My Enchanted Summoner

ToasterStrudel

Diabloii.Net Member
My Enchanted Summoner

OK guys heres the deal, Ive got 2 pc's and on the second PC I am running an enchanter whose sole purpose is to buff my skeletons/mercbefore I roll out of town.

So far Im rockin along pretty good but observations suggest that I kill faster with Amp on, instead of Decrepify or Lower Resist. (I thought all the fire dmg + LR would be deadly but that seems to not be the case though I may be wrong). One thing to note is my enchanted is only level 38, so my enchant is only adding ~500 fire dmg.

Ive got Skeleton and SM maxed out, Curses all the way down to LR, 1 point in BA and CE, but thats where it ends. I have about 20 skill points to use (currently around level 67ish) and I can't decide if I should go for revives, pump some more into CE (LOVE this skill), or go for a maxed out LR.

The issues here are many: Will Revives last long enough to make it worth my time to go back in to town and enchant them? If I level my enchanters (Pub baals in HC are a huge risk) would I see more benefit from LR over Amp?

Secondary to all this: What endgame merc weapon should I go for? I plan on using Beast myself, but not sure if Infinity (even more lower resists + lower defense) or Pride (concentration) would be better for the merc.

I guess to really min-max this thing i would need to model the skeleton dmg output convolved with the various auras/curses but that seems like a lot of work...I would potentially look into this and possibly make a guide if anyone could point me towards the initial info i'm looking for (how much base dmg a skeleton does/how much each skill point in RS and SM adds, etc)

/endwalloftext
 

ToasterStrudel

Diabloii.Net Member
Re: My Enchanted Summoner

No love? I would have thought more people had tried this with all the chant bots out there..

Too much text? You think im not searching hard enough?
 

Metathrom

Diabloii.Net Member
Re: My Enchanted Summoner

I don't think it's worth maxing Lower Res, but getting an Infinity will definitely raise your enchanted skeleton damage further. If it'll surpass their physical damage I can't tell, but good luck figuring out. :) Infinity is a good weapon for a summoner's merc, anyway - CB and lower fire res, which means CE will get a good damage boost.
 

ToasterStrudel

Diabloii.Net Member
Re: My Enchanted Summoner

Thanks for the input.

I may try creating a spreadsheet just to see what is possible with Excel. I'll post it if I do.

;]
 

maiku

Diabloii.Net Member
Re: My Enchanted Summoner

Agreed on the "Infinity." Stick an eth "Infinity" Thresher on your Merc for power and speed, and you ought to be cooking. The Conviction enhances your fire damage, Skellie chance to hit, your CE damage (and max that CE!), and more. After you finish maxing CE, max your Raise Skeleton Mage, because Magi will also benefit from Conviction + Lower Resist. You still haven't reached your full power yet, so don't get worried. :cool:
 

prion

Diabloii.Net Member
Re: My Enchanted Summoner

not worth the time to go back to town and enchant the revives imo remember they only last three minutes
 

maiku

Diabloii.Net Member
Re: My Enchanted Summoner

Agreed. At 2-3 mins per Revive, Enchanting them is a total waste. Just Enchant Skelly Warriors + Merc/Golem.
 

maiku

Diabloii.Net Member
Re: My Enchanted Summoner

Maxed CE is just graaaavy. I'm glad you like it. :thumbsup: It's the real power behind most Summoner builds. Merc + skellies get the first body, and CE takes it from there. The dual damage it does (50% fire, 50% physical) is a blessing, because it makes it work well on both elementally and physically damage-oriented Summoners and very hard for enemies to fully resist.
 
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