Can't Kill Minions of Destruction in Hell...

livingparadox

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Can't Kill Minions of Destruction in Hell...

Hey people!

Newbie here! Well, to this forum anyway. Here's the lowdown: I can't seem to beat Baal's minions of destruction in hell level. Man, these guys are tough. Casting spells or whatsoever doesn't work. Only Decrepify does slow them a little, but that's about it. Words of advise from you please, O' Wise Ones! :p

My specs: Level 84 Necro, Zoo-keeper/Skelemancer build. I have 12 mages, 6 skeletons and 19 revives. I use the prayer merc. to heal my babies. I also use a fire golem which has about 5000+ life.

I can't remember my life/mana stats at the moment though. Pretty decent I would think. I use the Ume's Lament wand and the Homunculus.

With the above, I myself would think that getting through wouldn't be a problem. But wow, by the time my minions get through Baal's 4th group, almost all my revives are dead (due to the 3 min life duration), and I have only my mages to fight with the minions of destruction. Please help! Thanks! :(
 
at first glance, i'd think you'd be better off with a might merc. and put some more points into your skellies. if that doesn't work, you probably need better gear with more + skills.
 
Might merc , plus gumby the clay golem , plus maxxed skeleton mastery and raise skelletons makes Hell minions look like = :teeth:
 
Well, that's the thing with challenge builds such as this: they aren't easy to play. It appears to be a deliberately weakened summoner build, using fire golem instead of Gumby and revives instead of Skeletons, so don't expect it to feel like a full Skelemancer.

When your Revives are dead, I suggest putting up a TP and getting some fresh ones... mages won't be able to tank the minions for long, even with more +skills. People also like to use bonewalls/prisons for builds like this.
 
Myrakh-2 said:
Well, that's the thing with challenge builds such as this: they aren't easy to play. It appears to be a deliberately weakened summoner build, using fire golem instead of Gumby and revives instead of Skeletons, so don't expect it to feel like a full Skelemancer.

When your Revives are dead, I suggest putting up a TP and getting some fresh ones... mages won't be able to tank the minions for long, even with more +skills. People also like to use bonewalls/prisons for builds like this.

This isn' really a challenge build, well let me clarify, the zookeeper was THE build pre 1.10 but obviously things have changed. Prison/bonewall is going to be useless in my opinion, he doesn't have enough points to make them worthwhile so concentrating on damage is his only viable option.

As some of the others have said you need to concentrate on your defence and offence. Make sure you Max your RS and SM, with only 6 warriors, it doesn't sound like you have. Clay Golum + Decrep will slow them down immensily. Might Merc will help the skellie damage. Try get some Revives with CB so that they can whittle down the massive hp on the mobs. Have you got at least 1 point in Summon resist so you can boost with +skills?

What your SP allocation like?
 
Well, I have maxed Skeleton Mastery. I think I kinda messed up with my earlier points allocation. I guess I should have maxed skeletons rather than mages. I also have about 15 points in Bone Spirit and about 12 points in Corpse Explosion, Lower Resist etc. (the usual, after the +skills).

I guess I should switch to a might merc and gool 'ol Gumby eh? I actually thought earlier on that having the Fire Golem would be the way to go. The thing is that I'm really close to Baal now and unfortunately, I can't re-allocate my points, so I'll have to make do with whatever I can. But I will take your advice and switch to the clay golem and might merc.
 
livingparadox said:
Well, I have maxed Skeleton Mastery. I think I kinda messed up with my earlier points allocation. I guess I should have maxed skeletons rather than mages.

There is no reason to not have mages, at least on a non-hybrid: 20 points each in Skeleton Mastery, Raise Skeleton, Skeleton Mage and Corpse Explosion for *a* standard build is only 80 points, leaving plenty for the other stuff.

Talking about corpse explosion... anyone thinks this spell is making a huge bloody mess? I just started playing Bloodrayne 2 yesterday evening...

I also have about 15 points in Bone Spirit

Well, I suppose since you're in hell already you've already noticed the uselessness of this... bonespells don't even tickle monsters unless you commit to it. Back in 1.10 I considered bonespirit a viable alternative to mages, but that was when we got +33 synergy level from a pair of summoner boots... nowadays, these boots are still the best summoner boots, but they no longer add bone damage.

and about 12 points in ... Lower Resist etc. (the usual, after the +skills).

I hope that's 1 point in LR and +11 from +skills...
 
Myrakh-2 said:
Back in 1.10...

LOL - You make it sound like 1.10 was years ago or is that just me. 1.11 is pratically 1.10 with the addtional tweaks and updates. :lol:
 
AnimeCraze said:
Wait, does it mean that his skeles are 1 point with 11 +skills too? (makes 12 points, 6 skeles)

I think he kinda gor a LoM/Revive Hybrid. Which shouldn't be too bad if he builds it up correctly. If he split his points further in warriors then he may have spread his points a little too much rather than sticking to "a" theme.
 
Kyo said:
LOL - You make it sound like 1.10 was years ago or is that just me. 1.11 is pratically 1.10 with the addtional tweaks and updates. :lol:

1.10 was "back in" the second 1.11 came out. Sure, 1.11 is a bugfix release, but that doesn't change the fact that it affects a few builds. And for that, it doesn't matter whether 1.11 was released yesterday or a year ago.
 
Myrakh-2 said:
1.10 was "back in" the second 1.11 came out. Sure, 1.11 is a bugfix release, but that doesn't change the fact that it affects a few builds. And for that, it doesn't matter whether 1.11 was released yesterday or a year ago.

Aside from the minor tweaks, the only main focus was the that Syngery bug was fixed so if your talking about so called builds that rely exclusively on this then surely you would have seen this coming. Due to Blizzard correctly fixing this bug, i don't think it was really intended to be abused the way it was.

So without being drawn into "a bug or not a bug" debate it not really relevant to this topic without going OT.
 
you don't have nearly enough skelly skills. To put it bluntly, you need to rebuild.

For any summoner, you need at least maxed skellies and mastery.
 
There is, or at least was a bug you could exploit:

If you get all of them down to the entrence (as far as possible away from baal) the game will consider it as if they are dead becouse they are outside of a "monster-is-still-fighting-fit" area. Baal will simply walk into the worldstone chamber while the minions of destruction are lost. You will then be allowed to enter the WSchamber and kill baal without killing his minions. I do not do so, becouse the minions give a sweet exp. boost.

Is this bug fixed??????

Other tips:

*your mercinary is useless if he is prayer. With revives, I actually favour thorns (act 2 NM combat). If your revives are dying before time's up, you're doing something wrong

*amplifhy dmg is better combined with thorns

*Try Iron maiden. It can work. Use life tap on the one your merc is hitting.

*Do NOT raise your week skellies from them when they die. Corpse explosion rocks them.

*Do players 1 (press -enter, and type; players/1
 
Hey People!

Thanks very very much! I took your advice and ditched my prayer merc for the might merc, and also switched my fire golem to good ol' Gumby. Guess what? It almost became too easy! Managed to get through the minions wothout much problem, and once Gumby got close to Baal, it "locked" onto Baal and didn't let up. Thumped the guy! SInce I only had a few skeletons (which got killed by Baal) and about 11 mages, Gumby slowed the guy down while my merc attacked Baal and I used Lower Resists so that my mages could do a little more damage. Also fired plenty of Bone Spirit. It all worked nicely. The bottom line is that my build was not that good, but wow, I didn't expect the might merc and Gumby to really turn things around! Good stuff. Thanks guys! You rule! :clap:
 
Kewl deal - remember with Gumby and Decrep all bosses will become SLOOOOWW and your minions should make short work of them . If you revive the bloodlord minotaurs or the pack before Listers group they make good revives for wasting Baal . Happy hunting ..
 
Well,first of all,19 points in revive!you would be probably better off with about 6 points in revive and spending the rest on bone wall/prison and/or fire golem mastery,or maybe in bone spear or bone spirit.one thing I know for sure,is that the minions of destruction have a ridiculously high rate of healing and atack power,and your (skeletal) minions wont last much against them, and you sure cant find enough(or any)corpses to revive.But first off,let me point you a few tips:

You should let them chase you around first in the hallways and keep running around to try and separate them somehow,you cant beat them all at once,no character can,trust me.finally,when they are separated,face them off one or two at a time,use your fire golem and minions and hireling for distraction.Casting iron maiden or decripify will aid them too.attack them with full force dont let them heal,with bone spear or bone spirit.Then eventually you will be able to overcome them.

Secondly,if you absolutely cannot beat them,then here is the trick.go up to where baal is standing and cast a town portal there,then let the minions of destruction chase you to the entrance,then head up all the way to the worldstone keep 2 waypoint,then from that go home and return from the portal you created near baal.If you do this,baal will presume his minions dead and will flee to the portal..
 
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