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I)0C
09-05-2004, 23:56
Sup all. My name is I)0C. First of all, I would like to thank anyone who is reading this guide. Second, I would like to note that this is not a PvP Guide. A Zookeeper is a special type of necromancer that has kept my eye on it ever since I started to play. Here is the guide...

Table of Contents

Introduction
Skills
-Iron or Fire?
Stats
Equipment
-Belt
-Inventory
Mercenary
-Mercenary Equipment
Ways to Play
Conclusion
Specials

Introduction

A Zookeeper is a necromancer that uses ALL of his summoning abilities. In other words, he is the master of minions. In this guide, I will be mentioning many different aspects of his summons, the equipment range, the Ways to Play, and try to help you understand/play the Zookeeper.

Skills

Summoning

Obviously, about 94% of his skills used are from the Summoning Tree. The only skills you should be using are Skeleton Mastery, Raise Skeleton, Skeletal Mage, Revives, and a Golem of your choice (I will explain later).

-Iron or Fire?

This is a tough question, as people would say to go towards the Iron Golem due to his great statistics on which item he is summoned out of. Well, the choice is yours. If you can find a good item to make an Iron Golem out of, then head towards the Iron Golem. If you have a hefty amount of Mana, then go towards the Fire Golem, as his Mana cost will go over 250 in time.

Curses

Half of the remaining 6% will be Curses. If you haven't noticed, most of your Revives will be melee attackers. Combined with Skeletal Warriors, Revives can mass up exceptional damage with the enemy was cursed with Amplify Damage. Place at least one point in Amplify Damage. About the Mages... when against the Physical Immunes in hell mode, the Mages start to kick in here. With Lower Resist, their damage practically doubles, depending on how high the Lower Resist level is. In shorter terms, try getting both Amplify Damage and Lower Resist.

Poison and Bone

The only skill I recommend using from the Poison and Bone skill tree for the Zookeeper build is Bone Armor. It saved my butt quite a bit of times. Don't get too carried away though, only add at least one point in Bone Armor. If you feel the need that your defensive stats are low, then feel free to add more.

Stats

Your stats are very simple. The only problem is that a the Zookeeper's strength is over 100, which is a bit overwhelming for a spellcaster. But this is due to the equipment used. Here is a list of what my Zookeeper has for final stats...

|118| Strength
|Non| *No dexterity should be added*
|114| Vitality
|230| Energy

For a few notes on the stats: No dexterity was added since the weapon the Zookeeper shall be using is a spellcaster item. Energy is very high because summoning many minions at one time takes alot of Mana. Lets take out the old calculator... The mana cost of the final Skeletal Warrior is about 45 mana each, same with the Revives and Mages. My Zookeeper has 17 Warriors, 17 Mages, and 47 Revives. 17+17+47=81 81x45=3645. Don't forget to add the golem's average mana cost, which is about... 140... somewhat... anyway... 3645+140=3785 minus the amount regained per second is... 3785-14=3771. Phew... too much math... :rant: anyway, the amount of mana used to summon all minions in a 20 second period is about 3771 or more.

Equipment

Your equipment should be pretty strait foward, but some of the final items may be too expensive. I have compiled a number of items to help show which items are recommended, and items that can be used for substitutes if the final item is not available. Here is the list...

Helm: Harlequin Crest (Shako) // This is a great helm for any character. With +2 to all skills, damage reduced from enemies, stats added, and its cool mint green color :drool: , its hard to pass by. Substitute: I would say to use Peasant Crown, it is like a baby Shako :D.

Armor: Enigma // Great armor for anyone as well, but the main problem is that it is very very expensive. +2 to all skills, resistances, high def, and the popular Teleporting skill, its also hard to not notice. Substitute: Trang-Oul's Armor would do the job nicely with +2 to summoning and faster run/walk.

Weapon: Arm of King Leoric // Ah, my favorite item in the game. It is the absolute best weapon for a Zookeeper, or any type of Summoner Necromancer. With skills ranging from +1-5, its a natural good. Substitute: Cairn Shard would go okay. Only thing special about this wand is the +3 to summoning skills.

Shield: Homunculus // One of the greatest Necromancer shields in the game, it is packed with Major Resists, and even +2 to Summoning and +4 to Curses. Substitute: I cannot say anything here, as Homunculus is very easy to obtain.

Belt: Aracnid Mesh // Nothing special but the +1 to skills addition. Substitute: Gloomstrap is probably the 2nd best spellcaster belt in the game.

Gloves: Trang-Oul's Gloves // This has one of the best stats I have ever seen on gloves. It has +2 to Curses and faster cast rate, amazing. Substitute: Frostburns, only because it adds major mana.

Boots: Marrowwalk // I would say the best boots for a Necromancer, since it adds +1-2 to Skeleton Mastery. Substitute: Silkweaves, only because its a great spellcaster item.

Rings: Stone of Jordan x2 // duh... Substitute: Find any rings with mana additions, since you will need it.

Amulet: +3 to Summoning Skills with +90 life // Nothing is better than this kind of amulet for a Zookeper in my opinion, although it is hard to find. Substitute: Mara's Kaleidoscope will do quite nicely with +2 to all skills and +20 to resistances.

Belt

The belt is like a mini Inventory. The far right side column of your belt should have 4 Town Portal Scrolls, and the rest of the spots are either Full Rejuvenation Potions or Healing Potions.

Inventory

My inventory is quite simple, but you can change it anyway you want. My inventory is nothing but 10 +1 to Summoning Skills Grand Charms, Annihilus charm, 2 faster hit recovery small charms, and 2 Super Mana Potions. With this kind off inventory set up, your Summoning skills will be boosted up by alot.

Mercenary

*Note: this mercenary is from Act2* Your mercenary will be the heart of the minion group. On discussing which aura he should be using, people would say either Might, Prayer, Holy Freeze, or Defiance. Lets look at all of them... Might adds damage only to melee attackers, but Amplify Damage should fill in for this. Prayer, the healing aura, is not needed, since your summons can be easily replaced. Holy Freeze... there is no use for Holy Freeze here, since some of your Skeletal Mages should be using Ice Bolt. So I would go with Defiance, since your summons have no defensive stats.

Mercenary Equipment

Your mercenary's equipment are pretty easy to get, except the weapon, because his weapon will vary...

Helm: Crown of Thieves // Great mainly for its 12 life leech. But it also has +50 life, fire resists, and more gold found. Substitute: Stealskull. Only reason is for life leech and faster hit recovery.

Armor: Shaftstop // Good for any type of mercenary. With major defense, it is hard to ignore. Substitute: Duriel's Shell. Really good stats, but the only problem is that it has no life leech.

Weapon: Bonehew // Greatest weapon for a Act2 mercenary due to its extremely high damage, and its dual sock. Substitute: Spire of Honor. Just because it does average damage. If you have anything else to put here, then feel free to do so.

Ways to Play

There is not much to say here. All the Zookeeper does is sit back and relax while about 70 of his minions pelt the enemies with attacks of melee and magic. Lol, that was a little to descriptive :lol: . Anyway, I have come up with some suggestions when battling certain types of monsters.

When fighting Phyical Immunes, your Warriors and maybe Revives will not be effective. So let your Mages do the job. But the Mages' damage combined may not be enough, so quickly switch to Lower Resist and cast it over the enemy. Their health should be leveling down faster.

When fighting Magic Immunes, same thing, but Mages this time have the low. All you have to do is watch your Warriors and maybe Revives attack. But against bosses and unique monsters, their damage may not be enough, so quickly switch to Amplify Damage and cast it over the enemy. Their heatlth should be leveling down two times faster.

But before heading out into the area, summon the minions that dont need a corpse to be summoned. Summon your golem, and set your Bone Armor ready. Then start heading out. Your Golem and Mercenary should take out at least one enemy. Then summon one Warrior. Afterwards, your army should increase in size in no time.

Conclusion

In conclusion, the Zookeeper is a very viable character to play, in my opinion that is... Here are the skills I have promised you...

|20| Skeleton Mastery
|20| Raise Skeleton
|15+| Skeletal Mage
|10+| Revive
|1| Stone Golem (prerequisite)
|1| Blood Golem (prerequisite)
|1| Golem Mastery (prerequisite)
|1+| Summon Resist
|1+| Your Golem Choice

With all the equipment and items, my skill levels are...

Level 50 Skeleton Mastery
Level 48 Raise Skeleton
Level 47 Skeletal Mage
Level 45 Revive
Level 8-12 for anything else

*Note that I maxed Mastery, Skeleton, Mage, and Revives*

Specials

This section of the guide is dedicated to any people or places that helped me with my character or this guide.

Special Thanks to: PathfinderMhk and Black Hades
More Thanks to: rpgforums.netfor letting me post guides
Even More Thanks to:Dark Knightfor accepting this guide (if he does).



Well, thats my guide for the Zookeeper. I hope this guide helped you to understand/play the Zookeeper. Thanks for your time.

-I)0C

HarbingersOfSkulls
10-05-2004, 00:21
Kinda tough to read...and think you meant Clay not stone golem. Will wait for a different color before really reading everything.

HoS

Maestro
10-05-2004, 01:42
Like Harbingers said, tough to read with that blue font. Reads like one of those old 1.08-1.09 Zookeeper guides I read waaay back on GameFAQs.com with the exception that the emphasis is more on skeles this time than Revives.
You don't seem to be aware of this but when fighting physical immunes your amplify damage curse breaks the physical immunities of all but a very few monsters in the game so your reliance on mages to tackle these monsters is in my opinion, misplaced.

Also, without the Might aura from an NM Act 2 offensive Merc, even with the Amp damage curse your skeles will kill slow as hell in well... Hell :lol:
Summons have no defensive stats ????
Man where are you getting your info from ?

Other than those two very significant points, your build is very doable in hell difficulty although I can say (from personal experience) that you won't be very popular in public games if you plan to bring along 70+ minions with you every time.

I)0C
10-05-2004, 01:46
I hate leaving out info... I will add that later :)

Thanks

-I)0C

superdude0526
10-05-2004, 02:25
Not a bad guide and I agree that the blue font makes it difficult to read and I passed on the second half because it was difficult to read. There are a couple of other curses that are very useful like Decrify & Attract that can work to your advantage especially in hell. Maxing Revive is not worth it as each minion will only live for 3 minutes. By the time you revive all those monsters the 1st ones will be dying, so I would say this is a waste of skill points. 1 skill point is enough and let your + skills take it higher. I have +7 to my skill and I find 8 revives more than enough.

The Poison and Bone tree wasa overloked with just your 1 skill point into Bone Armor, but Bone Prison (try to max) is the real gem here for the zookeeper. Great for imprisoning boss monsters, Baal's Minions, Unique Monsters, LEB's etc! Oh and your choice for Golem should be Clay Golem because of the "slowing effect" it has on other monseters. 1 point into Clay Golem & Golem Mastery is enough and just recast your golem if he dies.

The 230 energy is just a waste where 160 of those points could have gone into vitality, wearing Shako with Frostburns and SOJ's (if you have them) will give you PLENTY of mana. Remeber Mana Potions are plentiful and can be bought from vendors, if your getting low on mana, just quaff a potion and away you go again.

Viterlardo
10-05-2004, 09:35
Would love to see that build in action.

ya can find me on uswest ladder at nicco

Mad Mantis
10-05-2004, 09:50
Would love to see that build in action.

It is a standard Overlord. You know how they work.

Viterlardo
10-05-2004, 10:22
It is a standard Overlord. You know how they work.

well i wanted to observe how the merc setup helps the fighting ability of this build cos he went for the high damge merc vs a +8 to skill set up on his defiance merc which could have been better for his build when dealing with swarms of monsters (especially in moments when the summons aren't killing things quick enough to replenish stock) or when the merc kicks the bucket.

The choice of going for enigma as perhaps a chains of honour will result in elemental weaknesses from the minions in wsk and other areas with hellwitch spawns, burning souls. (unless you decide to tele away from all of em, it'll still be a hassle when you're caught off guard, shot down and start back from zero summons.)

The decision to pump so much into energy worries me as to how many hard knocks this build can take before it goes down. I'm afraid the build might be weak against in game lag situations resulting in deaths by phamton hits. Especially by those pesky stygian dolls.

And as "Maestor" mentioned you will hardly be able to do enough damage with that setup before ya get swarmed in big hell games. Bringing up 70 summons is easy. Keeping yourself alive and the damage, consistent despite whotever hell throws at you, isn't.

I foresee ya summoner's lack of a high hp, max resists as the only weakness of the build. Perhaps you could take my recommendation of switching that Enigma to a COH, and putting a naj staff on switch for the tele charges. Dump 1 soj for 1 wisp projector (the spirit charges will help ya better). Finally Set up your merc with +skills items to boost the powers of his defiance aura. And have a woestaff ready for dealing with oblivion knights.

Have fun with the ideas. And mantis i still wanna see the build in action ; )

Mad Mantis
10-05-2004, 10:44
The only thing I wonder about is why he went with Defiance.

Skellies at that level have 1475 defense. They have 1.3k life and do about 900 damage. They have an insane regen rate and can completly heal themselves in under 40 seconds.
So why go for more defense insted of more killing power? Without CE (as a true Overlord should) things are bound to be a little slow, why not give your minions a little help?

Viterlardo
10-05-2004, 10:56
Why are there 2 similiar threads of this running?

WuffWhacker
10-05-2004, 11:49
Also, without the Might aura from an NM Act 2 offensive Merc, even with the Amp damage curse your skeles will kill slow as hell in well... Hell

I guess it depends on what someone considers "slow". My skellymancer (L30 SM, SM; L29 SM; L8-9 SR, etc.) kills stuff in Act5 either slightly slower than my 4K blizzard sorc (non-ranged, non-piercing), or slightly faster (piercing ranged). He uses a HF merc.
Now, things might well go faster, but I went for safety over speed. I've soloed all of Hell (sans maggot lair and act 3), and did that with decent speed and good safety. I did have a problem with a damned fire, multi-shot skelly archer boss in act 5 - corpse camper - but that was it. Every other monster and boss pack went down with nothing more than a little time and a few clay golem recasts (1 pt).

I)0C
10-05-2004, 15:59
Man... its hard working on a Zookeeper and Hunter guide at the same time... :lol:

don't worry guys, im fixing them :D

-I)0C

snapper316
10-05-2004, 16:07
seems like a modified skelemancer guide....but ends up with basically the same end result...Just more laggy. Sorry I)OC

Starcrunch
10-05-2004, 17:21
The Zookeeper only focuses on Revives...Overlords focus on all minions. This looks more like an Overlord.

-Starcrunch

PS. Sorry if someone else pointed this out I didn't read the whole thread...

Maestro
11-05-2004, 00:51
I guess it depends on what someone considers "slow". My skellymancer (L30 SM, SM; L29 SM; L8-9 SR, etc.) kills stuff in Act5 either slightly slower than my 4K blizzard sorc (non-ranged, non-piercing), or slightly faster (piercing ranged). He uses a HF merc.
Now, things might well go faster, but I went for safety over speed. I've soloed all of Hell (sans maggot lair and act 3), and did that with decent speed and good safety. I did have a problem with a damned fire, multi-shot skelly archer boss in act 5 - corpse camper - but that was it. Every other monster and boss pack went down with nothing more than a little time and a few clay golem recasts (1 pt).

My problem with using the Defiance Merc is that at high lvls your skeles will have so much life and such a high regeneration rate that the Defense Aura will make absolutely no difference in the game when it comes to keeping your Skeles alive. As for your Revives its even more rediculous as revives tend to be next to immortal and the only time they die is when their 3 minute timer runs out or you outrun them.

This build (with the exception of Mages) focuses almost on pure physical damage thus I think it would be silly not to choose a Merc that aids in that respect as compared to one thats basically irrelavent to the build. But thats just my opinion.

HarbingersOfSkulls
12-05-2004, 00:00
I miss the NecromancerLord's version of the ZooKeeper. Seem to recall that he used Prayer with it...though it was in 1.09.

Wish I could find that guide again.

:drink:

HoS

newbiengod
12-05-2004, 21:26
i'm going blind with that font color. nvm i can't see no more

masakerr
12-05-2004, 22:39
I find it very difficult to knock someone who has spent a great deal of time and effort to put together a guide. On that note, good job!

I don't agree with everything you suggest. Like on of the other responders said "you ain't going to make a lot of friends with all them summons".

The font color was/is difficult to read. Another objection that I always have with "most" guides is when they talk about equipment and the use of the new rune word armors or weapons. The day I find a Jah, Ber, Ohm, Zod and/or Vex, well I'll have to go change my shorts. I mean Zods were running around all over the place when they were duping them and I still don't have one! I'd like to see these guides list the OPTIMUM equipment and then list the equipment most readily available to the average Joe.

Masa

Mad Mantis
12-05-2004, 23:33
Just do what I do. Judge a guide on the way they talk about the skills and the way to use the skills. That shows if they rely on the equip or that they can really handle the build.

masakerr
13-05-2004, 02:43
Just do what I do. Judge a guide on the way they talk about the skills and the way to use the skills. That shows if they rely on the equip or that they can really handle the build.

Ya know when you're right you're right and I can't argue against it. It's just, what the hell, I tend to be an equip junkie (though, with a summoner, you don't need to be). I also guess it's just frustrating when I think that everyone else has all of these new rune word items and I don't (lol). I can make Delierium (sp?), but haven't found a good enough hlem for it.

Later

Masa

Mad Mantis
13-05-2004, 12:42
I know how you feel. A lot of these guides just assume I have every piece of equipment in the game waiting on a mule.
That is why I decided to judge guides this way. If an author knows what he writes about, I think I can get the build through Hell on junk equip.

HarbingersOfSkulls
13-05-2004, 18:20
I know how you feel. A lot of these guides just assume I have every piece of equipment in the game waiting on a mule.
That is why I decided to judge guides this way. If an author knows what he writes about, I think I can get the build through Hell on junk equip.

Seems that most people now days on West ladder...believe that it's the items you have that makes the build...and not the /statskill placement or the actual common sense that a Summoner takes to be able to have junk equipment and still go through hell.

To prove the point to a noob friend of mine...i took my favorite cracked sash and other beatup equipment found while getting my skeletons and mages...and exchanged them on my Kbobmancer and even took off my Beast...and went to act 4 to face diablo to show him that even with junk equipment....that common sense does go a long way.

It took a bit longer with the junk equipment...but proved the point that a well designed build is what's important...not just the equipment.

HoS

Mad Mantis
13-05-2004, 19:59
Seems that most people now days on West ladder...believe that it's the items you have that makes the build...and not the /statskill placement or the actual common sense that a Summoner takes to be able to have junk equipment and still go through hell.

Indeed. the idea that it is your equipment that makes you good is not just confined to gamers.
Last night on Discovery Channel they said that the determining factor in war is the effectiveness of your weaponry. It is not. You will to fight and your brains are what bring the victory.
A friend of mine who is not as strong as the rest of us but has incredible will power went to kickboxing practice with us. He took down a guy who can bench press three times as much as him, just because he refused to give up.

That is why I go untwinked while writing my guide, or trying out a new character build. Going untwinked shows you exactly when things go wrong and what skills benefit you and what not. Once you good a good and solid stat/skill placement you can of course beef up your character with outrageous equip, but it should not be your starting point.

Meng_lin
14-05-2004, 04:37
[quote] |118| Strength
|Non| *No dexterity should be added*
|114| Vitality
|230| Energy
the energy part donst sound practical, less point in to enery, more in to vitality, just use a few mana potion in the beginning to solve the mana problem, eventually what you will need is health, not mana

HarbingersOfSkulls
14-05-2004, 09:49
You Stats should be either:

Strength:100-118
Dexerity:none
Vitality:Rest
Energy:none

Or

Strength:100-118
Dexerity:max block
Vitality:Rest
Energy:none

Mana potions with serve you better than just taking those points from Vitality and using them in Energy. I would rather have a higher life than a high mana pool myself.

HoS