Maggot Lair is done:
It was not nearly as bad as I had thought. It was actually quite fun (although it's frustrating sometimes when mages block the golem and other mages). One reason it was pretty smooth is that the mages are powerful enough for just one of them to take down an enemy, then I can raise a skeleton from that corpse and establish a front.
I've been looking into what controls the mages' damage output. The Arreat Summit has good info. Not the written description of the skill (that bit is partly obsolete and can in part be considered downright misleading) but the technical aspects, numbers etc. are good.
Mage missiles have their own 'level'. It's increased by 1 for every extra skill in Skeleton Mastery and is also raised by 1 for every
second level (the even ones) of Raise Skeletal Mage. After RSM level 3, you get an extra mage every 3 levels. So the best partial 'stopping points' (where you've just gained an increase in both missiles damage and number of mages and can take a couple of levels to develop other skills) for the skill as you level up are levels 6, 12 and 18. (+skills need to be adjusted for, of course). In comparison, going from level 4 to level 5 only raises the Defense a little, and the mana cost by 1.
OK, so getting Mastery up is the best key to their power. Since they rarely die at this stage, it works fine to load up on +skills for Mastery on the weapon switch, then I can be free to use whatever I want on the other switch.
Mago curently has a (shopped) wand with +3 Skeleton Mastery and a necro head with +1. I am going to 'normalize' a couple of low quality heads to try to beat that +1. Since ilvl is set to 1 with that recipe, 80% of the staffmods will be level 1 skills. I am also going to 'normalize' low quality wands of the types that can get two sockets. A 'White' wand can potentially get +7 to Mastery.
It's really annoying in this tourney that necro heads have 2 sockets max. There are only two 2s shield runewords. They are both awesome but they also both have MF!
Mago's "fighter" gear is a 'Steel' Flail and a Glowing Bone Shield of Deflecting. Blocking currently at 61%.
You can see my first Iron Golem is the screenie. Here in the early game I am going to make them mostly from found stuff that is worth very little (too little to pick up and sell), in this case an ethereal stack of Short Spears. Golem fit right in in the Maggot Lair - it's poison immune and has 78% lightning resist (50 base + 28 from level 1 Summon Resist).
Let's see if I can keep it alive for a couple of areas...
Mago the Golemancing Lord of Mages, level 24, Lost City next