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DGuy
10-09-2005, 19:29
Im having some trouble in the narrow confines of the maggot lair on hell level..the tunnels are to narrow for the skellies to gang up on anything...any suggestions on how to finish this? Have RS and MAstery maxed, and +5 skills. Thanks in advance.

Necrochild313
10-09-2005, 19:36
Take it steady, take it slow. The maggot lair is one of the most annoying places for a skelemancer.

sir goatscelot
10-09-2005, 20:01
As NC has said, it does indeed suck for a Summoner down there. If you must do it solo, it's going to be slow and annoying to say the least. Team up if you can and use CE after a couple of corpses drop. If thats not an option, and you don't have a ranged merc who can shoot over you, all I can say is good luck ;) You can do it but it will take lots of work.

You can try to resummon or revive the first corpse that drops in front, and hope it can take out some badies then use CE as well.

Mad Mantis
10-09-2005, 20:24
Im having some trouble in the narrow confines of the maggot lair on hell level..the tunnels are to narrow for the skellies to gang up on anything...any suggestions on how to finish this?

Welcome Newcomer to The Darkness. Grab a brew :drink: and feel free to raise some corpses.

Keep just a few Skellies with you. About three. Cast your Clay ahead and use the AI curses. It will be very slow, but you should be able to finish it.

SharnMes
10-09-2005, 21:34
Let your merc so the killing which means very few skellies 1 or 2 id say.

cotton
11-09-2005, 00:39
It can also help to have a staff on switch with teleport on it so that you can get your crew positioned every now and then or even skip right by some areas.

Still, there are no secrets. It is slow going.

Patsy
11-09-2005, 01:01
Another thing to consider to perhaps speed up your duration there is to bring a lot of town portal books, maybe three if you have the room. When your skeletons come back through with you, they're all juxtaposed in position and can all hit at the same time as well as your merc.

It seems to have worked for me. :scratch:

-Patsy
"What's wrong with this quote?" (http://www.becausetherearenocolorsstillafterallthesemonth s.com)

DGuy
11-09-2005, 04:03
Thanks for the help folks :)
I got thru it, but youre right..jsut slow going
I havent found any tele gear...little frustrating when the merc gets hung up on some corner, hehe
Again..thanks for the helpful replies

Dengin
11-09-2005, 16:12
And now just wait till you get to the Arcane Sanctuary where your merc will be stuck 2 screens back :P Those were the most annoying areas for me.

DDuck
13-09-2005, 02:07
I find that getting rid of my clay golem helps. He just gets in the way of the skeletons and really does nothing to help down there. I'm not sure that coming down there with fewer skeletons helps. They often get hung up and lost, so more skeletons gives better odds that one will find his way to the battle front.

Frollo
13-09-2005, 10:39
Sure, the Maggot Lair corridors are narrow. But there are still some fairly large open spaces, mostly on corners and intersections. In such spaces, there's room for at least 5 or 6 skeletons to surround an enemy and hack away.
So what I do, is wait for a pack of monsters to notice me and my skeletons, then turn back and try to lure them into the open.
Alternately, I sometimes use Terror to drive the monsters away from me, towards an open space if I think there is one in front of me.

The other night, it only took me 25-30 minutes to reach Coldworm's cave and grab the Horadric Staff in Hell (no full clear though).

Haplon
15-09-2005, 21:13
Another option that some will not like. If you have a higher lvl char bring it in after the game has permed. Clear the way for your lower lvl char and the bring in the lower lvl back in to complete the quest. I do this for my summoner necro in the lair and to get to the summoner. As has been pointed out those two areas are not difficult just time consuming to do them with the skellies.

machiavelli
25-09-2005, 22:31
Im having some trouble in the narrow confines of the maggot lair on hell level..the tunnels are to narrow for the skellies to gang up on anything...any suggestions on how to finish this? Have RS and MAstery maxed, and +5 skills. Thanks in advance.


The key to navigating the maggot lair is your merc and town portals. Assuming you have a good merc that can start the killing in most situations you can use the one on one narrowness of the maggot lair to full advantage. Rule number one - unsummon everything. Rule two - amp everything. Rule three - after your merc has killed the first baddie CE everything around it (assuming you have one point in CE, which is really all you need with plus skill gear). If your merc refuses to follow around a corner just TP back to town for a poor mans version of teleport.

I managed to solo the maggot lair in Hell HC fairly easily.

mdkkns
26-09-2005, 00:32
You can shop for a staff with teleport charges. It is usable when you're lvl24, so it's very convenient. You'll also need an A2 merc. I'd recommend a Might merc (found in A2 NM). Golems are useful but they are really slow and generally used as distractions cos you're likely to have only invested 1 point in it.

dasbomba
26-09-2005, 10:43
well, you should still party up, it takes much less time with pala/zon/baba =D and your skellies still can help.

if you need help, I can run you throught from the maggot_lair

*dasbomba(USeast_Ladder) using barbarian with lots of howls =D

Toothpick
26-09-2005, 17:07
For my skellemancer I used 3 pieces of Trang's set to get Flame wall. With Flame wall and a few +skills the Maggor lair fell fast and hard. All i needed was 1 skeleton to tank and I started up the walls. If you get really lucky in some halls they actually go down the entire hall destroying monsters. I hated the maggot lair with all of my necro builds until I found this little trick, it got me through on all 3 difficulties.

waflob
27-09-2005, 09:35
This is one of the few areas where I get rid of the golem. He doesn't do enough damage to kill anything and often blocks doorways. If I do use a gumby, I cast it behind a group of monsters and into the blocked room. At the very worst, it distracts a few monsters and help the skellies.

I usually start off with a full army of skellies, but don't mind if a few go astray. If I get down to 3 or less, I try to make a few more. Once in the end room, then make lots of skellies, as you're finished and you'll need them. Obviously, if you have a good radius CE, don't forget to use that as well.

Alternatively, as mentioned by other posters, use a different char to clear this sometimes irritating and time-consuming area. I find a frosty zealot hillariously efficient. Just run around and watch things die :-)