![]() I did ignore the advice to get one of the Act II followers which have auras that can boost your skeleton army, but I had found a very nice bow for my rogue and she was killing it, so I stayed with her. As a group they mobbed most everything that showed up and, when I lost one now and then I just raised a fresh skeleton from a corpse. The skeletons are all over the place, though they do try to go where you are going. So I went all-in as suggested and headed into the sewers of Lut Gholein with six skeletons, a golem, and my rogue archer from Act I and the results were… pretty funny. As a side benefit, your stamina is also huge so you can go everywhere at a run when you get enough levels behind you. Meanwhile, on the stats front, the guide was to put enough into strength to be able to wear gear you need, but otherwise to put everything into vitality so that your health is enough to survive. They have you put a point into golems early on, just to get something a bit tankie when you’re starting out, but after that it is all skeletons all the time until you’ve gone 40 points in. 20 points into skeletons, which gets you 8 followers, and 20 points into skeleton mastery, which makes them tough and hit hard. So when I looked up necromancer builds I found that going all-in on skeletons was the optimal path. The game doesn’t care about flexibility, it cares about damage on target and killing mobs dead. I have some vision of flexibility, but anybody who crunches the numbers will tell me I am an idiot. ![]() My problem with talent trees, and especially the Diablo II talent tree, is that I see a smorgasbord of choices available and I want to serve myself up a little bit of everything. My normal mode of operation is to continue to half ass my way through Act II until I am facing Duriel at the end and then use my re-spec to fix my setup because he is usually too tough for whatever nonsense picks I have made. ![]()
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