View Full Version : skill ups and skele mages
I'm a skelemancer, with pure vit, and i solo.
1. People say that whne ur pro, u will get skill up items. If u max out raise skele (to 20) and get like eqiups that make all ur skills +10. Will u be able to summon more skele's and are they stronger?
2. Should i invest one in every golem, and one in golem mastery?
3.Wat should i max out after raise skele and skele mastery, it seems skele mages are good cus i already maxed skele mastery but most people say they suk.
Deaddave
30-04-2006, 22:00
in answer to your first question yes u will be able to and yes they will be stronger.
personaly i didnt use golems on my skele mancer but i know quite a few ppl who do.
as for maxing other skills the 1s i used were iron madein (damage return is very useful) and revive cos later on your skeles will need some back up
2) You don't really need all the golems. Iron Golems work well if you want to make it out of a good item (IE/ something with an aura, or something with CB to maybe help with the bosses), or a Clay Golem for its high life, and "slows-target" affect, which is excellent for bosses, such as Baal.
Skeleton Mages will help as extra tanks, but when people say they "suck", they're usually refering to their lower life and damage... but really, if you decide to put more points into it, it's not the end of the world type thing.
Since you solo, having a variety of other curses will help. Attract, Confuse, Dim Vision, all those will help you maintain crowd control, esp. in World Stone Keep, etc.
LowLevelDueler
01-05-2006, 04:47
more points into mages increase there dmg and numbr of mages overall. i think defence goes up also : / not sure bout defence
the mages dmg is masteyr + mages lvls - 2 then /2 and theres a table around these forums with there dmg.
clay golems are handy for slowing bosses letting your skellies live longer. there also huge tanks with insane life in hell :D
1) Yeah, they get stronger with more skills added. When they hit the 30+ Range they are nice. When they hit 40+ They become pretty scary. Do not forget the MIGHT merc, if you dont have Beast, Might is the cheapest way to give your skelly warriors damage to solo just about anything in Hell and it becomes a bit more mandatory if more players are ingame.
2) Honestly, I put 1 point into Clay, 1 into Golem Mastery (So I can get 1 into Summon resist) and with my gear, my golem has over 10k life. This is without the Syns of Blood, Iron and Fire. You shouldn't invest more than 1 point into golem, this clay golem goes a long way. It rarely dies with all the warriors backing it up, and when it does, you can just recast it easily. You also want it mainly for the slow that it puts on bosses so damage to your warriors are minimized.
3) I highly suggest CE. It's good for clearing narrow entrances so your army can get in if you don't have Enigma. Also, you can wipe out an entire room if you explode the body of a high health monster / champion. If you don't want to run CE, mages are nice too. Lots of people say they suck, but they said skellies suck back in 1.09 too and there were lots of necros who had little problems going through hell. Lots of people say Hammerdins own, I say they're annoying, especially when the hammers keep hitting the walls and pillars. Anyway, mages make nice added fire, but its a pain to maintain them since if you get attacked from multiple angles in an open area, those mages won't last long. But they make good protection for you while you stand in the back lines. (Once again, this is assuming you don't have enigma to cluster them). If wanted, you could put 1 point into revive, I don't suggest more, been there done that. 1 is all you will ever need.
AnimeCraze
01-05-2006, 21:26
For mages, just remember that 1 mage killed is probably 1 less necro killed.
For mages, just remember that 1 mage killed is probably 1 less necro killed.
I second this. If anything, consider them 'decoys' in the same vein as the amazon has the ability/skill, 'decoy'.
Just damage-dealing decoys, or at the very least preventing monster regeneration.
-Patsy
"I know what I like, and I know you know what I like because you are trained to know what I like, but I would like to know what you like." (http://www.doyouknowwhatiknowyoudonotknow.com)
twisturwhig
02-05-2006, 00:42
3) After maxing Mastery and Raise Skeleton, i suggest maxing corpse explosion then maxing mages. Only 1 point into Clay golem, golem mastery, and summon resist. Main curse is amp ( 1 point )
1)you skeles will be nice when you get close to or surpass 40 skills (raise skeles/skele mastery)...you'll also want to slap 1 pt into summon res, revives, mages
2) clay golems are fine (invest a point into golem mastery too), although if you want to make an iron golem out of an aura weapon (such as insight/infinity/pride) you will want to max golem mastery (for ~9k life)
3) for a pure summoner...max CE probably...or mages...or both and rest into revives =P
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