Seungyoun said:
what do you guys prefer when it comes to a summon necro (perhaps this sounds like a newb question to you) maxing out skeletal magi or one of the golems. If so which golem?
It depends if you have gone the path of the Skellimancer.
If you have, then *neither* Mages or Golem are a particularly effective choice.
If you have less than ~10 + skills or +summons then Iron Golem is a much better one point wonder than Clay Golem.
If you want to dump a bunch of points into golems, then Clay Golem plus Golem Mastery is probably your best bet.
For example: If you had 30 points to spend on Golems, you should spend 16-17 on Clay Golem and 13-14 on Golem Mastery, in order to maximise the Clay Golems hit points (and the *only* point of having any Golem is to tank, hence maximise the hps). With 20 points to spend you'd split them 12/8 or 11/9. Keep Mastery 3-4 points behind Clay.
For Mages, be aware that you want to end on a total skill number that is *even*. So you might want to put only 19 points in. But again, if you've spent a load of points on Skeletons already, putting points into Mages is not very effective.
Better things to do with your hard earned points:
Revive - best value for skill points as you get one extra minion for every skill points spent, not 1/3 as per other corpse based minion skills. (NB: the concept here would be to summon ranged attackers, so they don't get in your skeletons way)
Corpse Explosion - bigger *is* better. You might also want to pump up the Amp to match the CE radius.
Poison skills (I tried Bone and I tried Poison, and Poison seemed to be the better combination with summons)
Dim Vision out the wazzo (for one reason - Gloams/Black Souls)
The other AI curses don't seem all that great for a Skellimancer, your Skeletons should be able to tank most stuff.
If you have trouble with end of act bosses, maybe dump some extra points into Summon Resist.
Most of the options above are mutually exclusive, especially the Poison one, since that will suck up all the skill points you can throw at it, and then some.
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Revives make a better 'second class minion' no matter whether you are going Skeletons or Mages as your 'first class minion'.
For example, if you were a Lord Of The Mages, and had dumped 47 points into the Summons Tree (one of everything except Fire Golem, and maxed Skeleton Mastery and Mages (assume only say... +2 to skills), and you've gone out and spent 7 on curses (for Lower Resist), at that point you still don't have:
- Bone Armour
- Corpse Explosion
- A way of dealing with two end of act bosses (Diablo and Baal)
At this point, you decide to beef up your army, but you realise that skill points are at a premium.
You could spend another 19 points on Raise Skeleton, getting an extra 6 minions (and greatly buffing up the three you already had, but they were mostly cannon fodder anyways).
Or, for six points, you could get the same number of extra minions in Revives, and have *13* points to spend elsewhere (!!!!)
The same thing applies for a Skellimancer, except there the comparison is another 18-19 points in Mages, vs another 6 points in Revive.
To herd the Revives, you can use the "poor man's Enigma" - otherwise known as the book of town portal.
For mana issues, just buy some blue pots every now and again, or even... pick them up off the ground...
