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In article <483ed3bc.0412111505.7f4e760@posting.google.com>,
eight_of_ten@hotmail.com (8_of_10) wrote:
> Hey there.
>
> I finally got my Skellimancer into Hell. Things started getting really
> complicated once I hit Act 2 as things got a lot tougher. Especially
> since I start to encounter Immune to Physicals.
>
> Near the end of act 2 (the Arcane Sanctuary was a bitch in Hell) I was
> casting Decrepify and Amplify Damage on some spirits who were immune
> and i saw their "immune to physical" attribute disappear. (Normally i
> do that so I can bone spear em too but after this discovery I just
> now let the skeletons (avec fire golem) do the work).
>
> Just an interesting observation, not sure if it's already been said.
> But while I'm here i might as well ask another question that I just
> thought of:
>
> I"m a mid lvl80 necro skelemancer (sp?) and things seem to take longer
> and they die sooner. Do i just keep enhancing with curses? (amp and
> decrep) or shoudl i try something else?
I'd like to know about your build, and gear, I have a mid-80's Necro
who's probably going to tackle Baal solo soon, I might be able to give
you some tips. Hell will keep you on your toes, as you're finding. I had
to shitcan a Necro because i had Mages and Golems maxed, too few points
to invest anywhere else, and while he owned NM, he hit the wall in Act 1
Hell, period. Could NOT advance solo.
Anyway, Fear and Terror are good for driving away monsters so they don't
gang up on you, for example, and bone skills are handy. I have a reserve
of points, did'nt invest in bone skills in the hopes of finally finding
Marrowwalks, but that's my stubborness.
I've found Decrep, Corpse Explosion, and 11 Skellies are all I need, and
I have all 3 maxed. I cast a low level clay golem just because I can,
and he's occasionaly good as a dirt shield, but the nastier bosses and
minions can destroy him pretty quickly. I cast 4 mages, because I have 4
with +skills items, and they can help sometimes, and I don't do revives.
A lot of people recommend Bone Spear maxed out to speed up kills, as
well. You have the whole poison tree too, and those skills can be
impressive when maxed, I've seen poison necros in Hell doing serious
damage in Baal's Throneroom - until I saw them in action I doubted their
efficiency.
When you think about it, tho, the Hell beasties have huge numbers, the
fact that I kill as fast as i do is impressive when you think about how
much damage they have to do. Yeah, I bog down some places, but as a
whole, I can do an Andy/Countess/Pit/Council/FrigidHighlands/Pindle run
fairly quickly and efficiently.
In the end, tho, the *one* skill you have to have, without a doubt the
most powerful, is maxed out Corpse Explosion. I can't see building a
Necro without it - even a Poison tree character.
Another key is my Merc - he had Demon Arch, a unique balrog spear, and
he kicked serious ass with that - now he's using a high-damage yellow
polearm, forget what, but he kills fast - if he's blocked, or lagging,
the kills slow down FAST.
If I had to redo my current necro, I'd use amp damage and corpse
explosion in Normal and Nightmare, Decrepify in Hell, max out Corpse
Explosion, max out anything needed by skellies, and ONLY prerequisites
for these. Maybe fear or terror, but I've learned what to give my Merc
to deal with trouble spots like the Arcane Sanctuary, or the ghosts in
the Countess' Tower. Get MF gear on my merc asap, and start getting as
many + skills gear, charms, and runewords to boost resistances and
skills as possible (and I can tweak, so that's not a problem)
Well, that's my 2 cents, worth about as much.
