Skelliemancer point distro. help

Jahgro

Diabloii.Net Member
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.
 

Wizdomm

Diabloii.Net Member
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.
 

Tarantella

Diabloii.Net Member
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.
 

axdaddy

Diabloii.Net Member
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.
 

lumpor

Diabloii.Net Member
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
 

noobsauce

Diabloii.Net Member
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.
 

s4nder

Diabloii.Net Member
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.
 

buttershug

Diabloii.Net Member
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.
 

lumpor

Diabloii.Net Member
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.
 
Top