Marrow walks in 1.11

dagecko

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Just seeing if anyone knows if the Marrow bug is still working in 1.11? Thanks.
 

dagecko

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Dam...OKay thanks.

Well, that leaves me to ask this...

I'm making a hc pvm summoner necro and have maxed skellie mastery and skellies. I have 1 skill point in teeth, amp, corpse explosion, clay golem--->fire golem, golem mastery, summon resist, skellie mage, revive and bone armor. With my gear I have +7 bonus to summons and about +5 to other skills. My char is level 52 or so right now. I'm trying to decide whether I should put the rest of the skill points as I level in bone spear and bone wall, go poison, or just put points into the summon tree. Any suggestions? Is maxing Skellie mage worth it? They seem to be pretty wimpy and get cut down relatively fast.

I was hoping the Marrow walks would give me the bonus needed if I went bone spear...but it seems now bone spear will be pretty wimpy for this build. Any suggestions would be great. Thanks.
 

Zerglite

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IT CLEARLY STATED IT IN THE

>show effects of patch button

WHEN IT CAME OUT
 

Johnny

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dagecko said:
Dam...OKay thanks.

Well, that leaves me to ask this...

I'm making a hc pvm summoner necro and have maxed skellie mastery and skellies. I have 1 skill point in teeth, amp, corpse explosion, clay golem--->fire golem, golem mastery, summon resist, skellie mage, revive and bone armor. With my gear I have +7 bonus to summons and about +5 to other skills. My char is level 52 or so right now. I'm trying to decide whether I should put the rest of the skill points as I level in bone spear and bone wall, go poison, or just put points into the summon tree. Any suggestions? Is maxing Skellie mage worth it? They seem to be pretty wimpy and get cut down relatively fast.

I was hoping the Marrow walks would give me the bonus needed if I went bone spear...but it seems now bone spear will be pretty wimpy for this build. Any suggestions would be great. Thanks.

max revives and corpse explosion, then go for bone armor/wall/summon resist if they need it
 

FWI

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deaddragon said:
how do u guys know they patched it tho? just wondering
When people who made necromancers who were based on the marrow bug in 1.10 were screwed when 1.11 came out.

I couldn't have been the only one to see a dramatic loss of necromancers in pk games for the first few weeks. Only the few real players who made them without the bug didn't have to remake their high level characters.
 

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