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Earl Grey
08-08-2005, 05:42
A Fishymancer is something like this:
Summoning:
20 Raise Skeleton (RS)
20 Skeleton Mastery (SM)
1 Raise Mage
1 Clay Golem
1 Blood Golem
1 Iron Golem
1 Fire Golem
1+ Revive
1+ Golem Mastery
1+ Summon Resist (SR)

Poison & Bone:
1 Teeth
20 Corpse Explosion (CE)

Curses:
1+ Amplify Damage (Amp)
1 Dim Vison (DV)
1 Attract
1 Decrepify (Decrep) (From Nightfish's Fishymancer 2.1 guide - http://forums.diabloii.net/showthread.php?t=349093&page=1&pp=10 )

The topic for discussion here is what to do with the remaining skill points. The build leaves well over 20 skill points unassigned.

bladesyz
08-08-2005, 06:44
1) Why did you put points into the other golems? A pure summoner needs only 1 type of golem: the gumby.

2) you might want lower resist.

3) you definitely want skeleton magi, unless you want to go hybrid poison/bone, in which case you shouldn't max CE.

AnimeCraze
08-08-2005, 07:56
1) Why did you put points into the other golems? A pure summoner needs only 1 type of golem: the gumby.

Pre-reqs for revive, although fire golem isn't necessary in that case.

shijo
08-08-2005, 16:56
If you're going with the max CE build, one good option is to put 1 into bone armor, and the rest into bone wall for the synergy. Since your main attack will be CE, the poison and bone spells should take a back burner. Also, you really won't have the points left to make either one of those useful. Pumping the synergy for bone armor is a nice way to add to your health, because even with your army, you do still get hit from time to time.