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 Post subject: Summonmancer.
PostPosted: Sat Oct 17, 2009 10:51 am 

Joined: Wed Sep 02, 2009 12:46 pm
Posts: 34
Location: Ontario, Canada
Alright just need some advice for long term skills.

20/20 skellies.
1 CE
1 in each Golem
1 Golem Mastery
1 Summon Blades
1 Death Knight.

That leaves me with a lot of skill points to spend. So is worth maxing out Golem Mastery and Deathknight? Or better to max out Summon Blades or CE?


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 Post subject: Re: Summonmancer.
PostPosted: Sat Oct 17, 2009 10:54 am 
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Joined: Fri Aug 07, 2009 10:48 am
Posts: 2432
Don't forget to drop points in curses.

Personally, I always think it may be fun to spend say 10 points in Amp and really boost it. No clue if the diminishing returns makes that pointless though.

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 Post subject: Re: Summonmancer.
PostPosted: Sat Oct 17, 2009 11:02 am 

Joined: Wed Sep 02, 2009 12:46 pm
Posts: 34
Location: Ontario, Canada
blue_myriddn wrote:
Don't forget to drop points in curses.

Personally, I always think it may be fun to spend say 10 points in Amp and really boost it. No clue if the diminishing returns makes that pointless though.


'course, I just assumed we'd all assume that I'd do it :P. Might not go down to LR though. Maybe just to decp. We'll see.

I'll have a bunch of points left over, so that may be what I do.


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 Post subject: Re: Summonmancer.
PostPosted: Sat Oct 17, 2009 11:14 am 
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i usualy max ce, big radius is always nice.

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 Post subject: Re: Summonmancer.
PostPosted: Sat Oct 17, 2009 11:12 pm 

Joined: Mon Sep 14, 2009 10:45 am
Posts: 62
i reccon if your going to max skele mast, cant hurt to max DK, his aura is also nice for your summon team.

20/20 skels
20dk
10 curses
5-10 CE

still only up to 80, could max blades too, or golem mast for tanksRus.


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 Post subject: Re: Summonmancer.
PostPosted: Sun Oct 18, 2009 12:11 am 

Joined: Wed Sep 02, 2009 7:42 pm
Posts: 30
skeleton magi are also pretty decent now, its probably worth putting 20 in them


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 Post subject: Re: Summonmancer.
PostPosted: Sun Oct 18, 2009 1:27 am 
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Joined: Mon Aug 31, 2009 2:11 am
Posts: 167
Location: Voronezh, Russia
I prefer this kind of summoner:

20 skele mastery
20 blades
20 DK
20 CE
rest in skele (14-16 sp in the end-game)
1 in amp, decrep, lr and pre-req.

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 Post subject: Re: Summonmancer.
PostPosted: Sun Oct 18, 2009 12:11 pm 

Joined: Wed Sep 02, 2009 12:46 pm
Posts: 34
Location: Ontario, Canada
Just-ice wrote:
I prefer this kind of summoner:

20 skele mastery
20 blades
20 DK
20 CE
rest in skele (14-16 sp in the end-game)
1 in amp, decrep, lr and pre-req.


Sadly I'm too far down 20/20 Skellies to switch to that.

Can anyone tell me how skelli mages are doing? Has anyone used them offensivly?

As a note, My Summoner is now at Act 3 nm, Level ~30, A1 merc is doing most of the killing, but summons can take things down, albiet slowly. Can't kill bosses at all, but very safe.

Also as a side note, having around 700 health with no life steal or regen of any sorts earlier on (a1 and a2) really sucks, as it takes a ton of health pots to get you anywhere near full health. Blood Golem becomes a walking potion though, so that solves that.


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