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 Post subject: Skelly nec
PostPosted: Tue Apr 23, 2013 12:13 pm 

Joined: Tue Oct 13, 2009 2:28 am
Posts: 41
How are skelly necs or the classic Summonmancer?

Thinking of going

20 raise skeletons
20 skeleton mastery
20 raise death knight
20 spirit blade (to do something other than use curses at bosses or go archers instead?)
split between amp/CE

Are archers any useful? Anyone have experiences with skeleton summoners instead of golems and were you useful/how was it? Late-game skeletons able to do much? How does amp work? Worth putting points in it more than 3-5 if +skills end up being +10 anyways? Let me hear please :). This guy's gonna be a skellymancer anyways. Lotta room to let A1 merc shoot, so that will probably be A1 fire merc, so is CE even worth putting any points into if there's some +skills involved and A1 fire merc is blasting a lot anyways + all the skellies?


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 Post subject: Re: Skelly nec
PostPosted: Tue Apr 23, 2013 2:22 pm 
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Joined: Tue Feb 01, 2011 5:48 pm
Posts: 1670
the main damage source is from your a1 merc so max amp if you want her to do a lot of damage end game. Haven't actually made a skellimancer so someone else will need to answer your other questions :)

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 Post subject: Re: Skelly nec
PostPosted: Sun Apr 28, 2013 8:56 pm 

Joined: Thu Aug 19, 2010 9:15 pm
Posts: 523
Had been runnin with a skelliemancer this ladder, they're pretty decent. Only thing is, phys immunes slow them way down. Maxed amp won't break quite a few late mid/hell phys immunes. So your merc must be real stout. I'd not put more than one point in C/E the only thing that changes is the radius anyway. I'd consider running on down to get LR or possibly one pointing golems + mastery as golems do a split of ele and phys dmg. I was messing with a golemmancer and found decrep worked nicely when adding the slow from clay's to it with the added benefit of packs doing less dmg to the critters. I too run a fire merc, using an eth hellrack filled with rubies. She don't hit max ias but hits hard to all but fire immunes.

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