Saturday, April 14, 2012

[Hiakuma] - Fire Golemancer == Progress Thread

[:1][Hiakuma] - Fire Golemancer == Progress Thread

This is a progress thread for my new character, Hiakuma, a Fire Golemancer. I've actually made a progress thread under the same name just before quitting D2 and decided it was better to re-make one than to revive and old thread. The original idea was to build a Melee Fire Golemancer and twink as much as I can with an MF sorc farming on the side. However, now that I've decided to play all my characters HC and untwinked, Melee Fire Golemancer seems a bit unrealistic.

The core theme of the build remains intact, but my role as a necromancer is still left undecided. This is a build still in the makings so I would greatly appreciate any inputs. Thanks. =P

Character Description

Necromancer - Hiakuma

// 1.13c, RWM, GoMule, HC, Untwinked, Full-Clear, Re-Runs allowed

Current Level : 15

Current Act : 1 Norm

Current Skills :

Summon]

Clay Golem 1

Golem Mastery 4

P&B]

Curses]

Amplify Damage 1

Iron Maiden1

Weaken 1

Terror 1

Skill Points Leftover] 6

Current Stats :

Strength]

40 + 0 = 40

Dexterity] 25

25 + 0 = 25

Chance to Block : 0%

Vitality]

50 + 0 = 50

Life : 136

Energy]

25 + 0 = 25

Mana : 53

Stat Points Leftover] 10

Week One



Spoiler




Not much to comment on since the two main skills have not yet been learned. Just saved Deckard Cain, but the gameplay is still quite slow. Clay golem as a tank and Amp + throwing knives/javelins for most of the dps. Rogue Merc has been given 2x emerald 1x sapphire Long Bow for the extra damage.

Been wearing 2x topaz cap and 2x topaz studded leather as well as gambled 22% mf gloves and 8% mf boots for mf, but no useful drops yet. Once I get 15+ mf boots, I will start stocking up for big circlet gamble in act 2. Also been saving up chipped gems for rerolling once i get the cube, and ring/ammy for big rerolling at lvl 24 for the extra mf.

To Do...

Get to lvl 30 for Fire Golem/Lower Resist so the actual gameplay begins.



-- ToGgi.|||COOL!

Have fun!

For your paladin you should do a throwing one!

|||MOJO!!!!!!!! -ish

Curses with fire golum and merc with attract and corpse explosion.|||Funny, i have Fire - Golemancer in Act5 Normal, also using skelie mages to be honest, playing under untwincked single pass HC full clears rule (1.11btw) and all can i say even now - he is slow, and boring, and slow, an boring, and SLOW and BORING !

Honestly, 1point in CE is much more effective then dozens of points in Golem and skelies, but i never gaved up, so i dont want to start with it this time...

Of course, i play very rarely these days (honestly, last two Years)

GL anyway |||A while back I guardianed an untwinked HC Lord of Mages with max Fire Golem and Act 3 Lightning Merc. Normal and NM were completed using a standard necro approach (Amp + Desert Merc) because the mages and fire golem were too weak in the early stages. The real fun began in Hell.

With timely use of Tele-bombing and Lower Resist, Hell was full-cleared at p1 at a steady pace. Not a quick pace, but not too slow either. It was a fun build.

You can read about him here.

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