First summoner, point distrubution

TwistedScratch

Diabloii.Net Member
First summoner, point distrubution

Hi! I've made my first hardcore char, and it's a summoner Necro.
I've maxed out the RS- and SM-skills, but now I have no idea on what to put skills on next. I have the curses down to decripify/lower resist, and I've put on the pres for revives.
Since I'm about to use this one for runs in hell and nightmare, I want to have a character who can take care of himself in hell, and that requires an elemental of some sort. And that means either poison nova/dagger or skeleton mages. What choise do you think?
Any comments are welcome. :thumbsup:
 

Socialism

Diabloii.Net Member
Read this. Staple: Max corpse explosion, then work on curses. 10++ into Dim Vision is your best friend in Gloam situations.

Summon necromancers can run the game blindfolded; you don't need an elemental skill. Promise.
 

TwistedScratch

Diabloii.Net Member
Ah, I've read that guide, it rocks! :tongue:

The problem I think I will encounter is the PI's, but they may not be such a problem as I fear? With one down I can easily use CE, but the problem is to actually kill one.
 

STINGER

Diabloii.Net Member
CE is 50/50 Fire/Phys If you cant remove its PI try LR it could do better damage.

Dont neglect Bone Armor, ever point of absorb it is is equvilant to that much more life if you maintain it. Put 1 in Armor and then boost its synergies. This is the biggest thing about the Fishymancer that BLOWS......20 CE is sooooooooooooooooooooooooooooooooo much over kill its stupid.

Dont believe me? Look at the death post it has a long list of Fishymancers on it!

GL HF.......Bone Armor FTW!
 

Socialism

Diabloii.Net Member
Amplify damage is -100 physical resistance; so pretty much anything that isn't stone skin + physically immune will have their immunity broken.

Hey Stinger, CTA Round #2 is up on the first page! Think you'll be in for this one? : )
 

STINGER

Diabloii.Net Member
still no LoD, just classic and I am only piddling around at that.....so I would have to say no.

PIs can be low resist to Fire in which case LR + CE would kill faster. For instance IIRC a Blood Lord that is PI you cant remove it with Amp, as he has 100% damage resist in hell base, but he only has 33 fire resistance. LR + Amp would do the job. there arent alot of cases like this, but it only takes one case to see deeds!
 

Deci

Diabloii.Net Member
Gah!

As this is your first HC summoner you may aswell put a few points in bone armor synergies but once you get to know the summoning side more you will need no _useless_ things such as lower resis or bone armor (nor it's synergies.)

Currently I have 87 summoner who has 99% untwinked items (I did mule perfect diamond one moment) with the basic point distribution 20 raise, 20 mastery, 20 ce, 20 mages (because everything else feels a waste at this point), 5 in amp, 1 in decrep + pre-reqs and some +skills items such as leoric, shako and rare +2 necro skills head which put the skellies/golem/CE to quite nice levels even though it's nowhere the max. With this setup however I haven't met more than one single monster which took longer than 5 minutes to break because indeed it happened to be some type of big guy with physical immunity and fire immunity in same package, even the monster wasn't really important so I could of had left him there. ^_^
CE is overkill when maxed? Sure it only makes the range higher but currently with around 26 lvl CE I kill whole rooms with no problems and I never even get to see the monsters, not to mention when I run wsk how useful long range CE is.. all I need is one gloamie dead and others far away fall with it.

With the deaths however if you saw what the reasons were (I only checked last 2 pages there)

#1 Trapped by succubi boss
#2 Not noticing how fast minions died to extra strong very fast Gargantuan beast
#3 Suicide because of ladder reset
#4 Rushing ahead of army with amp
#5 Not paying attention enough
#6 Girlfriend falling
#7 Lag

In few of the melee dying cases bone armor _could_ of had saved their lives but at lower levels not very high lvl absorb could of had been received to take the punches plus in hell even fallens hit hard so meh.. =]
 

Lord Penguin

Diabloii.Net Member
#6 Girlfriend falling
OMG. I loled irl. You can just imagine the thought proccess..

:scratch:
*looks back after loud noise*
(crap she fell.. and is teering up)
(damn.. can i save and exit or will i be doghoused for that)
(ugh but what if shes not looking or doesnt care.. then i just killed my char for nothing)
(sleeping in the car sucks though..)
*runs to gf*
:flowers:
 

STINGER

Diabloii.Net Member
5 could of been prevented with Bone Armor and maintaining it!

Cant help you if AFK or while suiciding and believe me, the Fishy has been around a very long time and that death thread has had a hell of allot more than 7 on the list. One of my favorite things I have done the 7+ years I have been part of this forum is read all the death certificates they can teach you a few things.

If Bone Armor saves you ONCE then its worth it, this is Hardcore and it only takes ONCE to make a difference.

Every single curse a Necro has can be put to good use and any Necro without 1 in all of them is a "lessor" build IMO.

One also cannot discredit the usefullness of a good Bonewall either unless they simply dont know what they are talking about.

Fishymancer is a noob build and it always has been.
 

Deci

Diabloii.Net Member
:]

The mages even though I always fight against the idea of getting them they end up being best choice for what to max next, they're alright meatshields who aid with cold and poison so monsters attack slower and do not regenerate health.
They also have 600~ life currently but even the skeles have only 850~ so they're pretty much as good not to mention the mages stay more with the necro as his private lifeguards as rest of the skeles head off to fight monsters ahead. They also help very nicely with doorways which I usually can't be bothered to use terror on or tele behind.

Even though I had this necro build with one point in armor/bonewall/cage/spear/spirit and with hoto, shako etc items that give nice amount of +skills even the spirit was dealing damage decently (300-350~) enough to help but untwinked with only few +skills don't make up for it so I end up putting mages maxed as 4th option.
 

STINGER

Diabloii.Net Member
Mages without Lower Resist working for them are little more than extra Lag and shattered bodies on death so you cant CE.
 

Deci

Diabloii.Net Member
Necromancer pet calculator

Thank you for a good answer :)
Can you see how much damage they deal? I can't see the damage, is it written somewhere?
I saw this calculator somewhere in some thread here and I hope it's allowed to post it :p

http://tph.tuwien.ac.at/~gottwald/necro_pet_calculator.html

Anyways if the calc is correct the damage currently my mages do are as follows;
Fire -> 255 average
Cold -> 147 average
Lightning -> 220 average
Poison -> 21 average (450 seconds)

The hitpoints seems to be unusually high in the calculator but everything else seems to be correct.



 

Tai.

Diabloii.Net Member
I also find 20 CE excessive. I like 10 base and 1 base revive/skel mage. Allows your +skills to do a lot and saves you enough points to add 500 or so health to your armor.

Cheers
-Tai
 
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