Just made my first Char in over 7 years, fishymancer! ifra

Pryme

Diabloii.Net Member
Just made my first Char in over 7 years, fishymancer!

Is there anything about 1.11 that I should know?

I am planning out:

20 skele mastery
20 raise skele
20 skele mage

and a bunch of 1's in curses/etc. to round it out (clay golem/decryp/amp damage/etc)

Can fishymancers still run hell?

Thanks in advance!
 

Hey

Diablo: IncGamers Member
Oh yes, easily. A naked fishy can run hell no prob. One tip, STAY BEHIND YOUR MONSTERS lol.
 

DTtheBlackMage

Diabloii.Net Member
summoner makes summons only don't really do much but stand there

fishymancers have skelles mages are useless in hell seriously they really are mine always die i take poisons with me to ubers but thats about it even with mercs conviction my mages only good for physical immunes or ubers
 

Eilo Rytyj

Diabloii.Net Member
A Summoner Necro is basically a Fishymancer - It's called "Fishy" after Nightfish, the dude who wrote the awesome definitive guide to Summone Necromancers.

Your average cookie-cutter Fishy or Summoner (whatever you want to call it) uses maxed Raise Skeleton, Raise Skeleton Mages and Skeleton Mastery as an army, along with maxed Corpse Explosion to deal massive AoE damage. You use Amplify Damage primarily as your curse-of-choice, with Decrepify used for boss fights and Dim Vision in areas with dangerous ranged enemies. A Clay Golem or Iron Golem is also used for their utilities to the army as a whole

BTW having maxed Mages is best, a Fishy's power comes from the overall size of his army, CE and proper use of curses. A fishy with only 1 in Mages isn't taking full advantage of his summons.
 

ReiperXHC

Diabloii.Net Member
There are no maxing mages in NightFish's summoner. He doesn't max mages (and never uses them) as they get in the way and actually slow you down. No reason to max these...put extra points either to bone wall (to beef up your bone armor if you play HC) or revives...to have more...or whatever you want...mages are fine too if you want to use them. Just pointing out that maxing mages goes against what "fishy" states in his guides.

I assume that you last played in .09? (7 years)

In that case a few things of note. Mages do suck. 1 point there will be perfectly fine.

Fishy build does this.

20 Skeleton
20 Skeleton Mastry
and
20 CE (Corpse Explosion) maxing it is for radius effect.

You won't be able to do very well in Hell at high "players" levels. But at players/1 you will be able to dominate.

Amp everything and as soon as the first monster drops, CE the rest. Huge groups of monsters taken down in seconds.

Just a regular skelliemancer would have maxed mages, but your killing will be slower. The reason "fish" doesn't like mages is mostly because they get in the way in tombs and such where there are doors. A mage will block the door so your powerhouse skeleton warriors won't be able to go in and do their jobs.

Go to the Strategy Compendium, Nightfish's guide is there.

Good luck

-Reip
 

UberB

Diabloii.Net Member
Watch out for Normal Diablo. And if you last played in 1.09, 1.10 has introduced synergies (if you put points in one skill they increase the power of another). If you do opt to go for bone armor, put one point into and put the rest into a synergy (bone prison or bone wall). They give more damage absorption than bone armor itself and don't raise the mana cost.
 

Pryme

Diabloii.Net Member
Whew!

1.11 is soo different from what I remember!

Hephisto is no longer a royal pain!

Anyways, I am level 82 now, beat hell level, but I still have YET to find any really good items/runes that I keep reading about!

How long does it take to find a piece of Trangs????

I found a couple good wands... lich wand unique (don't remember the name) is what I'm using now, pretty decent.

Also, what should I put my skill points in now? I have 20 skele mastery, 20 raise skele, 20 corpse exploision, and a lot of 1's in golems (all of them but fire) and in curses (to get decrypt).

Thanks!
 

Pryme

Diabloii.Net Member
Oh yeah, I put 1 in skele mages (not 20) and I am on US West ladder!

Any advice on where to put unspent points, or items would be appreciated!

Thanks!
 

maiku

Diabloii.Net Member
To find items, run areas where your Fishymancer can dominate. I've been taking my Fishymancer through Hell Pits (in Tamoe Highland), Canyon (packs of enemies become bombs when I use CE there...it's just amazing to see 1-2 CEs flatten everything), Tombs, and certain areas in NM like Travincal and Eldritch/Shenk. These guys too can be run in Hell, although Shenk and Eldritch only occasionally drop good items. I remember getting an Arm of King Leoric wand from Hell Eldritch last ladder.

First, switch to a "summoning setup" where you can amass lots of +skills, a good wand for summoning (like Arm of King Leoric or a rare/magic wand w/ +3 RS and +2-3 summon skills), and once your army is fully raised, switch to a MF setup such as Ali Baba, Gull Dagger, "Rhyme" or "Splendor" shrunken head, etc. on main. Load your Merc up with some MF items like Stealskull and a powerful polearm. From there, Amp and CE your way to riches. Skeletons and Merc will provide you a few bodies and after that you should be good.

Skeleton Magi seem to work a lot better when you have an "Infinity" polearm on your Merc or if you use Lower Resist a lot. If not, you may not want to use them unless you want like 20-30 summons running around. I'm just using skeleton warriors + Fire Golem (to attract enemies) + Merc on mine, and with CE + Amp everything dies. I haven't needed mages.

BTW, welcome to West. I play on West ladder. If I can be of help or something, just PM me here on the board. I'll be on a little this weekend.
 

NumtyDoo

Diabloii.Net Member
I don't know why you wouldn't max mages. I have a lvl 92 "fishy" and I find that an extra 5k a second of elemental damage is very helpful. Granted, I do use enigma to keep skellies in line so mages don't block doors and such, but I tend to run open areas more, better for CE and summon army.

I thought about doing bone armor instead of mages, but with 12-15 skellies and 15-19 revives, do you really need a couple hundred point bone armor, or would you rather have 5k more elemental damage, and 12-15 more meat sheilds. While not as strong as reg skellies, they still have more life than you, allows you to retreat when your whole front line dies instantly from IM.

Not to mention for doing things like DClone and Ubers, poison mages give you like 10 minutes of prevent monster regen so you have time to remake your army and come back if needed. Cold mages slow bosses very well, add that to decrep and clay golem and you have max slow.

Based on my experience with this type of necro, (was making them before I knew they were "fishy") in my opinion there is no better way to spend the extra skill points than on mages for the simple reason that everything else on the necro is 1 point wonders.

1 point in revive gets you 15-19 of em, you will find it is hard to keep that many active. Clay golem and golem mastery give you a 9k life golem with just 1 point in each, if he dies recast him, mana is cheap. Curses, if it wears off, recast it. If the mob is huge, cast it twice. Why waste points here for another yard or an extra second.

PnB skills, spear, spirit, nova, etc, in my opinion, are not effective unless fully synergized, so no point in starting these with a "fishy". Anyway, that is my two cents.
 

maiku

Diabloii.Net Member
Definitely not a waste of points if you do max mages. I just find I haven't needed them yet.
 

dcrunk

Diabloii.Net Member
max master, warriors, and CE, might as well make your mages stronger...great subject. I had the same problem with my necro a couple months ago.
 
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