This build isn't the best, but it is simple enough to get players into the swing of Necromancer. Probably the best non-HoT build in my opinion. If you have HoT, most likely best to run a reaper build. D2 Summoner Necromancer spec build help suggestion pls. +2 necro amulet, Shako/Circlet, Spirit monarch or Homonculus or Boneflame or w/e really, Boneweave Boots, Frostburns for gloves. The only kinda-funny build I found in diablo 3 involved using the newer homunculus, damage amp from dog sacrifice and angry chicken on some enemies pushed.
^
My Necro is lvl 16, which took forever to lvl because I'm a nub and saving my talent spec tree reset from that one quest...
So anywayz, I'm having difficulty deciding what to like, you know..put my points for a lowby like more on vitality or energy and my summoner is currently all focus on lvling my Skeleton summoning only.
This is like my 4th necro, my highest was lvl 25 which failed miserably...xD
My Necro is lvl 16, which took forever to lvl because I'm a nub and saving my talent spec tree reset from that one quest...
So anywayz, I'm having difficulty deciding what to like, you know..put my points for a lowby like more on vitality or energy and my summoner is currently all focus on lvling my Skeleton summoning only.
This is like my 4th necro, my highest was lvl 25 which failed miserably...xD
I also been buying like that necro weapon that would raise my skeleton by 1 or 3 points too. Gearing in d2 aint as easy as the gearing for d3 because there's no way to tell if my dmg would increase or decrease...:(
If you get skeleton mastery to 10 then you can put the rest of your points into raise skeleton & skeletal mage. That'll get you through normal mode. After that you can respec at akara and decide on a better build or keep it. Summoner builds work best with Enigma because when you teleport, all of your minions get piled on top of you and can all attack whatever you land on. This is how people do bosses and even ubers in seconds.
You can also strategically port around the world and choose certain areas to get revives from to take on harder areas. Urdars from act4 are a common favorite.
If you're playing offline, I recommend getting PlugY so you can respec at any time, have unlimited stash stabs and also have a shared stash. Also if you're offline, I recommend that you get the scrabble mod because it keeps the game story and skills vanilla but raises the skill cap to 60 and raises the level cap significantly so you can get enough skill points for the tree. There's also items that give you skill and stat points. If you're interested in fun, I highly recommend the scrabble mod. You can run around with so many skeletons that they will occasionally despawn because of memory limits :D
And it's called the 'scrabble' mod because it adds letters to the drop table. If you put letters in your cube, you can make certain words. If you spell out a rune word like zod with the letters 'z', 'o', 'd' in the cube, it'll give you a zod rune. This makes getting certain end game items feasible within hours-days instead of weeks-years.
It's tons of fun. I think it even adds a waypoint to the cow level so you can get there after killing the king.
but uh... staying on topic, all of those assumptions and suggestions aside, if your max character was 25 and you played alone, you probably got as far as late act 2 / early act 3? your skeleton strategy will work fine throughout normal and even nightmare, you just need to also put points into skeleton mastery. Raise skeleton does add damage, but skeleton mastery multiplies damage.
You can also strategically port around the world and choose certain areas to get revives from to take on harder areas. Urdars from act4 are a common favorite.
If you're playing offline, I recommend getting PlugY so you can respec at any time, have unlimited stash stabs and also have a shared stash. Also if you're offline, I recommend that you get the scrabble mod because it keeps the game story and skills vanilla but raises the skill cap to 60 and raises the level cap significantly so you can get enough skill points for the tree. There's also items that give you skill and stat points. If you're interested in fun, I highly recommend the scrabble mod. You can run around with so many skeletons that they will occasionally despawn because of memory limits :D
And it's called the 'scrabble' mod because it adds letters to the drop table. If you put letters in your cube, you can make certain words. If you spell out a rune word like zod with the letters 'z', 'o', 'd' in the cube, it'll give you a zod rune. This makes getting certain end game items feasible within hours-days instead of weeks-years.
It's tons of fun. I think it even adds a waypoint to the cow level so you can get there after killing the king.
but uh... staying on topic, all of those assumptions and suggestions aside, if your max character was 25 and you played alone, you probably got as far as late act 2 / early act 3? your skeleton strategy will work fine throughout normal and even nightmare, you just need to also put points into skeleton mastery. Raise skeleton does add damage, but skeleton mastery multiplies damage.
http://diablo.gamepedia.com/Summoner/Magic_Find_Necromancer_by_lMarcusl
^ This is the Build I'm working on and at the bottom you'll find some other Builds but I just thought I would share. (I've still yet to find Nat's Claws or I.K. Chest)
^ This is the Build I'm working on and at the bottom you'll find some other Builds but I just thought I would share. (I've still yet to find Nat's Claws or I.K. Chest)
It's been a while but here is the best Summoner build as I remember it:
+20 Skeleton Mastery
+20 Raise Skeleton
+20 Raise Skeletal Mage
+1 - 20 Revive
you need a Golem of course, I like Fire for looks..
Amp damage is a must, as is Corpse Explosion
For gear you want Enigma, 2x SoJ, +2 necro amulet, Shako/Circlet, Spirit monarch or Homonculus or Boneflame or w/e really, Boneweave Boots, Frostburns for gloves (Summoner guzzles mana like its going out of style).
Weapon is a little contentious - Leoric's wand is great, 'Beast' runeword is actually a little better though just to give your Skeletons the benefit of Paladin's Fanatacism aura
If you are super super rich, putting a 'Pride' polearm on an Act II mercenary will really prove an amazing bonus to your armies as well.
125 Fcr is really not called for, settle for the 50 or 75 Fcr breakpoint.
+20 Skeleton Mastery
+20 Raise Skeleton
+20 Raise Skeletal Mage
+1 - 20 Revive
you need a Golem of course, I like Fire for looks..
Amp damage is a must, as is Corpse Explosion
For gear you want Enigma, 2x SoJ, +2 necro amulet, Shako/Circlet, Spirit monarch or Homonculus or Boneflame or w/e really, Boneweave Boots, Frostburns for gloves (Summoner guzzles mana like its going out of style).
Weapon is a little contentious - Leoric's wand is great, 'Beast' runeword is actually a little better though just to give your Skeletons the benefit of Paladin's Fanatacism aura
If you are super super rich, putting a 'Pride' polearm on an Act II mercenary will really prove an amazing bonus to your armies as well.
125 Fcr is really not called for, settle for the 50 or 75 Fcr breakpoint.
http://diablo.gamepedia.com/Summoner/Magic_Find_Necromancer_by_lMarcusl
^ This is the Build I'm working on and at the bottom you'll find some other Builds but I just thought I would share. (I've still yet to find Nat's Claws or I.K. Chest)
I use this as well. very easy to understand and copy. buy wands from NPC with +1 summon/ all skills :D
![Necromancer Necromancer](https://thumbor.forbes.com/thumbor/960x0/https%3A%2F%2Fblogs-images.forbes.com%2Finsertcoin%2Ffiles%2F2017%2F06%2Fnecro-build2.jpg)
It's been a while but here is the best Summoner build as I remember it:
+20 Skeleton Mastery
+20 Raise Skeleton
+20 Raise Skeletal Mage
+1 - 20 Revive
you need a Golem of course, I like Fire for looks..
Amp damage is a must, as is Corpse Explosion
Fire Golem looks cool, but Clay Golem has an awesome slow on hit. He's the best. Also, the skellies are there to make corpses for you to blow up with Corpse Explosion; what you need to do is help your skellies do there job by using curses. For example, Amplified Damage is very powerful and you only need to put one point in it for it to be good (don't ever put more than 1 point in it). In addition to Amp Dmg, you may find that your army struggles with Bosses, or Champ packs, in situations like that, I like to use the curse Decrify. It slows down the enemies and increases the damage they take, not as much as amp damage.
One last curse, Attract, is great for drawing aggro from all over. You can concentrate all the enemies in one area, fill it with corpses, and blow everything up.
Attract? no way, you're overthinking things!
You're definitely right about the Clay Golem though, going all the way down the tree for Fire is just a waste of points. It's been a while. Fire was only good for pinging slivered enemies on Poison necro.
You're definitely right about the Clay Golem though, going all the way down the tree for Fire is just a waste of points. It's been a while. Fire was only good for pinging slivered enemies on Poison necro.
+20 Skeleton Mastery
+20 Raise Skeleton
+20 Corpse Explosion
+15 - 20 Amplify Damage
+1 Clay Golem
+1 Skeletal Mage
+1 - 20 Revive
Enough Strength to wear your gear, rest in Vitality
+20 Raise Skeleton
+20 Corpse Explosion
+15 - 20 Amplify Damage
+1 Clay Golem
+1 Skeletal Mage
+1 - 20 Revive
Enough Strength to wear your gear, rest in Vitality
20 in Weaken? Ahem, no. That's just complicating the narrative, Amplify damage is the most effective curse and it unlocks at Level 1. All you need. If you have enough +Skills you will rarely lose so much as one Skeleton, Weakening enemies is pointless for a strong necromancer.
Mages or no Mages is debated, of course, but ... I really think that a full roster of Skeletal Mages is called for, this will highlight one of the summoner's big strengths - he deals a rainbow of damage types and doesn't have to worry about monster immunities.
20 Revive is a good idea as well, if you intend to do Ubers eventually. Urdars as well as those fuzzy guys that look like the monster from Looney Tunes both have Crushing Blow, so with a full pack of these on you, Necro can actually do uber Tristram almost as well as a Smiter.
Mages or no Mages is debated, of course, but ... I really think that a full roster of Skeletal Mages is called for, this will highlight one of the summoner's big strengths - he deals a rainbow of damage types and doesn't have to worry about monster immunities.
20 Revive is a good idea as well, if you intend to do Ubers eventually. Urdars as well as those fuzzy guys that look like the monster from Looney Tunes both have Crushing Blow, so with a full pack of these on you, Necro can actually do uber Tristram almost as well as a Smiter.
I usually put 1 point into confuse or at least find an item with +1 confuse. That's the greatest skill ever :D
An interesting build is to have only skeletal mages and put a point into that skill that slows and reduces resistances. It's basically the skill Baal uses.
An interesting build is to have only skeletal mages and put a point into that skill that slows and reduces resistances. It's basically the skill Baal uses.
I made a funny build with Clay Golem, Decrepify, and Kelpie Snare on my Holy Freeze mercenary. Diablo was so slow he only attacked six times times before he died (and a Clay Golem, Decrepify, Kelpie Snare necro doesn't do that much damage!).
I miss D2's weird builds. Maybe I haven't discovered them on D3 yet, but one of my favorite memories in D2 was buffing random newbs with my enchant sorceress, or enchanting my buddy's grizzly bear in pvp games. Sigh...
I miss D2's weird builds. Maybe I haven't discovered them on D3 yet, but one of my favorite memories in D2 was buffing random newbs with my enchant sorceress, or enchanting my buddy's grizzly bear in pvp games. Sigh...
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20 in Weaken? Ahem, no. That's just complicating the narrative, Amplify damage is the most effective curse
Yes, absolutely, that's what I meant, been a long time since I played D2
I made a funny build with Clay Golem, Decrepify, and Kelpie Snare on my Holy Freeze mercenary. Diablo was so slow he only attacked six times times before he died (and a Clay Golem, Decrepify, Kelpie Snare necro doesn't do that much damage!).
What difficulty was that diablo fight? That build sounds hilarious!
03/16/2015 12:23 PMPosted by Goatphish
I miss D2's weird builds. Maybe I haven't discovered them on D3 yet, but one of my favorite memories in D2 was buffing random newbs with my enchant sorceress, or enchanting my buddy's grizzly bear in pvp games. Sigh...The only kinda-funny build I found in diablo 3 involved using the newer homunculus, damage amp from dog sacrifice and angry chicken on some enemies pushed together by zombie wall or pulled together by piranhado. That's a lot of damage all at once, and those abilities have some degree of CC for surviving not fun / not fair elite combinations.
This thread makes me want to reinstall Diablo 2.
If this is your first character on d2 and you have no gear you most definitely want to go the fishymancer route.
20 skeletal warrior
20 skeleton mastery
20 corpse explosion
at least 1 point in amp damage
at least 1 point in life tap
at least 1 point t in decrepify
1 point in each golem.
Make sure your skellies and curses are hot keyed as you will change curses based on the enemies you are fighting. Also the clay golem is pretty much the best one for the slow until you can craft an insight to make the iron golem out of.
This build is proven to solo hell with 0 gear equipped. All other points but the above mentioneded don't really matter. Revives can be handy but not really until you've beaten the game through once and have all the waypoints. The crushing blow on the act 4 punisher equivalents it really good for bosses. Aside from that you can just go towards skeletal magi for additional dps as you play and then respec after you have attained full summon gear.
Edit: also fire golem is pretty nifty in high density zones as his fire aura will aggro monsters ahead of you into him instead of your squishy necromancer face.
20 skeletal warrior
20 skeleton mastery
20 corpse explosion
at least 1 point in amp damage
at least 1 point in life tap
at least 1 point t in decrepify
1 point in each golem.
Make sure your skellies and curses are hot keyed as you will change curses based on the enemies you are fighting. Also the clay golem is pretty much the best one for the slow until you can craft an insight to make the iron golem out of.
This build is proven to solo hell with 0 gear equipped. All other points but the above mentioneded don't really matter. Revives can be handy but not really until you've beaten the game through once and have all the waypoints. The crushing blow on the act 4 punisher equivalents it really good for bosses. Aside from that you can just go towards skeletal magi for additional dps as you play and then respec after you have attained full summon gear.
Edit: also fire golem is pretty nifty in high density zones as his fire aura will aggro monsters ahead of you into him instead of your squishy necromancer face.
Enough Strength to wear your gear, rest in Vitality
Tell me again why people want attribute points in D3?
03/15/2015 11:15 PMPosted by yurx
Enough Strength to wear your gear, rest in VitalityTell me again why people want attribute points in D3?
Cause PoE done it.
<span>...</span>
Tell me again why people want attribute points in D3?
You trying to say you feel as engaged to your d3 character as players are to their D2 characters regardless of attributing points?.. doubt it
The stat point allocation was identical for all classes.
155 strength
110 dex
the rest vit
Alternatively real end game pro GG 1337 strats 420 No scope 69 build.
Use charms to meet all attribute requirements and put all stat points into vit.
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