Game Forum / Role Playing Games / Diablo / January 2006
Skellimancer build
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Ser_Paine - 30 Jan 2006 04:00 GMT okay throw all of your advice here.
Alan Ladd - 30 Jan 2006 04:14 GMT >okay throw all of your advice here. Use Google groups and do a search in AGD for skellimancer build :-)
Alan - feeling like a smartass today.
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Ser_Paine - 30 Jan 2006 06:05 GMT >>okay throw all of your advice here. > >Use Google groups and do a search in AGD for skellimancer build :-) > >Alan - feeling like a smartass today. didnt know you could use google to do that. I guess I should have specified what type of advice I wanted. thanks though
chaliban - 30 Jan 2006 04:36 GMT > okay throw all of your advice here. max raise skseleton. max skeleton mastery. put a point in amp damage. tune to taste, most likely a lot in corpse explosion.
Shiflet - 30 Jan 2006 05:41 GMT > okay throw all of your advice here. Generic build: max Raise Skel, max Skel Mastery, max Corpse Explosion, at least 1 in revive, each curse, each golem, and each pre-req. That still leaves you a lotta points to play with, so you could boost 1 or more curses to expand their radius, could boost revives or mages for a larger army, could put points in bone spear/spirit for a direct damage attack or in bone armor/wall/prison for defensive purposes, whatever you prefer really.
Ser_Paine - 30 Jan 2006 06:07 GMT >> okay throw all of your advice here. > [quoted text clipped - 5 lines] >points in bone spear/spirit for a direct damage attack or in bone >armor/wall/prison for defensive purposes, whatever you prefer really. I didn't realize how versatile the skellimancer was.
Shiflet - 30 Jan 2006 10:46 GMT > I didn't realize how versatile the skellimancer was. It's arguably the best build in the game. The hammerdin is near the same level in terms of killing power, but he requires somewhat more expensive gear to be really effective, and doesn't have the variety the necro gets from curses. Plus, the necro build is safe enough that he can be played even naked and fare well
magnate - 30 Jan 2006 11:14 GMT I've never played one of these, so can somebody give me an idiots guide as to why the build focuses on skellies rather than mages and/or revives??
CC
Mickey - 30 Jan 2006 13:17 GMT > I've never played one of these, so can somebody give me an idiots guide > as to why the build focuses on skellies rather than mages and/or > revives?? Mages are useless. Revives expire in 3 minutes and are only as good as the base monster you have at your disposal.
That being said, a necro without the ability to raise some revives is MUCH weaker that one who can. I defy anyone to solo UT with a necro with just skeletons.
Mickey
Mark P. Nelson - 30 Jan 2006 18:24 GMT "magnate" <chrisc@dbass.demon.co.uk> wrote in news:1138619663.237287.41380 @g49g2000cwa.googlegroups.com:
> I've never played one of these, so can somebody give me an idiots guide > as to why the build focuses on skellies rather than mages and/or > revives?? > > CC http://strategy.diabloii.net/news.php?id=509
 Signature While I'll admit that anyone can make a mistake once, to go on making the same lethal errors century after century seems to me nothing short of deliberate.--V.
Mickey - 30 Jan 2006 13:16 GMT >>> okay throw all of your advice here. >> [quoted text clipped - 7 lines] > > I didn't realize how versatile the skellimancer was. Never max CE, it's an egregious waste of points. 10 points are all you will ever need, as most necros are loaded to the hilt with +skill items and it will get well past level 20. In the days of cows, when necros played in wide open spaces, you could not have enough radius on your CE. Now, you would be VERY hard pressed to find an area where a CE higher than level 20 would have any effect. Instead, put the additional points in revives. There are certain areas and certain situation where your skeletons will not survive, but where your minions will. In addition, make sure you have a few hard points in Dim Vision and one in Life Tap. One in each golem. After that, you can improvise and opt for confuse or attract.
Mickey
Mickey
unklbob - 30 Jan 2006 14:06 GMT > okay throw all of your advice here. I'll narrow down some specifics, since everyone else has covered basics inskill points. Put just enough points in STR to equip your highest gear--ideally around 60-75 max.
My own preference is 0 pts in Dex, but some people like to equip a shield to block.
CE burns mana like crazy, so put a point or two per level, you can always plug a sapphire or two in your early equipment to pick up the slack. Early in NM you can find high mana rings to use.
Every thing else in VIT.
Keep checking the vendors especially Normal, act 1 and 2 for wands with plus skills to RS--later on, there are tons of wands that have plus to summoning. Extra points to CE on a Head or a wand also comes in handy early.
I gotta go, but I'll add more later.
Sean
Patrick Vervoorn - 30 Jan 2006 14:30 GMT >> okay throw all of your advice here. > >I'll narrow down some specifics, since everyone else has covered basics >inskill points. Put just enough points in STR to equip your highest >gear--ideally around 60-75 max. Well, keep in mind you need a bit more if you want to go for Marrowalks, the only unique boots with +skills for a Skelliemancer...
>My own preference is 0 pts in Dex, but some people like to equip a >shield to block. If you go for Maxed block, Homunculus is the only option when using the unique Necromancer specific shields, but you will still need quite a bit of Dex to reach it. However, due to the skellies, I personally wouldn't bother with block at all.
>CE burns mana like crazy, so put a point or two per level, you can >always plug a sapphire or two in your early equipment to pick up the >slack. Early in NM you can find high mana rings to use. My advice: never er put any point in Energy. Not even on a Sorc, and especially not on a Skelliemancer. Getting +mana through items is much too easy: Frostburn, rings with +mana, charms with +mana, etc, etc.
>Every thing else in VIT. So to summarize:
Str+Dex: Enough for gear Ene: NONE, ever Vit: Rest
>Keep checking the vendors especially Normal, act 1 and 2 for wands with >plus skills to RS--later on, there are tons of wands that have plus to >summoning. Extra points to CE on a Head or a wand also comes in handy >early. Yup, you can shop some quite nice wands, but the unique stuff is also very nice. Do not underestimate the usefulness of a Spirit Sword (Crystal Sword is a nice option). A Spirit Monarch isn't really an option, because of the unique necro specific class, so don't bother with the 156Str needed for that.
Regards,
Patrick.
Mickey - 30 Jan 2006 16:08 GMT >> okay throw all of your advice here. > > I'll narrow down some specifics, since everyone else has covered basics > inskill points. Put just enough points in STR to equip your highest > gear--ideally around 60-75 max. Maybe more if you want to use Marrowwalks. Otherwise, 60 is all you need.
> My own preference is 0 pts in Dex, but some people like to equip a > shield to block. Anyone who needs blocking on a necro has COMPLETELY missed the point. If your necro is where he could be hit to begin with, you are doing something VERY wrong.
> CE burns mana like crazy, so put a point or two per level, you can > always plug a sapphire or two in your early equipment to pick up the > slack. Early in NM you can find high mana rings to use. I put ZERO points in energy. You get 2 mana per level up, and with a pair of frosties and an Insight rabbi, mana is never a problem past level 27.
> Every thing else in VIT. You got that right.
> Keep checking the vendors especially Normal, act 1 and 2 for wands with > plus skills to RS--later on, there are tons of wands that have plus to > summoning. Extra points to CE on a Head or a wand also comes in handy > early. And of course, a nice 2 socket wants that's been DOL-IO'd works like a charm. A rhyme in a nice head also helps, unless you're like me and find a homunculus every other MF run.
Mickey
unklbob - 30 Jan 2006 17:23 GMT > >> okay throw all of your advice here. > > [quoted text clipped - 30 lines] > charm. A rhyme in a nice head also helps, unless you're like me and find a > homunculus every other MF run. I'd have to say that I've soloed Hell with this build several times, and much of the build is dependant upon what you find. An uber build like yours thats nearly maxed on skill points is the exception. In SP I've gone right to endgame without finding a pair of frosties, so putting some points in mana, for me at least is critical. Otherwise, your drinking blues all the time, and that can be a serious problem during a fierce battle.
Right now I'm helping my kids build their SP chars, and despite countless runs to the most obvious places, I can't find a 4 socket polearm of any type, (much less an eth CV), so Insight has been a problem for me to find.
Whats a homuculus? : )
Sean
Mickey - 30 Jan 2006 17:30 GMT >> >> okay throw all of your advice here. >> > [quoted text clipped - 46 lines] > polearm of any type, (much less an eth CV), so Insight has been a > problem for me to find. Oh I wouldn't go NEAR an eth CV for a necro or sorc. Actually, I'd like a cracked scythe eith 4 holes. I don't need them to kill, I need their aura. An eth CV means instant death around OKs.
> Whats a homuculus? : ) A miniature version of oneself.... or a nice shield.
Mickey
B.B. - 31 Jan 2006 17:56 GMT >Anyone who needs blocking on a necro has COMPLETELY missed the point. If >your necro is where he could be hit to begin with, you are doing something >VERY wrong. Unless you're building a stabomancer. I'm making one now--high dex and vit, (maybe vit, but I do have a pretty powerful aversion to putting points into vit) one or a few points in PD, and max PE/PN. Back it up with a few revives and curses, curses, curses. Bone armor, too. Somewhere. Oh, yeah, but for a skelymancer it's kinda silly. Unless you just want a shield for the sake of it.
 Signature B.B. --I am not a goat! thegoat4 at airmail dot net
unklbob - 30 Jan 2006 17:49 GMT > okay throw all of your advice here. Playing the char is a matter of style, but there are a few basics.
Amp damage is a key skill, because it doubles the damage your minions create. Only place one point in this skill, since its low mana cost makes it easy to reacast--this eliminates the need to increase its radius or duration.
Once you've created a corpse, you can start blowing them up with CE, which is is half fire damage, and half physical damage. Here, radius is very important since you want to harm as many monsters on the screen as possible. Your plus skills will dictate how many hard points you want to put here. Its not hard to find a head or wand as early as Act 1 that has plus three to CE, which allows you to put your points in RS/SM to start out.
Besides AD, a curse that will help you get past Duriel is Decrepify, since it both slows him down, and reduces his damage. Since your skellies and merc will be slowed down by his Holy Freeze aura, it makes for a more even playing field.
Golems are a matter of choice, although I don't know of anyone who used Blood Golem. Clays are nice for the Bosses, particularly when combined with Decrepify, since they slow them down. I have been using the Fire Golem, since they draw a lot of heat off of your skellies and merc, particularly when you cast them behind a group of baddies. The monsters will turn around en masse and start beating on the FG. This is particularly effective when you're facing the type of monster that delivers stunning types of hits like Blunderbore and Crushers--your skellies won't get stuck in stunlock and deliver blows to the back of the big apes.
more later
Sean
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