View Full Version : Should I reroll my necro?
meanoboy
22-08-2006, 13:07
Well, I have been plagued with the question wether I should reroll my necro or not. I have put clay golem up to 10, that was before I found info that stated any thing over 1 point would be a waste. I will list my current skill levels.
Current level: 88
Summoning Skills,
Raise Skeleton: (20) 36
Skeleton Mastery: (20) 38
Raise Skeleton Mage: (13) 28
Clay Golem: (10) 23
Rest: (1) 14
P&B,
Corpse Explosion: (20) 33
Curses,
All: (1) 13
If I did't reroll, my level would have to be at 95ish to max skele mages. But level 95 would be hell to get to.
Any suggestions you guys can give me would be great.
I wouldn't reroll quite a few fishymancers don't bother with mages as skeletons + corpse explosion + curses is enough.
FrostBurn
22-08-2006, 13:28
I'm a perfectionist. If I accidentally drop 1 stat point into energy, I re-roll.
In your case, I wonder what the rationale was for putting 10 points into Clay Golem. But apart from that, I think your build looks fine. The Magi are nearing their optimum efficiency, and you wouldn't notice any difference for the last few points into 20.
Eilo Rytyj
22-08-2006, 14:18
The great thing about fishymancers is that are highly variable, they can run with the basic 20RS/20SM/1Curses, prereqs and 1point wonders with no dramas. Anything after the basics wont generally break the build, only add to it's effectiveness. With your build, you have a chunkier Golem, and more powerful magi. I've gotten a fishymancer through hell with 30+ skill points saved at ~level 75 or so (it was a while ago...).
meanoboy
22-08-2006, 17:53
THanks for the advise, I feal better about the build I now. I realy can take on anything in hell. Ubers are tough, but me and a friend tackle them together for our torches.
All realy need is Enigma and I could tele anywhere in the game with some nice summons. It would improve Uber runs becuase I wouldn't have to switch my necro stuff for an axe that gives 20 TP charges, which kills a few skele from loss of skill points
Right now im using full trangs which has it's uses but Enigma is soooooo much nicer. I already have a shako stashed away, a few Soj's and then I would just need to get the spider belt. I'll have to try and get this stuff.
As the above posters said 20 RS/SM/CE and Curses is the backbone of this build anything else is just adding to killing force you have at your disposle I am thinking of maxing mages along with dim vision for my last 2 skills, also i realize this is bad but i put my energy up to 60 because I nore my merc will be using insight....
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