Archived from groups: alt.games.diablo (
More info?)
"Mark" <bongofury@verizon.net> wrote in
news:J8Kie.6786$Y36.4455@trndny05:
>
> "Marcel Beaudoin" <mbeaudoin@scintrextrace.com> wrote in message
> news:Xns965A5317A9334mbeausympaticoca@130.133.1.4...
>> OK, so before work this morning, I grabbed his stats:
>> L26
>> Str - 78
>> Dex - 37
>> Vit - 74
>> Ene - 41 (incl +24 in bonus)
>
> Your strength should allow you to wear almost anything you should need
> at this point. Dexterity is only beneficial if you want high blocking,
> and that's only really viable for a Necro if you have a Homonculous,
> unique Necro Head. So no more points there. And for a Summoner, you
> generally only need mana for casting your minions, not in combat
> situations. So for now, no more points in Energy either. So that only
> leaves Vitality, put all your points there to build up a big life
> ball, it will help you survive.
>
>> Fire resist - 24
>> Lightning Resist - 33
>
> Early on these are not very important, but by the time you reach
> Diablo you'll want these two maxed (75%) or close to it. For Mephisto
> it might be good to get your Cold resistance up.
Hmmm, DII came with, for me at least, the Guide. Looking in it, it
recommended LR for Mephisto, not cold. Has he changed since the book was
printed??
>> Skills
>> Raise Skeleton - 10
>> Skeleton Mage - 7 (+1)
>> Skeleton Mastery - 7 (+1)
>> Clay Golem - 1
>> Blood Golem - 1
>> Amplify - 5 (+2)
>> Teeth - 2 (+2)
>
> Others have suggested getting Decrepify, that's pretty good, but not
> manditory. If you shop you might be able to get it on a wand. You
> should put a point in Golem Mastery and Summon Resist. You'll also
> want to have the curse Iron Maiden for the fight with Diablo. Put a
> point into it or get a wand with it.
Well, Summon resist is L24, but needs Clay golem and Golem Mastery. I
don't have GOlem Mastery yet, so that is 2 levels before I can get that.
> Otherwise, the strength of a Skellimancer is his Skeletons. I usually
> put enough points into Skeleton Mastery until the skeletons have a
> sword. Then put your points into Raise Skeleton until it is maxed.
> Next, max Skeleton Mastery. That will give you the basic Skellimancer
> build and will give you an effective character. From there you have
> many options. You can put one point in all the curses so that you can
> use them as the situation dictates. This will be good to test out and
> learn what all the curses do. You can also put a point in the other
> Golems, and a point in Revives. A very popular option for NM
> difficulty, and to speed up your killing of large groups is to put
> points into Corpse Explosion. Get it to the 15-25 (with item adders)
> point area and it will clear whole rooms of monsters. CE will require
> more mana, so if you cannot get extra mana from items you will then
> need some additional points in Energy.
So for a lowbie skellimancer (first 15 levels or so), how would this
sound for order in which to put skill points:
For the first 3 levels, get Raise Skeleton. Then, grab Skeleton Mastery.
Keep on putting points in SM (except for 1 point in Clay Golem). Once
they get swords, go back to RS. At 12, grab Golem Mastery so I can get
Summon Resist. Then, from 12 on, alternate RS and curses (amp, weaken,
terror then decrep)
> He is absolutely playable throughout the game. No need to rebuild him,
> unless you want to. And if you do decide to go with a rebuild,
> consider changing to the US West Realm. Either SC or HC, most people
> on this newsgroup play there and would welcome you joining in their
> game.
Thinking seriously of moving to USW. That would explain why all the time
when I make an AGD game, no-one joins.
--
Marcel
http://mudbunny.blogspot.com/