Five that
My gear is pretty pimped out, and it is mainly as an MFer..
Shako (ptopaz)
Enigma M
Maras28
Beast+Humon(pdia)
CTA/AokL+Spirit35 on switch
Arach belt
FCR/str ring (this isn't perfect, by I need nothing else, just the FCR and I stated around some str from ring..)
Wisp Projector, 12%absorb, 18%MF
Chancies39 (highest ones I've found and haven't bothered buying perf)
Marrowwalk +2 SM
Torch, Anni, Gheeds, 3 summon skillers (could be more), res charms to fill gaps then fill it all with MF SCs (ofc, leaving room for 10 or so squares+Cube)
merc uses (A2, Might)
Infinity eth CV
Andys (IAS/Fire res jool, taken from my strafe zon)
Duress/Lionheart (these can be traded for Fort, and should, just like the helmet be eth to be ideal, but I have never needed any of those bosts for him..)
Max in this order:
RS, SM, CE, Mages
get one point in each early on, get one point in revives, get one in all curses (save perhaps confuse and attract), put remaining points in Golem Mastery (if you find anything better to use them for, then do, skill points are not on the shortstack for this build), get one point in Bone armour and try to have it active all the time. Get a point in GM/SR. Make an Iron golem out of a random Insight weapon, pref not that high DMG since the only thing that can kill him (except you dying) is IM. When you cast him, make sure you squeez any +to IG, GM and SR when you are casting him since those are the skills that will count no matter what they are after that.
Stats are the normal ones: as little as you need for your gear, don't put too many here, you get boost from Enigma, Torch, Anni, Maras, FCR ring (perhaps, not a must, but if you can, do!), Marrows and Shako. I didn't bother with block since you have around 30 guys between you and the monsters and the only ones that pierce these attacks are those doing elemental, thus unblockable attacks, so left at base (or what ever needed to wear you Beast, I got a Berserker Axe just for resale value and you don't need a lot of points for that). Rest is in Vita, don't bother with NRG since your Insight IG will solve any mana problem you thought you had.
How to play: Keep your AokL in your stash, enter some random easy area and cast BC and BO, switch to AokL. Start the killing to be able to get corpses to summon your army. I preffer to start with summoning my Mages since you will want to be able to unsummon them if they are psn and if there are too many cold ones (I use one, for bosses) and that is though with 15 skellies running around like crazy. After you got 14 or so Light/Fire mages switch to RS and raise your melee skellies. After that switch back to CTA and cast it to beef your army, keep your CTA on and the AokL in the stash. Switch to Beast+Humo for a lot of Res and the Fanat Aura from Beast. When ever there is a corpse you don't need for summoning and there are monsters nearby, cast Corpse explosion which should reach 13 yards, if all living monsters are amped and your merc is using infinity not a lot is alive when you have blowen 2 corpses. Just go, go, go. Ok, so this is taking some time to do, just getting your army up, so you better run lots of areas so that not half the time you spend is summoning your army, then running pits and then redoing. I run Pits, Countess, Andy, Summoner, Ancients Tunnels, Ruined Temple (+the other if I find it first), Meph, Shenk/Eldritch, Nihlathak, Pindleskin, Baal (full clear of all levels) and then Cows. You could do CS too, but I don't bother...
A few things worth noting: with Spirit 35 (must be 35), Arach, FCR ring,
and your AokL on instead of your CTA you will reach the 75% FCR break point, thus making teleing to Countess a piece of cake, just take your CTA and put it in your invent/cube when you need some longer teleing (if the gear swap takes longer than the saved time, don't bother.. sorta, I just do it for Countess).
the trick to be super fast is Telestomping, meaning you tele next to a monster, and all your 30 minions will come with you, all be stacked upon each other, all attacking the monster and by this making pretty much all non-act bosses die in under a second. Allways make sure all monsters are Amped. After you get the corpse, start spamming Corpse Explosion. On act bosses, since you have no Clay Golen for slow, you will need at least one Cold Mage to chill, and then cast Decrepify when you have telestomped him.
Your Amplify Damage curse will lower all monsters physical resistance with 100%. The Might aura from merc+Fanat aura from Beast will give your skellies a huge Physical Damage bonus, Fanat will also give bonus to AR and Attack speed. The Infinity in the hands of your merc will lower all monsters resistance with 85%, making your mages and corpse explosions hurt a lot, it will also lower the monsters defence quite a bit, this is only an issue against act bosses, but now your skellies will hit them a lot better, for regular monsters the AR bonus from Fanat is enough.
pew, think I'm done now.. GL and HF!