Posts: 84
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Building a skelemancer and looking for a way to get a Beast weapon on my might mercenary, which is impossible as far as I know, I came into another idea.
I used a 5 socket War Scepter and made a Beast runeword out of it. So, I'm using a level 89 necromancer, coupled with 13 skeletons and 13 mages, with might aura from mercenary, and level 9 fanaticism from my necromancer, plus AD. Fun show.
Victorious warriors win first and then go to war, while defeated warriors go to war first and then seek to win.
- Sun Tzu, The Art of War
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Good! Now give either "Doom" or "Crescent Moon" to your merc.. just to make things fair ;)
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I did something similar: revives instead of skeletons, might merc, no fana (or twinking), amp damage, max skel mastery, ~15-20 revives.
A flayer army is a beautiful thing with this build. I could solo players8 worldstone with this nec, and leveled fast. Even the so-so physical damage monsters did alright. I expected it to be workable, and it was even better than I expected.
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Hum... Fanatic mighty skeletons and revives. Sweet [:D]
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And they will never die again. :) Oops, except for the Revive timer, of course . . .
Cry 'Havoc' and let slip the Men 'O War!
In War, the outcome is never final. --Carl von Clausewitz--
Igitur qui desiderat pacem, praeparet bellum
John 11:35 - consider why.
In Memory of Pete
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Even without Life Tap they don't die too often. Baal couldn't kill even a single mage, and only Lister and minions made me go to act 1 to bring 'reinforcements'. I went for AD over him because they had massive heal regeneration in an 8 players game, and AD is the logical follow up from might+fanat against a non PI.
I was wondering if 1.10s skellies get life bonus in 'players 8' games, alike 1.09. I couldn't notice a life difference in 'players 1' because they kill too fast.
Victorious warriors win first and then go to war, while defeated warriors go to war first and then seek to win.
- Sun Tzu, The Art of War