- Jun 24, 2003
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Meleemancer Guide - Preliminary version
Introduction
Kersh’s Tale
As usual it was Kersh who was lead scout. It was always Kersh who was leading the pack of Fallen. Kersh suspected that the Shaman did not like him. He was always the first to see the enemy and the first to fall to the enemies blade. He was also always the last to be revived. Well not this time! Kersh was determined to finally prove himself to his Shaman. Today he would not die. Today he would kill!
With his tiny red hands Kersh parted the shrubbery. He could clearly see his target. Kersh was smart. He saw one of the pasty faced red pants known as Necromancers. This was Kersh’s lucky day. Without any corpses nearby and no stupid demons to provide them, Kersh could sneak up on the Necromancer and kill him. Starting tomorrow he would no longer be lead scout. And he would gain new spiffy red pants. Kersh grinned at the prospect. As quiet as a mouse he made his way to a rock near the hated Necromancer. He readied his Scimitar and darted towards his unsuspecting victim.
A good second later Kersh reaped the fruits of his deed. He lay gutted on the floor. If he would have read the guides, he would have known that the Necromancer in front of him was a Meleemancer. A type of Necromancer who relies on his weapons to do damage.
About the Meleemancer
Meleemancers focus, as the name implies, on melee damage. Curses are employed to control crowds and increase the physical damage. Bone Armor and it’s synergies are used to protect your character and incapacitate strong groups. And then there are the trusty Minions. You can use them as cheap diversions, or create powerful summoning hybrids.
All in all, the Meleemancer can be a versatile and party friendly build, capable of beating Hell.
Disclaimer
Although Meleemancers can beat Hell, caution must be taken. It is by no means an overpowered build. Certainly at the later stages of the game, the killing can become slow. If you are not familiar with all the Necromancer skills, this build can prove to be difficult. More experienced Necromancers, with the necessary patience, can find this to be a refreshing change of pace.
About the guide
When I made my first Meleemancer, I wrote down all the information I collected in one document. As I played my Meleemancer more and more the document grew with my own experiences and with ideas handed to me by other people.
With the arrival of the 1.10 Patch, I started a new Meleemancer. I used the most basic Meleemancer build out there. Just curses, BA and synergies and a Clay Golem. I played him in Single Player, so it was an untwinked character. I changed the information in the document according to the things other Meleemancers and myself discovered. This guide is the result of that document. It was written for untwinked characters without +skills equipment.
Stats
Strength
This stat is the Meleemancers version of the weapon mastery. It is the only passive way to increase your damage output. Now don’t go crazy and dump all your points in here just to get more damage. You will need enough points to equip your weapon of choice. One handed weapon require less strength than two handed weapons.
Dexterity
If you have decided to get max block then put enough points in here to let you reach max block with your chosen shield.
Your blocking percentage is determined by the following equation:
Max block is 75%. If you have decided not to block then put enough points in here to reach your weapons requirement.
Vitality
The rest of your points go here. Each one gives 2 points in life. So the more points you put into this stat the more life you will have. You are a frontline fighter. You will need all the life you can get.
Energy
Leave this at base. Your natural increase in mana will allow you to curse effectively. If you run out, just drink a potion.
Skills
Curses
Amplify Damage
During the first part of the game this will be your number one curse. It reduces the enemy physical resistance by 100%. Against targets without physical resistance this means a doubling of your damage. Later on when the monster packs get bigger and Decrepify will have a duration with which you can work, you will only use this in certain situations and against single targets.
It is a prerequisite for most other curses. One point will give you a nice duration and radius.
Dim Vision
This is a fantastic crowd control skill. It reduces the enemies radius of awareness to about one yard. It will immediately stop enemy archer fire, rendering them useless. It’s effects are not limited to archers alone. More on this skill in the section Crowd Control.
The duration is cut in half in Nightmare and then again in half in Hell. In order to reach a decent duration you will need to put in 16 points. As an added benefit this will give you a huge radius.
Weaken
Prerequisite. One point.
Iron Maiden
Because of the new change in monster damage/life ratio IM has become useless. Even maxed it can’t make monsters kill themselves effectively.
A prerequisite for Life Tap. One point.
Terror
This is a last resort curse. When you are surrounded or are a large amount of enemies approach just cast this curse. The enemies will run away in fear giving you a breathing space. It can also be used to clear doorways in small dungeon areas. And to keep stairs free from monsters.
Terror also performs good as a means of crowd control. More on this is the Crowd Control section.
The duration is long enough with just one point. The small radius makes it more effective as a means of crowd control. One point.
Confuse
Making enemies fight each other sounds very interesting. Too bad that they are no longer able to kill each other effectively. All it does now is create a diversion. If you, your Merc or a minion comes too close to monsters under this curse, they will stop attacking each other. Besides creating a temporary diversion it does not offer a lot.
You can either forget about this skill and put in zero points, treat it as a prerequisite and dump in one point or put in thirteen points in order to reach a decent duration in Hell.
Life Tap
A very valuable curse that you will probably not use a lot. It offers you 50% leech against all targets. Even targets that you can normally not leech from, such as Burning Dead, will give you life while under influence of this curse.
The leech this curse gives makes it possible for your Merc to tank rather large groups of monsters. He will leech himself back to full health in no time. It will really increase the survivability of your Merc.
You can also use this curse when you are fighting LEB’s such as Dung Soldiers. You will be able to tank them effectively even with very low lightning resist. It also works this way when you are cursed with IM. Although more caution is then required and other tactics will prove more useful.
The duration and radius of this curse are with one point.
Attract
A great diversionary curse. It will force monsters in the vicinity and slightly off screen of the monster cursed with Attract to come in and attack the cursed monster. This will create large crowds of monsters all trying to attack a single target. Since the effects of Attract can’t be overridden by another curse you can curse this mob with another curse.
The main problem is that it creates a large crowd of monsters. This can actually draw in more monsters than you can handle. If you are not careful you can easily mob yourself. So make sure that you have another means of crowd control, such as a Holy Freeze Merc present. Attract can be a valuable tool, or your worst nightmare.
Attract can also be helpful for dealing with the Unravelers in the Act II tombs. Attract will cause the Skeletons to form tight packs, ideal for a well placed CE.
If you think you can handle the large crowds put in 8 points to get an acceptable duration in Hell. If you feel that it gives more problems than it solves do not place any points in this.
Decrepify
A fantastic curse. Once you actually start fighting, this is the curse that you will want to use. It protects you and weakens the enemy. It slows the enemies movement speed by 50%. This means that you will have more time to think about how to handle a group and more time to move into a good position. It reduces enemy attack speed by 50% and also reduces enemy melee damage by 50%. So in effect it quarters the damage a monster would do to you, if it were not under influence of this curse. And the last effect is that is lowers enemy physical resistance by 50%. So against targets without physical resistance you will do 50% more damage.
This curse starts out with a really poor duration. In order for it to have an effective duration you will want to bring it up to at least ten points.
Lower Resist
This curse is similar to amplify damage, but it works for elemental damage. It will reduce the enemies elemental resistance by a certain percentage. So enemies will take more damage from elemental attacks.
If you play in a party a lot, it might be worth it to put in one point.
Poison & Bone
Teeth
A prerequisite for Bone Prison. One point.
Bone Armor
This skill is your last line of defense. It will protect your life from all non-magical damage. It is recastable and cheap. A great way to make sure that you do not die.
The synergies of this skill add more absorption than actual points in this skill. If you want you can wait until the synergies become available and put in only one point. If you want more protection early on it is a good idea to put in up to ten points.
Poison Dagger
If you are planning on making a Daggermancer, then you are a lucky. This skill will add a lot of poison damage and it will boost your attack rating.
If you are not using a dagger you can abuse the poison dagger bug and gain the increased attack rating. You first put the Poison Dagger skill on your left attack button. Then you take a weapon that does not require you to throw it. If you now make an attack using the Poison Dagger skill on your left attack button, you will gain the increased attack rating. You will not do any poison damage and there will be no mana used. This is an easy way to increase your attack rating.
I do not like bugs. Not even bugs that are present as long as this one is. But I thought that I should mention it because it has been around so long. It has lost a lot of its bug status and a lot of people consider it just a part of the game.
If you want to abuse the bug, put in as many points as you feel you need to attain a decent attack rating. Otherwise do not put any points in it.
Corpse Explosion
This skill has some use in against the Unravelers in the Act II tombs. The hordes of Skeletons they summon can pose a problem. This spell is one way to quickly deal with that problem. However the mana cost and lack of radius means that it can and should not be a staple skill of a Meleemancer.
Mostly a prerequisite with one single use. One point.
Bone Wall
This barrier is great against archers. Archers will fire blindly into it. It can also effectively be used to block off certain passages. This is mainly the case in tombs.
The main use of this skill is as a synergy to Bone Armor. But you may grow to like the way it handles archers. Raise it to 20 if you put only one point in BA. If you put in ten points in BA, then raise this to ten. If you have extra points left after doing the rest of your skills, then put the points here.
Bone Prison
The prison formed by this skill is perfect to hold melee monsters. Since those types of monsters move around a lot, they will easily pass a Wall, but not a bone prison. You can attack monsters on the other side of the prison if you have a weapon with some range.
The main use of this skill is as a synergy to Bone Armor. But you may grow to like the way it handles melee monsters.
Poison Explosion
No points.
Bone Spear
Prerequisite for Bone Prison. One point.
Bone Spirit
No points.
Poison Nova
No points.
Summoning
Skeleton Mastery
This makes for strong and durable Skeleton Warriors, Mages and Revives.
Since these summons are not used, no points. If you are going for a summoning hybrid, then max this skill.
Raise Skeleton
This skills allows you to raise powerful Skeleton Warriors. The warriors have a huge regeneration rate and can dish out a lot of damage. They are very capable of finishing the game for you.
Since these summons are not used, no points. If you are going for a summoning hybrid, then max this skill.
Clay Golem
This Golem can be a very versatile and durable tool. You can use him as a simple distraction, because he is not expensive to cast. He also has the built in ability to annoy all monsters. Monsters always put Clay Golem at the top of their target list.
His slow ability works fantastic against single hard targets such as bosses, but also does a nice job in controlling small groups that swarm your Golem.
The damage this Golem does can be neglected. Don’t rely on him to do any damage.
In order to get a decent amount of slow five points are needed.
Golem Mastery
Increasing the speed and life of your Golem will make him a more versatile tool.
In order to get a workable amount of hit points, you will need five points in this skill.
Raise Skeletal Mage
This allows you to raise Skeleton Mages who will attack the enemy using elemental damage. They are not as sturdy as their Warrior variant, but they can pack a powerful punch. Care must be taken to keep these guys out of harms way.
Since these summons are not used, no points.
Blood Golem
No longer a useful Golem. Ever since the weakening of the IM bug, the shared life ability of the Blood Golem will only get you killed.
The damage this Golem does can be neglected. Don’t rely on him to do any damage.
Since this summons is not used, no points.
Summon Resist
All the Minions of the Necromancer are not affect by the resistance penalties. They will always have zero elemental resist. This skill will allow you to give your minions elemental resist.
Clay Golem will be used as a distraction. Other summons are not used. Only one point will give Clay Golem enough elemental resists to hang out for a while against elemental attackers.
Iron Golem
This Golem no longer serves the Meleemancer as he used too. He lacks the life of Clay golem and because he has no slow, does not perform as well as a tank.
His built-in Thorns aura is no longer as effective against monsters because of the new change in monster damage/life ratio.
If you are able to sacrifice a lot of good weapons and other gear you can make a relatively useful Golem, because Iron Golem takes on a lot of properties also found on weapons. This means you can make a Golem with slow, or a chance to cast something like static, or have him have an aura. You can also make him elementally immune. But this means that you will have to be rich.
The damage this Golem does can be neglected for the most part. If you decide to sacrifice a rather good damaging weapon, he can kill a few monsters. Don’t rely on him to kill mobs.
A relatively useful toy for Meleemancers with items to sacrifice. As a form of crowd control he deserves at least five points. More points will probably need to be invested, because he will be a bit frail.
For Meleemancers who want an easily recastable tank, no points.
Fire Golem
The walking and tanking version of Attract. His Holy Fire aura will piss off monsters even from off screen. You can then cast any curse you want on the monsters. This seems like a great Crowd Control skill, but he has some flaws.
His life is rather low and he is very expensive to cast, mana wise. This means that he will get killed pretty soon, leaving you to deal with the large angry mob.
The damage this Golem does can be neglected. Even maxed he will be unable to kill things. Don’t rely on him to kill monsters.
Since this summons is not used, no points.
Revive
Nowadays Revives have been surpassed by Skeleton Warriors. Revives are slow, dumb, have a timer and cost a lot of mana. They also have the tendency to get lost whenever you turn a corner. But they have an incredible amount of life and can posses abilities such as crushing blow.
A few of them can be handy in a few desperate situations, but overall they are more trouble than they are worth. No points.
My Build
The build I used in playing through the game is the following.
Curses
Amplify Damage = 1
Dim Vision = 16
Weaken = 1
Iron Maiden = 1
Terror = 1
Life Tap = 1
Decrepify = 10
Poison & Bone
Teeth = 1
Bone Armor = 10
Corpse Explosion = 1
Bone Wall = 20
Bone Prison = 20
Bone Spear = 1
Summoning
Clay Golem = 5
Golem Mastery = 5
Summon Resist = 5
On The Origin of Meleemancing by Means of Demonic Selection,
or The Preservation of Favoured Characters in the Struggle for Patriarch
or The Preservation of Favoured Characters in the Struggle for Patriarch
Introduction
Kersh’s Tale
As usual it was Kersh who was lead scout. It was always Kersh who was leading the pack of Fallen. Kersh suspected that the Shaman did not like him. He was always the first to see the enemy and the first to fall to the enemies blade. He was also always the last to be revived. Well not this time! Kersh was determined to finally prove himself to his Shaman. Today he would not die. Today he would kill!
With his tiny red hands Kersh parted the shrubbery. He could clearly see his target. Kersh was smart. He saw one of the pasty faced red pants known as Necromancers. This was Kersh’s lucky day. Without any corpses nearby and no stupid demons to provide them, Kersh could sneak up on the Necromancer and kill him. Starting tomorrow he would no longer be lead scout. And he would gain new spiffy red pants. Kersh grinned at the prospect. As quiet as a mouse he made his way to a rock near the hated Necromancer. He readied his Scimitar and darted towards his unsuspecting victim.
A good second later Kersh reaped the fruits of his deed. He lay gutted on the floor. If he would have read the guides, he would have known that the Necromancer in front of him was a Meleemancer. A type of Necromancer who relies on his weapons to do damage.
About the Meleemancer
Meleemancers focus, as the name implies, on melee damage. Curses are employed to control crowds and increase the physical damage. Bone Armor and it’s synergies are used to protect your character and incapacitate strong groups. And then there are the trusty Minions. You can use them as cheap diversions, or create powerful summoning hybrids.
All in all, the Meleemancer can be a versatile and party friendly build, capable of beating Hell.
Disclaimer
Although Meleemancers can beat Hell, caution must be taken. It is by no means an overpowered build. Certainly at the later stages of the game, the killing can become slow. If you are not familiar with all the Necromancer skills, this build can prove to be difficult. More experienced Necromancers, with the necessary patience, can find this to be a refreshing change of pace.
About the guide
When I made my first Meleemancer, I wrote down all the information I collected in one document. As I played my Meleemancer more and more the document grew with my own experiences and with ideas handed to me by other people.
With the arrival of the 1.10 Patch, I started a new Meleemancer. I used the most basic Meleemancer build out there. Just curses, BA and synergies and a Clay Golem. I played him in Single Player, so it was an untwinked character. I changed the information in the document according to the things other Meleemancers and myself discovered. This guide is the result of that document. It was written for untwinked characters without +skills equipment.
Stats
Strength
This stat is the Meleemancers version of the weapon mastery. It is the only passive way to increase your damage output. Now don’t go crazy and dump all your points in here just to get more damage. You will need enough points to equip your weapon of choice. One handed weapon require less strength than two handed weapons.
Dexterity
If you have decided to get max block then put enough points in here to let you reach max block with your chosen shield.
Your blocking percentage is determined by the following equation:
Blocking % = (Shield Block% × [Dex – 15]) ÷ (CLevel × 2 )
In which: Blocking % = The chance to actually block an attack
Shield Block % = The chance to block displayed on a shield
Dex = Dexterity of your character
Clevel = The Level of your character
Shield Block % = The chance to block displayed on a shield
Dex = Dexterity of your character
Clevel = The Level of your character
Max block is 75%. If you have decided not to block then put enough points in here to reach your weapons requirement.
Vitality
The rest of your points go here. Each one gives 2 points in life. So the more points you put into this stat the more life you will have. You are a frontline fighter. You will need all the life you can get.
Energy
Leave this at base. Your natural increase in mana will allow you to curse effectively. If you run out, just drink a potion.
Skills
Curses
Amplify Damage
During the first part of the game this will be your number one curse. It reduces the enemy physical resistance by 100%. Against targets without physical resistance this means a doubling of your damage. Later on when the monster packs get bigger and Decrepify will have a duration with which you can work, you will only use this in certain situations and against single targets.
It is a prerequisite for most other curses. One point will give you a nice duration and radius.
Dim Vision
This is a fantastic crowd control skill. It reduces the enemies radius of awareness to about one yard. It will immediately stop enemy archer fire, rendering them useless. It’s effects are not limited to archers alone. More on this skill in the section Crowd Control.
The duration is cut in half in Nightmare and then again in half in Hell. In order to reach a decent duration you will need to put in 16 points. As an added benefit this will give you a huge radius.
Weaken
Prerequisite. One point.
Iron Maiden
Because of the new change in monster damage/life ratio IM has become useless. Even maxed it can’t make monsters kill themselves effectively.
A prerequisite for Life Tap. One point.
Terror
This is a last resort curse. When you are surrounded or are a large amount of enemies approach just cast this curse. The enemies will run away in fear giving you a breathing space. It can also be used to clear doorways in small dungeon areas. And to keep stairs free from monsters.
Terror also performs good as a means of crowd control. More on this is the Crowd Control section.
The duration is long enough with just one point. The small radius makes it more effective as a means of crowd control. One point.
Confuse
Making enemies fight each other sounds very interesting. Too bad that they are no longer able to kill each other effectively. All it does now is create a diversion. If you, your Merc or a minion comes too close to monsters under this curse, they will stop attacking each other. Besides creating a temporary diversion it does not offer a lot.
You can either forget about this skill and put in zero points, treat it as a prerequisite and dump in one point or put in thirteen points in order to reach a decent duration in Hell.
Life Tap
A very valuable curse that you will probably not use a lot. It offers you 50% leech against all targets. Even targets that you can normally not leech from, such as Burning Dead, will give you life while under influence of this curse.
The leech this curse gives makes it possible for your Merc to tank rather large groups of monsters. He will leech himself back to full health in no time. It will really increase the survivability of your Merc.
You can also use this curse when you are fighting LEB’s such as Dung Soldiers. You will be able to tank them effectively even with very low lightning resist. It also works this way when you are cursed with IM. Although more caution is then required and other tactics will prove more useful.
The duration and radius of this curse are with one point.
Attract
A great diversionary curse. It will force monsters in the vicinity and slightly off screen of the monster cursed with Attract to come in and attack the cursed monster. This will create large crowds of monsters all trying to attack a single target. Since the effects of Attract can’t be overridden by another curse you can curse this mob with another curse.
The main problem is that it creates a large crowd of monsters. This can actually draw in more monsters than you can handle. If you are not careful you can easily mob yourself. So make sure that you have another means of crowd control, such as a Holy Freeze Merc present. Attract can be a valuable tool, or your worst nightmare.
Attract can also be helpful for dealing with the Unravelers in the Act II tombs. Attract will cause the Skeletons to form tight packs, ideal for a well placed CE.
If you think you can handle the large crowds put in 8 points to get an acceptable duration in Hell. If you feel that it gives more problems than it solves do not place any points in this.
Decrepify
A fantastic curse. Once you actually start fighting, this is the curse that you will want to use. It protects you and weakens the enemy. It slows the enemies movement speed by 50%. This means that you will have more time to think about how to handle a group and more time to move into a good position. It reduces enemy attack speed by 50% and also reduces enemy melee damage by 50%. So in effect it quarters the damage a monster would do to you, if it were not under influence of this curse. And the last effect is that is lowers enemy physical resistance by 50%. So against targets without physical resistance you will do 50% more damage.
This curse starts out with a really poor duration. In order for it to have an effective duration you will want to bring it up to at least ten points.
Lower Resist
This curse is similar to amplify damage, but it works for elemental damage. It will reduce the enemies elemental resistance by a certain percentage. So enemies will take more damage from elemental attacks.
If you play in a party a lot, it might be worth it to put in one point.
Poison & Bone
Teeth
A prerequisite for Bone Prison. One point.
Bone Armor
This skill is your last line of defense. It will protect your life from all non-magical damage. It is recastable and cheap. A great way to make sure that you do not die.
The synergies of this skill add more absorption than actual points in this skill. If you want you can wait until the synergies become available and put in only one point. If you want more protection early on it is a good idea to put in up to ten points.
Poison Dagger
If you are planning on making a Daggermancer, then you are a lucky. This skill will add a lot of poison damage and it will boost your attack rating.
If you are not using a dagger you can abuse the poison dagger bug and gain the increased attack rating. You first put the Poison Dagger skill on your left attack button. Then you take a weapon that does not require you to throw it. If you now make an attack using the Poison Dagger skill on your left attack button, you will gain the increased attack rating. You will not do any poison damage and there will be no mana used. This is an easy way to increase your attack rating.
I do not like bugs. Not even bugs that are present as long as this one is. But I thought that I should mention it because it has been around so long. It has lost a lot of its bug status and a lot of people consider it just a part of the game.
If you want to abuse the bug, put in as many points as you feel you need to attain a decent attack rating. Otherwise do not put any points in it.
Corpse Explosion
This skill has some use in against the Unravelers in the Act II tombs. The hordes of Skeletons they summon can pose a problem. This spell is one way to quickly deal with that problem. However the mana cost and lack of radius means that it can and should not be a staple skill of a Meleemancer.
Mostly a prerequisite with one single use. One point.
Bone Wall
This barrier is great against archers. Archers will fire blindly into it. It can also effectively be used to block off certain passages. This is mainly the case in tombs.
The main use of this skill is as a synergy to Bone Armor. But you may grow to like the way it handles archers. Raise it to 20 if you put only one point in BA. If you put in ten points in BA, then raise this to ten. If you have extra points left after doing the rest of your skills, then put the points here.
Bone Prison
The prison formed by this skill is perfect to hold melee monsters. Since those types of monsters move around a lot, they will easily pass a Wall, but not a bone prison. You can attack monsters on the other side of the prison if you have a weapon with some range.
The main use of this skill is as a synergy to Bone Armor. But you may grow to like the way it handles melee monsters.
Poison Explosion
No points.
Bone Spear
Prerequisite for Bone Prison. One point.
Bone Spirit
No points.
Poison Nova
No points.
Summoning
Skeleton Mastery
This makes for strong and durable Skeleton Warriors, Mages and Revives.
Since these summons are not used, no points. If you are going for a summoning hybrid, then max this skill.
Raise Skeleton
This skills allows you to raise powerful Skeleton Warriors. The warriors have a huge regeneration rate and can dish out a lot of damage. They are very capable of finishing the game for you.
Since these summons are not used, no points. If you are going for a summoning hybrid, then max this skill.
Clay Golem
This Golem can be a very versatile and durable tool. You can use him as a simple distraction, because he is not expensive to cast. He also has the built in ability to annoy all monsters. Monsters always put Clay Golem at the top of their target list.
His slow ability works fantastic against single hard targets such as bosses, but also does a nice job in controlling small groups that swarm your Golem.
The damage this Golem does can be neglected. Don’t rely on him to do any damage.
In order to get a decent amount of slow five points are needed.
Golem Mastery
Increasing the speed and life of your Golem will make him a more versatile tool.
In order to get a workable amount of hit points, you will need five points in this skill.
Raise Skeletal Mage
This allows you to raise Skeleton Mages who will attack the enemy using elemental damage. They are not as sturdy as their Warrior variant, but they can pack a powerful punch. Care must be taken to keep these guys out of harms way.
Since these summons are not used, no points.
Blood Golem
No longer a useful Golem. Ever since the weakening of the IM bug, the shared life ability of the Blood Golem will only get you killed.
The damage this Golem does can be neglected. Don’t rely on him to do any damage.
Since this summons is not used, no points.
Summon Resist
All the Minions of the Necromancer are not affect by the resistance penalties. They will always have zero elemental resist. This skill will allow you to give your minions elemental resist.
Clay Golem will be used as a distraction. Other summons are not used. Only one point will give Clay Golem enough elemental resists to hang out for a while against elemental attackers.
Iron Golem
This Golem no longer serves the Meleemancer as he used too. He lacks the life of Clay golem and because he has no slow, does not perform as well as a tank.
His built-in Thorns aura is no longer as effective against monsters because of the new change in monster damage/life ratio.
If you are able to sacrifice a lot of good weapons and other gear you can make a relatively useful Golem, because Iron Golem takes on a lot of properties also found on weapons. This means you can make a Golem with slow, or a chance to cast something like static, or have him have an aura. You can also make him elementally immune. But this means that you will have to be rich.
The damage this Golem does can be neglected for the most part. If you decide to sacrifice a rather good damaging weapon, he can kill a few monsters. Don’t rely on him to kill mobs.
A relatively useful toy for Meleemancers with items to sacrifice. As a form of crowd control he deserves at least five points. More points will probably need to be invested, because he will be a bit frail.
For Meleemancers who want an easily recastable tank, no points.
Fire Golem
The walking and tanking version of Attract. His Holy Fire aura will piss off monsters even from off screen. You can then cast any curse you want on the monsters. This seems like a great Crowd Control skill, but he has some flaws.
His life is rather low and he is very expensive to cast, mana wise. This means that he will get killed pretty soon, leaving you to deal with the large angry mob.
The damage this Golem does can be neglected. Even maxed he will be unable to kill things. Don’t rely on him to kill monsters.
Since this summons is not used, no points.
Revive
Nowadays Revives have been surpassed by Skeleton Warriors. Revives are slow, dumb, have a timer and cost a lot of mana. They also have the tendency to get lost whenever you turn a corner. But they have an incredible amount of life and can posses abilities such as crushing blow.
A few of them can be handy in a few desperate situations, but overall they are more trouble than they are worth. No points.
My Build
The build I used in playing through the game is the following.
Curses
Amplify Damage = 1
Dim Vision = 16
Weaken = 1
Iron Maiden = 1
Terror = 1
Life Tap = 1
Decrepify = 10
Poison & Bone
Teeth = 1
Bone Armor = 10
Corpse Explosion = 1
Bone Wall = 20
Bone Prison = 20
Bone Spear = 1
Summoning
Clay Golem = 5
Golem Mastery = 5
Summon Resist = 5