itsPizzarific
03-07-2005, 14:56
yeah but this time i have better gear and imo, summoner can be among the best in the game with good gear so i'm making one. ^^
helm - shako ptopaz
ammy - maras
armor - dusk enigma
weapon - beast caddy (ill just use this full time, last time i tried it was a real pain swapping this with leoric, and i'm just not going to go through that trouble)
shield - homonc um or pdiamond
gloves - magefists
ring 1 - soj
ring 2 - rare fcr
belt - arach
boots - marrows, travs for mfing
switch - cta / spirit
and ill be using like 6 or 7 summoning skillers, swapping a gheeds in whenever i mf, with anni and res all charms on the bottom row.
and a might merc btw. =O
stats:
ill be going to max block since i'm going to be doing a bit of meleeing with my beast anyways
so str - maybe around 50-60 to use enigma with anni, maras, shako +stats
dex - enough for max block (think thats a little below 200 total?)
vita - rest
energy - none
skills:
20 raise skel
20 skel mastery
1 clay golem
1 golem mastery
1 summon res
1 raise mage
1 blood golem \ prereqs
1 iron golem ../
1 revive
1 teeth (pre req)
20 corpse explosion
1 bone armor
1 bone wall
1 amp
now, should i put my remaining points into revive, raise mage or bone armor?
i really don't think bone armor is necessary - i have enough +skills to make it good enough, and i won't be getting hit too much, and i have max block.
i'm not really a big fan of attract - i like just amp in the curse tree b/c it's effective and simple.
and i heard mages just get in the way? so one point in that with +skills is fine for when i need them.
and the bonus from more points into revive really isn't that great.
this guy will be running pits mainly, and probably some chaos sanc / wsk.
thanks, any help would be great. ^^ i'm mainly following kbob's commandomancer guide, with a bit of nightfish's guide thrown in (like the CE)
helm - shako ptopaz
ammy - maras
armor - dusk enigma
weapon - beast caddy (ill just use this full time, last time i tried it was a real pain swapping this with leoric, and i'm just not going to go through that trouble)
shield - homonc um or pdiamond
gloves - magefists
ring 1 - soj
ring 2 - rare fcr
belt - arach
boots - marrows, travs for mfing
switch - cta / spirit
and ill be using like 6 or 7 summoning skillers, swapping a gheeds in whenever i mf, with anni and res all charms on the bottom row.
and a might merc btw. =O
stats:
ill be going to max block since i'm going to be doing a bit of meleeing with my beast anyways
so str - maybe around 50-60 to use enigma with anni, maras, shako +stats
dex - enough for max block (think thats a little below 200 total?)
vita - rest
energy - none
skills:
20 raise skel
20 skel mastery
1 clay golem
1 golem mastery
1 summon res
1 raise mage
1 blood golem \ prereqs
1 iron golem ../
1 revive
1 teeth (pre req)
20 corpse explosion
1 bone armor
1 bone wall
1 amp
now, should i put my remaining points into revive, raise mage or bone armor?
i really don't think bone armor is necessary - i have enough +skills to make it good enough, and i won't be getting hit too much, and i have max block.
i'm not really a big fan of attract - i like just amp in the curse tree b/c it's effective and simple.
and i heard mages just get in the way? so one point in that with +skills is fine for when i need them.
and the bonus from more points into revive really isn't that great.
this guy will be running pits mainly, and probably some chaos sanc / wsk.
thanks, any help would be great. ^^ i'm mainly following kbob's commandomancer guide, with a bit of nightfish's guide thrown in (like the CE)