Well this is a basic newb question so sorry if there is already a topic about that, but the search button doesnt work...
What weapons would you use for your MM? There are 3 options:
- Insightfull staff of death magic (+15 energy, +1/20 death magic, halfve recharge and casting time)
- Wand 5^50 and off-hand +12 energy, +1/20 death magic, +30hp
- Sword +5 energy always +30hp (or +5 armor) + offhand +12 energy, +30hp, +1/20 death magic
I didnt hesitate for my monk for example and picked the sword + off-hand combo: no staff will beat that ever. But what for a MM? The 5^50 energy from the wand may be a problem with a char using to cut himself. Alternatively, one could use a 5 under 50 wand as well and switch, but erm... On the other hand, having a sword means you cant attack (dont count on me to rush in a melee) and might not be able to send your minions when you need to.
So what's your opinion?
What weapons for my MM?
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If you have decent points in SR (at least 10) then you won't care about that +5 energy from a sword. Of course if you're going into an area that won't have many corpses then don't go MM.
I switch between a few setups:
20/20 Recharge/Casting wand + 20/20 Casting/Recharge offhand (Both spec'd in Death)
+15e/-1 regen wand + +15e/-1 regen offhand (Both spec'd in Death)
+5e^50%hp/%20 enchant sword/axe + 20/20 Casting/Recharge Death offhand.
I use the top combo the most because I like to get off my corpse spells as fast as possilbe. (Use Bloodstained boots as well so you can get them even faster.)
I use the middle combo in situations where I've either been e-denied or I need a little extra energy to use up some corpses. THIS IS RARE.
The last combo is great if you are a Dark Bond MM. Dark Bond already lasts a long time, but making it last 20% longer is a nice perk. You can switch to this set when casting DB then switch back to the first set.
I don't use the +1 Death 20% chance because I don't see how 1-2 level 19 minions is going to make much difference. It's also pretty damn rare that you'll get a level 28(?) Golem. I'd rather get my minions faster than have the very small buff of one extra level.
In PvE you will be competing with other corpse using necros (Outcast Deathhands, SF Dwarf Necros, Skales, etc.) So you want to deny them corspes by getting to them first.
In Aspenwood/AB PvP you will face corpse denial Necros and other MMs. Faster is better.
I switch between a few setups:
20/20 Recharge/Casting wand + 20/20 Casting/Recharge offhand (Both spec'd in Death)
+15e/-1 regen wand + +15e/-1 regen offhand (Both spec'd in Death)
+5e^50%hp/%20 enchant sword/axe + 20/20 Casting/Recharge Death offhand.
I use the top combo the most because I like to get off my corpse spells as fast as possilbe. (Use Bloodstained boots as well so you can get them even faster.)
I use the middle combo in situations where I've either been e-denied or I need a little extra energy to use up some corpses. THIS IS RARE.
The last combo is great if you are a Dark Bond MM. Dark Bond already lasts a long time, but making it last 20% longer is a nice perk. You can switch to this set when casting DB then switch back to the first set.
I don't use the +1 Death 20% chance because I don't see how 1-2 level 19 minions is going to make much difference. It's also pretty damn rare that you'll get a level 28(?) Golem. I'd rather get my minions faster than have the very small buff of one extra level.
In PvE you will be competing with other corpse using necros (Outcast Deathhands, SF Dwarf Necros, Skales, etc.) So you want to deny them corspes by getting to them first.
In Aspenwood/AB PvP you will face corpse denial Necros and other MMs. Faster is better.
m
It depends..
Personally i always prefer weapons that reduce my casting time. So you'll have the minions up faster. And any + to energy is always welcome.
I haven't really used any +1 to Death Magic, nor any +hp ones. I'm mostly surrounded by my minions.
If i would have to pick, i'd probably go with that staff.
Personally i always prefer weapons that reduce my casting time. So you'll have the minions up faster. And any + to energy is always welcome.
I haven't really used any +1 to Death Magic, nor any +hp ones. I'm mostly surrounded by my minions.
If i would have to pick, i'd probably go with that staff.
Quote:
Originally Posted by MelechRic
I don't use the +1 Death 20% chance because I don't see how 1-2 level 19 minions is going to make much difference. It's also pretty damn rare that you'll get a level 28(?) Golem. I'd rather get my minions faster than have the very small buff of one extra level..
Although I would not call myself an experienced MM by a long way, although I have finished Factions with my MM char.
I have been using Ghial's Staff which amongst other things does give Death Magic +1 (20%). It seems to me that I get the 20% kick in more often than one in five on the +1, although I am sure this is only an impression and not reality.
This gives lvl 19 bone horrors and lvl 28 Flesh Golems if you have 16 in Death Magic. The lvl 28 Golems I think are worth the money this staff cost alone. (I think the going rate is around 45-50K) The LVL 28 Golems also seem to have some kind of psychological effect in things like Alliance Battles, as warriors seem to stop attacking whatever it is they are currently hitting and run off to attack the Golem! LOL
As I said though, I am still a relatively new MM in the grand scheme of things :-)
I have been using Ghial's Staff which amongst other things does give Death Magic +1 (20%). It seems to me that I get the 20% kick in more often than one in five on the +1, although I am sure this is only an impression and not reality.
This gives lvl 19 bone horrors and lvl 28 Flesh Golems if you have 16 in Death Magic. The lvl 28 Golems I think are worth the money this staff cost alone. (I think the going rate is around 45-50K) The LVL 28 Golems also seem to have some kind of psychological effect in things like Alliance Battles, as warriors seem to stop attacking whatever it is they are currently hitting and run off to attack the Golem! LOL
As I said though, I am still a relatively new MM in the grand scheme of things :-)
Well actually i've been lucky enough to salvage to +1/20 death magic wrapping so that's not a problem 
Thanks for the answers, that helps much. I'm still a newb necro, and yeah I hadn't in mind corpses stealers like outcasts that may justify a double 20% casting. I guess i'll see what I feel most confortable with (2x20% casting or 20% casting+1/20 death magic). Thanks again for the help.

Thanks for the answers, that helps much. I'm still a newb necro, and yeah I hadn't in mind corpses stealers like outcasts that may justify a double 20% casting. I guess i'll see what I feel most confortable with (2x20% casting or 20% casting+1/20 death magic). Thanks again for the help.
i found a soul reaping offhand that is +12e +15e -1e regen and +30 hp...i pair it with a cesta (collecter) req death magic that is either 20% casting or 20% recharge (i forget which 1)
EDIT: i found a nw set...the wand is unmaxed +15e -1e regen and i use the 20/20 on cast/recharge offhand. Basically the same just with reduced casting time instead of +30 health
EDIT: i found a nw set...the wand is unmaxed +15e -1e regen and i use the 20/20 on cast/recharge offhand. Basically the same just with reduced casting time instead of +30 health
I use a 20/20 wand and offhand set and I found this to be most effective after trying a +5 e>50 20% recharge wand(wayward) and +1 DM 20% and 20% recharge offhand (bortak's). I find that the chance to cast level 19 minions and a level 28 golem never activated enough to make it worthwhile. Never really had energy problems since with soul reaping above 9 I never ran out of energy. I love those times when i get quadruple fast cast and I steal a corpse from one of those damned kirin. I never really noticed the recharge since all the skills I use outside of flesh golem have less than 10 second recharges.
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Out of the three choices you listed, I'd go with the Insightfull staff of death magic (+15 energy, +1/20 death magic, halfve recharge and casting time). I like to get my minions up and attacking asap, so I use a 20/20 wand and offhand. Energy isn't a problem because I usually have 11-13 in soul reaping. If I'm in a good team, the enemy starts dying and there's my energy. If I'm in a bad team, my party starts dying and there's my energy.
Also if I recall correctly once you activate that "Animate ______" skill, you have spent the energy required for that skill. The result is either you get a new minion, a someone else's well pops up or someone else gets a minion. Quicker recharge and casting is what I go for.
Also if I recall correctly once you activate that "Animate ______" skill, you have spent the energy required for that skill. The result is either you get a new minion, a someone else's well pops up or someone else gets a minion. Quicker recharge and casting is what I go for.
h
I used 20/20 death wand (craftable)
Konrru's Fervor off hand (unique item) +12 enry 20% +1 death/ +15-1enry pip
and off course the MM boot.
***P.S**** The reason I use +27 enry so that I alway have enough enry to cast all my spells more often. Second the most important is to fully ultily the Soul Reaping because We need a big energy POOL or STORAGE for enry when a creature dies, and it is very often happen in group with MM.
***1 pip of enry regen is only 1 enry /3s ***********************
Konrru's Fervor off hand (unique item) +12 enry 20% +1 death/ +15-1enry pip
and off course the MM boot.
***P.S**** The reason I use +27 enry so that I alway have enough enry to cast all my spells more often. Second the most important is to fully ultily the Soul Reaping because We need a big energy POOL or STORAGE for enry when a creature dies, and it is very often happen in group with MM.
***1 pip of enry regen is only 1 enry /3s ***********************
