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I've played HC skellemancers a lot in both ladder seasons, and have a fair
amount of experience in keeping them alive. Here are a few points:
1. Max skells and mastery. Don't bother with mages, the points used there
are more effective elsewhere. Try to get to 10 skells using skills and
skill items
2. Put points in clay golem, and some points in golem mastery. Clay golem
slows down enemies, giving your minions a chance to spank them. Try to get
the golems life to about 4,000 in Hell with a combination of points in clay,
mastery and other golems.
3. Put one point in all curses. That's about all you need, and mainly you
will use amp damage and decryp, though sometimes a situation will call for
one of the other curses.
4. Put some points in corpse explosion, it helps to clear out packed crowds.
5. Put some points in bone armor. If you plan to use the Marrowalk boots,
don't put points in anything else, you'll get bugged synergy to the bone
armor that will add about 550 to its effectiveness
6. Put some points in Revive. You only need a few in normal and nm, but in
hell I've gotten Revive up to 14 with skills and items. They only last 3
minutes, but can keep enemies busy and benefit from auras (see next item)
7. Get an act 2 might merc, and give him the best weapon he can use for his
level. At 90, mine is using Bonehew with 2 Amns. His might aura will boost
the effectiveness of your minions
8. Fill your belt with rejuv potions and hotkey them for you and your merc.
Keep your finger over the hotkey for yourself
9. The biggest problem for skellemancers is tight corridors where you can
get swarmed fast. For example, Durance 2 and the Maggot Lair will drive you
nuts. I find that zipping in and out fast to draw the enemies to me works
well, but I can back away quickly if necessary (usually). Other areas
aren't as much trouble...you'll be able to solo hell baal (as long as you
have lightning absorb equipment) with skellies and revives easily.
10. The best skill you can develop is to learn when to run away. Being able
to read a situation quickly and bailing out when outnumbered (which should
rarely happen for a skellemancer) is what you need to develop. I find that
decryp slows enemies down (note: ALL enemies, nothing is immune to that
spell that I can remember) enough to be able to tp out almost anywhere.
11. Lag kills HC players more than anything else. When the game is lagging,
exit, no matter what the situation is. You can always re-enter the game and
try again.
12. Max your resists. This should be the default for ALL HC characters, but
I see many people attempt Hell with negative resists. Don't think that
because you are away from the action, behind your minions, that you can't
get hammered by lightning. And don't stand near an FE boss when he pops.
My recommendation: try skellemancers again. It's one of the only builds
that can solo the whole game, in my opinion.
"DaN" <newdring@aol.comdotwhat> wrote in message
news:20041219135144.08198.00002498@mb-m04.aol.com...
> My Bastarding necro just found a nokozan relic. Nothing much else to write
home
> about since the only two other items he found were isenharts helm and
cathans
> armour. Now he's dead though and i managed not to mule anything again. He
died
> to mephisto at the primitive lvl of 26 but still. Now i have to start from
> scratch again. Any ideas on builds i might want to try seeing as this is
my
> third attempt at a skelliemancer and i dont seem to suit them much. My
first
> one did get to lvl 61, my second to around lvl 28 and this one to lvl 26
so i
> am in fact getting worse. Apart from that i'd really like to party play
woth
> some folk from this newsgroup but i don't think i've seen more than two of
> yous. Have we not got a communal game, like in agd or a mule game then
maybe i
> could actually mule stuff too? This is all Europe, HC, ladder. Maybe if we
got
> a wee group going that meet up e.t.c. then that would be quite cool.
> i couldn't care less if i tried, and i will...