View Full Version : max RS, max Mages, max SM, max CE ... and now?
Hi all!
My level 75 skeliemancer is doing pretty well in hell act III, with only +5 skills and max RS, max Mages, max SM, max CE.
And now, where should I put my skill points??? :scratch:
Amp.Dmg (only have 1 pt so far..)?
Summon Res ?
I really dont know. Thx for help! :thumbsup:
Possibly Dim Vision for when you run into gloams. Lifetap is nice too if you don't have it.
I'd say no to Summon Res since you don't get many resist points per skill point spent.
Possibly Dim Vision for when you run into gloams. Lifetap is nice too if you don't have it.
I'd say no to Summon Res since you don't get many resist points per skill point spent.
thx for you reply! :D
and amp.dmg? a good choice?
I think more in amp is a bit wasted. It does go up well (in radius) with extra points, but as you get more +skills gear, that usually covers it. Trangs Gloves are great since you get the 30% Cold resist and +2 curses.
I think if you have 6 in amp after +skills, you could just double cast.
Necrochild313
19-07-2004, 23:29
WEAKEN!!!!!!!!!!!!!!!!!!!!!!!111111111111111!!!!on e
serously, pumping DV is a very good thing to do
Myrakh-2
20-07-2004, 00:14
As a rule of thumb, "Dim Vision" is about the only curse that deserves more than 1 hardpoint to increase range and duration. There is an "ongoing" discussion "dim vision vs. attract vs confuse", though.
Some of your +skills are bound to cover curses, so that will take care of all the other curses, including amp damage, decrepify and lower resist.
In addition, you *can* spend 3 points to get revives (1 bloodgolem, 1 iron golem, 1 revive) --- with the +skills this should cover it. Revives are not really useful, but sometimes it's fun :-)
Aron Figaro
20-07-2004, 03:09
Attract is a wonderful skill, and has many uses beyond what Dim and Confuse are for. Personally I favour Confuse over Dim Vision, but when Gloams come to mind there's nothing better than putting Attract on one and Dim on the rest...
Confuse is the best thing ever to take Venom Lords off your back, and I've seen those eat skellies pretty quickly.
As a rule of thumb, "Dim Vision" is about the only curse that deserves more than 1 hardpoint to increase range and duration. There is an "ongoing" discussion "dim vision vs. attract vs confuse", though.
Some of your +skills are bound to cover curses, so that will take care of all the other curses, including amp damage, decrepify and lower resist.
In addition, you *can* spend 3 points to get revives (1 bloodgolem, 1 iron golem, 1 revive) --- with the +skills this should cover it. Revives are not really useful, but sometimes it's fun :-)
Some good advice here. Except the bit about Revives, which I think are particularly useful for a first Necro on the new ladder where + skills are scarce. Skellies only really do well in late Hell when they have lots of plus skills, and if you only have 4 or even 6 plusses to summoning your skellies are going to take a bashing. A few well chosen Revives can bolster your skellies by taking the hits while your merc and skellies hack away.
Revives are invaluable if you try to fight your way through the WSK and face Oblivian Knights and their IM curse. In that situation your skellies and Merc will dissappear very fast but the revives hang on in there giving you space and time to recover. A similar situation can occur in Cow games where skellies die regularly but revived cows only get lost or time-out - I don't ever remember seeing one get killed even when surrounded.
[D]Rui[D]
20-07-2004, 19:14
get all the curses at 1pt each with more into Amp and DV.
1 pt into bone armour and gogogo revives...
revives are great temp helpers now that i kinda found out.
revives those pesky archers or treshers or those damn souls.....
swarming hell baal with 30+ minions is always a sight to see, of course 1.09 doesn't count
Rui[D]']get all the curses at 1pt each with more into Amp and DV.
1 pt into bone armour and gogogo revives...
revives are great temp helpers now that i kinda found out.
revives those pesky archers or treshers or those damn souls.....
swarming hell baal with 30+ minions is always a sight to see, of course 1.09 doesn't count
revives are very cool, if you revive the right kinda creatures (as stated by druid) howver they tend to have a mind of there own and go on there own adventures.. they also seem to favour dissapearing rarther than teleing to catch you up... you may find youself constantly recasting your revives.
Rui[D]']get all the curses at 1pt each with more into Amp and DV.
1 pt into bone armour and gogogo revives...
revives are great temp helpers now that i kinda found out.
revives those pesky archers or treshers or those damn souls.....
swarming hell baal with 30+ minions is always a sight to see, of course 1.09 doesn't count
revives are very cool, if you revive the right kinda creatures (as stated by druid) however they tend to have a mind of there own and go on there own adventures.. they also seem to favour dissapearing rarther than teleing to catch you up... you may find youself constantly recasting your revives.
gvandale
20-07-2004, 20:01
pheer: please learn to edit out / delete double posts.
druid: nobody should ever put more then 1 point into amp damage. increased radius isn't that big of a deal. wasted skill points.
draksen: consider pumping DIMVISION and DECREPIFY. Both of those are great skills to have a couple hardpoints into. DV is great as mentioned by others. Decrepify actually does get better with more points, I'd suggest like 3-5 if you are going completely untwinked.
g
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