On normal i allways kill bosses via iron maiden + clay golem after all the skely's get killed. Also, some points in summon resist will help your minions to resist the massive damage done by diablo, baal and mephisto. Later those points becomes quite useless since your skellys can kill anything w/o summon resist and the skill scales pretty bad with 10+ points (and you can reach 10 with items). Still, 5~10 points will help you alot in early levels and since skellymancers have like 40 points left to spend, those points used to make your low lvl life easier won't hurt a bit (unless you plan to get nova).
I wish the necromancer summon tree were more balanced. The only skills that truely worth more then one point is raise skeleton/skeleton mastery.
I did a little bit of math to help people find out which skill to use. Bone Spear vs. Bone Spirit. I am doing the calculations based on Spear, Spirit, Wall, Prison, and Teeth being maxed.
First up, Bone Spear.
It pierces and has lower mana cost per shot than Bone Spirit.
It doesn't have to be targeted to hit, but doesn't home in.
And has a higher Damage to Mana cost ratio.
Here are the damage calculations.
Average Damage: 1306.5
Mana cost per shot: 11.7
1306.5/11.7 = 111.667 damage per point of mana.
One target and homes in on them.
Doesn't need a specified target.
Average Damage: 2056
Mana cost per shot: 21.5
2056/21.5 = 95.628 damage per point of mana.
As you can see, Bone Spear does more damage per point and is better for PvM. If your not as concerned with mana usage, then Spirit is the one for you as it does more damage than spear. And with enough points, Spear will do more damage per shot. Maybe I should put something like this on the Wiki.
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Just as the Scorpion hunts...
"Nothing is True. Everything is Permitted." ~ Ezio Auditore de Firenze
Actually both skills are veyr good (teeths are good too!).
For PvM i really use Spear most of the time. Teeths is used to kill very low HP mobs (fallen and last act imps basically) and spirit i use to kill bosses and super uniques.]
Also, the travel speed of bonepsear is faster, wich also increase it's tatical value in pvp!
Personally, I would take HOTO over those because you will be using corspe explosion more than anything else. For +3 and resistance, FCR. You just need your merc to kill 1 mob then its all over for this group.
Max block due to teleporting.
Move points in mages to bone wall(bone armor) so you can absorb more damage. Max CE, put 5-10 points in amplify. You need to keep urself alive when teleporting or standing. Mages wont do anything greatly. Revives over Mages. I would take Bul Kathos for life instead of mana. I would take Chancie glove for MF, war traveler for MF.. marrowwalk- +1 skeleton mastery isnt big deal. Dont need poison nova because corpse explosion will kill anything.. If you plan to use poison nova.. whats the point of ur summon/merc? I would have merc use Fort and infinity(Increases more damage for CE as well)so your merc can kill fast so you can CE in no time.
Just my 2 cent. I have played many different summon necro build.. this is best one for me.
I just think that this dicotomy between elemental and physical damage fuck up the whole build. Amp. Damager vs. LR, Infinity vs. Concentration, Brambles vs. Enigma, Beast vs. Hoto...
I'm trying an summon build 100% based on elemental damage. Mages, infinity, poison nova, bones for tanking. I'm certain that this is no match for a pure poison or skellymancer, but it's just for fun anyway.
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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On Strike and supporting Fallout 4 Mod Makers
Some fallout 4 mod makers have had their mods stolen and uploaded and downloaded on Bethesda's site for the Xbox One.
Is a summonmancer's points in Bone Armor worth it? This is merely PvM character (obviously) and for MF finding. The fact that I'm pretty well off twinked with good gear and I guess good block (never got how much Dex I needed to be honest) it seems that it might benefit my guy to distribute the points into increasing the killing speed/defense of my summons, or perhaps curses. I could be wrong though, I'm only level 50 at the moment in Nightmare.
Oh, by the way, I got most of my build from Fishy. But I am also wondering how effective Iron Golems would be in the current patch...
"5) Iron Golem: Interesting if you have access to a steady supply of high-end items. Using the IK Maul to create Iron Golems worked fine for me when I was running Baal. (IK Maul has ~40% Crushing Blow and is very easy to find. At any rate, I found them faster than my golem used them up)"