Skills.. 12 k damage?!

BricBrac

Diabloii.Net Member
Skills.. 12 k damage?!

OK i've heard some people say that their traps do 12 k damage.. but i've tried a skill planner (i hope thats correct) and it says that lightning trap only does 2-2500something damage with all synergies maxed (20). OK so average is about 1250 damage, you can lay down 5 that makes it 6250. Is there some weird rule that applies to pvp where it multiplies the damage by 2? or is this skill planner totally wrong? I'm also trying to find a downloadable LOD skill planner, i've only found the five regular diablo char skill planners since i'm getting this info of a site.

Oh just wondered about a few more questions. thanks :) :

1) I'm making a skellymancer with 20 raise skelly, 20 skelly mastery, 5 in revives, 5 in summon resist. That leaves me ALOT of skill to put anything on. So i'm wondering, which golem would be the most useful? Clay? And would it be a good idea to max out corpse explosion too?

2) Do skellies and summons gain more life and do more damage in nm and hell if so how much.
 

mhl12

Diabloii.Net Member
take in count of plus skills mods on items and trap skillers

for example 2x +3 to trap claws, 2 sojs, +3 to traps amy, arach, enigma, and 8 trap skillers will give you lvl 42 lightning sentry
 

Diab

Diabloii.Net Member
"+x to skills" items will increase your skill levels, even above the maximum of 20. That maximum is only for the points you yourself add into the skill. With items with that mod, you can get up to level 50 skills (+30 to skills with 20 physical points into that skill) or more sometimes.

I'd say a Fire Golem would be most useful for PvM, however, don't expect him to be very strong and damaging at all. I would rather put some points into attack skills like Bone Spear or Bone Spirit than max a golem, if I were you. Remember that a point into Amplify Damage and a cast of that on each enemy or group of enemies your skellies attack would be very nice for them. It makes them do twice their normal damage to the enemies. This doesn't apply only for skellies, but to anyone that does physical damage, including you and your party members.

There is no set number by which the summons have more life in nm and hell, but they do. Golems also have increased damage in nm and hell.
 

Nolomite

Diabloii.Net Member
BricBrac said:
Oh just wondered about a few more questions. thanks :) :

1) I'm making a skellymancer with 20 raise skelly, 20 skelly mastery, 5 in revives, 5 in summon resist. That leaves me ALOT of skill to put anything on. So i'm wondering, which golem would be the most useful? Clay? And would it be a good idea to max out corpse explosion too?.

You should consider maxxing Corpse Explosion as well - you'll have plenty of skill points for it. CE will speed up your play immensely; I can clear the cow level in about 10 minutes in Hell by detonating bodies that my skells create.

Clay Golem is the choice among most people - but you should put a point into each golem and at least one in Golem Mastery (your + to skills items will pump these skills, of course.) I run my skellimancer with a Clay, but I've fooled around with Fire and Iron golems, and you should too. Again, with this excellent build you've got plenty of points to experiment with.
 

MrScythes

Diabloii.Net Member
Well I did some math, but the maximum you can get from +skills is:

8-12218

This you will get from 2x +4 claws (magic, +2 assa, +2 trap), +3 trap amulet, +3 trap circlet, +1 belt (arachnid), +2 armor, 2x +1 rings (=19) and 10 trap skillers (=10).

This can be modified with Lightning Rainbow Facets. Of which you can get (Correct me if I'm wrong): 3 on circlet, 6 on claws, 1 on armor (only an unique armor can have +2 to all skills). So that's a whopping 50% lightning damage added. So the maximum would be:

12-18327

But you have to be very rich to achieve that number :)
 

Diab

Diabloii.Net Member
First of all, lightning facets have absolutely no effect on traps. Since the traps are considered your "minions" by the game, lightning facets that you wear, and the lightning skill damage and -enemy lightning resists mods, do not work with traps.

Claws: 2x +3 Traps/+3Lightning Sentry magical claws (+12 total)
Amulet: +3 traps (+3)
Rings: 2x Sojs or Bul Kathos (+2 total)
Belt: Arachnid (+1)
Armor: any +2skills armor like an Enigma or CoH (+2)
Helm: +3 trap circlet (+3)
Charms: 10x trap charms and an annihilus charm (+11 total)

With this, and a maxed (lvl 20) lightning sentry, you would get it at lvl 54. There, fully synergized, it does 8-14022 lightning damage per shot.
 

MrScythes

Diabloii.Net Member
Diabolico x64 said:
First of all, lightning facets have absolutely no effect on traps. Since the traps are considered your "minions" by the game, lightning facets that you wear, and the lightning skill damage and -enemy lightning resists mods, do not work with traps.
I will shoot myself in the face for this. How could I not remember this. For Pete's sake I told lots of people this myself. *bangs head on table multiple times

Claws: 2x +3 Traps/+3Lightning Sentry magical claws (+12 total)
Amulet: +3 traps (+3)
Rings: 2x Sojs or Bul Kathos (+2 total)
Belt: Arachnid (+1)
Armor: any +2skills armor like an Enigma or CoH (+2)
Helm: +3 trap circlet (+3)
Charms: 10x trap charms and an annihilus charm (+11 total)

With this, and a maxed (lvl 20) lightning sentry, you would get it at lvl 54. There, fully synergized, it does 8-14022 lightning damage per shot.
oh yeah, +3 traps/+3 ls, that was it. I'm quite sorry. What a foul-up. Tuesday's.....
 

theBlackKnight

Diabloii.Net Member
MrScythes said:
I will shoot myself in the face for this. How could I not remember this. For Pete's sake I told lots of people this myself. *bangs head on table multiple times



oh yeah, +3 traps/+3 ls, that was it. I'm quite sorry. What a foul-up. Tuesday's.....

you also said that +2 could only spawn on a unique armor, and thats completely wrong with 1.10, because of two runewords, enigma, and chains of honor, which both give +2 all skill levels.
 

Elgar

Diabloii.Net Member
BricBrac said:
1) I'm making a skellymancer with 20 raise skelly, 20 skelly mastery, 5 in revives, 5 in summon resist. That leaves me ALOT of skill to put anything on. So i'm wondering, which golem would be the most useful? Clay? And would it be a good idea to max out corpse explosion too?
corpse explosion is important and IMO should be maxed. You want curses, minimum of amp damage and decrepify; others like dim vision and attract are up to the player. I usually play with a clay golum but it has only 1 hard point. i ve never used firs golum, and ive had too many iron golums disappear on me that i generally dont use them.
 

Diab

Diabloii.Net Member
theBlackKnight said:
you also said that +2 could only spawn on a unique armor, and thats completely wrong with 1.10, because of two runewords, enigma, and chains of honor, which both give +2 all skill levels.
Well if you want to go even more into detail, he also didn't mention an annihilus being used. :lol:
 

BricBrac

Diabloii.Net Member
THANK YOU for all those great advice. But now i have another problem:

how to get summons to follow you. i'm getting into act 3 nightmare by myself and it seems those darn skellies won't follow. THe only way i can make them follow the necro is by running far far passed the enemy until they pop up next to me. But since my necro doesn't have too much life he usually gets almost killed. Yes I guess you can take your time, but i'm worrying about this for MFing. Is the only way to lets say do meph runs in hell is to take it slowly killing 95% of the monsters in the way? Or are skellymancers without an enigma supposed to take a couple of minutes to get to meph?

And lastly how much MF is good for meph hell runs? 400%? or is it better to stay at around 350% for killing speed? Thanks for all the help. i've learned 1158035093850193488477201588571230 times more things about this game since i've been looking at the forums.
 

Diab

Diabloii.Net Member
The best way to get summons to follow you would be with teleport, either with an Enigma, or an item with charges of teleport, like an amulet. Otherwise, you should expect to take a few minutes sometimes, to get to meph.
 

mhl12

Diabloii.Net Member
there is no way for u to control ur skellies. they follow u but they kill first. one solution is to use enigmas tele and they reappear next to u.

once u have mf over 300% there no point to go to 400%. thats sacrificing too much killing speed
 

MrScythes

Diabloii.Net Member
it was tuesday is said, tuesday is say! I blame tuesday (and the little pink guys that live in my computer at work, not the blue guys at home)!
 

Myrakh-2

Diabloii.Net Member
BricBrac said:
1) I'm making a skellymancer with 20 raise skelly, 20 skelly mastery, 5 in revives, 5 in summon resist. That leaves me ALOT of skill to put anything on. So i'm wondering, which golem would be the most useful? Clay? And would it be a good idea to max out corpse explosion too?

2) Do skellies and summons gain more life and do more damage in nm and hell if so how much.
CE is a must. Whether you max it or not is up to you --- personally I'm a bit disappointed; often (not always) my slvl 28 corpse explosion doesn't seem to get even close to the listed range.

1 in Revive and Summon Resist is usually enough, with +skills taking care of the rest. But it's your call.

Clay is the most useful golem: a great tank due to high life and the slow ability, recastable (contrary to iron golem), and cheap. Forget about damage for any golem kind. Again, usual setup is one in clay and one in golem mastery. +skills take care of the rest.

Necromancer minions gain more life in nightmare and hell, but their damage remains as it is. They do NOT scale life with player count.

EDIT: just noticed there is already a second page :) As for the following-problem, teleport would work, altough I don't have it. There are three ways to get teleport: Enigma I don't have, although I would glady rearrange all my gear around that if I had one. Amulet with charges I don't have either (and I just "love" my +3 summon/magic find amulet --- there aren't too many amulets I would consider giving that one up for :)). Staff with charges is easy to get, but I would loose too many +skills and other mods (wearing Trangs, so loosing the shield means loosing the set... and due to the +str on the shield I would also loose helmet and boots) so I don't like that, and I already have both weaponswitch slots used (Gull and Arm)...

Killing stuff isn't a bad idea --- Durance is area level 83, RoF/CS/WSK are all level 85. My Skelemancer can run through the catacombs, so I often do that (sometimes I kill stuff on the way, though), but I wouldn't dare running though Durance, RoF/CS or WSK. That's all hell; in nightmare I can pretty much do whatever I want --- but of course, nightmare is only useful for rushing.
 

Elgar

Diabloii.Net Member
BricBrac said:
THANK YOU for all those great advice. But now i have another problem:

how to get summons to follow you. i'm getting into act 3 nightmare by myself and it seems those darn skellies won't follow. THe only way i can make them follow the necro is by running far far passed the enemy until they pop up next to me. But since my necro doesn't have too much life he usually gets almost killed. Yes I guess you can take your time, but i'm worrying about this for MFing. Is the only way to lets say do meph runs in hell is to take it slowly killing 95% of the monsters in the way? Or are skellymancers without an enigma supposed to take a couple of minutes to get to meph?

And lastly how much MF is good for meph hell runs? 400%? or is it better to stay at around 350% for killing speed? Thanks for all the help. i've learned 1158035093850193488477201588571230 times more things about this game since i've been looking at the forums.
unless you have teleport, youll have to suffer through killing minions on your way to meph. corpse explosion really helps the killing speed though. 300% mf is usually the aim for most people, as it is where the unique returns deminish greatly. If dropping from 400 to 300 means you can kill twice as fast, then do it. Never sacrifice large chunks of killing speed for mf.
 
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