Skelmancer plan
#4
It's a good plan, indeed. I'm building one right now, he's level 32 and just entered act5. It's my first skelemancer, he's really fun to play, and while he doesn't kill very fast, I prefer big battles to solo fighting.

Here's his bio :

General_Motus
Level 32 Skelemancer


Summoning Spells

Skeleton Mastery : 9
Raise Skeleton : 9
Raise Skeletal Mage : 3
Everything else : 1


Poison and bone spells

No points allocated


Curses

Decrepify : 2
Amp, Weaken, Life Tap, Terror, Iron Maiden : 1


He's using a wand with +3 Skeleton Mastery and a head with +1 to Necro Skills.
On weapon switch, a Steel-runeword Gladius and a (not yet assembled) RalOrtTal Gothic Shield.

At first, I thought Life Tap would be my main curse, but I found Decrepify to be much more useful. For Big D, I just Decrepified him all the time while whacking him with my sword. It was players1, but still, the fight was not as tough as I expected. I don't have a lot of resists, and a melee necro is not the most powerful thing in the world... and since my minions died instantly... :angry:

I should not have invested in Skeletal Mages - they always die and don't deal so much damage. Fire Golem is so much useful !

Just my two (hopefully useful) cents ;)
[Image: lukesnewlightsaber.jpg]

An elegant weapon for a more civilized time. For over a thousand generations the Jedi Knights were the guardians of peace and justice in the Old Republic. Before the dark times, before the Empire.
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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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