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Skelemancer using Revives? How much?
#1
I'm making a PvM skelemancer and noticed that im going to have some extra points after maxing My main skills:

20 raise skele
20 skele mastery
about 2-3 decrepify (1 right now)
about 2-3 amp dmg (1 right now)
1 summon resist
going to have 20 Corpse Explosion (is it useful enough?)
All the pre-reqs (sooo many...)

Should i invest some into revives?

On a side note, is a revive necro a viable build? Sounds kind of fun.... Smile
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#2
You can put some points to revive if you planning PvM, yes.
But know this: I had 42 revives, 14 skeleton and 14 skeleton mages and i had heavy mana problems, and i ussually could not manage to make a full army.
I think max 10 point shoud do.
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#3
Easy way to solve the problem. PUMP UP THE MANA. You need a LOT more mana than you would first think.
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#4
i have a really uber skelly necro i maxed out both skellies and mastery. only 1 point into revive though cuz ur plus skill items should put u at 12 or so (ive got 17, but never need to use them) i also maxed fire golem (hes vicious as hell, and is funny when fire sorcs try to kill him). oh, and Dont do decrep its a bad skill. i know it seems good buts its not just put 1 point into amp plus ull save points on the pre-req's. lol 1 point in corpse explosion is enough, but ull need the corpses 4 ur skellies, and once u get them all u wwont need explosion its a waste!!!

pm me if u wana see him to help u.
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#5
You must realize that revives tank much better than skeletons. There are many more that you can have, they are very strong in hell, and they are larger.

And investing more than 1 point into a golem is basically pointless. Go for the Commandomancer build, which gives you the most minions overall. 1 point in each of the curses is more than enough for it to be effective.
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#6
Put one point in revive. Let your +skill items do the rest.

Use a super golem to tank if you dont have any corpse to blow up or use.
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