Fishymancer w/ extra skill points

Mordeeth

Diabloii.Net Member
Fishymancer w/ extra skill points

Hi Guys/Gals

Well after many many many Baal runs with some buddies I am level 85...

I have 19 points saved up and not sure how good this idea is, but I was thinking about getting poison dagger, or poison nova. However, I am not sure which would be best. I guess it depends on which skill gets more damage due to the synergies. I think maybe PS would be more damaging, but I would be in more danger of getting close to a monster that is really dangerous...

On one hand I like the idea of being able to take down physical immune bad guys with a nasty little dagger, but I also like the idea of using poison nova too so that I don't have to get too close. I wonder though if PN can kill anything? Or maybe make a really big dent in the monster where my skellies and revives can finish the job?

Since a fishymancer doesn't really need alot of gear I thought it might be interesting...because I could find a balance between acceptable MF/Poison Damage/Summons...maybe?

My build is:

Summons
SM=20
RS=20
Mage=1
CG=1
Revive=1
BG=1
IC=1
FG=1

Poison&Bone
Teeth=1
CE=20

Curses
AmpD=1
DimV=1
Weak=1
Terror=1
Decrep=1
Conf=1
Attract=1

I might need Lower Resist on a physical immune mob, and then when he get low I would cast Amp damage for my army to take over...

What do you guys think?
 

mephiztophelez

Diabloii.Net Member
pumping dim-vision or amp is seldom a bad idea. amp should crack most phys immunes (except PI/stoneskin iirc)

or you might like to pump golem mastery a lil if the thought of a mana-golem appeals to you.

i don't think you have the skill points available to get a really good nova happening, but idk.
 

Hello Jim

Diabloii.Net Member
Putting more points in CG and GM is a good option for tanking bosses. And some people like putting more points in Magis (don't know why though).

You can pump Nova just so you'll have something to do while your army does the killing. It can help a bit because of the poisen effect

And also, will Lower resist increase the fire damage on CE?
 

NumtyDoo

Diabloii.Net Member
Mages are the only way to spend those extra points. (Assuming you have a form of tele to keep them in line as sometimes they will block skellie warriors in hallways and doors)

With bonus from conviction, my skellie mages average 11k (total, not each)damage a second. (assuming all fire/lightning mages 454-714 damage each without conviction)

Mages = more meat sheilds. Each skellie mage has 2k life before boost from BO or Oak sage, and heals 50 life every second.

Cold mage + clay golem + decrep = bosses so slow that they almost never attack.

A single poison Mage at high levels can stop boss regen (iirc) for 10 minutes in case you need time to resummon.

More than 1 point in curses is a waste, with +skills almost all curses will cover 3/4 of the screen.

Poison/bone skills are useless unless fully synergized, so no point in starting these if you can't max them and their synergies.

With 1 point in clay golem, golem mastery, and summon resist, my golem has 16k life and 70% resist all, not really any need to invest more points in any of these three.

If you are going fully untwinked, then I could see putting extra points in golem or dim vision, but if you plan on using some +skills items, then mages give the best bang for the buck.

Lower resist does boost CE. CE is 50% fire and 50% physical. So lower resist would give a 50% bonus to the 1/2 that is fire. But amp is better because it gives a 100% boost to the 1/2 that is physical. amp is better than lower resist when it comes to boosting CE.
 

AceAZA

Diabloii.Net Member
I would put 1 pt into bone armor and then 18pts into bone wall. If you do that you will have strong bone armor and will be able to tank hits and survive much longer.
Mages are weak, don't waste pts there.
 

NumtyDoo

Diabloii.Net Member
eh? did you not read the last post?

Mages are weak? A single mage has more life than your necro even with his bone armor. (not to mention bone armor only blocks physical attacks, and doesn't get benefit from your damage reduction gear, and it seams to me that most serious damage in hell comes from elemental)

I do not see how a 200+ point bone armor (when my summoner never gets hit anyway) is somehow better than 11k per second elemental damage, slow bosses, prevent monster heal, and 34k of hit points worth of meat sheild?

Not trying to flame here, just want to see how you make that add up. Please elaborate.
 

AceAZA

Diabloii.Net Member
Your stats about Mage life and damage are false. sorry.

Link to Pet Life/Damage Calculator: http://tph.tuwien.ac.at/~gottwald/necro_pet_calculator.html

Even with Level 35 Mages with a Lvl 4 Boost from BO, none of them do more than 350 Average Damage, and none have more than 1.2K Life.

You can't group all of your summons together and say you have a "34k hit point meatshield", looking at all of your summons collectively completely distorts how effective they are.

If you use Lower Resist to make your Mages better, you are simply weakening your skeletons by not using Amp of Decrep.

Bone armor with a fully maxed bone wall will do much more than 200 pts of physical protection, recheck your facts.
 
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dahlian

Diabloii.Net Member
I agree with Skeleton Mages.

Conviction aura really beefs up those damages.

Mages may only do around 300 damage each but multiply that by 10+ and you have an extra 4.5k+ damage output which can really go up with conviction.

Not only that but the meat shield thing does apply if your teleporting around... your minions get hit most of the time. Mages would be worthy if you have 75% block.

Don't get me wrong maxxing your bone shield is great and all but Mages provide more advantages like NumtyDoo listed.

The life calculations seem a bit high though. I'd like to know how to get 16k life with fire golem. Even if mages didn't reach 1.2k life there are still 10+ of them which does add a good chunk of meat shielding with teleport. Bone Shield assumes you will be tanking, but with a skelemancer, I don't think that's his purpose.

Criticism welcome. I'm always up for learning new stuff.
 

NumtyDoo

Diabloii.Net Member
Ace, you are the one that needs to get your facts sorted.

That is the calculator that I used, I have lvl 45 Skellies/mastery/mage, not 35 (46 after CTA). I think, might be higher with preboost, can't remember.

The damage that I quoted as total damage was taking into account the negative enemy resist given by infinity. The damage and "meat shield" life that I listed was of mages only (not of total summons) and was without a BO boost.

The 200+ bone armor I mentioned, which you so kindly stated I need to check my facts on, was based on the "18 in bone wall synergy" build that you suggested. That comes out to 270 I believe, last time I checked 270 is in the 200+ catagory.

Ace, who in the world is talking about using lower resist to help mage damage? I suggest that you read the full post before making comments. The refrence to lower resist was in response to a question about LR boosting CE, even then I mentioned amp being better. You would never use lower over amp for skellies, especially when using infinity.

You misquoted, misread, and miscalculated everything in your post. I understand that we all make mistakes in calculations, not flaming you on that, but please read the posts and understand them before you make comments to dispute them.

I would still like for you to explain how a 200+ (270 if it makes you happy) bone armor is better than 11k damage per second and 34k total hit point meat sheild. We are all entitled to our opinions, but please back your posts with some useful information.

16k life was with Clay golem. I have 17 mages by the way.

Peace.
 

Mordeeth

Diabloii.Net Member
One thing that bothers me about Mages is when the cold mages freeze a mob and I can't CE it. Thoughts?

It looks apparent that I should pump up mages. Thanks for the help I appreciate it very much.
 

NumtyDoo

Diabloii.Net Member
I usually de-summon the cold mages unless boss running, then I just leave 1, same with poison. The fire and lightning ones are the ones that do the most damage, and are what I based my calculations off of.
 
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