
It also would receive synergies from each of the Ultimate Skills: Increase Movement speed 20 percent movement speedĪdds a flat magic damage bonus (10-20, +3-5 per skill level) + percentage bonus (40%) based on total strength (for build scaling) flat damage increases by a percentage per base point (15%) Increase Attack Rating by 100 percent/10 percent per base point This would be a death devotion skill that would summon an invulnerable unit that has an aura (reanimate only) that does the following: Level 30 Necromancer Skill: Essence of Wrath So with that in mind, let us go into the rework ideas:Ī. texture pool ) this is generally what will cause the lags." If ressources are not managed correctly ( i.e. Read/Write ( more read than write ) on a graphic card is slow. "Sounds generally operates in a separate thread, so not supposed to affect your gameplay ( turning off sound in game settings may help ,which can desactivate the sound system itself and give back some proc to the game engine ). It was a problem with the build, and I understand why the changes were done.Įdit: I learned that this is not quite true. People used to note the lag that this build brings, and I or others told them that turning the sound off helped. When I used to play with people with this build. With about 20-50 units with the two totems' aura effects, that generated a lot of lag. You see, each entity (units, sounds, and even auras) counts near equally for lag. This doesn't affect damage, but it does affect quality of life. Lag - The reason of the nerfed Reanimate chance was this. Even with the Death's Fury Totem and Howling Totems of yesteryear, reanimates would be too few to do meaningful damage alone.ĥ. Nerfed Reanimate Chance - There were a few passes in Median 2017 - Sigma that nerfed the reanimate chances and procs. In Pre-Sigma, a few Hidden Crafts, Devil's Fang Totem with Pestilence, and some SUs were enough to have decent clear speed. This means potentially low clear speed, which can feel awful mid-late game. Sometimes Low Movement Speed of Monsters - Some Monsters do not have this problem, but other monsters, such as Skeletons (the main reanimate pre-Sigma) have low movement speed and low aggro. The pseudo-means was to get a specific monster type to reduce the defense (Alpha Centaurs and Rust Monsters, for example).ģ. It was to where you would optimally hybrid with crossbow/carnage to kill monsters and bosses. Less Attack Rating means less damage, especially against bosses.

Low Attack Rating - Even with the Reanimators of the past, their was no way to increase the attack rating of the reanimates. Death's Fury Totem (Along with the Spell Damage increase of the Skeletal Flayers) and the crushing blow of Howling Totem was the means that the Necromancer Reanimator was able to revert this.Ģ. Because of this, enhanced weapon damage does little except to the high damage reanimates. Low Base Damage - This one is obvious, as the ratio of monster health to player health mid to late game gets quite massive.

I've been thinking about doing a post like this for at least a few seasons.īut before I go into the problems, let us address the problems of reanimates as damage:ġ.
#DIABLO 2 MEDIAN XL ULTIMATIVE LAG PATCH#
This was my favorite build of any ARPG, and i was (am) sad to see it go in Sigma, when Death's Fury Totem and Howling Totem no longer affected non-Undead units (and the removal of them in the patch after), as well as the removal of Devil's Fang Totem on the TU Demon Head (which I admit never belonged on it, more on this later though). I was an avid Reanimator Necromancer player back in late Ultimative/Median 2017.
