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hey, I'm not sure if people will pick onto this, but here it goes. I started this thread so people could tell their favorite 1.10 make-up for any class, so anybody can try it (something like that). So please, tell me your favorite make-up for any class and it would be appreciated by me and probably many others. :) (And if any of you are wondering why i keep asking for your favorite make-ups and never post any of my own, its because all mine suck!)
Skellimancer. By far it's my personal favorite.
20 Skeleton (Max first, while putting points in the following as you go...)
20 Skeleton mastery (Max second, but only after Skelly is maxed first)
5-20 Summon Resist (Gotta live in hell somehow, eh?)
1-20 Revive (If you get enough +skills, just use 1 point. Otherwise, I'd max.)
1 in Each curse, unless you can live without Attract and that side of the tree. I do without, but some call it a nessecity... o.O
1- 10 in Corpse explo, depending on how much of a range you need as backup ;)
Do the rest as you please. Some max clay golem for an uber tank in hell. Some max Corpse explo. It all depends on how you feel.
My equip for this build:
Trang Helm
Trang Glove
Trang Armor
Trang Shield
Trang Belt
+3 summon skills Ammy
2 * SoJ (Caster rings)
Arm of King Leoric
Socket helm//armor//shield with Um for resist maxing in hell. Shield with Perfect Dia if you can do without those extra 3 resist.. But with full Trangs, you shouldn't need that Um ;)
Boots: Marrowalk (If you put 1 point in bone shield, you can get a decent shield from the Synnergy bug ;))
Overall build: The build's good if you want to solo Hell, and if you have the patience for it. Remember, Skeletons can tank in hell, and actually kill. You have to time your curses and backup with Firewalll//Fireball a lot, though. If you don't have patience, it will suck. If you can sit at Diablo for at least 2 minutes, though, then you can pwn his ass to death!
Creativity: 7/10 (Trangs brings this up from average, but it's still a common build)
Usefulness 10/10 or 7/10 (Party or not. If you party, be ready for that 7/10 rating, due to the insane lag from all your summons x.x)
Ease of use: 7/10 (You can learn pretty fast, but you still have to have patience. And I mean a LOT of it...)
Equipment: 5/10 (The equipment's all decently hard to find, but you can always trade around for the Trangs. It's not even worth a full SoJ anymore, so that's good. BK rings and the AokL are the only hard parts for it. The ammy MIGHT be hard, unless you have a filthy rich char, and can spend 4 hours gambling... o.O)
Best Partner (Player): Fanat Pally for damage and such on your Skellies.
Best Partner (Merc): Either Might or Blessed Aim. I don't say HF aura mercs, because they can shatter your bodies. That's not good for one who relies on them. Also, I didn't say Thorns, because you can get a Bramble, and achieve the same thing off the same merc ;) The BA merc would help out in the AR department for those skellies. They miss actually quite a bit for me, so that extra AR boost is nice. Also, the Might would backup better along with that Fanat player with you. Great damage on the spot when both are active ;)
That's my personal favorite. Hope you didn't mind the full rundown of it ^.^
~Larry "Geno" Meyers
peace_machine
06-29-2004, 10:34 PM
Summon Necro like kinda Geno has, there is just something about controlling an army.
20pts to skell mastery
20pts to Summon Skelleton
20pts to summon skell mage
20pts ro resist
Remaining points into revive
May not be the smartest thing to put everything into summons but it is fun in norm/nm ^^ I wont go into any more detail though.
Summon Necro like kinda Geno has, there is just something about controlling an army.
20pts to skell mastery
20pts to Summon Skelleton
20pts to summon skell mage
20pts ro resist
Remaining points into revive
May not be the smartest thing to put everything into summons but it is fun in norm/nm ^^ I wont go into any more detail though.
Why get mages? With GC's, and full Trangs, they can BARELY hit 1k damage... Actually, let me check on that... And when you put points into them, all you get is more damage. No life increase. So basically, in hell, you're going to have all the same health... That's what stinks... You need better life in hell, else your summons will die... Unless of course, you have Tanking Skelly warriors... I'd just as well use a Rogue that I can outfit with a bow better than 12 mages. Trust me.
~Larry "Geno" Meyers
*Will edit in a while with mage damage at level 30 and level 40 (Assuming this is possible)* (Of course, max skelly mastery.)
--Edit--
Well the moron that told me 1k damage on those mages was a liar... Check the stats. This is level 20 skelly mastery, 20 resist, and 20 Mage. Of course, I tacked on 10+skills. Let's see, shall we?
Mana cost: 37
Number of skeletons: 12
Poison damage: 217
Poison duration: 450 Seconds
Cold Damage: 146 - 149 (ø147.5)
Cold Duration: 44 Seconds
Fire damage: 256 - 260 (ø258)
Lightning damage: 44 - 406 (ø225)
Defense: 624
Hit Points: 869
Resist lightning/cold/fire: 70%
Does that say anything? Hmmm... *Tries +10 more*
Mana cost: 47
Number of skeletons: 15
Poison damage: 337
Poison duration: 600 Seconds
Cold Damage: 221 - 224 (ø222.5)
Cold Duration: 59 Seconds
Fire damage: 391 - 395 (ø393)
Lightning damage: 59 - 616 (ø337.5)
Defense: 824
Hit Points: 1367
Resist lightning/cold/fire: 72%
Yea, that's just horrible. For as many +skills that are there.. That's just sad. And as it is, I could reach that level of mages... But I'm not. Why? Range is good, if it can do something in hell. As it is, that just sucks... Compared to... This:
Mana cost: 45
Number of skeletons: 15
Damage: 599 - 603 (ø601)
Attack Rating: 1203
Defense: 1205
Hit Points: 6649
Resist lightning/cold/fire: 72%
That's a true level 20 skeleton with 20 mastery, 20 resist, and 20 +skills... Just think if I got 10 GC's... That's what I'd have ;)
~Larry "Geno" Meyers
peace_machine
06-30-2004, 5:58 AM
Why get mages? With GC's, and full Trangs, they can BARELY hit 1k damage... Actually, let me check on that... And when you put points into them, all you get is more damage. No life increase. So basically, in hell, you're going to have all the same health... That's what stinks... You need better life in hell, else your summons will die... Unless of course, you have Tanking Skelly warriors... I'd just as well use a Rogue that I can outfit with a bow better than 12 mages. Trust me.
~Larry "Geno" MeyersAs I said before, it may not be the smartest thing to do but I love commanding an army of that size.
Edit:
Hang on, I knew they were weak but thats unreal!
To be fair you may have take into account Lower Resist.
-Neo
T-Dawg
07-01-2004, 2:29 PM
don't skellies life get increased in hell... like all summons..
at least this was the impression i was under. so they withstand a little better than those numbers may say.
so you end up with Mages that deal next to no damage and life a long time... Woo.
-Neo
so you end up with Mages that deal next to no damage and life a long time... Woo.
-Neo
I'd rather have something that lives a long time and can do minimal damage, but can still tank... Skellies > Mages. I don't care if I had only 8 of my current damage skellies. I still bet they could take a pack of mages ANYDAY of the week...
~Larry "Geno" Meyers
hammocksleeper
07-02-2004, 9:05 AM
Oh shit. I really don't know about any of this. I read the first post and I thought you were talking about classes in school. I was going to say, "what's a 1.10?"
Well, now I have read other posts and realized it's an RPG thing, and now I'm just even more confused. But I don't really want an explanation, just thought I'd let you know what went through my head ;)
peace_machine
07-03-2004, 9:20 PM
Another subject I like is... I mean another *character i like to develope is the Assassin. I am always tempted to put skpts into every skill because I find them all so useful. But then when they are spread too thinley i find myself having a hard time to survive. My favourite/what I think works best:
20 pts into claw mastery (so I can hit something in hell)
20 pts into Shadow master (she is stronger than me ^^)
Then spread the rest out evenly between cloak of shadows (can get out of sticky situations), burst of speed, fade (so I can survive elementals) and venom.
Actually Claw Mastery doesnt really add to much... id rather put those points into Tiger Strike, a finisher, or Pheonix Strike... I dont know...
you only get like 113% ED @ skill level 20 :(
-Neo
peace_machine
07-06-2004, 11:59 PM
Actually Claw Mastery doesnt really add to much... id rather put those points into Tiger Strike, a finisher, or Pheonix Strike... I dont know...
you only get like 113% ED @ skill level 20 :(
-Neo
Claw mastery to me is better than nothing, It is kinda hard to build up charges for finishing moves if you cant hit an enemy.
Your charge up skills ADD to your ar though, so getting claw mastery fo rthe measily ar damage is useless.
And if you are really having a problem with AR then just get a claw with Ignores Targets Defense on it, that makes enemy monsters defense 0 giving you basically a 95% chance to hit, regardless of your ar.
-Neo
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