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  1. #21

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    Quote:
    Originally Posted by commandwolf
    there are no such things as ethereal bows
    Wrong. Ever heard of an eBoTD Hydra bow? In fact, a couple weeks ago I found a 6socket eth bow. Didn't keep it because there are much better and cheaper alternatives to an ebotd bow.
    Wow I never heard this one before...
    Heres a quote from The Arreat Summit:

    Ethereal
    Most types of armor or weapon, even one with magical properties, can be Ethereal. Bows and Crossbows cannot be Ethereal.
    Maybe you should have kept that eth bow of yours...may have been worth something.

  2. #22

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    This is what I reccomend.

    Equips

    Armor
    Enigma Mp (Don't change)

    Boots
    Marrowalk (Are ok)
    Rare boots w/ Fhr, Res, Str, etc (this is best choice)

    Belt
    Arach (Hands Down)

    Gloves
    Frosts
    Trang-Oul's (First choice, also gives to curses)
    Magefist

    Rings
    2 Soj

    Helm
    Shako

    Shield
    Darkforce Spawn (If its 3-3-3 it would be better then Homunculus, it also has 30 fcr)
    Homunculus (It has res, better chance to block, but only help your summon skill lvls by 2)

    Wep
    Hoto (#1 choice, Hoto Beats King Leoric easy)

    Arm of King LeoricTomb Wand
    One-Hand Damage: 10 To 22 (16 Avg)
    Required Level: 36
    Required Strength: 25
    Durability: 15
    Base Weapon Speed: [-20]
    +50% Damage To Undead
    10% Chance To Cast Level 2 Bone Prison When Struck
    5% Chance To Cast Level 10 Bone Spirit When Struck
    + (1.25 Per Character Level) 1-123 To Mana (Based On Character Level)
    10% Faster Cast Rate
    +2 To Terror (Necromancer Only)
    +2 To Raise Skeletal Mage (Necromancer Only)
    +3 To Skeleton Mastery (Necromancer Only)
    +3 To Raise Skeleton (Necromancer Only)
    +2 To Summoning Skills (Necromancer Only)
    +2 To Poison And Bone Skills (Necromancer Only)

    Skills

    Summons
    Max Skele Mastery
    Max Raise Skele
    Max Raise Skele Mage
    Max Summon Resists
    1 into any Golem ( I choose clay for the slow)
    1 into Golem Mastery

    Curses
    1 into any curses you want

    Recommendations
    Amp Damage (This is better than decrep)
    Lower Res
    Decrepify
    Life Tap

    Merc- Act3
    Dream Helm
    Dream Shield
    Bramble Armor
    Wep doesn't matter

    I hope you like this guide and it works for you.


  3. #23

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    use a beast as your weapon and get a might merc with a pride, +skills add very little damage to compare with 3 aura's.

  4. #24

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    You can't use beast and pride at the same time

  5. #25

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    merc uses pride.... you use beast
    Might +concentration from merc and Fanactism from you.

  6. #26

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    USe conviction it lower's the boss's resist.

  7. #27
    Veteran Mr Mellow's Avatar
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    Why the hell did you guys open this up after the last post was 5-17-2006....

    Real nice... some one should close this..

  8. #28
    Newcomer gamma X's Avatar
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    good start i would max out skele mage and put at least 1 in all golems and put more in the golem u like the most then u should max out either amplify dmg or iron maiden
    Last edited by gamma X; 09-18-2007 at 10:51 AM.

  9. #29

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    "max amp damage"? yeah, i'm a noob and even i know better. there's this new curse... decrep. i think it's called. just thought i would share that secret. definitely max skel mastery and summon skel. put a point in clay golem and decrep. used in conjunction they keep diablo and the boys from casting. use a might merc and with your plus skills and ton of minions it jacks their damage. it's funny when a druid thinks his hurricane is going to waste you and he can't get thru your army. i don't sweat revives... they just die anyways. some say mages aren't worth their salt but they can be handy to have... elemental dmg and all. i don't really have anywhere to put points but there at this point... aside from curses i'm trying to keep him pure summon. king leoric is nice for it's + various skills just don't get hit... the autocast on bonewall can screw you so prepare to esc+up+enter once in awhile. i have roughly +14 to summon skills and maybe +10 or so to the rest and i have 14 skel warriors, 12 mages, and 17 revives... like i said i don't put points in revives, they just die and arent worth much unless you get them from worldstone and then, again, there's a 3 min. expiration on em so don't get attached. make sure you have a point in amp. decrep. and lower resist... u may need to switch between them on dual immune monsters to lose one of the immunities. golem mastery i put a point or two in. i think i maxed corpse explosion so it gets max radius and clears boards fast. i, like most skelemancers i think, only put enough points in str to wear armor and i'm only wearing trang's armor. the rest i put in life. oh, don't forget a point in summon resist. skelemancers are easy to be successful with. just focus on your summons, put a single point in the skills i mentioned and let your + skills do the rest.

  10. #30

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    does anyone know if, when creating an summonmancer, might aura stacks up with fanaticism aura, for instance when using beast or when using pride does might aura stack up with the conc. Aura, and what are your preferations for Merc equip, and 1s hand weapon on summonmancers?

    Thanks in advance.

    M.

  11. #31
    Newcomer gamma X's Avatar
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    ok amp dmg makes 1 army into 2 so it can be a real hlp with bosses

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