Do skeletons die after a little time u summoned them?

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Gubert wrote:
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Vixan19 wrote:
Summon skeletons can be tedious to spam click, especially in the midst of raising zombies and specters. Until you get spell totem at 31 (if you can afford it, it's a quest reward in cruel act 2) there's nothing you can do about it.

Frankly I think it's not awfully bad. I'm a pure level 33 necromancer and run with Anger, Wrath and Clarity. The only thing I have to cast for the time being is enfeeble when I'm not busy animating the dead.

Just make sure to build like this ASAP or you'll struggle early on. I learned that myself after initially heading down to the aura passive increases, presuming it would be the best choice because I already had Anger, Wrath and Hatred at level 1.

How do i get anger wrath and hatred? Is this a skill gem?


Yep they're gems, Wrath you get toward the end of Act 1 in normal. I heavily suggest though, you make another character or two, if you want the buffs, otherwise you'll have to either trade for them or get lucky and see them drop.

You have a choice between Wrath and Clarity, both are great for you, hence why I suggest you create another character. I ran with Wrath, Hatred and Clarity from relatively the start (about level 10) as my mana could handle the three running together.

Don't get me wrong, they're not super important, Clarity is, you should definitely pick that up over any other aura, just because the other aura's will have a short range regardless (unless you spec into the passives early on) which can lead to death if you're inclined to try and keep in range of your summons, so that they benefit.

In short: Pick Clarity, if you want the others, make new characters, save up the alch's or get lucky with drops (and actually manage to pick them up and not have someone in your party do so).
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Vixan19 wrote:
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Gubert wrote:
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Vixan19 wrote:
Summon skeletons can be tedious to spam click, especially in the midst of raising zombies and specters. Until you get spell totem at 31 (if you can afford it, it's a quest reward in cruel act 2) there's nothing you can do about it.

Frankly I think it's not awfully bad. I'm a pure level 33 necromancer and run with Anger, Wrath and Clarity. The only thing I have to cast for the time being is enfeeble when I'm not busy animating the dead.

Just make sure to build like this ASAP or you'll struggle early on. I learned that myself after initially heading down to the aura passive increases, presuming it would be the best choice because I already had Anger, Wrath and Hatred at level 1.

How do i get anger wrath and hatred? Is this a skill gem?


Yep they're gems, Wrath you get toward the end of Act 1 in normal. I heavily suggest though, you make another character or two, if you want the buffs, otherwise you'll have to either trade for them or get lucky and see them drop.

You have a choice between Wrath and Clarity, both are great for you, hence why I suggest you create another character. I ran with Wrath, Hatred and Clarity from relatively the start (about level 10) as my mana could handle the three running together.

Don't get me wrong, they're not super important, Clarity is, you should definitely pick that up over any other aura, just because the other aura's will have a short range regardless (unless you spec into the passives early on) which can lead to death if you're inclined to try and keep in range of your summons, so that they benefit.

In short: Pick Clarity, if you want the others, make new characters, save up the alch's or get lucky with drops (and actually manage to pick them up and not have someone in your party do so).
ok thanks man, but i can have only 8 skills hotkeys right? Will they fix this some time?
IGN gubert
Why is clarity so important? They make no diff on the minions right?
IGN gubert
Can someone answer please
IGN gubert
Cause of the mana costs, it raises ur mana regen flat so all 20/40% mana regen nodes will bost ur regen alot more. For example my hc witch has 49 mana regen /sec without clarity when i activate it i have 96 manaregen/sec what is worthing alot more then the mana it reserve.
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xXSaithXx wrote:
Cause of the mana costs, it raises ur mana regen flat so all 20/40% mana regen nodes will bost ur regen alot more. For example my hc witch has 49 mana regen /sec without clarity when i activate it i have 96 manaregen/sec what is worthing alot more then the mana it reserve.
thanks man... Thats someing i still dont get, what is mana reserve lol, like i have 300 mana so when i use wrath for example i stay with 250 mana if it has 50 mana reserve?
IGN gubert
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Gubert wrote:
ok thanks man, but i can have only 8 skills hotkeys right? Will they fix this some time?

Well, that's actually a mechanic of the game, I would say. Limiting the maximum amount of skills you can carry. You'll notice many games do that: GuildWars, GW2, The Secret World, I'm sure there's others. The point is, limiting you to a "small" amount of skills creates interesting choices for you.
I'm currently making a summoner myself, much like the guide which can be found here. The skills I use are: Arc, Summon Zombie, Summon Skeletons-Spell Totem, Conductivity, Wrath and Clarity. That's only 6 spells, so I actually have room for more, just haven't found a Summon Specter gem yet.

TL;DR: I do not think this will be "fixed", as it's not a bug but a feature :)

As for mana reserved: Basically, to keep the auras up, you have to dedicate some of your mental energy to them. Clarity reserves a crap ton of mana, so you might even end up with less than half of your mana left available for your spells - but clarity's mana regeneration should more than make up for that. My 2 auras reserve like 300+ mana, but I have more than 800 mana thanks to the Eldritch Battery passive (converts all your energy shield to mana) so I'm more than fine.

TL;DR: think of mana reserved as a thing that lowers your maximum mana while the aura is active.
Mew~

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