Skelmancer plan
#1
Recently started a skelmancer (then he died via lag in the arcane and I restarted, then that one died stupidly against diablo and here I am starting again) and I have a general idea on what skills to max, and what not, so now I'm thinking about when and where to place skills until maxed. Right now, my plan is this:

2 - Raise Skeleton
3 - Skeleton Mastery
Den - Amplify Damage
4-12 - Raise Skeleton
Rad - Skeleton Mastery
13-23 - Skeleton Mastery
24 - Clay Golem
Izual - Golem Mastery, Summon Resist
25 - Weaken
26 - Terror
27 - Decrepify
28-35 - Skeleton Mastery
DenNM - Raise Skeleton
36-44 - Raise Skeleton
45 - Lower Resist
RadNM Teeth
46 - Corpse Explosion
47 - Dim Vision
48 - Confuse
49 - Attract
50-68 - Dim Vision

Right now I'm level 19, following that process. Should I alter it at all (maybe switch when I max mastery and raise)? I've got a +2 Raise Skel, +2 Skel Mastery, +1 Amp wand, and a +2 Raise Skel shield/head that I switch off for a +2 CE, +2 Bone Wall, +1 Dim Vision one once the army is summoned.
Alea Jacta Est - Caesar
Guild Wars account: Lurker Wyrm
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Messages In This Thread
Skelmancer plan - by Wyrm - 02-19-2004, 08:31 PM
Skelmancer plan - by rriggs - 02-19-2004, 10:45 PM
Skelmancer plan - by DukeTrout - 03-02-2004, 12:34 AM
Skelmancer plan - by Jedi Knight - 03-02-2004, 04:21 AM
Skelmancer plan - by rriggs - 03-02-2004, 07:03 PM
Skelmancer plan - by Wyrm - 03-03-2004, 02:38 AM
Skelmancer plan - by Wyrm - 03-03-2004, 02:42 AM

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