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DII Co-op Newbie

Discussion in 'Diablo 1 & 2' started by ion, May 7, 2010.

  1. ion Gems: 5/31
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    My work is doing 5 player co-op through DII starting this Friday afternoon.

    Any suggestions on a player class that is newb friendly, powerful, and would work well in a group of DII vets?
     
  2. Balle Gems: 19/31
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    necro with skelletons.

    very easy and fun to play, and your curses will really make a difference.

    are you playing untwinked? only using the items you find in game?
     
  3. Sir Rechet

    Sir Rechet I speak maths and logic, not stupid Veteran

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    Second vote for summoner Necro. As soon as you guys get over the hurdle called Diablo, it'll be smooth sailing from there on.

    Important things to max ASAP: Raise Skeleton, Skeleton Mastery and later Corpse Explosion. One point in Amplify Damage and Summon Resist and you're rocking.
     
  4. Balle Gems: 19/31
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    i would actually say, a few more points in Amp. and take corpse explosion later on, as i think the other characters (if they are melee) would prefer the more monsters getting amped, and it will be very tedious with just 1 point in amp. early on
     
  5. Aldeth the Foppish Idiot

    Aldeth the Foppish Idiot Armed with My Mallet O' Thinking Veteran

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    I would just make sure you all play different classes. If no one else has any desire to play a necromancer though, it is a very solid choice, and will definitely be a big help to the party in the early going.

    If you go that route, I agree with Rechet's comments. With just a single point in Amplify Damage, it won't have a large radius of effect, but it usually doesn't take too long to get a hold of a wand with +1-3 Amplify Damage (you can buy one from Akara). Also, the necromancer heads can also spawn with +skills on them, including Amplify Damage (unfortunately, you cannot purchase these - they must be found) so I too would recommend just a single point in that skill. Remember that a necromancer should never enter melee combat, so the things you are looking for on both the weapon and the shield are +skills. Once you get your hands on some +skill items, which like I said shouldn't take long, you'll find a single point is often plenty.

    Having said that, with the 1.13 patch, it is now possible to reset skills meaning if you find the going too hard with just a point in Amp, you won't cripple your character too badly if you spend a little more there early on. But keep in mind that for most of the creatures in the early going, your party won't need you to cast amp at all. They will appreciate it against boss packs, and obviously, act bosses, but in those situations, the small radius isn't much of a hinderance, as they are all clustered together (or in the case of Act bosses, you cast it directly on them).

    As for party composition, I would highly recommend one of each of the following: Barbarian (tank, and party buffs), Paladin (auras benefit everyone), necromancer (for reasons already stated), sorceress (elemental damage), amazon (missile support). Nothing wrong with druids or assassins though - if someone wants to play one of them, you can easily sub out one of these options. If you all play something different, it's hard to NOT have a balanced party.
     
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