to find the anwers to this question so I just decided to make a post and theorycraft with the community.
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