I always go with life over blocking. I have had some deaths related to being in block lock.
Like I said earlier you do have meat shields that will take most of the hits and you have some of the best skills to lessen the chance of taking damage.
Dim Vision: Cast it at the edges of the screen before moving there and most monsters will not know you are there. If they do know you are there walk or tp to another spot.
Attract and Confuse: Awesome at causing monsters attacking either the attracted monster or have them attack each other. With luck they will not attack you.
Bone Armor: Helps reduce the physical damage taken. Do not place more than 1 point into it. If you want it better than it is better to place extra points into the synergies.
Bone Wall/Prison: Great skills at creating a barrier between you and the enemy. You can use Iron Maiden on the monster and they will damage themselves when attacking the Bone Wall/Prison. Take note some monsters are not affected by Bone Wall/Prison.
Getting max resistance and some magic reduction will help out a lot.
Getting some damage reduction is also nice but you should be fine with BA.
I build mostly character for HC and I find Life and Resistance the most important factors for survival. Other key to survival in HC is by paying attention to the environment and always keep an eye out for a strategic regroup in a safe area and to not take on the whole group at one time but pick your target and try to lure them out for the quick and safe kill.
[edit]
I rarely place any points into Dexterity for any character but a Bow using character. I either go Strength or Vitality. I usually go nothing in Dexterity or just enough to where any gear that requires it.
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If going to invest in Iron Golem then you will want to invest into Golem Mastery as well as some of the synergies of Iron Golem. That is if you are giving them great items. If you are only using garbage items then you do not need to.
As for MFing I would not know too much anymore since I have only been playing mods since 2003 and most of them Gold Find is more important than MFing.
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I think 1 point in Amplify is more than enough since you do not really gain anything with more points. Most curses are fine with 1 point and just let the plus skills make the skill more effective.
Other points can be used on Mages and Revives. I usually never place more than 1 point into them since they only last a few minutes and most of the time it is hard to find good candidates to use (Most monsters AI sucks for revives)
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I do not think Mages are useless. Conviction and Lower Resist can make them deal some damage. Poison Mages do not deal much damage but can help against life regeneration. The other Mages are alright. Mages are best if you have Teleport to help focus their damage.
As for teleporting I would use dim vision in the area first before teleporting there. You can also just use baby steps for teleporting if you are uncertain of an area. If enemies are around the Skeletons and the Act 2 or Act merc will be rushing to meet them. I try not to Teleport into an unknown room.
The only issue is the stair traps.
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I do not really see the point investing in Bone Armor for a summoner. You have tanks to soak up the damage. The only thing that can get through are arrows/javelins that can be absorbed by BA or a Shield.
I never worried about blocking for a summoner. See the reason I gave above for why. I would rather place points into Vitality and maybe a few points into Mana if you are an Hybrid (Summoner/Caster). Quite often my Necro Summoners do not use a shield but use a ranged weapon to help with the killing. I use a wand and shield for the summoning part.
[edit]
Iron Golems can be good if you give them good gear. Some of the best gear would be cheap weapons or an item that has an aura when active but they can be very expensive. The problem is keeping the Golem from dying or disappearing when they get too far from you and suffer the dreaded transporter glitch when they try to teleport to you. If you have Enigma or the skill teleport then you want to use teleport as your main form of movement. For the most part I just use Gumby(Clay Golem) since it has slow effect that helps with keeping skeletons alive.
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I think you will be fine with the build. I would limit the amount of Poison Mages to about 1. I find Teleport is important so you can focus the firepower of the mages to a single target if possible and to make sure they stay with you. If you move and the mages are still fighting they have a habit of not moving with you and they may not automatically teleport to your location.
You are free for most mercs. I think the best merc would be the act 2 or act 5 merc to tank.
A good merc might be act 1 cold rogue if you have Ice runeword. The downside is that you may not have that many corpses to summon and to CE with.
The Act 3 mercs can be used as well since you will be based on increasing the elemental damage. You will have at least 1 tank with a Golem and 1 point into Skeletons with +skills will add a few skeletons to tank a few hits.
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I never put more than 1 point into summon resist. That skill has a diminishing return on investment. You should have enough +skills to bring it to a nice level
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Not really since the main killer is the max Corpse Explosion. It might be faster at getting the first corpse.
Like I said earlier you do have meat shields that will take most of the hits and you have some of the best skills to lessen the chance of taking damage.
Dim Vision: Cast it at the edges of the screen before moving there and most monsters will not know you are there. If they do know you are there walk or tp to another spot.
Attract and Confuse: Awesome at causing monsters attacking either the attracted monster or have them attack each other. With luck they will not attack you.
Bone Armor: Helps reduce the physical damage taken. Do not place more than 1 point into it. If you want it better than it is better to place extra points into the synergies.
Bone Wall/Prison: Great skills at creating a barrier between you and the enemy. You can use Iron Maiden on the monster and they will damage themselves when attacking the Bone Wall/Prison. Take note some monsters are not affected by Bone Wall/Prison.
Getting max resistance and some magic reduction will help out a lot.
Getting some damage reduction is also nice but you should be fine with BA.
I build mostly character for HC and I find Life and Resistance the most important factors for survival. Other key to survival in HC is by paying attention to the environment and always keep an eye out for a strategic regroup in a safe area and to not take on the whole group at one time but pick your target and try to lure them out for the quick and safe kill.
[edit]
I rarely place any points into Dexterity for any character but a Bow using character. I either go Strength or Vitality. I usually go nothing in Dexterity or just enough to where any gear that requires it.
As for MFing I would not know too much anymore since I have only been playing mods since 2003 and most of them Gold Find is more important than MFing.
Basic Summoner Build
20 Skeletons
20 Skeleton Mastery
1 Clay Golem
1 Golem Mastery
1 Summon Resist
1 Mages
1 Revives
1 All Curses
20 Corpse Explosion
1 perquisites
Other points can be used on Mages and Revives. I usually never place more than 1 point into them since they only last a few minutes and most of the time it is hard to find good candidates to use (Most monsters AI sucks for revives)
As for teleporting I would use dim vision in the area first before teleporting there. You can also just use baby steps for teleporting if you are uncertain of an area. If enemies are around the Skeletons and the Act 2 or Act merc will be rushing to meet them. I try not to Teleport into an unknown room.
The only issue is the stair traps.
I never worried about blocking for a summoner. See the reason I gave above for why. I would rather place points into Vitality and maybe a few points into Mana if you are an Hybrid (Summoner/Caster). Quite often my Necro Summoners do not use a shield but use a ranged weapon to help with the killing. I use a wand and shield for the summoning part.
[edit]
Iron Golems can be good if you give them good gear. Some of the best gear would be cheap weapons or an item that has an aura when active but they can be very expensive. The problem is keeping the Golem from dying or disappearing when they get too far from you and suffer the dreaded transporter glitch when they try to teleport to you. If you have Enigma or the skill teleport then you want to use teleport as your main form of movement. For the most part I just use Gumby(Clay Golem) since it has slow effect that helps with keeping skeletons alive.
You are free for most mercs. I think the best merc would be the act 2 or act 5 merc to tank.
A good merc might be act 1 cold rogue if you have Ice runeword. The downside is that you may not have that many corpses to summon and to CE with.
The Act 3 mercs can be used as well since you will be based on increasing the elemental damage. You will have at least 1 tank with a Golem and 1 point into Skeletons with +skills will add a few skeletons to tank a few hits.
The key is to have a lot of plus skills and if possible as many auras that increase damage.
The issue is to keep Skeles alive if needed you can use life tap to help.
Conviction Aura is very good for Skelemancer due to the lowering of enemy defence.
The toughest bosses are in normal due to not having too many skills on items and not fully skilled skeles.
Picking a good revive will also help. I only place one point.
Bashiok stated that an anouncement will be made when ladder be reset and during this reset the patch will go live.