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?
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?