hackedagainanda
Diabloii.Net Member
The slow is great when combined with decrepify but, the conviction aura and huge damage boost are also nice.
What are your thoughts SPF?
What are your thoughts SPF?
Only if the clay golem attacks or is attacked. To ensure that, the necro needs Enigma in order to place and sync the minions right before the act boss (or cast TP right before the enemy and go through it back and forth). That would be another 2 HRs in addition to those two for Infinity. However, runes usually aren't as abundant in SP as they are on bnet, so I would hesitate a bit to give that runeword to a skelemancer mercs rather than one of a sorc or javazon.Clay + Decrepify is enough to slow them to a crawl already.
Since 1.13 this is debateable, because in SP Lower Kurast and Travincal can be run at a speed that would quickly result in temporary bans online. It's also much quicker, easier and more reliable to transfer an item between characters in SP using ATMA or GoMule, so one Infinity polearm could serve multiple characters unless you change between them on too a regular basis.However, runes usually aren't as abundant in SP as they are on bnet, so I would hesitate a bit to give that runeword to a skelemancer mercs rather than one of a sorc or javazon.
True, but Level 12 Conviction Aura When Equipped also applies Fire Resist -85% and Corpse Explosion converts 50% of its damage to fire, so improving Necroskeleton chance to hit certainly isn't the only (or even the main) reason for your mercenary to equip an Infinity polearm. It also has 40% Chance of Crushing Blow to apply to Act bosses, whereas Kelpie Snare's Slows Target 75% is always partially redundant against them, and always redundant if a Clay Golem is summoned...Besides, the quickest way to kill in hell is to produce 1-3 corpses and then cast CE until everything is dead, so I wouldn't put too much emphasis on the killing effectivity of the skeletons when not fighting tough monsters, like Diablo and Baal.
Clay Golem also applies Slows Target, and since it's a separate source it doesn't stack with any applied by your mercenary. ST has a 50% ceiling against Champion, Unique, Super Unique and boss monsters so level > 10 (51%) is redundant against them; in fact, when combined with Decrepify (50%), level > 5 (37%) is usually redundant since attack speed has a 15% (-85%) floor.Yes, that might work, but I'm not sure. Anyway, a Kelpie Snare slows by 75%, a value which even a L50 clay golem won't reach.
Whatever, the Kelpie Snare effect doesn't stack with both decrep and the clay golem AFAIK. It probably cancels out with the golem, else the necro could cast amp instead and let the golem + Kelpie snare do the slowing.