with explosion i agree, but for that example i named with mephisto, for that use it could be usefull if the numbers were heavily adjusted. like get rid of the synergies but keep the damage as if they were there. with all 2 synergies it does 30k damage. if it did that amount of damage without synergies, the summonmancer switches to that skill if his minions dps is not good enough to take down the bosse’s healing rate. or just to make it quicker.
i don’t see a poisen necro build where he runs around with his kitchen knife and tries to stab everything like a madman on the run. but as a bosskiller skill addition for the summoner, that could be cool.
Let me put it this way…if I want to do melee necro I would perform better with a passion PB, kingslayer feral axe, or even werebear Necro would outperform poison dagger.
but i don’t want a melee necro? i suggest a subbuild for the summoner, besides the golem and soon the mages. clay golem lowers bosse’s dps, mages give more elemental ranged dps and poisen dagger could add dps for a single purpose, killing bosses (which is the necro’s big disadvantage by the way) 3 different types to build a summoner
How exactly are you not going to do poison dagger without meleeing? Is your poison dagger poison dart?
seriously, you really wanna go down the semantics route? you are starting to piss me off big time with that tactic. i dont know if you simply lack the comprehension skills, iq or if you are pulling a straw man like cathy newman, but i guess its the last one, especially because of the condescending tone. i meant i want this build with summoner gear and a simple weapon switch for that single purpose. not a whole geared melee build where you have to switch armors, skiller and do annoying pre buffs or whatever. ofc a dagger stab is a melee attack. but that is not my freaking point. the build and everything except the weapon switch is meant to be summoner gear.
First, when you use poison dagger, you are meleeing, no matter how you spin it, you are meleeing and when you engage with meleeing, you get to follow melee rules.
2nd, with what you trying to do poison nova is still a far superior spell to use than poison dagger, both in damage wise and effectiveness wise
No one is pissing you off but yourself because your statement has clearly shows you how much you don’t know about this game, and how self-center you are when it come to people correcting you from your fault.
I am professional necromancer I played summoner 30 years. I know everything wrong with this class. let me tell you at lvl40 or good necromancers don’t put single point in dex ever. its enough strengh so you use your gear. and rest is vitality dumb. you wanna know why.
Nercos are squeeshy. there are monsters in this game that will one shot you so fast. this this is if you dont have 360-400+ vitality on your nerco as far as bone/poison builds are conserned they get away with having 350-380 vituality thanks to bone armor.
but bone armor has so many synergies. hard to put any points into. mostly becomes a one point wonder cause your sticking all your points in bone tree get max damage bone spears. not bone spirit is trash.
Poison nova is a great ability. however everyone here trying tell you as great that poison dagger and poison explosion is trash. and giving you math try explain it is trash. and yes! get off your high horse. people tried and tried to make this build work.
Lifetap/Confusion/Poison Dagger. still you need dex you need at the attacking rating dagger skill alone doesn’t give you enough
as nercomancer vet being melee combat is last thing you want to be in. not only do have crappy attack rating but you also have bad defense rating as well. no armor is gonna make up difference even this whats gonna happen when try poison dagger diablo in hell
He uses get poison dagger does no damage it does not stack. he lazer beams flames cross the ground in instant kills you
heres the thing with poison damage if keep using same skill over over your not letting poison tic it resets. so only damage there taking is nerco melee hit if use poison dagger over and over on the target. have hit target run around waiting for poison effect to go off
and does so bad damage that be sitting there for while sorrying running around hands up in air screaming make it stop . explanion to me how are you gonna cow level. bro run in like barbarian leeroy nerco it kill them with crappy unique no runeword daggers…
((Not mention your hit recovery frames super bad as nercomancer so mostly get stun locked and die)
A lot of people have tested poison necro’s the problem is that poison is broken has been since release and isn’t itemized.
they do need add runewords for daggers make daggers a nercomancers thing thats if go poisons deaths web is nice its expensive
i don’t doubt these things at all, ive been playing necros for a decade now, i know these. my suggestion was simply the idea of turning poisen dagger into a similar thing like static for the sorc in future balance changes, a skill where you have to risk melee range but get a high reward. most of us use static against bosses, even at low levels where it does not have much range. i was simply throwing out a similar idea for the necro, just instead of a fixed % number of damage with adjusted poisen damage. and im not even overly invested in this idea since i wouldnt use it anyways. but if someone uses condescending behavior/mocking in a discussion like that or even ad hominems it pisses me off. to cut such behavior out you have to use confrontation. im not coming from a high horse position there. your dex argument is a good and valid one, i havent done the math for that one fully since i was just throwing out the idea and that would be a significant difference to the sorc’s static beside the % damage. enough to can the idea.
you also remeber that majority unique daggers are really bad. not single dagger runeword in game. not one, cant use this skill without weilding a dagger. if you could use any weapon with it then it would be so bad
ofc. but that could also be balanced in future patches. but a counter argument would be that the amount of changes introduced would be simply too much to make it work, and thats also the position i come from. still, the idea was worth a discussion.
thats my point so much effort to make this skill work. poison explosion and poison dagger alot ppl like see a monster like abilities that would be great see breathe poison being much more useful then. or so poison that spreads from target to target like a virus. deals amazing about of poison damage like d3 voodoo docter locus swarm. or some type of poison bolt
Locus swarm was amazing ability it was cool. it wasn’t op og super overpowered either did its job ppl can hate on d3 all they want too just reason some of features they added was bad. being able be a female barbarian or female nercomancer.
That’s accurate, I played Poison-Necro more than every other class/skill setting, I can confirm that Poison Dagger & Poison explosion have their utility, same thing for every single Curse.
i.e.:
- I could solo in melee extra-fast or teleporter bosses with Poison Dagger while Blackbog’s Sharp equipped.
- Decimate the entire Chaos Sanctuary in no time with few Poison Explosion
- Catacomb level 4, a single Poison Explosion was required to kill Andy, I was kicking barrel and gathering my loots while she died slowly.
I could continue on and on, but the main point is you’re right, people doesn’t seem to give a try hard enough.
I actually killed bosses with that, teleporter, extra-fast, to bother with Nova against them doesn’t make much sense unless you can anticipate its next location.
Blackbog’s Sharp upgraded + Decrepify + Poisons Dagger fix the issue.
Sure Nova is going the main spell, that doesn’t mean Dagger & Explosion are worthless, damage per second isn’t as big but as the duration is much longer it can also be a solution against mana burner.
This is legit one of the worst suggestions I’ve seen.
- Agree that Poison Explosion is useless. Why it is useless or how to fix it is debatable.
- Corpse Explosion does not need to be buffed. In conjunction with Amplify Damage it is already one of the strongest mob killing skills in the game. This power mob clearer combo is ultra effective even if the Amp and CE are both just base level 1. These skills do not need buffing.
- Making it so CE required summons to pop for the damage would be a terrible idea. It would deny Bone Necros the ability to use CE for mob clearing, which they absolutely need to be able to keep up in kill speed. This suggestion would pigeonhole all Necros into mandatory needing to stat for summons to have any real clear speed at all. This suggestion would not diversify or fix anything, it would actually narrow Necro build options.
Poison dagger should apply to all weapons, like a poison enchant or something. Imagine buffing your melee skelys, and revives whit poison dmg. Poison explosion should infact explode, shooting poison bolts around, or cover a larger area, that also weakens enemys, or lower their poison res.
I agree with you. sense adding new runewords for daggers. and buffing all daggers currently in game would be too much work. simple fix is let it be used on every weapon. soso has enchant. if poison weapon could work like enchant and be put on other players like soso fire enchant. instead of it being a combat skill
give a buff to allie increases there attack rating give them poison damage to there weapon. this could even be used on skeleton or just golem
better it be placed on a allie. then have you run up in melee combat and reckless get yourself gutted like a fish
as far as poison explosion conserned it should get radius buff like corpse explosion. and it duration is reasonable
PE could also work like CE, but instead of physical and fire, it would be physical and poison. Maybe re-name it to Acid Explosion, that melts away armor.
While i’m not a huge fan of RWs, I agree that daggers need some love.
Lol. Hell difficulty provides poison duration reduction, don’t you know that?
And what if I want play a melee or crossbow necro? I have to stop attacking each second just to recast poison nova?
And again: why do you want prevent monster heal for monster packs? Do you really understand what for this attribute is?