10-23-2003, 05:59 AM
The Prevent Monster Heal mod has some buggy behavior in the v1.10s beta, but you can still stop monster health regeneration by equipping your merc with some Open Wounds items. Malice and Steel, for example, are two runewords that you can easily obtain and serve this purpose well. Since the majority of damage output from a Skelemancer will be originating from the Skeletons, you shouldn't have to worry too much about maximizing your merc's damage output in contrast.
p.s. As far as a Necromancer relying on Skeletal Warriors is concerned, a Blessed Aim merc will generally be more useful than a Might merc. This is a result of how Might stacks addtively with the existing damage bonus from Raise Skeleton and Skeleton Mastery. The average damage output of a Blessed Aim enhanced Skeletal Warrior will probably be 20-30% higher than that of a Might enhanced one in fact. It is when you also have a high level Inner Sight from party members that the benefits of Blessed Aim are capped and Might begins to pull ahead.
p.s. As far as a Necromancer relying on Skeletal Warriors is concerned, a Blessed Aim merc will generally be more useful than a Might merc. This is a result of how Might stacks addtively with the existing damage bonus from Raise Skeleton and Skeleton Mastery. The average damage output of a Blessed Aim enhanced Skeletal Warrior will probably be 20-30% higher than that of a Might enhanced one in fact. It is when you also have a high level Inner Sight from party members that the benefits of Blessed Aim are capped and Might begins to pull ahead.