WolfStar wrote:
This entire argument is kinda moot as skeleton summoners are a pointless build against bosses. All they do is die. Quickly. Just like pretty much all other summoners. This mod is not meant for summoners.
Just because they are pointless against bosses doesn't mean they should be ignored. If the mod was not meant for summoners, summoner would not be a possible tech tree. Army necros are absolutely amazing for running through the main acts, farming, power leveling alts, etc. When it comes time to do bosses, they can easily switch to a curse setup and use wands with Lower Resist/Decrepify/Lifetap bonuses and +skills to help out. I have heard of a necro soloing Hell Mephisto using an A1 physical rogue, and holding mephisto back with summon spams.
I agree with x3n0x1d3, in that Skeletal Mages die way too easily. I am not talking about bosses, but just in normal gameplay. It confuses me because their stats are not far below that of the Skeletal Warrior, which makes me think that x3n0 is correct in that the warriors stay alive easier because of the Death Knight's aura.
I think that the Skeletal Mages need some modifications - or as x3n0 said, modify the Death Knight's aura to give a smaller heal to the entire party - not just the summon/person that killed the unit. This would help keep the backline's HP up long enough for them to get a few attacks off. In Frozen Tundra (Nightmare), I can not summon skeletal mages as fast as they die. This is with level 35 Skeletal Mastery.
I am one of the Army Necros unlucky enough to have invested more than 1 point into Skeletal Mages. I really regret it. Any changes that would make skeletal mages more versatile would be greatly appreciated.