Quote (eric1014153 @ Mar 6 2022 11:47am)
At level 90, here's an idea of how 100 skillpoints can be spent. The idea is that you can spend 56 skillpoints to have max Skeleton, Skeletal Mastery, and 1 point to all the other Skillpoints you will ever need in a Summoner Build. That gives you 44 points to decide what to you want to max.
Now for maxing CE, at first it seems like 1 point is too low, but with end game gear, you can easily reach 12-15 points. That is already plenty, and maxing it just vastly increases your mana consumption. Same with Revives. With 1 point, you can revive 20-25 monsters using full inventory charms.
That's 42 skillpoints. Add 20 into Mages, you still have 22 left.
22 still leaves with you the option to max CE, split 11 each between Revives and CE, Max Golem Mastery for a tanky IG, or split it 3 ways to balance it out.
I prefer to balance out a beefier Insight IG (still really high given all charms and CTA), extra radius on CE without consuming too much mana, and to bump my Revive count to around 30 (anymore than that you start to lose effectiveness due to the 3 minute Revive timer count). That gives me plenty of Revives, over 20 total points to CE, and a stronger IG for insight while maxing Mages. Infinity also complements both CE and Mages, so your boss run damage is higher since CE does nothing against Diablo and Baal.
If you wanna get an idea of how much max mages with full gear and charms can actually do, put in about 45 to Skeletal Mage and Skele Mastery in the calculator. Ignore Poison since it effectively does no damage (though it stops Monster Heal). So about 12 Mages averaging about 350 or so elemental damage before negative resistances from conviction (-80+ res). Let's assume that conviction and hell resistances cancel out to 0. That gives about 4200 extra single target damage minimum, plus no monster heal.
http://tph.tuwien.ac.at/~gottwald/necro_pet_calculator.html