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Yes, I allways play ladder. It's crossed in when you create the char you know...

Decreptify, clay golem, holy freeze= monsters not being very fast... <img src="/ubbthreads/images/graemlins/biggrin.gif" alt="" />

But I allso think Fanaticism will really do the trick for my skellies. But why amplify and not Decreptify? And the other way around...

I was thinking this: Get curse and golem up to something decent (not much, but decent. I whant them to be able to do SOMETHING), and then max skellys out (should I go for raise or mastery first? I've allways been taught quality before number, but number is the main thins with skelletons, isn't it?)

Übereil (was allso about to check some items, but battle.net could not be found (this is seriouslly starting to piss me off. Hope it won't affect our gameing))

Edit: Can't connect to Battle.net for the moment, hope this will solve by itself before we're supposed to start playing.


1 pt into decrep will be enough. +skills equipment will take care of the rest. decrep is good only for single bosses (meph, andy, diablo, baal, dury, lister, etc.) amp & attract is so much better against crowds of monsters. amp damage will take away 100% of the monsters' physical resist; thus, your skellies will do double damage, and if you have noticed in your playing, the skellies will almost always hit. they have no attack rating problems. combine that with amp damage and we will not have any problem with any monsters at all, save for the physical immune ones (it's easy to get elemental dmg weapons anyway) and the act bosses. besides, if you use decrep often, you'll run out of mana quickly. you won't run out fast w/ amp.

go for raise skeleton first. 1.10 has changed a lot. you won't be getting 1 skelly per point anymore, and we have to have as many skellies running around as fast as we can. don't worry about skeleton mastery. we can max it later. the skellies will be sturdy enough, and we can hire the prayer merc in act ii normal to help keep them alive. if we can get at least 5 skellies by the time we finish act 1, we'll mow everything in our path, except for the act bosses of course. they require a bit of a strategy. trust me, i've played 2 overlord necros in 1.10. it's vital to pump skill pts into raise skeleton initially.

for example, my lvl 10 necro (new char i started yesterday) has 9 pts in raise skelly (found a wand in act 1 that has +2 to raise skelly & skel mastery), 3 in mastery, 1 in clay golem, and 1 in amp dmg. i've had no problems w/ him. the skellies (think i have 4), clay golem & the rouge merc kill so fast before i even get to cast amp. and the skellies hardly die at all.

also, put only 1 pt into raise skeletal mage. they won't do our army any good, since we'll focus on dealing massive physical damage. they drop like flies and i hate babysitting them. moreover, they block passageways so often that it gets to be very annoying. 1 pt. will be enough; let +skills gear do the rest. imho, it's more important to divert your pts into golem of your choice (clay is good) & golem mastery.

good luck!


"what we see with our eyes alone isn't necessarily the truth..." - final fantasy tactics