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View Full Version : 1.09 Magi summoner suggestions?


Thorham
01-21-2008, 01:17 PM
Good day,

Currently I'm busy with a mage summoning necro. He's at level 59 in hell act two, has 50 stat points and 16 skill points remaining. The current skill distribution is limited to the summoning tree:

Skeleton mastery:16
Golem mastery:6
Summon resist:1
Fire golem:4
Skeleton:1
Skeleton mage:20
Revived:1

The summon tree gets an additional +6 to all it's skills and I have Lower resist from a wand.

I haven't really had any problems in hell so far, except for silly screw-ups by not paying attention to what I'm doing. Otherwise everything is fine.

At this point, I haven't gotten a single clue what so ever on where to put the remaining skill points without wasting them. Since I haven't needed them yet, I'd like some input on the matter.

Any suggestions are greatly appreciated!

Shallie
01-21-2008, 01:37 PM
some suggestions from my side:

- Max Skeleton Mastery.
- Max or put at least some points into Lower Resist for increased damage.
- I'd put some more points into Fire Golem if you want to use him as your main golem (for the additional dmg).
- As long as you don't mind to have normal skeletons next to your mages you could max this skill.
- Corpse Explosion is always nice for killing hordes of monsters.
- A defensive alternative would be Bone Armor. As far as I remember synergies came with 1.10 so no use of putting points Bone Wall or Prison.

Hope that helped.

Thorham
01-22-2008, 01:26 AM
some suggestions from my side:

- Max Skeleton Mastery.

Indeed, I just didn't need to, yet. Seeing there is no point in just accumulating points, I'm going to do it.

- Max or put at least some points into Lower Resist for increased damage.

Good idea, it would enable me to replace that simple wand I have now. It's actually quite a pain to be dependent on items for skills you can just put a point into, since it severely limits the equipment you can use. Further more, lower res's pre reqs can probably be put to good use, too!

- I'd put some more points into Fire Golem if you want to use him as your main golem (for the additional dmg).

I've been thinking about this. But I also didn't need it yet. I tend to hold on to skill points for as long as possible: When I first got to hell, I got my *** kicked all the time, but I didn't spend any skill points. Now I've got the hang of it, and realize spending skill points to compensate for lack of skill would've been a waste. Of course, act one is always easy, and a stronger fire golem will certainly be a good thing to have. Good idea.

- As long as you don't mind to have normal skeletons next to your mages you could max this skill.

Well, I do actually... The focus of the build is to get as many magi as possible (hence 1.09), and to use other skills for support. Only having one point in skeleton frees up a lot of points.

- Corpse Explosion is always nice for killing hordes of monsters.

I have to admit that I've underestimated this skill quite badly due to it's small radius. In some builds this can be a problem, because it has to be pumped a bit to be effective. It would probably fit quite snugly into my build, though, so it's a good idea.

- A defensive alternative would be Bone Armor. As far as I remember synergies came with 1.10 so no use of putting points Bone Wall or Prison.

You're right. Bit of a shame really. I never understood why they hadn't put in synergies much earlier.
Bone armor could be a life saver. My necro has very low life, less then 300 (I also like to horde stat points), and some monsters in nightmare can kill him with one hit! Very dangerous. This might fit in as well.

Those are fine suggestions, thanks a lot :) They have given me something useful to think about, great!

eNtitY-
01-22-2008, 01:31 AM
merc, if CONC works on mages, they get Pride

Thorham
01-22-2008, 04:40 AM
merc, if CONC works on mages, they get PrideNope, concentration doesn't work on magi. Never heard of pride, what is it? Thank you for your time.

saracen85
01-22-2008, 05:06 AM
pride is a 1.10 runeword.. so, you shouldn't really consider it =)

eNtitY-
01-22-2008, 05:09 AM
lame why dont u just update...

Thorham
01-22-2008, 05:34 AM
pride is a 1.10 runeword.. so, you shouldn't really consider it =)1.10 huh, well that's quite useless then, thanks for clearing that up!

lame why dont u just update...I have updated, but I have two copies of Diablo, one for 1.09 and one for 1.11/Median 2008. The point is this: Currently the number of magi is 26 (one per level in 1.09) and 1.11 screws this build over completely. So there's the answer.

Wallenberg
01-22-2008, 03:03 PM
With my opinion about summoners in 1.09.. They really sucks, both versions, b and d.. You don't get extra damage on each difficulty.

lame why dont u just update...

I think he want some rare 1.09items :)

saracen85
01-22-2008, 10:06 PM
iirc only the ravenclaw bow is worth getting in 1.09.. maybe good for hellforge rushing? =P

Thorham
02-11-2008, 01:22 PM
With my opinion about summoners in 1.09.. They really sucks, both versions, b and d.. You don't get extra damage on each difficulty.Currently with similar skill distributions as above and simple equipment, my mage army is still ripping through the early parts of hell act 3, so summoners can't be all that bad.
I think he want some rare 1.09items :)It's not that. The only reason I'm still playing 1.09 is the one mage per skill point. I'm not interested in getting the best equipment.
iirc only the ravenclaw bow is worth getting in 1.09.. maybe good for hellforge rushing? =PFurthermore, my sole objective is to beat hell with a lord of magi, so I'm not doing any rushing/runs etc. This is the main reason for only having a Skin of the Vipermagi and a Saigons guard (I think) as my best equipment, and even those are muled :D

Anyway, thanks to all who have come up with ideas :)