Borje's reply is spot on. But I've made a summoner with max block recently and he did fine. The point is - a summoner is such a safe character that you can't really go wrong as long as you have maxed Raise Skeleton and Skeletal Mastery.and what about character point allocation for this build? mostly strength and vitality, right? no energy, no dexterity...?
I found that getting a sorceress' staff with teleport charges on it works so much better than sacrificing the amulet slot for that function. They can be shopped starting in Normal, Act III from Ormus. At lower levels, switching away from your wand and necro head will kill off some skellies instantly, but once you are at the higher levels (as per your post), it take significantly more time before the loss of RS skills kicks in and offs some of your skellies. This allows me to switch, tele, the switch back without any loss of my raised army.I do use a nice tele ammy (25 charges, mana, life, resists, but no skills) to get by. Really made the maggot lair and sanctuary a lot easier because I could tele through or just onto something and CE the rest.
This is very true - CE does not ramp up at the same scale as the monster's hit points when changing players. But it is still deals significant damage - I've found that if you wait for a few corpse to accumulate (instead of bombing the first one), you can spam the 2+ corpses and start the ball rollin'! This is one of the reasons why I prefer to max RSM, as they do significant elemental damage when you've got 11 or so standing with you - get those first few knocked down quicker!Unfortunately, I have found that he works best in single player, as amp+CE instantly kills most monsters, but as the players get highers, CE really loses out a lot.....
interesting to note about CE...Also, what's the point of going over 20 for RS and SM? Not being sassy, just wondering since i'm a fishymancer noob.Man, this necro pwns. I just got into hell at level 72 and with level 32 RS, 34 SM, and 26 CE, just tears stuff apart. Only thing that takes long is bosses because I haven't bothered to put a guillames on my merc yet. I use insight to just spam CE to make these chains to kill so fast. I do use a nice tele ammy (25 charges, mana, life, resists, but no skills) to get by. Really made the maggot lair and sanctuary a lot easier because I could tele through or just onto something and CE the rest.
Unfortunately, I have found that he works best in single player, as amp+CE instantly kills most monsters, but as the players get highers, CE really loses out a lot.....
I did a fun little test while my fish was still kickin...Try running it through the handy-dandy Necro Pet Calculator:
http://tph.tuwien.ac.at/~gottwald/necro_pet_calculator.html
Only 20 in Raise Skeleton + 20 Skeleton Mastery = 125 avg damage per Skeleton Warrior hit
30 in RS + 30 SM = 310 avg damage per hit for example. +10 skill points made a huge difference in their damage (and also large gains in their life). These bonuses that skeletons get only get larger and larger with the more +skills and other bonuses you stack on them (like Might aura from Might Merc, Fanaticism, Concentration, etc.). With enough +skills and bonuses on your skeletons, they become absolute beasts. Without enough +skills, they're another supplementary form of damage to CE.