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Several Summonmancer guides I've seen say that skeletal magi are rather weak in terms of damage output and should not be taken seriously in hell. Will do testing to confirm this. Brainwasher5 (talk) 17:45, October 23, 2013 (UTC)

The only pluses Skeletal Magi have over Regular Skeletons are that they do elemental damage and attack from afar, and even then, its negligible, because a. They don't pack enough punch without Skeletal Mastery, requiring more skill points to be 'wasted', and b. Most Necromancers are already ranged and using Magic/Poison to begin with. So its up to you to decide whether they are worth having, aside from the 1 point to dump into for Revive. —The preceding unsigned comment was added by Ishi Clarke (talk · contr).

Summonmancers would max out Skeletal Mastery anyway, so its not 'wasted'. Additionally, their damage output is somewhat irrelevant, they act as decoys if nothing else. I'm playing a summonmancer right now, but I'm not to Hell difficulty yet. I suppose I will soon see for myself how good they are. I do find the poison mages to be subpar, probably because their poison length keeps increasing so much, it makes the damage increases nearly unnoticeable.
◄► Tephra ◄► 07:27, October 24, 2013 (UTC)
I've walked one every time the ladder resets, and you are correct, their damage isn't too great.  They also have a habit of blocking doorways, and for those who don't have the resources to obtain Engima, this can be a real pain for some extra damage.  There are times the slow effect from a cold mage or the elemental damage is useful when my Hireling has an open wounds effect and their physical immunity is unbreakable, but I'd never invest more than three points in the skill.
Breywood (talk) 12:05, October 24, 2013 (UTC)
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