Summ necro-some questions

Gashad

Diabloii.Net Member
Summ necro-some questions

Hi, i have decided to make a summoning necro partially based on the fishermancer(without the mf), for fun and to run ubers(if a summ necro can, thats question one(can a summ necro with decent but not great gear clear uber trist?)

However my skill allocation would look like something like this:

20 sum skel
20 skel mastery
1 revive
1 clay golem
~10 golem mastery
1 summon res
20 CE
~10 amplify damage
~1 decreptify

and all requirements, is this a good skill build?
Should amplify damage or golem mastery be prioritised?
Should points be placed in revive and clay golem(or should one just let +skills do the job?)
Are skeleton mages worth investing in?
Is 20 CE neccessary(considering the +skills)?
Finally should bone armor be taken?
What is this marrowwalk bug people talk about, does it still exist?

For dream equipment I envisage something like this:

shako
arach
mara/3 summ amu
soj
ravenfrost
enigma
Beast
Homo with p dia
Trangouls claws

Is this a good item build(seems a bit low on res, will that be a problem?)
Is tran gouls claws

And for Merc(might)

Guilliams face

and then I'm very uncertain which good armours are there for a might merc(thinking about the polearm that grants concentration(feels very expensive though, is there anything cheaper thats good?), and either duress(for cb) or bramble but I am really uncertain)

If you managed to read through all this Thanks :smiley:

Edit: forgot one question, is max block worth trying to get, or should one just avoid being hit(and max vit)?
 

NumtyDoo

Diabloii.Net Member
Re: Summ necro-some questions

All of these things have been explained in previous threads, try searching 3 or 4 pages back.
 

Gashad

Diabloii.Net Member
Re: Summ necro-some questions

Sorry, should have checked first.

Still unsure about a couple of things, for instancey the helm of the merc

Some suggest guillames, others andy, some vampires,

Which one is the best?(if you use forty/infy(or a cheaper alternative))
Still unsure about if bone armor is worth while(and what marrowalk bug is)
Still uncertain if skeleton mages are worthwhile or not
and finally Should amplify damage or golem mastery be prioritised?

all the other questions I think I could find answers to.

Thanks
 

canudig

Diabloii.Net Member
Re: Summ necro-some questions

Guillaumes- for CB
Andy's- for life leech and strength
Vamps- life leech (basically cheaper version of andys)

Marrowwalk bug has been patched so you don't need to worry about it........just put one point into bone armor and when you get to the point where you have excess skill points, pump them into bone wall (bone armor synergy).........mages are alright, but really shine if you an get an infinity. Put at least one point into it and make sure you have at least one poison (prevents monster from healing), one cold (slows monster) mage.......I don't see the need to max any curse at all unless you want to max dim vision, even then I'd just pump points elsewhere (ie. bone wall).......
 

shijo

Diabloii.Net Member
Re: Summ necro-some questions

Sorry, should have checked first.

Still unsure about a couple of things, for instancey the helm of the merc

Some suggest guillames, others andy, some vampires,

Which one is the best?(if you use forty/infy(or a cheaper alternative))
Still unsure about if bone armor is worth while(and what marrowalk bug is)
Still uncertain if skeleton mages are worthwhile or not
and finally Should amplify damage or golem mastery be prioritised?

all the other questions I think I could find answers to.

Thanks
Leech isn't that important on your merc in hell. Lifetap (till his hp is full and switch back to amp/decrep) or a full rejuv potion does the job a lot better than leech. Crushing blow is really very helpful against ubers and bosses. Highly recommend Guilluame's Face if you're using fort/infinity (75% CB at that point).

Bone armor is helpful since it reduces some physical damage. I typically toss my extra points in there. Granted it's not that noticeable a difference. You don't want to be getting hit enough to have to rely on this.

Skeleton mages are really a preference. I can't stand them personally. The spells they do are useful in some areas, but cold ones blowing up corpses is enough to make me not want to use them.

As for curses, 1 skill in them is enough with +skill items. If you have to decide between curses and golem mastery, go with golem mastery.



 

MasterMynd

Diabloii.Net Member
Re: Summ necro-some questions

Since you're maxing CE, putting 10 into Amp is about right 'cause (IIRC) it makes the radii of the two just about equal.

Personally, I leave Amp at 1 hard point and put the extras in BW (for BA synergy) instead of GM, but if you're going to make heavy use of golems (i.e. other than as just decoys or meat shields) then GM would be the way to go.

And, as has been said, DV is never a bad thing to have.
 

NumtyDoo

Diabloii.Net Member
Re: Summ necro-some questions

I would never put more than 1 into golem or golem mastery, unless you are planning for an insight golem. Clay golems can always be recast if they die.

Same with amp, if area is a little smaller than CE, just recast it.

As someone else said, those points would be better spent in BA synergies, or DV.

If your rich, I like mages for the extra damage, but you need substantial +skills gear, enigma, and infinity before they become really effective. But when you get that gear your looking at an extra 10k a second elemental damage.
 

shijo

Diabloii.Net Member
Re: Summ necro-some questions

If your rich, I like mages for the extra damage, but you need substantial +skills gear, enigma, and infinity before they become really effective. But when you get that gear your looking at an extra 10k a second elemental damage.
If they really do that much damage, then they would certainly be far more useful than I normally think they are. How many mages are you talking about having?



 

NumtyDoo

Diabloii.Net Member
Re: Summ necro-some questions

18 I think, can't remember, may have been 17. The calculation was done on the tulwin calc using fire/lightning mages only as they do the most damage, and adding the -resists from infinity. I have gotten over 12k with certain gear.
 

shijo

Diabloii.Net Member
Re: Summ necro-some questions

I might run a pack of 12 of them with my 17 skeletons, golem and merc and see how they do. Do they tend to survive pretty well? Also, it worth it to pick out the poison and ice ones until you get full lightning/fire skeletons? Seems like a lot of work, especially if it's against immune mobs.
 

canudig

Diabloii.Net Member
Re: Summ necro-some questions

what's wrong with poison and ice ones? Once you get your army up the poison will help prevent monsters from healing, the ice will help slow down enemies.....
 

NumtyDoo

Diabloii.Net Member
Re: Summ necro-some questions

Nothing wrong with poison and ice ones, just saying that the damage calculation I did was with fire/lightning only. I weed them out as I go, it's not really a priority, you have a couple of seconds here and there waiting for the first body to drop.
 
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