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Skelliemancer point distro. help

Discussion in 'Necromancer' started by Jahgro, Jun 13, 2008.

  1. Jahgro

    Jahgro IncGamers Member

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    Skelliemancer point distro. help

    I'm level 76 skelliemancer and I'm kind of stuck on where to put the rest of my points. here is what i have so far after skills.

    Raise skeleton - 31
    Skeleton mastery -33
    Clay gollem - 9
    blood gollum -9
    Iron golum -9
    Fire gollum -10
    Skeleton mage - 11
    Revive - 9
    Golem mastery - 9
    Summon resist - 9

    Teeth -9
    Corpse Explosion - 27

    Amp - 10
    Dim Vision - 8
    Confuse - 8
    Attract - 8
    Weaken - 8
    Terror - 10
    Decrepify - 8

    Is this build pretty much finished as far as kill speed?

    I don't think any skills anywhere will help me kill faster so I guess it's just personal preference? if not please let me know.
     
  2. Wizdomm

    Wizdomm IncGamers Member

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    Re: Skelliemancer point distro. help

    Skill distribution looks good...but what is really holding you back as far as killing speed is gear now. Once you have some top shelf gear you will have much higher level skels. Make sure your merc is geared up too.
     
  3. Tarantella

    Tarantella IncGamers Member

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    Re: Skelliemancer point distro. help

    If your planning on going up against the ubers or diablo clone a point in life tap to keep your merc and summons alive is handy on occasion and also lower resist to get them poisoned to stop regen helps too.

    In this respect I would recommend 1 point in all curses, maxed CE (as you have) maxed mages, then the rest in dim vision

    My non-teleporting trang-ouls summoner based on this point allocation completed 3 organ runs last night comfortably including one run in well under 10 minutes with no merc deaths.
     
  4. axdaddy

    axdaddy IncGamers Member

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    Re: Skelliemancer point distro. help

    max mages for some elemental damage. The damage does come in useful. You will notice it when you meet a physical immune, stone skin unique.
     
  5. lumpor

    lumpor IncGamers Member

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    Re: Skelliemancer point distro. help

    It would be much better if wrote wrote your skill distribution before skills. Anyway, that point in fire golem was a complete waste. Have you put 2 points there? I would remake but it's up to personal preference. It also looks like you've put 3 points into amp. 1 is enough. If you want an aura golem, put some points into golem mastery. If you like mages (and have both enigma and inifnity), max mages. Bone armor is not reccommended
     
  6. noobsauce

    noobsauce IncGamers Member

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    Re: Skelliemancer point distro. help

    It's really a matter of play style.
    If you solo often, mages are good.
    If you ever run ubers, a point in life tap will help.
    If you play in parties with sorcs, lower resist will be excellent.

    It's up to play style and personal preference now.
     
  7. s4nder

    s4nder IncGamers Member

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    Re: Skelliemancer point distro. help

    I'd put more points in amp to cover a huge area with one click. Just more convenient and also faster. Fire golem is the best one for its holy fire aura, except for bosses or if you're filthy rich enough to make an iron golem out of Beast or what have you. Mages are useless, all of them together do maybe half the damage of one melee skeleton.

    If you've maxed skeles and corpse explosion like you have you can't get much stronger anyway. CE is the main damage, skeles are just there for croud control mostly.

    Remake for two points when the build is already complete? Nonsense.
     
  8. buttershug

    buttershug IncGamers Member

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    Re: Skelliemancer point distro. help

    Don't forget the most important skill, player skill.

    If SC then have fun and experiment around a bit.
    If you never die in SC then you aren't pushing you and your char much.
     
  9. lumpor

    lumpor IncGamers Member

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    Re: Skelliemancer point distro. help

    Mages are useful. They're a good way to deal with PIs if there aren't any bodies around. With infinity and enigma (to concentrate everything into one bolt), their damage can becomre decent. They can also attack from farther away. And as many have said, if there are enemies who come close to you, you'll still have tanks if you have mages, since they won't wander off like skellies do.
     

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