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View Full Version : where to dump my skillpoints? (fishymancer)


Ryugu
03-07-2008, 03:02
hey ^^, like many others i started playing diablo again this past weekend and i decided to go for my favorite necro again, and with some guide lines on the forum here i took up a fishymancer.

so been solo'ing my way to hell now (act 1) and i got 31 skills points left, since i didnt do the curses xcept amp, and 1 CE for now this is working just fine (ok sometimes die issues since i didnt input any stat points yet (lv69))

now i read all around that using decr and attract are great curses.. tho i mainly use a second skull with decrep on it and when i had an item with attract on it, i never used it.
so my question is, are the other curses a nice add such as dim vision and alike are they worth it to get attract and decrep? since i'm always kinda picky on skill points, and taking up to fire golem and revive (just 1 point, i got +6 to summon anyways) worth it / doable?

i hope what i wrote is still kinda understandable, if not my pardon it's late and im to tired atm ^^ thanks in advance

Epsilon Eyez
03-07-2008, 10:27
The best thing to do is to max out Corpse Explosion. Its a powerful skill with a wide kill range and some fire damage, which is nice for physical immunities. You'd have 11 points left, and I'd say Decrepify and Attract are totally worth it. I used to be very doubtful of their usefulness, but Attract (along with prerequisite Confuse) are great for crowd control if you need it, and Decrepify is amazing against bosses and super uniques.

You could also max out Poison Nova and dump the rest into Poison Explosion for synergy, or Bone Spear and Spirit (20 in whichever you prefer). Makes you seem much more proactive and you can get your first corpses a little more easily.

lumpor
03-07-2008, 10:43
I have to disagree with epsilon. Poison/bone skills ar out of the question. You don't have enough points to make them effective. I would max mages, they're a good addition to your army, and also a better way to deal with unbreakable physical immunes when there are no corpses around. For curses, 1 point in any curse is enough. I personally am not fond of confuse/attract, but I have little experience with them. Try getting a shield with + to confuseand attract and see if you like them. Amplify damage should be your main curse, decreptify against bosses and dim vision agains archers and for some crowd control. Revives definetely should get 1 point, but ignore fire golem. If you plan on getting an aura golem, you need points in golem mastery. With all your curses, one-point wonders, maxed raise skeleton, maxed skeleton mastery and maxed raise mages, you won't be able to max both ce and golem mastery. If you don't want an aura golem though, you're free to max ce.

Ryugu
03-07-2008, 11:21
@ Epsilon, i'll try and go with attract and decrep then :) im very doubtfull about it myself aswell, tho so many people vouch for it, it has to be of some use ^^ i dont want to rely on swapping each time i need to decrep :)

@ Lumper, i agree with you on the poison/bone part :) if i'd wanted to be good at that i'd roll a bone/poisonmancer instead. about the fire golem that was just an idea so it would get mobs off me with its aura since sometimes my skellies dont pick the mobs up fast enough from me (just 1 point for him tho ^^).
i dont know if i'd go with maxed skellie mages tho, my skellies do 357 - 362 damage atm, and with the same setup a fire mage would only do 202 - 206 damge, frost 116 - 119, lightning 38 - 322 and poison 16.5

thanks both ^^

profane god
03-07-2008, 13:01
about the fire golem that was just an idea so it would get mobs off me with its aura since sometimes my skellies dont pick the mobs up fast enough from me (just 1 point for him tho ^^).

This is what attract can be good for. I notice the second I cast attract on a flanking npc and it's with a couple partners they'll halt long enough. 1 point in conf and attract is good enough.

I'm going to second the mages even though to me they're more of a nuisance since i don't have any teleport gear yet. if you have tp gear then dump on them most def. 1 point in revives and you're good there too. Anything extra you could put into amp damage for duration and AoEffect so you can spend less time cursing and more time exploding/plotting strategy.

Ryugu
03-07-2008, 13:16
'm going to second the mages even though to me they're more of a nuisance since i don't have any teleport gear yet. if you have tp gear then dump on them most def. 1 point in revives and you're good there too.
this char is completely fresh, so i don't have any tp gear either atm, but you recon its a good idea to go with mages then? i always found them lacking kinda on the damage, but yeah, after attract and decrep what other place could i dump my points in :p ill go with that 1 point in revive since ill get an easy 7 revives out of it with my gear and that makes a nice add to my little army ^^

Blizzatch
03-07-2008, 13:23
I'll put in a plug for Dim Vision. Plus max out CE, as has been said. I find that once my Fishy gets up to a high enough level, he only really dies in the Worldstone Keep, and only when there are Gloams. Dim Vision is great to cast off screen at gloams you can't see. I'm sure attract would work as well, but once I can see them I'm usually at risk of dying pretty quickly. (Or instantly, if they have the right kind of boss.)

Dim Vision also works great on leaping things, things that resummon minions, and archers.

profane god
03-07-2008, 13:32
this char is completely fresh, so i don't have any tp gear either atm, but you recon its a good idea to go with mages then? i always found them lacking kinda on the damage, but yeah, after attract and decrep what other place could i dump my points in :p ill go with that 1 point in revive since ill get an easy 7 revives out of it with my gear and that makes a nice add to my little army ^^

But the thing about the magi is that they are also a (preferably) one-cast wonders and as long as you keep them alive the damage they inflict makes them so mana effective it's ridiculous! Plus it beats putting remaining points in bone spells where the amount of damage you do all alone can't compare to 7-8 mages all firing off at no cost to mana. In addition to that your magi usually hang back out of the action, so they'll do good at keeping stray flanking monsters off you too.

Ryugu
03-07-2008, 14:07
took up your advice, and next to the fact i have to pay attention to 23 minions flying around the map instead of 12 it's lovely :) those magi just add up a nice damage proportion ^^, i don't even get time to use attract on a mob since he will simply get swarmed :p

and @ blizzatch, i got the exact same problems as you with those damn gloams :P, now with dim vision it's really helping ALOT ^^