Kossuths Will
21-02-2009, 03:47
hi all,
trying my 1st lich build (poison nova/skel mages), and am starting to have some doubts. i found a necro pet calculator, and according to it, the upper end damage with skel mage maxed and 1 pt in skel master is a lousy 10-38 (lightning). i'm starting to wonder what the point is of having skel mages without maxing skel mastery, since that dmg is clearly going to be negligable in hell. maybe i just picked a build that requires an insane amount of skill adds to be effective?
right now im in act5 norm, and the mages do ok when I have all 8 of them. the other thing i have found is the base build seems to lack a good tank. a 1 pt clay golem is fine if you have some revives or skel warriors to help absorb some of the damage, but when he's all alone out front, he's already having trouble just in norm...having to resummon him a lot.
also, using an a3 lightning merc for now. does pretty well, but given the build, might not be the best option. reason i picked him for now is because along with the skel elem dmg and poison nova, the a3 elem damage complements the lower resist curse well. kind of nice having my low res curse help all 3 main parts of the build.
not sure where i should go from here, as there really isnt a merc i can think of that will boost the mages...so for now, an act 3 guy seems to make the most sense, since he does good dmg and my curse helps. but for the long term, not sure what to do. i was considering putting a couple xtra pts into low res and summon resist before i started. debating putting all xtra skill pts tho into skel mast, but not sure if even that will make enough of a diff to make the mages effective in hell. i'd rather not dump 8 or so pts into skel mastery to find out they're still ineffective in hell.
thanks in advance for any pointers.
trying my 1st lich build (poison nova/skel mages), and am starting to have some doubts. i found a necro pet calculator, and according to it, the upper end damage with skel mage maxed and 1 pt in skel master is a lousy 10-38 (lightning). i'm starting to wonder what the point is of having skel mages without maxing skel mastery, since that dmg is clearly going to be negligable in hell. maybe i just picked a build that requires an insane amount of skill adds to be effective?
right now im in act5 norm, and the mages do ok when I have all 8 of them. the other thing i have found is the base build seems to lack a good tank. a 1 pt clay golem is fine if you have some revives or skel warriors to help absorb some of the damage, but when he's all alone out front, he's already having trouble just in norm...having to resummon him a lot.
also, using an a3 lightning merc for now. does pretty well, but given the build, might not be the best option. reason i picked him for now is because along with the skel elem dmg and poison nova, the a3 elem damage complements the lower resist curse well. kind of nice having my low res curse help all 3 main parts of the build.
not sure where i should go from here, as there really isnt a merc i can think of that will boost the mages...so for now, an act 3 guy seems to make the most sense, since he does good dmg and my curse helps. but for the long term, not sure what to do. i was considering putting a couple xtra pts into low res and summon resist before i started. debating putting all xtra skill pts tho into skel mast, but not sure if even that will make enough of a diff to make the mages effective in hell. i'd rather not dump 8 or so pts into skel mastery to find out they're still ineffective in hell.
thanks in advance for any pointers.