Revive
From Diablo Wiki
| Revive | |
|---|---|
| Resurrects a monster to fight for you. | |
| Class | Necromancer |
| Skill Tree | Summoning Spells |
| Level | 30 |
| Prerequisites | Raise Skeleton, Raise Skeletal Mage, Clay Golem, Blood Golem, Iron Golem |
| Damage Type | Physical |
| Mana Cost | 45 |
| Other Stats | |
| Synergies | Skeleton Mastery, Summon Resist |
- Active Effect : Resurrects a monster to fight for you.
- Required Level : 30
- Prerequisites : Raise Skeleton, Raise Skeletal Mage, Clay Golem, Blood Golem, Iron Golem
- Gives synergy to : None
- Receives synergy from :
[edit] Usage
The Revive skill allows the Necromancer to resurrect a slain monster to fight for his cause. The monster is a shadowy version of what it was before death, but has been brought back stronger than it was before with double the Life. It only lasts for three minutes before it drops to the ground again, so it cannot serve indefinitely.
Quickly the monsters will find themselves outnumbered as you raise more and more Monsters during the battle to use against them. You can increase the Monster Hit Points and damage of Revived Monsters by putting points into Skeleton Mastery, and increase their resistances with Summon Resist.
Revived Monsters will do their normal and skilled attacks but they will not raise other monsters. Some monsters have special attacks such as Lightning, Fire Balls, Meteors, Blizzards, and more. Once you convert these Monsters, they will use their special attacks against their former friends.
Revived Monsters will pick up any Auras or any other party friendly spells, which will further increase their power.
One thing the player may notice about Revived Monsters is that they may not be as "smart" as your other Minions. While you now have control of these Revived Monsters, they still retain much of their original thoughts and tendencies. So a Revived Monster is somewhat different from your minions in that they sort of have their own will but fight on your side. You will have to take extra care when moving Revived Monsters around. You can create new Revived Monsters to replace those that have headed off on their own path. You'll find that their abilities in battle will more than outweigh their stupidity in following your commands.
The player cannot revive Bosses, Super Unique monsters, Leapers, Undead Magi, and some other monsters. You will know which monster cannot be revived if you are unable to select their corpse when attempting to cast Revive.
Revived Monsters will often "disappear" when you get too far away from them. Generally it's a good idea to keep them on the Automap. Watch your Automap and if you notice they are getting too far away or disappearing from the Automap, stop and wait for them. Sometimes you have no choice but to leave them behind, but other times you can slow yourself down allowing them to keep up. An instant revive-collecting solution would be to cast a Town Portal and come back through it again, effectively teleporting all your revives to you. If you notice big chunks of Revived Monsters disappearing, this usually means you got too far away from them to command them. Also keep in mind that Revived Monsters also disappear after 3 minutes.
If you do not like what monsters are available to Revive in a area you are playing in, go to another area and get the monsters you like, then take them to the new area. This is really helpful especially when taking on Bosses or when certain monsters would be very good against other types of monsters.
Figure out what Monsters are the best to Revive for the situation. In cases where it may be difficult to lead a group of ground based Revived Monsters around (Arcane Sanctuary, River of Flame), choose flying monsters to Revive such as Wraiths and Finger Magi. Some monsters are really great to have such as Abyss Knights, Willowisps, so you might want to pick them (or whatever your favorite is) over other monsters. Making good decisions about which Monsters to Revive can be really helpful.
Before spending many points in Revive or maxing it out (at 20), take a look at how many Revived you can support at a time. Try an additional point, see if you can keep your Revived at max while you're playing. If you're unable to keep the maximum number of Revived active, don't spend any more points. For each point in Revive you're only being allowed to create 1 additional monster so unless you are always at max, placing additional points in Revive is not worth it.
[edit] History
The ultimate goal of a Priest of Rathma is the perfect reanimation and control of a dead creature, maintaining the purity and properties of its body while releasing its soul to allow the Necromancer full control. When a Necromancer at long last gains this ability, he can truly claim mastery of the Great Cycle of Being.
[edit] Skill Progression
Mana Cost: 45
Hit Points: 200% Original
Duration: 180 seconds
| Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Number of Monsters | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 |
| Level | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 25 |
|---|---|---|---|---|---|---|---|---|---|---|
| Number of Monsters | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 25 |
| Necromancer Skills |
|---|
| Summoning Spells — Raise Skeleton • Skeleton Mastery • Clay Golem • Golem Mastery • Raise Skeletal Mage • Blood Golem • Summon Resist • Iron Golem • Fire Golem • Revive Poison and Bone Spells — Teeth • Bone Armor • Poison Dagger • Corpse Explosion • Bone Wall • Poison Explosion • Bone Spear • Bone Prison • Poison Nova • Bone Spirit Curses — Amplify Damage • Dim Vision • Weaken • Iron Maiden • Terror • Confuse • Life Tap • Attract • Decrepify • Lower Resist |

