Today I got my second Guardian: Ralin the Green, a necromancer.
I played him in the Green with Envy tournament (Thanks, jgreg7, for that one!), he had the restriction that he and his merc could wear only set items in each slot once he found one.
The build is a standard fishymancer (yes, I know... cheesy...), but without +skills, even a fishy isn't THAT easy. I experienced once again the weirdness of skellies (or better, the corresponding skills). We all know about diminishing returns for skills, but for skellies, it is quite the other way round... the skills above 20 make them extraordinary strong. Visit some skill calculator, and you'll see the huge increase in skellie power for every skill point above 20. In act 5, with 21 points in SM and RS, the ancients tore my army apart with ease. I looked for a skill shrine, and those +2 skills made all the difference I needed.
Skills were placed in RS, SM and CE (20 each), a few in amp (5) to increase range, one in all other curses except lower resist, 5 in summon resist, 5 in revives, one in every golem and prereqs. Two points are unspent.
Stats: Strength 70 (98 wth equip), Vitality 250, Dexterity 150, Energy 25.
Resists in hell: 36/63/18/21
Cathan's Seal x2
Sigon's Guard (PEmerald)
Merc (A2, Might)
Hwanin's Justice (PEmerald)
That equip gave me +1 skills and a total of about 130 MF (he didn't find anything extraordinary though). Charms were mostly resist ones, I didn't find really good ones... quite a few large and grand charms among these.
After all, this tournament was fun. This char was my second attempt, the first one died in NM and was a pally (hammerdin).