Summon/Poison - SkeleMages?

Ali Babarian

Diabloii.Net Member
Summon/Poison - SkeleMages?

The build plan for my Necro is so far:

20 Raise Skeleton
20 Skeleton Mastery
5 Summon Resist
5 Amplify Damage
1 Decrepify
4 Corpse Explosion
20 Poison Dagger
10 Poison Explode
20 Poison Nova
5 Prerequesites
This leaves 1 skill left over

However I noticed since I was to be using posion spells, lower resist might be handy! Then I thought that I could possibly use Skeleton Mages as well as normal Skeletons to increase damage with Lower Resists: So the build became...

10 Raise Skeleton
20 Skeleton Mastery
10 Raise Skeleton Mage
5 Summon Resist
1 Amplify Damage
1 Decrepify
1 Corpse Explosion
20 Poison Dagger
10 Poison Explode
20 Poison Nova
5 Lower Resists
7 Prerequesites
This leaves 0 skill left over

Which would be the better build? Or suggest something different and better (While remaining Summon/Poison, of course)!
 

MinusDII

Diabloii.Net Member
Re: Summon/Poison - SkeleMages?

The build I went with is -

20 Poison Dagger
20 Poison Explosion
20 Poison Nova
20 Raise Skele
1 in every curse (no need for Confuse/attract imo)
1 point in Clay Golem, Golem Mastery and Summon Resist
Rest in Skele Mastery (ofc. make sure you get 1 point in this asap, then max the other skills, then rest into this)
1 point teeth/CE

Worked pretty well for me. I don't think you need more than 1 point in any curse or in summon res. More than 1 in CE might be nice if you don't have many +skills from gear.

I don't think Skele MAges would add much damage.
 

Goran

Diabloii.Net Member
Re: Summon/Poison - SkeleMages?

You could try something like this:
5 - Raise Skeleton
20 - Skeleton Mastery
20 - Raise skeletal Mage
1 - Clay Golem
1 - Golem Mastery
1 - Summon Resist

1 - Teeth
1 - Corpse Explosion
10 - Poison Dagger
20 to Poison Explosion
20 to Poison Nova

1 - Amplify Damage
1 - Weaken
1 - Terror
1 - Iron Maiden
1 - Life Tap
1- Decrepify
3 - Lower Resist

Possible variations could include less into Mages or Skeleton Mastery or both and more into Poison Dagger to maximize Poison Damage. Your Mages and skeletons should still be strong enough to take a couple hits while your poison does the real damage.
 

axdaddy

Diabloii.Net Member
Re: Summon/Poison - SkeleMages?

The build plan for my Necro is so far:

20 Raise Skeleton
20 Skeleton Mastery
5 Summon Resist
5 Amplify Damage
1 Decrepify
4 Corpse Explosion
20 Poison Dagger
10 Poison Explode
20 Poison Nova
5 Prerequesites
This leaves 1 skill left over

However I noticed since I was to be using posion spells, lower resist might be handy! Then I thought that I could possibly use Skeleton Mages as well as normal Skeletons to increase damage with Lower Resists: So the build became...

10 Raise Skeleton
20 Skeleton Mastery
10 Raise Skeleton Mage
5 Summon Resist
1 Amplify Damage
1 Decrepify
1 Corpse Explosion
20 Poison Dagger
10 Poison Explode
20 Poison Nova
5 Lower Resists
7 Prerequesites
This leaves 0 skill left over

Which would be the better build? Or suggest something different and better (While remaining Summon/Poison, of course)!
I like the idea of your 2nd build. What I had in mind was
60 to poison skills
1 to each curse
1 clay golem
1 golem mastery
1 summon resist
10-20 mages
remaining in CE

anyone actually had this build before? how well does it do untwinked?



 

lumpor

Diabloii.Net Member
Re: Summon/Poison - SkeleMages?

All poison skills must be maxed. I'd say 20 in all poison skills, all curses except confuse and attract (with lower resist being your main curse), 1 in all summoning skills except fire golem. 20 in raise skeleton. You really need to specialize in mages for them to be useful, so only pure summoners should consider mages. 1 into corpse explosion. Split the rest of your points between skeleton mastery and corpse explosion, depending on your needs.
 

Phredreeke

Diabloii.Net Member
Re: Summon/Poison - SkeleMages?

I like the idea of your 2nd build. What I had in mind was
60 to poison skills
1 to each curse
1 clay golem
1 golem mastery
1 summon resist
10-20 mages
remaining in CE

anyone actually had this build before? how well does it do untwinked?
You need points in Skeleton mastery, else your mages will die too fast (I have 15 points in Skeleton Mastery, and I still find mages dying a lot) Also Skeleton Mastery gives a bigger boost to the mage's spells than points in Skeleton Mages do.


 

axdaddy

Diabloii.Net Member
Re: Summon/Poison - SkeleMages?

that solves my dilemma, its going to be the good old skeletons warriors for me then.

that said, my skellimancer has mages that dies less than my skelly warriors (if ever). could be the effect of raise mage and skelly mastery both at lvl 40.
 

lumpor

Diabloii.Net Member
Re: Summon/Poison - SkeleMages?

Mages tend to die less because they're ranged and further away from the normal skellies. They do have less HP
 
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