11-29-2005, 06:24 AM
TheKingofKewl,Nov 28 2005, 09:35 PM Wrote:Hi i'm making a summoner based off a guide I found off of GameFaqs, but I have a question of course.GameFAQs is generally not a good place to go for D2 information. Use the search function here or at the Amazon Basin instead to find what you need.
The guide seems to want me to focus on Raise Skeletons and SKeleton Mastery (max).
He's also saying corpe explosion is worth maxing and to put some in revive and lower resists and life tap and decrepify (10 in curses spread out) and amplify damage. Summon resist
But unless I leave a hirling in new games by myself I would be vulnerable till I get skeletons raised. Would Fire golem be a good substitute? if so how many points and how do I re-arrange this?
thanks for any tips
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Ignore Corpse Explosion and Lower Resist, those are a waste of skill points for a summoner. You only need 3 Curses: Dim Vision, Decrepify (only for uniques/superuniques/act bosses), and Amplify Damage.
Grab an Act 2 merc, auras benefit skeletons. Thorns is the safest way to go, but Blessed Aim and Might will push damage up preatty high.
The only golem you need is a Clay Golem for the chill effect. If for some reason you want to make an elementally invulnerable Iron Golem, you can do that with a Paladin shield socketed with 4 Perfect Diamonds. Clay is still better for the slow and recastability, imo.
Your henchman, should you actually keep his level somewhere near yours, will be more than able to get that first kill for skeletons in Nightmare and Hell should you actually give him a decent weapon. Just go into the Blood Moor and/or Cold Plains.
Alea Jacta Est - Caesar
Guild Wars account: Lurker Wyrm
Guild Wars account: Lurker Wyrm