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Tonsofun101
06-19-2008, 12:12 PM
I just got my necro up to lvl 73 (don't quote me, I might be wrong), and I have 7 skills saved up. I've maxed SKellies w/ mastery and mages. I'm not sure what I can start building on next?

A lot of guides recommend CE, but I have enough +to skills to get 5.6 yards out of it (should I look for more??). I've also heard Bone Armor isn't a bad choice, but the actual ammount of extra health isn't really that impressive (10 for each lvl in boneamor, 15 in each lvl of wall or prison). As of right now, I'm starting to lean toward golem mastery.

All suggestions welcome.

Thanks for you help.:D

saracen85
06-19-2008, 12:41 PM
5.6 yards is not even half the screen. it is recommended that your CE should cover the whole screen, if not more.. but if you're happy with the range, feel free to put points in golem mastery for a sturdier tank.

necrosis
06-19-2008, 01:34 PM
I just got my necro up to lvl 73 (don't quote me, I might be wrong), and I have 7 skills saved up. I've maxed SKellies w/ mastery and mages. I'm not sure what I can start building on next?

A lot of guides recommend CE, but I have enough +to skills to get 5.6 yards out of it (should I look for more??). I've also heard Bone Armor isn't a bad choice, but the actual ammount of extra health isn't really that impressive (10 for each lvl in boneamor, 15 in each lvl of wall or prison). As of right now, I'm starting to lean toward golem mastery.

All suggestions welcome.

Thanks for you help.:D

I still am not convinced maxing mages is good... also the extra points in golem mastery wont make that big of a difference depending on the lvl. and if you have not gotten summon resist get it now it's a very usefull skill. and to answer your question go with lots of CE it's a nice way to claer an area fast.

Sk3l3t0nz
06-19-2008, 02:51 PM
As a summoner u shouldnt be needing the extra defence from bone armor so i suggest dumping ur points in corpse explosion and make a fishy. Mages arnt really useful at all, they die way to quickly in hell and even in nightmare. I dont see a reason for maxing it. For curses, you'll want to get at least 1 in decrip and other curses of ur choice. As for a golem, if u wish to have one, chose to specialise in one of these - iron or clay - for a good tanker. With a nice amount of GM and points into the golems u can get 5k+ health on those golems.

orc_dragoon
06-19-2008, 03:17 PM
I thought you were not supposed to max skele mage because they have bad damage. and there only useful if they are cold

Omnicide
06-19-2008, 03:45 PM
Mages do fine damage with Lower Res and such...and they survive fine and I'm in hell with very little gear. So I don't know what people are talking about on that end. Mages are a preference thing. I find they're still somewhat useful...especially with physical immunes you can't break with amp. I have a few points into them just for this, not too much...just enough to back up my skeles. As for CE...that's pretty much preference, too. If you're going to use it...you need to at least have a good radius on it. I'm running about 7 yards right now (level 10 CE with a couple of extra skills) and it seems to do ok. Sure I'd like to go for level 20...but it's doing me fine now. Golem Mastery should be a "rest of your points" deal. Once you have at least some points into CE then do Golem Mastery.

necrosis
06-19-2008, 06:08 PM
about that phys immune comment. how many monsters are still phys immune after amp has been casted? the only ones i figure are possesd ghosts and other monsters that are immune. but 1-5 points should be good enough(it will get you about 5-12 mages depending on how many +skills and base points you put in it)

Omnicide
06-19-2008, 06:51 PM
Very few, but it happens...and unless you have some form of backup damage...you're stuck running away.

DarkPrinceLoki
06-19-2008, 11:11 PM
well there is the 50% physical resistance in hell, for everything. what if it spawned physical immune, stone skin, Ghost. even with amp they were still physical immune.
Mages do perfect in hell, the only time they do die is from ranged attackers or if they get mob swarmed. As for damage, yeah they do a low amount of damage, compared to a sorceress. If you took a group of say 8 skeletons, with only the might aura from a merc and went into battle the kill speed would be adaquate, but if you took that same group and added say only 3 mages, the speed goes up very noticably. I've tested this beyond what i should have. Now while you dont have to use them, they do help out more than what everyone thinks. At least 3 points in them IMO, +skills can max them for you.
Also same goes for CE. I normally put 10 points into them, and that gives me plenty of area to asplode. When the +skills get factored in it's well beyond screen coverage. Summon resist is another good place that I like to waste points, maxing it is out of the question with diminishing returns, so how much? I put 10 points and let the +skills work thier magic. (incase no one knows, with the right equipment [not godly] you should have no less than +7 to all skills, +15 is close to godly).

necrosis
06-20-2008, 05:05 PM
my answer to both statements is corpse explosion 50% corpses life is fire damage so that does alot and amplifying a stone skined ghost is still affected by amplify damage. it isnt alot but it still kills fast.

Omnicide
06-23-2008, 04:08 AM
Eh...if I'm facing a ghost I usually lower res and then CE...since even breaking the immunity it's 1/5 effective.