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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.

aman
22-08-2006, 13:15
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.

Solus
22-08-2006, 20:00
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....