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Posted 2008-07-06, 10:53 AM in reply to DaneX's post starting "How is your Necromancer spec'd? ..."
A fishymancer is basically a summoner that uses corpse explosion. The base of the build is 20 in raise skeleton, 20 in skeletal mastery, and 20 in corpse explosion. While getting those three maxed, you put some points in one point wonders, like Amplify Damage, Decrepify, Dim Vision, Attract, Clay Golem, etc. Dim Vision and Attract serve the purpose of your crowd control, Amplify Damage and Decrepify are your general curses. Usually you use Amplify Damage, unless you're going against an act boss or something. With Decrepify, Clay Golem, and a single cold skeletal mage, you can stop an act boss nearly completely.

After you finish the core build, you simply customize it to be your own. A lot of people like putting a bunch of points in Golem Mastery and then making an Iron Golem out of the Pride runeword. I don't personally like going that way, because I don't have gear sitting around that I can throw away like that.

I personally end up doing this: Put some points in Amp Damage to raise your radius a bit, put some points in Attract and Dim Vision to increase their effectiveness, put some points in revives because a lot of revives can be really useful.

This is the great thing about the fishymancer, really. You finish with the core build at like level 55 or something.
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!King_Amazon! simplifies with no grasp of the basics!King_Amazon! simplifies with no grasp of the basics!King_Amazon! simplifies with no grasp of the basics!King_Amazon! simplifies with no grasp of the basics!King_Amazon! simplifies with no grasp of the basics!King_Amazon! simplifies with no grasp of the basics!King_Amazon! simplifies with no grasp of the basics
 
 
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