Something New I'm a returning player to D2 and want to build something besides the overloard builds I usually go with. That build looks like: 20 Skeleton Mastery 20 Raise Skeleton 20 Raise Skeleton Mages 20 Corpse Explosion 1 in clay golem 1 in every curse 1 in revive 1 in summon resists 1 in all preq's The build I want to go with is the lord of mages theme build. Now I found an incredible guide at http://forums.diabloii.net/showthread.php?t=240626 that has really sparked my interest, but I have a couple questions concerning the mechanics and viability of this build in hell. First I'd like to outline the build I had in mind, then a varient I also had in mind. Build # 2 1) LOM's with Fire Golem 20 Skeleton Mastery 20 Raise Mage 20 Fire Golem 20 Golem Mastery 1 revive 1 summon resists 1 in every curse rest in preq's * The idea here is to do as much elemental damage as possible and have a single powerful tank for your mages. Mercenery should be the cold arrow rogue from act one. Lower resist's should be on everything you fight (besides maybe decrep for bosses), augumenting your mages as well as your fire golem's fire damage. I have 2 questions concerning this build: 1) Do fire golems do entirely fire damage? I know they have a fiery aura that deals fire dmg but do their regular hits do this type of damage as well? 2) I've always thought of the fire golem as the golem with the highest dmg output, but will he be an effective tank? One that can take all the dmg so your mages don't have to? Build #2 The exact same build as above except instead of having 20 Fire golem and 20 golem mastery, put those points in Posion Nova and one of it's synergy's. Here are my questions. 1) Does posion nova with only 1 synergy maxed (or being maxed) do enough damage in hell to be viable? 2) Without a strong fire golem clay golem will be used. Will a single point in clay golem and golem mastery be enough to keep an army off my mages with plus to skills? 3) If number 2 is no, could I make up for this weakness with a strong melee mercenary, such as an act 5 barbarian. 4) Last question, how does an act 5 mercenary fair against a boss in hell? The reason I wouldn't go with a melee mercenary in build #1 is because the fire golem acts as the tank, and if it dies it can be quickly and easially resummoned. Can a barbarian mercenary hold it's own against, say hell diablo, or will it be a 1 hit death senerio? Thank you for any replies and feel free to use positive critism just please don't flame me because I'm not using the standard Nightfish 20 skeleton warrior 20 skeleton mastery build. As I stated before, this is a build to try something different purely for fun but I am concerned about whether it will work at later stages of the game.