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A.D.'s Rich Man's Complete PvM Skelemancer
#1
[SIZE=4][SIZE=5][B][SIZE=4]- AlmostDeadly’s Super PvM Skelemancer -
Firstly summoners aren’t a suited for everyone. This is just purely for fun, but it can also completely dominate in most PvM situations. I've tried to make this guide very in depth to help everyone decide how to allocate their stats/skills or find the gear that would help them the best.

[B][SIZE=3]Stats:
[/SIZE]

Strength:[/B] As with most builds, you’ll want to keep this as close to the base value as possible. The highest strength requirement you’ll get is from the Crown of the Ageshelm (174) You'll find a detailed breakdown of your strength points at the foot of the gear section of the guide.
Dexterity: You can leave at base or you can shoot for max block. The 72% bonus you receive from Homunculus makes it a rather viable option. How many points you need for max block will be detailed at foot of the gear selection.
Vitality: All extras you have will go here.
Energy: None, the substantial gains you get from your gear along with potions should keep you from running out.

[B]Skills:

[/B]
These are the skills that are a must-have for any summoner build, after these there are a couple ways you can spend your points depending on your play style.

[B]Summoning Spells:

[/B]Raise Skeleton: 20
Skeleton Mastery: 20
Clay Golem: 1
Golem Mastery: 1
Skeletal Mage: 1
Blood Golem: 1
Summon Resist: 1
Iron Golem: 1
Revive: 1
(47 points)

Curses:
1 point into every curse
(10 points)

Poison and Bone Spells:
Teeth: 1
Corpse Explosion: 1
(2 points)

59 points total are used, so at level 60 you should have all your main skills down. There are a variety of ways you can spend your additional skill points and there really is no right or wrong way to allocate them past level 60.

[B]Poison and Bone Spells:

[/B]
With the selected gear your Poison and Bone Spells will have a +14 skill bonus.
Firstly, without the Marrowwalk glitch of 1.10 it makes effectively using bone spear or spirit in conjunction with a full summons/curse tree null and void. The bone spells just do far too little damage in hell to be effective at all, so there are better ways to spend your points.

[B]Corpse Explosion:
[/B] 50% fire damage and 50% physical. Fully leveled CE has a fantastic range, but unfortunately it eats your mana way too fast. Best to stick with it being at base value and let your +skills elevate it.

[B]Bone Armor:
[/B] A good choice if you decided not to get max block. Remember that Bone Armor only protects from physical damage. You get a better amount of damage Absorption by adding to Bone Armor’s synergies so level up Bone Wall/Prison instead. If you plan on going this route remember you’ll need plenty of points in Bone Wall/Prison for any decent amount of absorb. Furthermore using bone armor isn't worthwhile unless you dedicate a large amount of points to Bone Wall/Prison.

[B]Bone Wall/Prison:
[/B] Ensnaring bosses with either of these spells is not a good idea, considering how the most useful way to kill a boss is to teleport next to them and walk a few steps away. The points you invest here should only be used as a synergy to bone prison.

[B][SIZE=2]Curses:
[/SIZE]
[/B]
With the selected gear your Curses will have a +18 skill bonus. Most curses are indeed useful but overall you shouldn’t consider adding to but a couple curses. Also the duration of Dim Vision, Confuse, and Attract is halved in nightmare, and reduced 75% in hell.

[B]Amplify Damage:
[/B] Doubles your physical damage, and works at 1/5 effectiveness in breaking immunities (they will take 20% of your total physical damage). Your main curse, you should only need one point here.

[B]Dim Vision:
[/B] An often overlooked skill. There is no diminishing return for leveling this, so maxing it out is a definite possibility. It will reach across the entire screen (and then some) if maxed. The effects of dim vision are quite useful. Enemies special skills will be disabled, so shamans won’t resurrect or imps won’t teleport. Enemies that have both ranged and melee attacks will only use their melee, so the troublesome Burning Souls won’t fire lightening at you. Ranged attackers like Burning Archers will still used their ranged attack, but you have to be right next to them. You may consider adding points to this skill, with one point invested it has a 14 yard radius and lasts 10 seconds (in hell) which is sometimes a bit short. But fully maxed (lvl 38) will have a 27 yard radius and lasts about 25 seconds, plenty of time for your skellies to do some killing. Dim vision won’t work on superunique monsters or bosses.

[B]Weaken:
[/B] I have never used this curse (honestly), it reduces a monster’s damage by 33%. There are far better curses to use than this.
Iron Maiden: Only works against Melee and is purely physical damage dealt back. This makes it fairly limited in use, however I have found that using Iron Maiden on the Smith and Hephasto make for a quick kill in the early game.

Terror: Not very useful, it’s fixed radius is small and there are far better means of crowd control.

[B]Confuse:
[/B] Not as useful as Attract or Dim vision in crowd control, and has a shorter duration than Attract.

Life Tap: Heals you or your minions 50% of what damage is dealt. It can help in keeping your minions alive when facing bosses or difficult enemies, but if you used the selected gear then you shouldn’t be needing to use this.

Attract: A good crowd control curse, it also overrides all other curses so feel free to cast Amp/Dim over it.

[B]Decrepify:
[/B] A very good curse, and one you may want to consider adding to if the 15 second duration is too short for you. It reduces enemy’s physical resistance by 50%, and breaks immunities though you’ll be doing only 10% of your typical physical damage when facing immunes with Decrep. Very useful when used in combination with cold attacks and your clay golem.

[B]Lower Resist:
[/B] A good skill to have for parties, but you should never add to this. At level 19 this skill has a -62% resist all. If you were to add another 19 points, maxing it at level 38, it only has a -67%. 19 points for a measly -5% is definitely not worth it.

[B]Summoning Spells:

[/B]
With suggested gear you’ll have a +21 skill bonus to all summons spells, Skeleton Mastery will have another +1-2 from Marrow's.

[B]Raise Skeleton & Skeleton Mastery:
[/B] Your workhorses, your meat shields. Obviously these are getting maxed out.

[B]Clay Golem & Golem Mastery:
[/B] Very useful, it is a capable tank and has the ability to slow enemies. Add to Clay Golem if you wish to make the slowing effect greater, add to
Golem Mastery if you wish to increase the Golem’s life. Personally I chose to add several more points to Clay Golem, a tanking clay golem is somewhat impratical, if your golem dies you can create another one whenever you wish.

[B]Skeleton Mage:
[/B] Often hotly debated, mages have a ranged attack that has relatively low damage in hell and they also have less life then their melee counterparts. Maxing Skeleton Mage is an all or none deal, if you want mages to be at all useful then you must max them out, otherwise don’t even bother. I personally do use mages (I used to be a skeptic). A full fleet of mages to me is the equivalent of having about four extra melee skeletons (roughly) in terms of damage. To their credit, cold mages offer slowing, poison mages stop monsters from regenerating. They also hang back and provide a minor meat shield if all your melee skeletons are off attacking a different target.

[B]Blood Golem:
[/B] Worthless. One point as prereq.

[B]Summon Resist:
[/B] This skill suffers from the same problem as the Lower Resist. One point is enough, as your +skills will elevate it to a decent level.

[B]Iron Golem:
[/B] Like the Blood Golem, it’s pretty much worthless. You can make it out of expensive items and it will do good damage, and it also will stay with you game-to-game, but when it dies then there is no bringing back your precious item. Also you can only have one golem at a time, you won't be able to use clay golem.

[B]Fire Golem:
[/B] Worthless, no points here.

[B]Revive:
[/B] Useful if you choose the correct monsters that have a very mobile and non-sporadic AI routine. Go for flying enemies if you can as they don’t get suck quite as bad when you aren’t teleporting. All revives have a 3 minute lifespan, and the number of points you dedicate to this skill is the number of revives you get. I found with the suggested gear I needed only a single point in this skill, and even at that the amount of revives I had was almost too annoying to keep track of and I found myself continually refilling the ranks of summons.

[B]Gear:


[/B]Anyone can make a decent summoner with mediocre gear, so I decided only to put in the build for the rich. I know it may seem impractical to put expensive gear on a character that can’t host Baal runs, kill ubers quickly, or mf quickly, but if you are looking for a change of pace or a fun project then you’ll probably enjoy a summoner that can kill anything and almost never die if you are careful. Also on a side note, I’ve only listed stats on the items that are useful.

[B]Weapon 1

[/B]Beast Berserker Axe (Ber+Tir+Um+Mal+Lum)
Lvl 9 Fanaticism, +25-40 Str, +10 Energy
You can also use a normal quality Double Axe to create this runeword, however the resale on a Berserker Axe Beast is far better.

[B]Weapon 2

[/B]Call to Arms Double Axe (Amn+Ral+Mal+Ist+Ohm)
+2-6 Battle Commands, +1-6 Battle Orders

[B]Shield 1

[/B]Homunculus
72% Chance Block, +2 Nec Skills, +2 Curses, Mana Regen 33%, Resist All +40
Socket your Hommy with an Eld if you are attempting Max Block, otherwise use a Ber rune.

[B]Shield 2

[/B]Spirit Monarch (Tal+Thul+Ort+Amn)
+2 Skills

[B]Armor

[/B]Enigma Archon Plate (Jah+Ith+Ber)
+2 Skills, +45% Faster Run/Walk, +1 Teleport, 0-74 Str/Lvl, Max Life 5%, DR 8%

[B]Helmet

[/B]Crown of the Ages, socketed with two Ber runes
+1 Skills, DR 10-15% (26-31% total), Resist All 20-30%, 30% FHR

[B]Belt

[/B]Arachnid Mesh
+1 Skills, +20% FCR, Max Mana 5%

[B]Boots

[/B]Marrowwalk
+20 Faster Run/Walk, +1-2 Skeleton Mastery, +10-20 Str, +17 Dex, Mana Regen 10%, ½ Freeze Duration

[B]Gloves

[/B]Trang-Oul’s Claws (Trang-Oul’s Avatar Set Piece)
+20% FCR, Cold Resist 30%, +2 Curses

[B]Rings

[/B]2 Stones of Jordon
+2 Skills, Max Mana 50%, +40 Mana (totaled)

[B]Amulet

[/B]Mara’s Kaleidoscope
+2 Skills, Resist All 20-30%, +5 All Attributes

[B]Inventory

[/B]
Hellfire Torch
+3 Necromancer Skills, +10-20 All Attributes, Resist All 10-20%

Annihilus
+1 Skills, +10-20 Attributes, Resist all 10-20%

(7) Graverobber’s Grand Charm of Vita
+7 Summoning Skills, +245-280 Life

Add +5% Resist All SC's to get your resists to max, and fill the remainder with FHR SC's. You may need to use a +12 FHR mod on one or two of the GC's instead of the Life mod. How perfect your gear is dictates how many resist small charms you will need. With completely perfect resists on the gear I still needed one small charm to get them to the max. FHR is secondary to resists. FCR is unimportant on this build.

Breakdown of Stat Bonuses:

This is what your gear will add without using any charms.

Str = +60-105 (Before Enigma Bonus)
Dex = +42-62
Vit = +25-45
Nrgy = +35-55
Resists = 130-170 (With no charms & Anya)
FHR = 30% (Hits 8-frame BP, needs 2% more for 7 frames, 22% more for 6 frame)
FCR = 40% (Hits 12-frame BP, needs 8% more for 11 frames, 35% more for 10 frame)
DR = 34-39%, 42-47% if Hommy is Ber'd

You will need to add str to this build if you went for the Berserker Axe Beast instead of the Normal Axe. There is also a good chance if your gear is poorer that you’ll need to add additional str after you put on Enigma to wear the CoA. If you are attempting a max block build then your best bet is to pool most of your stat points until you feel comfortable of what level you have reached, I typically stop leveling between 85-90 and dump just enough stat points into Dexterity for that convented 75% block.

[B]Mercenary:

[/B]You’ll be using an Act 2 Might merc from Nightmare Difficulty. I choose a helmet that added to strength as well as grant life leech. The goal is to be able to equip a Colossus Voulge and Lacquered Plate, which requires 210 Strength and 208 Strength respectively. If your gear is not high enough you’ll have to settle with a Cryptic Axe and Hellforge Plate.

[B]Helm

[/B]Ethereal Andariel’s Visage socketed with Ber for damage reduction, or a Fal to add 10 Str to help your merc equip a Colossus Voulge.
+100-150% Enhanced Defense, 20% IAS, 8-10% Life Leech, +25-30 Str,

[B]Armor

[/B]Ethereal Bramble Lacquered Plate (Ral+Ohm+Sur+Eth)
Level 15-21 Thorns Aura, 50% FHR, +300 Def, +5% to Max Cold Resist, Fire Resist +30%, Poison resist +100%

[B]Weapon A

[/B]Ethereal Pride Colossus Voulge (Cham+Sur+Io+Lo)
Level 16-20 Concentration Aura, 260-300% AR Bonus, +1-99% Damage to Demons (per Clvl), 50-280 Lightening Damage, 20% Deadly Strike, +10 Vit, +8 Life Regen
Pride is to be used in bosskilling

[B]Weapon B

[/B]Ethereal Insight Colossus Voulge (Ral+Tir+Tal+Sol)
Level 10-17 Meditation Aura, +200-260% Enhanced Damage, +9 Min Damage, +180-250% Bonus to Attack Rating, +1-6 Critical Strike, +5 All Attributes,
Insight is to be used for extensive teleporting, or general monster killing. Works well in conjunction with Corpse Explosion.
[/SIZE][/B][/SIZE][/SIZE]
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#2
Iron golem is useful for makeing it into an insight, so you can have conc and meditation on at the same time, and iron golems dont die easially but if they get iron maidend there ****ed. Pretty good guide here, my hats off to you.
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#3
Perhaps, but if you find a Cryptic Axe/Colossus Vougle with four open sockets, would you be more inclined to sell it or to use it to make a golem? In games with more then four people the enemies become a deal tougher and your summons will start taking harder hits. All of the synergies for iron golem could make it potentially better, but you aren't going to be having enough points to devote to the other skills that will raise the Iron golem's life/defense to acceptable levels. Also keeping an iron golem around all the time keeps you from using your clay golem, a necessary summon for bosskilling.
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#4
nice guide, AlmostDeadly. 9/10
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#5
Thanks... But I need to make a few revisions, you shouldn't have to Um' the Hommy (forgot to add in anya quest) and I have a few typo's, like it should be 5 resist all Sc's, not 7..
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#6
I have a pure Summoner thats close to this build, w/o any Bone tree points, I have no problem with any boss in Hell diff. He's one of the funniest chars i ever made. Good Guide
Reply
#7
Updated..

Added a few things like breakpoints, etc. Fixed my hommy error, fixed several typos and condensed a lot of things.

I'll add a misc PvM strategy section at the foot here in a bit.

Crap, I need to do more formatting. *fumbles with wordpad&IE*

Jesus, I hate formatting...

I guess everything turned out bold..
Reply
#8
Quote: Crap, I need to do more formatting. *fumbles with wordpad&IE*

Jesus, I hate formatting...
man, I know the feeling all too well...

Nice guide man, while ur formating would be a good idea if u put some colours for titles and stuff like that. ATM its pretty hard to read
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