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modified skellomancer with equip advice needed. come take a look d

Discussion in 'Necromancer' started by JohnsonHoward, Mar 13, 2004.

  1. JohnsonHoward

    JohnsonHoward IncGamers Member

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    modified skellomancer with equip advice needed. come take a look

    well
    the built is an offensive summoner built:

    20 skellys
    20 skelly mastery
    20 clay golem
    20 golem mastery
    1 point into rest summon skill
    1 point to CE
    1 point to AMP
    1 point to decripify

    that gives me completed skill placement around lvl 85

    stats:
    0 str
    0 dex
    450 vita
    0 energy
    this gives me around 1.4k life

    equip:
    shako
    28 mara
    skin of viper 35
    2 rings with str/resist/fcr/mf
    up'd lymfo unique demonhide sash
    arm of kings + homonculus ( pdimond)
    bloodfist glove
    cow king's boots

    that gives me 32 in skelly skills

    this entire built owns every run in hell. 12 skelly, 1 clay golem that has 10k life, 1 might merc with doom/coh... BUT THERE IS A PROBLEM.

    SHOULD I SWITCH MY WEP TO 'BEAST' RUNE WORD???? LVL9 fanta makes a lot differences in hell.

    hope any of u that has expertees can help me with this. thx a lot

    howie
     
  2. Mad Mantis

    Mad Mantis D2/3 Necromancer & Witch Doctor Moderator

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    Beast would help you out. It is great for a Frontline General.

    But why did you Max Clay/GM when you could have gotten a strong CE and BA?
     
  3. JohnsonHoward

    JohnsonHoward IncGamers Member

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    hm, i actually had thought about gettin' BA instead of GM. but i've tested it and found out that when my Golem is takin' a lot of dmg among the monsters when i cast it right in front of the flock and nothing's really hittin' me.
    now the golem's hp is approachin' 16k, with very high resist. it hardly die and it slows down whatever it hits. so... i choosed GM over BA. i am not lettin' anything hit me at all if i have a good meat shield and merc kills for me. CE is really not a problem for me. i can always cast again and again on the bodies. the only problem i am havin' now is the darksoul/knight monster-combo. the decrp and lightin' kills my merc fast. my skelly's and golems have no problem but once my merc is dead i've lost my 2nd commander because he has the "mighty" might skill that boosts the overall dmg. that's why i am consideri'n to get beast and summon charms for replacement. so i wont lose the skelly mastery/life/dmg and also get fanta bonus. but by doin' that i will hav to scrifice my mf charms. oh yeah, this is a pure mf summon nec. a decent one i think.
    the built is slightly different from what i've seen and i think it works better too. if u wanna build a summon nec. try this one. its easy and fun.
    howie
     
  4. Mad Mantis

    Mad Mantis D2/3 Necromancer & Witch Doctor Moderator

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    If you put some points in DV then the Souls will not bother you anymore.
     
  5. JohnsonHoward

    JohnsonHoward IncGamers Member

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    really! that's a new thing to me. thx for the advice. :D

    oh and, i think i am makin' the beast

    howie
     
  6. JohnsonHoward

    JohnsonHoward IncGamers Member

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    i've tested the beast. it's awesome.
    the conclusion i came up was that the sacrifice on the skill points can be made up by the skill charms. tho the IAS/DMG bonus from fanta cannot be reached through any other way if u solo hell baal.
    150 runz
    avg time: 6-9 min with beast, 8-14 min with arm of king
    found -
    ethereal cb (3 socket) ><
    occy (lister) x 2
    mavina true sight ( baal minion )
    sur rune (lister)

    that's about the decent stuff i got out of the runz. tho there are some other decent itemz but i am too lazy to list them out.

    in the test i've encountered some new problems. well, i guess that's not new to many of us summon necromancers. IM. coz my skellys attack too fast and too much dmg. IM works too well against my minions. i hav to find a way to deal with it.
    any suggestions?

    howie
     
  7. malathion

    malathion IncGamers Member

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    Get Enigma. Otherwise your gear setup seems sound. And I agree that I don't think it's a good idea to max clay golem since he will hardly die with the 7k hp he gets in Hell from one skill point, and if he does die you can just recast him.


    My solution? Take TP back to town and hit the healer. :grrr:
     
  8. Lyte_Hammer

    Lyte_Hammer IncGamers Member

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    BB also told me and i've tested it that when your merc gets IMed just take away his weapon..... he can't really do enough damage to kill himself despite what the char screen says and your skels still get his aura (since he's still alive and all)
     
  9. Mad Mantis

    Mad Mantis D2/3 Necromancer & Witch Doctor Moderator

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    That is some sounds advice. :thumbsup: I did not know that.
     
  10. GenXCub

    GenXCub IncGamers Member

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    Johnson: You're not necessarily losing skill points by going to the Beast weapon. Your skeletons retain the same skeleton mastery as when you summoned them, so keep the +skills gear on weapon switch, then switch to beast. You'll lose some skellies, but the ones that are left are still at that original level. If you summon them while you have beast, they'll be at that lower level.

    Also make sure you re-summon when you find skill shrines.
     

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