skellemancer Q's.

bustme

Diabloii.Net Member
skellemancer Q's.

Hi

I have a 50-something skeller with max RS and SM so far. Using might merc, basicly 1 point in AD, decryp, and attract, and 1 point in CE and mages also. with a few + skills, I don't have much trouble killing (yet), and I wonder where I should put my excess points afterwards. I hear everywhere maxed CE is a must, but I like playing variants and sometimes luring a monster near a corpse or doing nothing but cast curses to a single monster until it caves can be not that much fun. Should I max CE, or just give it about +10 and stop? should I try BS, since I can directly attack by myself, and (if I'm right) since LR no longer works with magic damage, doesn't matter if you use AD? how much points do you have to put in BS (+items, +synergies) to make it viable?

also, mages. I didn't invest heavily in mages yet, after reading the skellemancer guide here at Dii, though I gather many skelle players just max it anyhow. Considering that you'll (assumingly) use mainly AD, and the immunities in hell, are mages worth the 20 points?

How much points do you recommend in revives?

Golems. does clay, fire, and iron make much of a difference? Right now I just putted 1 point in clay, really because I'm not sure on trying fire or iron. which do you recommend?

Oh yeah, and I'm very poor item-wise. thanks for reading.
 

GrimJackGutShankz

Diabloii.Net Member
bustme said:
Hi

I have a 50-something skeller with max RS and SM so far. Using might merc, basicly 1 point in AD, decryp, and attract, and 1 point in CE and mages also. with a few + skills, I don't have much trouble killing (yet), and I wonder where I should put my excess points afterwards. I hear everywhere maxed CE is a must, but I like playing variants and sometimes luring a monster near a corpse or doing nothing but cast curses to a single monster until it caves can be not that much fun. Should I max CE, or just give it about +10 and stop? should I try BS, since I can directly attack by myself, and (if I'm right) since LR no longer works with magic damage, doesn't matter if you use AD? how much points do you have to put in BS (+items, +synergies) to make it viable?

also, mages. I didn't invest heavily in mages yet, after reading the skellemancer guide here at Dii, though I gather many skelle players just max it anyhow. Considering that you'll (assumingly) use mainly AD, and the immunities in hell, are mages worth the 20 points?

How much points do you recommend in revives?

Golems. does clay, fire, and iron make much of a difference? Right now I just putted 1 point in clay, really because I'm not sure on trying fire or iron. which do you recommend?

Oh yeah, and I'm very poor item-wise. thanks for reading.

I like my skeletons and mages, and after getting my curses to decrepify and dim vision, I added some points to decrepify and to dim vision with my extra points. Though revives usually only deserve 1 point, I added 3 to give me 10 revives with my equipment for when I do need them.

Clay is the best overall golem, highest life, cheap to recast compared to the others, and causes slow. For those reasons, I like clay golem over the others.

After you get yoyur minions taken care of, you can put points into CE, and it doesn't have to be maxxed to be effective, the more points into CE gives you a bigger radius, which is really the size of your screen when maxxed, though I only put 5 into it.

GrimJack
 

Myrakh-2

Diabloii.Net Member
Where you go is basically up to you.

I like my mages, and I like corpse explosion. So, I've maxed both. Since I'm not a hybrid there are plenty of skillpoints; I even have some left now since I don't know yet where to put them.

Clay golem is the obvious choice.
I have 1 point in Clay, Golem Mastery, Summon Reist and Revive.
+skills from items do the rest for these skills.
 

Mad Mantis

D2/3 Necromancer & Witch Doctor Moderator
bustme said:
I hear everywhere maxed CE is a must, but I like playing variants and sometimes luring a monster near a corpse or doing nothing but cast curses to a single monster until it caves can be not that much fun.
Welcome Newcomer to The Darkness. Grab a brew :drink: and feel free to raise some corpses.


For some variants or hybrids, you might want to check the [ Essential Necromancer Information ] thread.
 

Patsy

Diabloii.Net Member
Dear bustme,

Welcome to the Necromancer forum. :howdy:

Here's what I've done with skeletons, mages and whatnot.. pretty much what you did.

Maximized both mastery and skeleton warriors, one point in the mages, clay golem, golem mastery and summon resistance.

From there, I then proceeded to add a point in teeth and corpse explosion then maximized both bone spear and spirit. I did this so that if need be, I could generate my first corpse/skeleton/corpse explosion by myself without aid of merc or minion.

Also, I put a point into each curse for the 'swiss army knife' aspect that is my main draw to the Necromancer.

So far at high levels, I am not entirely certain what to do next, having some four points for skills. I'm considering putting my remaining points (at 89th level) into poison dagger and with the right rune word, generating a synergy between that and poison explosion/nova. Good for taking down that pesky Diablo clone that I've heard so much about but not seen yet.

The best thing about a build strategy like this is that there are absolutely NO MONSTERS that can withstand the amount of damage that this 'Jack of all Trades' can put out for extended period of time.

None. There are be magic immunes, fine, poison and physical damage them. Poison immune, either strip it off with a curse or amp them and get them that way. Lightning and fire immune? No problem. Again, amp them and poison them.

The whole crux of the matter is that no matter their immunites, you can always either strip them of at least one, and hit them HARD with two other forms of attack.

-Patsy
"Death becomes me."
 

Mad Mantis

D2/3 Necromancer & Witch Doctor Moderator
bustme said:
so you guys overall recommend CE over BS?
As Patsy said, you can build an effective hybrid if you place your points correctly. If you can still go for a hybrid build, depends a lot on the number of points you already spend. The best thing you can do now is compare your current build to a distribution of points given in the various hybrid guides. If you find that you do not have enough points left to complete the hybrid, the best thing you can do is put points in all the standard Skelliemancer skills like Mages and CE.
 

Patsy

Diabloii.Net Member
One more thing!

When I'm doing a Baal run and I'm encountering Boss packs of OKs and DK's, and inevitably the two have twin sets of immunes, I whip out my book of curses and use 'attract' on the two. It slows them down enough so that while my skeletons get clobbered (and they do), I can generally quickly kill off enough of the knights to start off a chain of CEs, leaving only the straggling bosses. Then I cast Gumby behind the OK boss and heards him into the remaining rabble of my skeletons.

Just some strategy here for you.

-Patsy
"I still haven't found what I'm looking for."
 

downding

Diabloii.Net Member
Once you get the core skill points maxed for your summoner, you can basically do whatever you want. variety and hybrid necromancers could work as long as you don't spread your skills out too much. As for me, I built a primarily party based/ damage maximazing summoner. So I had:

Max Skellies and S Mastery
1 in all curses at least
Max Dim
going to max CE

I'll say that max CE is not necessary, but if you want kill power and kill speed, CE definitely helps especially in team games. My dim vision and skelly army offers my team mates virtual immunity in late hell and wsk and with just a few bodies, I can start massive CE chains that ripes about boss packs in seconds and all with base energy.

Note that this is a party oriented build with the necro possessing zero offensive capabilities himself, so if you are a more solo oriented person, you may want to invest a few more points into the bone and poison tree.
 
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