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skelly necro 110

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Dark Solux - 30 Oct 2003 22:08 GMT
i have heard that the skeletons have been upgraded in 110, and i thought i
would try and make a skeleton necromancer.
does anyone have any tips on where i should put my skill points and stat
points, i plan to level up to around 65 min (this is my first necro) and go
from there
i have the homocculus and the arm of king leoric all lined up and i can get
almost any other gear if needed(just not the really high end stuff like
stormshield)

thanks in advance

andrew
Zamboni - 30 Oct 2003 23:54 GMT
> i have heard that the skeletons have been upgraded in 110, and i thought i
> would try and make a skeleton necromancer.
[quoted text clipped - 8 lines]
>
> andrew

One into Mastery, one into AmpDamage, one into Mages, twenty into Skeletons
(this should put you at the end of Act 2). Then go back and max out Mastery,
buy a few more curses, and whatever other toys you want.

Strength points are usually defined by your armor (84 for Trangs armor,  106
for the helm). Dexterity, none. Energy, enough to get most of your skeletons
started. Vitality, everything else. Ignore blocking, you shouldn't be
getting hit anyway. You're the general managing the battle from behind your
skeletons, not a front line grunt, so resists and fast run/walk are your
defenses.

And if you're going to run around with Leoric, don't get hit by melee
monsters: the Bone Prison traps you and the monster together, and then you
die.
--
Zamboni
Andrew Burow - 31 Oct 2003 00:38 GMT
>> i have heard that the skeletons have been upgraded in 110, and i thought
>> i would try and make a skeleton necromancer.
[quoted text clipped - 27 lines]
> --
> Zamboni

Also, consider your aura choice carefully if using a town guard merc. Might
would seem to be the best, but it is additive with the hidden ED% bonuses
conveyed by Raise Skeleton. Some are saying that, solo, Blessed Aim will
boost the damage output more, with the added bonus of putting monsters into
hit recovery more.
Zamboni - 31 Oct 2003 01:14 GMT
> >> i have heard that the skeletons have been upgraded in 110, and i thought
> >> i would try and make a skeleton necromancer.
[quoted text clipped - 27 lines]
> boost the damage output more, with the added bonus of putting monsters into
> hit recovery more.

I've never experimented with Blessed Aim with this build; it's always been
Might or Thorns. I think the big difference for 1.10 skellimancers is that
it allows for a more aggressive style of play than in the past - the
skeletons now do more damage attacking than they do defending. The high hit
points and high regeneration rate of the monsters has also made Thorns and
Iron Maiden less reliable. A Holy Freeze merc might be amusing, allowing
slowed creatures to be swarmed more effectively, as will Decrepify instead
of Amp, or the slowing effect from a Clay Golem
--
Zamboni
B.B. - 31 Oct 2003 07:13 GMT
>i have heard that the skeletons have been upgraded in 110, and i thought i
>would try and make a skeleton necromancer.
[quoted text clipped - 4 lines]
>almost any other gear if needed(just not the really high end stuff like
>stormshield)

  put three points in skeletons first, then start pumping mastery as
fast as possible.  Even though skeletons have been boosted a bunch, they
still die pretty quick vs. bosses.  Unless you have a friend to help you
with bosses, be ready for a rough fight.  After SM is at a decent level
that you can handle a boss then go for more skellies and/or mages.
  Just in case of trouble, I like to have one point in clay golem and
one in iron maiden.  With that setup you can kill any boss eventually,
but you'll burn through a lot of mana and stamina pots.  (:
  Early on, and perhaps even later, stick sapphires of whatever quality
in your armor or helm so you have lots of mana.  You don't need mana
regen so much as a skellymancer, so you can spend points on vit instead
of energy.
  Later on make sure to have at least one point in attract--it'll make
your skelly army last a LOT longer in tough fights.  It's also a pretty
good way to get that first corpse.
  Prayer mercs are good.  As is a blessed aim merc when used with life
tap.  Personally, my skellymancer is going for a few skellies, and maxed
mages with high curses.  I'll probably go with a prayer merc since mages
don't benefit from life tap.

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