![]() ![]() ![]() ![]() This rune caused the mages to last an additional 2 seconds, from 6 seconds up to 8 seconds, and that duration would be further lengthened by the Extended Servitude passive. One of the more interesting rune choices became available at Level 47 in the form of the Life Support option for the Skeletal Mage skill. The old D2 Skulla was used to having Dim Vision last 3-4 seconds and needing to refresh it constantly, this was easy by comparison. You might think that the curse-based rune (Eternal Torment: your curses cost 50% less Essence and last forever) would be helpful for Skulla, but 30 seconds was more than enough time already and the pitifully low 10 Essence cost per curse didn't need to be cut in half. I was running Overwhelming Essence (+40 maximum Essence) in the last slot while keeping watch for something else that might be more useful. For the passive skills, Extended Servitude (25% extended duration of skeletal mages) was a complete no-brainer for Skulla's setup and I wanted to keep the "death defy" nature of Final Service active at all times. I kept thinking about different options that could slot into this last active skill slot. I didn't like the way that the golem looked aesthetically in Diablo 3 and there was no real need to keep it around, not when the Bones of Rathma set would provide no benefits to Command Golem later on. If there was one part of the build that I disliked it was the golem. ![]() As for his curses, Decrepify and Frailty saw constant use against virtually every opponent that popped up, with Decrepify cutting the damage and movement speed of enemies while Frailty boosted the damage of Skulla's minions and killed anything affected when they dropped below 15% health. The Skeletal Mages and melee skeletons via Command Skeleton remained the core of the build, with Skulla using the Skeleton Archers rune to increase his attack speed and the Dark Mending rune to get some healing from the melee skeletons. The slightly higher damage on the Path of Bones rune was irrelevant since Bone Spikes wasn't used for damage anyway. Eventually I would swap back to the Sudden Impact rune (causing the spikes to stun for 1 second) so that Skulla could immediately target whatever I wanted in true point-and-click fashion. I was using the Path of Bones rune to send out spikes in a straight line, only to find with repeated use that I didn't like the way that the spikes would slowly travel out to their destination from Skulla's starting point. With that in mind, let's recap Skulla's active and passive skills as he began this next portion of the campaign:īone Spikes remained the primary skill of choice for this Necromancer, employed not for damage but to generate Essence. (Given how slow Blizzard works at game development, I likely still have plenty of time until that happens.) Just keep in mind that my memory is a bit hazy for the portions of Skulla's trip that took place months earlier and which I'm trying to write up based on screenshots and past recollections. I put Skulla aside for a while to take a break from Diablo 3 and then came back to the character in the hopes of playing through the rest of his build before Diablo 4 released. This is something that would be easy to miss if you happen to be reading this months or years after the report was initially posted, but there was a real-world gap in time of about six months between the early stages of Act Two and the remainder of this section. I continued Skulla's journey at the outset of Act Two as he continued through the initial Campaign mode. ![]()
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