Best Summoner/Merc/Golem combo for Hardcore?

Riadin

Diabloii.Net Member
Best Summoner/Merc/Golem combo for Hardcore?

G'day
I would like to get forum members feedback on what they thought would be the best golem/merc for a summoner specifically for Hell hardcore.
I have pretty much decided on a might or blessed aim A2 merc but I like all the golems and wondered if there was a good combo for hell.
As I am a new to necro's and have never played one in hell some tips would be appreciated.
And thank you all who responded to "best wand" post
My skelliemancer just hit clvl70 in HC
Cheers
Ian
 

GrimJackGutShankz

Diabloii.Net Member
Riadin said:
G'day
I would like to get forum members feedback on what they thought would be the best golem/merc for a summoner specifically for Hell hardcore.
I have pretty much decided on a might or blessed aim A2 merc but I like all the golems and wondered if there was a good combo for hell.
As I am a new to necro's and have never played one in hell some tips would be appreciated.
And thank you all who responded to "best wand" post
My skelliemancer just hit clvl70 in HC
Cheers
Ian
Best would be Clay golem, with a might merc.

GG
 

Graily

Diabloii.Net Member
Making a Golem Last?

I've tried making Golems out of armour with %improved defence, with damage reduction, with magic damage reduction, etc - but they never last.

Sometimes they just evaporate - I'll be running the River of Flame, and the Golem gets stuck in a corner or something.

Sometimes they die too easily - even with Summon Resist turned up high, I have not yet had a Golem last against Diablo. One or two strikes of the lightning and fire, and the Golem is gone. My Rogue merc lasts better.

So now I just look for "awesome damage" weapons like heavily lightning enchanted throwing knives (from Elzix, or Malah, mainly), and cope with the fact that Golems don't last.

So in addition to which Golem is best, how do you make them last? (Right now I don't have the option of getting a might aura merc - I keep getting PKed in the Throne of Destruction during Normal difficulty)
 

Phaeax

Diabloii.Net Member
Might aura adds to the damage of all of your minions, making them kill faster. AR is typically not a problem with skeletons, so I'd skip on the Blessed Aim.

The Clay Golem slows monsters when he hits them, which helps to keep things from killing you and your skeletons. It's specifically useful on bosses where you can just cast the golem right on top of them. Damage is pretty pathetic for all of the golems, so it's not much use to pick a golem for damage.
 

Myrakh-2

Diabloii.Net Member
Might merc is THE standard for anyone using skeletons.

Clay is pretty much the 90% standard --- cheap, lasts basically forever, and the slow is useful.

He'll "last" automatically as you add +skills --- 1 point in clay, mastery and summon resist is enough: my own clay, with +12 in the summoning tree, has more than 5k life, and only needs to be recast because I use him as punchball --- if I cast him in the middle of Listers pack he takes quite a beating, and sometimes even pindle and his boys can turn him red. Same for other hard-hitting creeps --- fanatism spectral hit stonekin frenzytaurs, clay as punchball --- might turn him red.

Against diablo clone, he doesn't last incredibly long, but it's enough --- not much else I have to do there anyway.
 
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