Trang-Oul Summoner Help

Cwibster

Diabloii.Net Member
Trang-Oul Summoner Help

Well I finally got the rest of the trang set on HC and can atlast wear it all :) But I need a bit of help with my options now....

I've current done this with my skills...

Max Skeletons
Max Mages
Max Skeleton Mastery
1 Clay golem, golem mastery, summon resist and amp damage

I have (with trang set on) 113 strength and the rest pumped into vitality.

At the moment I'm only wearing the trang set but plan to wear some marrowwalks, mara's and 2xsoj at the end of this build.

Now my question is, what the hell do I do with all my spare skill points? :p

I was thinking of opening up all the skills on the curse tree so that I have lower resist to help along my mages when fighting physical immunes, and attract so I can summon my first lot of skellies easily in a new game. What about revive too? 1 point wonder?

Would this be the correct thing to do or would a lvl 1 base lower resist not be worth having? (Will be level 10 with my intended gear).

Also, should I pump corpse explosion up? I heard from quite a few people that this would be useful for baaling and solo gaming etc.

Final question :p Is 1 point in bone armour enough? I don't intend to get hit a lot but I thought 1 point + gear would be a nice thing to have, just incase ;)

Sorry for all the questions but I'd rather get them answered than just guess.

Cwib
 

Kyo

Diabloii.Net Member
Cwibster said:
I've current done this with my skills...

Max Skeletons
Max Mages
Max Skeleton Mastery
1 Clay golem, golem mastery, summon resist and amp damage

At the moment I'm only wearing the trang set but plan to wear some marrowwalks, mara's and 2xsoj at the end of this build.


Would this be the correct thing to do or would a lvl 1 base lower resist not be worth having? (Will be level 10 with my intended gear).

Final question :p Is 1 point in bone armour enough? I don't intend to get hit a lot but I thought 1 point + gear would be a nice thing to have, just incase ....

Cwib
Your using a standard skelemancer build with max mages (which i personally like :D )

1 in all curses to get LR + Preq is all that you need imo. Your full trang bonus should beef up the radius/etc for each curse.

Extra points you only have a few options left. If your going for the bug i suppose you may get away with a offensive spell but like most have opted CE maxed is awesome killer as it can clear screens due to the radius plus your going to get a little boost as well from trang bonus. Half Physical/Half fire isnt going to be bad

Perstonally that the way i would go. Since you got point spare you may want at least 1 in revives as extra firepower , minions with CB etc etc etc etc.

GL

Kyo
 

Myrakh-2

Diabloii.Net Member
I chose to max corpse explosion.

Also, Maras is a waste --- TO provides a healty amount of resistances already; add a prefect diamond into the shield and you're almost maxed already. A few charms take care of that (I have VERY few charms now, since I have an anni...) --- all my resists are maxed, with NO resist gear other than TO and a few charms.

A +3 summoning amulet is FAR cheaper and better, IMHO.

LR is useful, esp. against monsters where you want to use firewall/mages as primary skill. 1 point is plenty, since diminishing returns kick in early and hard.

I find that 1 point is enough in Revives. Revives get their bonuses from Skeleton Mastery; the skill itself only improves their number.

I don't know about bone armor since I'm not abusing the synergy bug; with the bug, a lvl 1 bonearmor has 10+33*15=505 hitpoints to absorb physical damage --- considering that almost no phyiscal damage ever reaches you, this seems plenty. In fact.. 505 hitpoints is a little less than half my current life (a little over 1100, IIRC) --- I don't remember ANY phyiscal hit that would take half my hitpoints (ok, TO also has damage reduction).
If you REALLY want to improve bone armor, put points in wall: BA synergies are better than BA itself (1 skill in BA gives 10 hitpoints; 1 skill in BW/BP gives 15 hitpoints).

I have a few skillpoints left now (lvl 89 or 90, don't remember) as well; I'll most likely put them somewhere into the curses tree.
 

Kyo

Diabloii.Net Member
Myrakh-2 said:
Also, Maras is a waste --- TO provides a healty amount of resistances already; add a prefect diamond into the shield and you're almost maxed already. A few charms take care of that (I have VERY few charms now, since I have an anni...) --- all my resists are maxed, with NO resist gear other than TO and a few charms .
Having Maras is a waste? One of the best amulets in the game and your not going to use it would be just as a "waste" if your not going to use it imo.

Just look at these cons your missing out
.
+2 to All Skills ->> This would not only boost summons tree skills but everything else in your arsenal (remember CE). Boosting all your curses and P&B (including bone armor) and remember you got your TO bonus to follow as well. How can you go wrong. PLUS! it will help you further if your using "the bug" if your using marrows

+20-30% Resistance To All -->> Resistance here would cover your resistance needs. This would free up the wing slot for better things so instead of putting a PDiamond there you could have a rune/jewel option.

+5 to Strength ----> Extra overall stats as well :worship:
+5 to Dexterity
+5 to Vitality
+5 to Energy

Would you give up all these cons just to merely get a extra 1 slvl from only the summon tree ???? I will take the maras anyday. gg thx

If you dun want the maras i would gladly trade you a +3 summon amulet so please please pm me :D
 

Myrakh-2

Diabloii.Net Member
Kyo said:
Would you give up all these cons just to get a extra 1 slvl from a plus 3 summon amulet ????
I have stashed my Maras away. I have used a plain +3 summoning. I'm now using a +3 summoning with 23% mf.

Thing is, as a Skelemancer with maxed resistances, Maras offers very little. The +2 in the other trees are nice, but covered enough by other gear. The summoning tree is the most important thing, so if I have to choose between +1 summoning and +2 pb/curses, I go for the summoning anytime.

Take a look at the stats:
+5 vitality -> 10 life. Great. That's going to save you, but not me.
+5 energy. Wow. Huge mana boost. I'm impressed
+5 dexterity. Wow. Blocking! I'm not investing in dex at all, but if I did this would probaby be a huge bonus, right?
+5 strength. Wow. I can put 5 more points in vitality, for another 10 life. I'll be immortal.

So, all in all, Maras would give me resistances I don't need (because I'm already maxed), and an impressive +20 life. In return, I get weaker summons.

My corpse explosion is at slvl 28; with Maras it would be 30 --- 0.6 yards radius increase. I doubt I would notice the difference. Maybe I would notice the increase in curse duration/radius; I don't know or care; it's not like I'm having problems keeping the curses up.

I'll trade +20 life for stronger summons anytime. I already have >1100 life, so another 20 wouldn't be a difference.

Actually, the +2 to firewall/mastery would be nice. But I consider these to be auxilliary skills, and with "only" another +2 I still wouldn't trade a summon level for it.

It is, obviously, a matter of preferences. As long as everything else is perfect, I want to improve my summons.

If you dun want the maras i would gladly trade you a +3 summon amulet so please please pm me :D
I already have a few +3 summon stashed away... :)

Besides, this was for a TO build. I'm still planning to make a more MF-centric build; I'll be very short on resistances there, so I'll use my Maras (which, unfortunately, is a perfect one... a perfect bad one).
 

Kyo

Diabloii.Net Member
Hehe this post reminds me of someone trying to force a square block into a circular shape hole when it clearly doesn't fit.

Think you have missed the point :

Myrakh-2 said:
Take a look at the stats:
+5 vitality -> 10 life. Great. That's going to save you, but not me.
+5 energy. Wow. Huge mana boost. I'm impressed
+5 dexterity. Wow. Blocking! I'm not investing in dex at all, but if I did this would probaby be a huge bonus, right?
+5 strength. Wow. I can put 5 more points in vitality, for another 10 life. I'll be immortal.
Ah dun you love the sarcasm when you know i got a point.? that ok, 20 Life isn't a awful lot but it sure does count for something considering cwibster is playing Hardcore and he getting this extra stats for free. :cheesy:


Myrakh-2 said:
So, all in all, Maras would give me resistances I don't need (because I'm already maxed), and an impressive +20 life. ...
But the thing is we aren't talking about you, we are discussing possible alternatives for cwibster, so there isn't a right or wrong way really? See you have conveniently missed out that he no longers requires to use a pdiamond in the wing (if he chose maras). You could now use the free slot on a good jewel or rune that could help depending on what he wanted.


Myrakh-2 said:
I'll trade +20 life for stronger summons anytime. I already have >1100 life, so another 20 wouldn't be a difference. ...
Probably true but again it cwibster HC here not you... man i sound like a broken tape recorder.


Myrakh-2 said:
Actually, the +2 to firewall/mastery would be nice. But I consider these to be auxilliary skills, and with "only" another +2 I still wouldn't trade a summon level for it..
Personal preference i suppose but i sure like to add extra damage ontop of the damage my warriors/mages are doing. One thing (ordinary -Excluding BEAST and other super charged items) skelemancers don't do enough in hell imo is direct damage on their own particularly if bone/poison direct spells aren't a option.

slvl 15 firewall with 5 FM = Average Fire Damage: 1303-1340 per second
slvl 13 firewall with 3 FM = Average Fire Damage: 998-1032 per second

although it only 300 damage it still a good boost to your firewall damage and overall output. It maybe only a backup skill but any more damage should be appreicated.


Myrakh-2 said:
Besides, this was for a TO build. I'm still planning to make a more MF-centric build; I'll be very short on resistances there, so I'll use my Maras (which, unfortunately, is a perfect one... a perfect bad one).
TO build?. You could use most necros with this full set as it pretty diverse when it comes to summon variants.

btw wouldn't you want use your 23% Mf amulet on your MF char instead of cwibster's HC char??
 

Cwibster

Diabloii.Net Member
Whoa guys calm down :uhhuh:

Thanks greatly for the help both of you. I am now able to push on with this necro, but please don't turn this into a flame thread. I thank you both for your different opinions, both of which seem good to me so I'll decide which one takes my fancy and go for it.

Cheers again :thumbsup:
 

aquamoeba

Diabloii.Net Member
For my part, I share the same opinion than Myrakh-2.

Mara is godly. No doubt about it. You will probably never make a mistake using it.

Is it the best one in the case of a summoner using full TO? No too sure about it.

The only advantage of the Mara "in this case" as both of u agreed is the bonus to firewall/firemastery wich is around 300dmg. Which is use to speed up the kill against stoneskin or strongly resistant PI or even Act Boss. Don't u think a +1 summon will add a lot more to your 12-13 mages dmg (in all case) ?

My opinion is that a +3 summon amulet with +%MF or Teleport charges or even a +2 all with the same mods is in this case more suited to the task.

Once again, u take no risk using Mara ;)

aquamoeba
 
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