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venuswaltz
06-10-2004, 08:18
I just started a summon necro a week ago, mostly working off the fishymancer strategy guide, but didn't feel like getting CE for some reason. Thinking where to put all the extra points got me wondering what the golems would be like fully synergized and with max mastery. And which would be best? It's interesting that each synergy is another golem, so there's some variety as far as which one to use at any given time. Some thoughts:

If using primarily Iron Golem, might be a good idea to only invest one skill point; after all, high defense makes thorns effect pointless. You could instead rely on life from mastery and blood golem synergy. Of course, if you have the points, max it anyway, I guess, better for the golem not to die if you made it from Beast or something.

Clay Golem is always good for the slow effect, and the only synergy it misses out on is its own: attack rating iirc. It's also high on life compared to the others. (Whee! High on life! And it's nonliving! Get it? Get it!? Put down that machete!)

Blood Golem... eh, can't think of any good reason to go with this one except as a synergy.

Fire Golem's usefulness depends on its use; will the target have resists? It's certainly good for tanking a fire-based enemy, with the high absorb.

Anyway, that's my little ramble... Has anyone tried using golems as the primary necro kill method? And does it actually work? It would be too slow for PvM, unless you prebuff it and then switch to Trang's to support with fire spells, maybe? Or something. And I forgot, you need some summon resist too. I'm really curious how long a fully synergized golem would last in a duel, and if it would be at all a danger to the opponent.

EDIT: Ehm, I just came across this thread that sort of answers my question...
http://www.rpgforums.net/showthread.php?t=224764&page=2&pp=25

Mad Mantis
06-10-2004, 11:02
Check out this thread (http://www.rpgforums.net/showthread.php?t=153456), this thread (http://www.rpgforums.net/showthread.php?t=141682), this thread (http://www.rpgforums.net/showthread.php?t=156986), this thread (http://www.rpgforums.net/showthread.php?t=185072) and this thread (http://www.rpgforums.net/showthread.php?t=243889).

The thread you mention is a joke thread.

EuroJamie
06-10-2004, 11:30
The thread you mention is a joke thread.

Damn that Necrochild and his silly ways! :grrr:

venuswaltz
07-10-2004, 07:05
And a pretty funny joke thread, too. Which pretty much told me that this type of build wasn't viable. Too bad I've already put 5 unneeded points into the mastery... I didn't want to save them up because of this bug with skeleton damage and unused skill points.

Invictus_Dominus
07-10-2004, 21:55
Sad isn't it. Doubt there'll be another release, either.

Places for Skellimancers to put those extra points:

PD is good to put those extra points in if you think you can get ahold of the runes for "Venom". Trang's is a good addition.

CE for those who have no gear and don't plan to have any

Spear/Spirit is OK, if you have Marrowalks

Bone wall is also OK, if you have Marrowalks. Provides extra protection and also opens up some of the strategies revolving around AI curses

Revives for those who have high mana and a love a crowd