Google the Arreat Summit, it's an official blizzard site that shows you all the uniques, spells, maps, etc.
Be careful about taking suggestions outside of Nightfish's summoner guide as "the norm" or how the summoner "should" be played. You'll see a lot of personal preferences passed off as if they're what everybody does or should do. Most of those preferences are arguable, to say the least. Some are also very good, but reflective of personal play styles or outlooks or even equipment levels that you may not have.
You don't need any more than one point in anything golem related, and you don't even need any golem but the clay. You should get a single point in golem mastery for its synergy with whatever golems you do choose to get. Not getting at least one point in summon resist would be bad. You don't really need every curse, but you do need amp, decrepify and the prerequisites necessary to get there, and will almost certainly want dim vision. You don't need anything in bone and poison skills except teeth and corpse explosion.
You should max raise skeleton, skeleton mastery, and corpse explosion, and in that order, as soon as possible. Side trips for clay golem, golem mastery, and amplify damage should come very early if not immediately. A dash to decrepify isn't necessary immediately, but you will want it, if your level makes it possible, by the time you hit some of the tougher early bosses, like Duriel or Diablo. Summon resist is also extremely handy.
But don't put aside working on your skeletons for long to get other skills; they are your main asset as a summoner arguably forever and certainly for a very long time, and if they aren't strong, you aren't strong.
The build is flexible in the long run, but a bit tight at first, because those detours into curses and everything but skeletons, even the two points necessary to get CE, slow you down. After your basic build of maxed RS, SM, and CE is done, your important curses should be out of the way too, and that's when you'll see the build's flexibility, not before. It is very easy to wander off choosing this or that skill at first and trying to come back to skeletons or the important curses later, and you see a lot of people on this forum wondering why doing that made their build weak for a while. (Happened to me, too.)
So despite the versatility of this build and the flexibility you have to play with it once the core skills are maxed, you really need to stick to the core build and hold back the desire to do your exploring of the Fishy's other talents until those core skills are maxed. Flexibility later does not mean flexibility early. Play later; work first. You have enough things like curses and golems and CE diverting him from his main strength already.
Be careful about taking suggestions outside of Nightfish's summoner guide as "the norm" or how the summoner "should" be played. You'll see a lot of personal preferences passed off as if they're what everybody does or should do. Most of those preferences are arguable, to say the least. Some are also very good, but reflective of personal play styles or outlooks or even equipment levels that you may not have.
You don't need any more than one point in anything golem related, and you don't even need any golem but the clay. You should get a single point in golem mastery for its synergy with whatever golems you do choose to get. Not getting at least one point in summon resist would be bad. You don't really need every curse, but you do need amp, decrepify and the prerequisites necessary to get there, and will almost certainly want dim vision. You don't need anything in bone and poison skills except teeth and corpse explosion.
You should max raise skeleton, skeleton mastery, and corpse explosion, and in that order, as soon as possible. Side trips for clay golem, golem mastery, and amplify damage should come very early if not immediately. A dash to decrepify isn't necessary immediately, but you will want it, if your level makes it possible, by the time you hit some of the tougher early bosses, like Duriel or Diablo. Summon resist is also extremely handy.
But don't put aside working on your skeletons for long to get other skills; they are your main asset as a summoner arguably forever and certainly for a very long time, and if they aren't strong, you aren't strong.
The build is flexible in the long run, but a bit tight at first, because those detours into curses and everything but skeletons, even the two points necessary to get CE, slow you down. After your basic build of maxed RS, SM, and CE is done, your important curses should be out of the way too, and that's when you'll see the build's flexibility, not before. It is very easy to wander off choosing this or that skill at first and trying to come back to skeletons or the important curses later, and you see a lot of people on this forum wondering why doing that made their build weak for a while. (Happened to me, too.)
So despite the versatility of this build and the flexibility you have to play with it once the core skills are maxed, you really need to stick to the core build and hold back the desire to do your exploring of the Fishy's other talents until those core skills are maxed. Flexibility later does not mean flexibility early. Play later; work first. You have enough things like curses and golems and CE diverting him from his main strength already.