View Full Version : Basic Skellimancer question.
rplusplus
18-08-2004, 21:28
I am sorry as I am quite positive this has been asked and answered before but I have a question about the skellimancer. I have never made one before and don't know about this...
Q) Do your skelletons recieve the effects of the equipment YOU wear?
In other words if you equip items with Crushing Blow does each of your skellies then get CB to thier attack?
I am building a Skellimancer for Hell MF and have read the guides but wasn't sure if this is the case.
It would be great if I could get my army build and just hang back with Curses and CE while my boys did all the killing.
Thanks in advance.
R++ (Necro n00b)
Havoc One
18-08-2004, 22:25
Skellies DO NOT get attack bonuses that you the Necro may have on his armor (IE Crushing blow, Open Wounds, Critical Strike etc.). IIRC the only thing that transfers to your skellies are Auras and Magic Find.
rplusplus
18-08-2004, 22:27
Great thanks.
R++
TonyBone
18-08-2004, 22:36
Havoc is correct, especially on the magic find.Your total magic find also applies to your minions. For necros that means their skellys, golems and revives. With druids, MF ties to their ravens, wolves, and bears.
I believe that this plus the improvements in the summoning skill tree that came with v1.10 are the reasons we're starting to see more summoners. Decent magic find plus a "fighting bone wall" of protection makes them a good deal. A bit slow on the kill speed relative to other characters, but still a lot of fun.
I love mine. OVERLORDS UNITE!
Mad Mantis
18-08-2004, 22:36
IIRC the only thing that transfers to your skellies are Auras and Magic Find.
How could you forget Gold Find? :uhhuh: That also transfers.
Any aura, warcry or spell that affects you can affect your Skellies. The only equipment bonuses that transfer are MF and GF.
EDIT: Damn you TonyBone! :rant:
rickcarson
19-08-2004, 02:11
I believe that this plus the improvements in the summoning skill tree that came with v1.10 are the reasons we're starting to see more summoners. Decent magic find plus a "fighting bone wall" of protection makes them a good deal. A bit slow on the kill speed relative to other characters, but still a lot of fun.
I love mine. OVERLORDS UNITE!
Improvements in the skill tree... hmm... right... yep, those Golem synergies sure are awesome!
I find it interesting to compare the damage which 20 skeletons in 1.09 could have done (20 x 41-42) vs the damage which 8 skeletons in 1.10 can do (8 x ~100). At low levels of Raise Skeleton you get shafted. Eg my LoM with 6 pts in Raise Skeleton (after +skills) only gets 4 skellies, whereas in 1.09, I'd have had 6.
Other differences... minion hps no longer scale with number of players, so skellie defensive capabilities have dropped (you used to be able to get virtually unkillable skellies).
What makes the difference between 9 and 10 with Skellies (I may have this wrong) is that their chance of hitting has gone up hugely in Hell. So now they actually do do that damage, whereas before, they didn't.
Revives on the other hand, have taken a dive, if I remember correctly, they're stupider and more fragile (except the unkillable bug?).
Swapping Clay Golem into the mix instead of Fire or Iron took us quite a while to arrive at. I believe the deciding factor is that gumby is the most unkillable with a few skill points invested plus +skills. If it was just the 1.09 gumby with slow added, it would not be that great.
Mages, I have no idea how much damage they did previously. I think they are about equal, probably slightly less due to the massive reduction in numbers.
To get an *awesome* summoner in 1.09 required 30 skill points (max skel mastery, 1 in all other summons, 1 in amp).
By anybodys count that's gone up, to at least 44 (skellies only, no mages, no revives) in 1.10, just to pretty much break even with the 1.09 summoner.
Being a summoner in 1.10 costs about 50% more in skill points than in 1.09(!!!) Thanks Bliz!! :rant:
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