First of all I'd like to say these are some good suggestions. Thank you all for making them :thumbsup:
maiku said:
Do you plan on keeping the Lower Resist wand? I mean, does it have really good stats so that you'll use it until end game? If not, consider investing into Lower Resist with at least 1 hard point, so that you can upgrade to a better wand later.
No, I don't. The wand is just one I bought. The stats are +2 Necro skills. +1 Lower res and +2 Poison explosion. I've been thinking about about this, but seeing how Lower res has six pre reqs and I haven't needed other curses yet, I've put it off. I'm seriously considering doing it though, as +3 Summon skill wands can be bought easily and would boost all the summons, and you're no longer dependent on wands which have lower res.
maiku said:
And couple your Lower Resist with Corpse Explosion, which also benefits from enemies having Lower Resist cast on them (remember that CE is 50% physical, 50% fire damage). If you want, dump more points into it (or max it) so that it has a large explosion radius. It's a great skill to clear the screen with in Hell.
Hadn't thought of that one, to be honest. After having read how badly corpse explosion was nerfed down, I didn't consider it. Seems only the radius was decreased, which doesn't really surprise me, actually. Yes, this could be very effective.
maiku said:
Also, contrary to what some believe, if you use one of the Necro Summons/Pet calculators floating about, you'll see that magi do pretty good damage.
Oh yeah, 26 magi rip through most of nightmare as if the enemies aren't even there. They're ace!
AceAZA said:
finish maxing skele mastery, then either put the rest of your pts into skellies for more pets, or put 1pt into bone armor and then pump bone wall for a strong bone armor that will protect you later on.
I totally agree on maxing skeleton mastery. The problem with bone wall is that the magi can't fire their missiles through the walls, which is a great pity... If they could, bone wall would be great.
Ed from Russia said:
I agree it's a good approach but it misses the point of a mage lord; to me that means working without normal skellies, otherwise it would just be a fishymancer with mages.
It's basically a theme build, where the focus is on getting as many magi as possible, while still being able to beat hell difficulty. That's one of the reasons I use 1.09 next to 1.11, since 1.11 screws this build up.
Ed from Russia said:
SUMMONING
- 20 Mages
- 20 Skeleton Mastery
- 1 Clay Golem
- 1 Golem Mastery
- 1 Summon Resist
- 1 revive
- 3 (I think) prerequisites
Total 47
CURSES
- 15 Dim Vision
- 10 Lower Resist
- 5 prerequisites
Total 30
POISON & BONE
- 20 Corpse Explosion
- 1 prerequisite
Total 21
Total 98
Invest the rest in Dim Vision and/or Lower Resist
Here the problem is that I've already spent points on fire golem. Also, fire golem seems to have more life at lower levels than clay golem, plus the extra damage is a nice bonus.
Ed from Russia said:
Use Dim Vision to stop monsters in their tracks and give mages a chance to from range. Use Lower Resist as soon as there is no danger. Finish monsters off with CE.
That's a good idea. Dim vision would certainly give any ranged attacker time to get extra shots in, hadn't thought of that. Maybe terror could be used to a similar effect, as this is a pre req for lower res? And as said before, corpse explosion does indeed seems to be a good idea. It's only downside is it's small radius at low levels, making it less than useful in some builds, but it can fit into my build easily.
Great, I have plenty to experiment with now, and there are some good ones I hadn't thought of, thanks again!