PDA

View Full Version : i need a basic skellie mancer build .11 west scnl


dill_myster
27-09-2005, 16:04
so im starting a skellymancer and ive got an idea of what it was like in .10 but would it have changed since .11? the idea i had was:
20 skelly
20 skell mast.
20 CE
20 amp
can ne 1 tell me if thats right and if not what im doin wrong?

erasmusMaV
27-09-2005, 16:29
so im starting a skellymancer and ive got an idea of what it was like in .10 but would it have changed since .11? the idea i had was:
20 skelly
20 skell mast.
20 CE
20 amp
can ne 1 tell me if thats right and if not what im doin wrong?

Pure Fishymancer is still about that in 1.11. Nothing wrong with it and will take you trhough hell.

However, If I may be so free, I would like to advice not maxing CE or amp. With 1 pt in each (and your +skills) you will still have enough range. These points saved can then go into either a partially synergized bone-spell or poison spell. This adds more fun to the build and is a nice extra to make the first kill to CE along with.

just my thoughts,

M

chubbypuppy
27-09-2005, 16:50
Definitely not 20 amp, since you only gain radius and not damage on each skill level. 1+skills is more than sufficient. You dont have much else to do while watching skellies to fight anyways :)

Maxing CE is a viable option. It's a lot of fun to blow up a monster and have it damage 1/2 the screen.

Here's a basic skellie mancer

20 RS
20 SM
20 Magi
1 clay golem
1 golem mastery
1 summon resist
pre-reqs to revive
BTW 1 into revive (only 1, with +skills u have enough. they expire too easily to be worth more).

1 teeth
20 CE
1 bone armor

1 amp dmg
1 into decrepify and the 2 pre-reqs

This uses 92 skill points, easily achievable at level 81 with quests. This is the best part of skellimancer, so many points to play with.

Note you definitely don't need to max CE. I can get by with just 1, but there really isn't much else u can put the points into.

Usual play is get your army using amp, your merc (Might merc) and clay golem. Cast amp dmg on monsters until everyone is under the curse. When the first one fall, CE it which often causes more to fall. Repeat until all are dead.

I use Amp dmg on most monsters. Decrepify is nice on bosses.

Remember CE is 50% physical and 50% fire, so Amp/Decrepify adds damage to it.

catintheheat
27-09-2005, 17:23
I would definitely put 1 point or more into Dim Vision. Gloams create a lot of havoc in Hell. A big AOE is very beneficial to blind gloams who can hit you when you can't even see them.

dill_myster
28-09-2005, 03:25
gloams who can hit you when you can't even see them.
i dont know about gloams phys attk but they have to materialize to cast the lit spell

dill_myster
28-09-2005, 03:26
oh and btw why do people call it fishymancer?

Broadway
28-09-2005, 03:29
Definitely not 20 amp, since you only gain radius and not damage on each skill level. 1+skills is more than sufficient. You dont have much else to do while watching skellies to fight anyways :)

Maxing CE is a viable option. It's a lot of fun to blow up a monster and have it damage 1/2 the screen.

Here's a basic skellie mancer

20 RS
20 SM
20 Magi
1 clay golem
1 golem mastery
1 summon resist
pre-reqs to revive
BTW 1 into revive (only 1, with +skills u have enough. they expire too easily to be worth more).

1 teeth
20 CE
1 bone armor

1 amp dmg
1 into decrepify and the 2 pre-reqs

This uses 92 skill points, easily achievable at level 81 with quests. This is the best part of skellimancer, so many points to play with.

Note you definitely don't need to max CE. I can get by with just 1, but there really isn't much else u can put the points into.

Usual play is get your army using amp, your merc (Might merc) and clay golem. Cast amp dmg on monsters until everyone is under the curse. When the first one fall, CE it which often causes more to fall. Repeat until all are dead.

I use Amp dmg on most monsters. Decrepify is nice on bosses.

Remember CE is 50% physical and 50% fire, so Amp/Decrepify adds damage to it.

My level 82 Summoner has exactly those skill point allocations except the 1 point into bone armour. Basically i have 2 free points with more to come as i level. My question is what can i put them into?

Veromenth
28-09-2005, 04:05
Only 1 point into mages, and only for cold slowing and regen negation.

Only max that on Lord of Mages, which is basically loaded with **** to help mages.

Instead make some more use of 'Clay Golem'. Maxing him and putting about 5 points into mastery can give him TONS of life.

edit: The mages after some +skills are also decent meatshields... and when I say meatshields I mean having a doll run up and 1 hit the mage, giving you time to put on bone armor and terror.

Doomazon
28-09-2005, 07:45
oh and btw why do people call it fishymancer?

'Fish' comes from the guy who did the build. His screen name or something like that.

Mad Mantis
28-09-2005, 08:39
'Fish' comes from the guy who did the build. His screen name or something like that.

That would be Nightfish who wrote the guide and several other good guides.