Hey guys, just returned to the game a couple weeks ago, and so I got two guys I'm working on, and for a third I was thinking a PN/Summoner.
For skills, should I use this set up?
Max PDagger
Max PExplosion
Max PN
Max Skelly
1 Amp Dmg
1 Lower Resist
1 Clay Golem
1 Golem Mast.
1 Summon Resist
1 CE
1 into prereqs
Stats;
Str Enough for Gear
Dex Gear or Max Block
Vit Rest here
NRG Zip
So that leaves 18 points at the end to play around with, so where best to put them? Bone Armor, Skelly Mastery, Mages?
I also read up about a 2/3 ratio of points for Dex/Vit for increased survivability, does that still work for this type of build or even patch?
Also the exact function of LR and Amp. LR just helps my PN sticking to Poison Immune's, not increase its damage, right? So I do LR, PN, and then Amp to increase PN's damage? And can PN be applied multiple times or would I have to wait before applying it again?
Figured I would use an Act 2 Might Merc, give him either Insight, or make an Obedience runeword, possibly Stone runeword or maybe even CoH to increase his damage output and Might Aura since the Skellies are the real tanks here.
Also, can you go full Trang-oul's with this set? That would be +5 to all skills right there, although there is that bug with slower casting time. If PN needs to wait to be applied again, this won't be a problem of course though.
Any advice on how best to tweak this build? I know it may take some time, but I imagine it could MF Hell rather easily, albeit slowly. Can socket the Trang's for MF and then get Tancred's Ammy + Weapon on weapon switch, toss on some 25% MF rings.
Love to hear back from the D2 community! *that sounded really cheesy...*|||Dex/Vit: Go for max block only if you are using a shield with a decent block % (ie, Homunculus). If not (ie, Spirit) probably pure Vita. I have a lot of life charms, so I would go 75% block even with Trang's Shield. Other people might disagree. Preference.
Amplify Damage will do nothing for you Poison Nova. Lower Resist will make your Poison Nova do more damage, essentially. Poison Nova can be reapplied, but the damage sources will not stack. You will just reset its duration.
Trang-Oul's is a good set for a poison Necro.
Poison Necros make for great Pit runners. I believe there are no poison immunes down there.
I would get one point in Revives. They don't do much damage but make for great tanks.|||Quote:
Amplify Damage will do nothing for you Poison Nova. Lower Resist will make your Poison Nova do more damage, essentially. Poison Nova can be reapplied, but the damage sources will not stack. You will just reset its duration.
That's good to know then. If I ever come across some poison immune monster I'll just Amp and let the merc and Skelly's take them. So should I just LR then PN on most monsters?
Quote:
Trang-Oul's is a good set for a poison Necro.
Good to know, I found 2 pieces recently.
Quote:
Poison Necros make for great Pit runners. I believe there are no poison immunes down there.
Can they run Act Bosses too? I know how to make use of Decrepify with the skelly's on them, and I can LR every now and then for PN.|||Quote:
Can they run Act Bosses too? I know how to make use of Decrepify with the skelly's on them, and I can LR every now and then for PN.
Theyre decent boss runners. Though skellies and merc might be the main killers there depending on your gear so you could use amp damage. I did a small propaganda vid of what it would be like with top end gear |||Quote:
I did a small propaganda vid of what it would be like with top end gear
Very nice! What are your stats on that guy by the end?
Also, what do you think for the final skill points, where best to place them after PN synergies and Skelly's are maxed? Max Skelly Mastery or just play around with them, see where they fit?|||Definitely max skelly mastery, in my opinion. I don't think the skellies will tank very well without a lot of points in SM. So, you might have to decide if you want to get to Hell with psn skills maxed out or with skelly skills maxed out, but not a combination of both.|||Yeah i agree, skellies are very good(especially against stuff like wave 4 at baal runs) and CE should already be buff with skillers and stuff, so mastery seems like the way to go.|||Alright then, Skelly Mast it is then. I was unsure where would be best, but that really just makes sense now that I think about it haha.
As for the Necro's Merc, I was going to do an Act II Might Merc, maybe give him an Upped Rattlecage and possibly a Runeword Obedience 5os eth CV, if I found one. I was considering an Insight, but with the relatively few times I'll need to spam PN and the skellies wrecking everything, I doubt it's needed.
Anyone have any experience with a PN/Skelly merc?|||I don't think it'd be any different from a normal fishy's merc. Definitely might, and yes, I'd just give him a big hurty stick like Obedience with CB. CV can't get 5 sockets but a CA or thresher are good options, eth if you can get. You can give him Guillame's face for more CB and Treachery for the ias and resist. I don't know what people's deal with Rattlecage is, I've never found it to make my mercs particularly hard to kill.|||Alright, thanks for the help guys!
But now for the Million dollar question...
How does someone who's just come back to the game get started again? I don't mean leveling and skills, I figured, max skelly's and get 1 pt. wonders and pre-reqs, before I touch Poison.
The gear has changed quite a bit since I last played, so I'm unsure as to what items I should use, especially endgame when I can't afford all the best gear.
Saturday, April 21, 2012
Advice for Ancients
Hi!
I'm fairly new to summoners, but after reading a couple of the great guides in here, I decided to make one. I'm progressing through normal at a slow and laid-back pace at the moment (which is nice for a change
and starting to wonder how Fishies deals with the Ancients? This goes for all difficulties ofc 
1) Any revives preferable for this fight?
2) Any curses that are especially awesome vs the Ancients?
3) Anything else to add for this fight?
Thanks in advance|||I didn't need revives for ancients in any difficulty. I used decrep (and when I got impatient I switched to Amp). Iirc it's an easy fight for a fishy
|||If you worry about lag use a ring with telekinesis charges to activate the shrine on the summit.|||1. Revives are not required, but Blunderbore types will speed things up with crushing blow
2. As with all bosses, decrep is the curse of choice for the ancients.
3. Make sure you keep your merc alive for his might aura (in NM/Hell), drop a rejuv on him if he is taking too much damage. If you're using a clay golem, keep him up at all times. If the ancients spawn with abilities/immunities that make them too difficult, open a town portal to reset them. You can use this method until they have a more manageable combination.|||I believe the summoner has the easiest time with nightmare/hell ancients of any class. But I tend to have trouble with bosses in Normal mode, because the skeletons are still weak.
In any case, I just tend to have all the summons I can fit in at once. If you have Revive, sure, get a couple of them. Toss in some skeleton mages too, why not? The more cannon fodder on the screen, the less likely the baddies will go after you.
Get that clay golem in there to soak up damage and slow down the enemy. Then alternate between amplify damage, decrepify or life tap. It doesn’t really matter what you choose, because it’s just a matter of time before they die. If the ancients are physical immune, then amplify damage will break it.|||Ancients are super easy for fishies at all levels.
Decrepify is almost unfair.
Make sure your merc has some crushing blow before you do them in hell though. Even without it it should be easy.
Other classes have it much rougher on ancients.
I'm fairly new to summoners, but after reading a couple of the great guides in here, I decided to make one. I'm progressing through normal at a slow and laid-back pace at the moment (which is nice for a change
and starting to wonder how Fishies deals with the Ancients? This goes for all difficulties ofc 
1) Any revives preferable for this fight?
2) Any curses that are especially awesome vs the Ancients?
3) Anything else to add for this fight?
Thanks in advance|||I didn't need revives for ancients in any difficulty. I used decrep (and when I got impatient I switched to Amp). Iirc it's an easy fight for a fishy
|||If you worry about lag use a ring with telekinesis charges to activate the shrine on the summit.|||1. Revives are not required, but Blunderbore types will speed things up with crushing blow2. As with all bosses, decrep is the curse of choice for the ancients.
3. Make sure you keep your merc alive for his might aura (in NM/Hell), drop a rejuv on him if he is taking too much damage. If you're using a clay golem, keep him up at all times. If the ancients spawn with abilities/immunities that make them too difficult, open a town portal to reset them. You can use this method until they have a more manageable combination.|||I believe the summoner has the easiest time with nightmare/hell ancients of any class. But I tend to have trouble with bosses in Normal mode, because the skeletons are still weak.
In any case, I just tend to have all the summons I can fit in at once. If you have Revive, sure, get a couple of them. Toss in some skeleton mages too, why not? The more cannon fodder on the screen, the less likely the baddies will go after you.
Get that clay golem in there to soak up damage and slow down the enemy. Then alternate between amplify damage, decrepify or life tap. It doesn’t really matter what you choose, because it’s just a matter of time before they die. If the ancients are physical immune, then amplify damage will break it.|||Ancients are super easy for fishies at all levels.
Decrepify is almost unfair.
Make sure your merc has some crushing blow before you do them in hell though. Even without it it should be easy.
Other classes have it much rougher on ancients.
MF Necro advice
I am mfing with a summoner having 453mf/+12 prebuffed skeletons(32). I switch my blackhand key (yeah i dont have arm yet) with a dual ist alibaba after summoning skeletons.
I don't really have any complaints about kill speed, untill I go into games with 3+ players, 3 player games are acceptable but still slower than i'd like.
Using Infinity on my merc, while wielding alibaba i have level 15 amp, 30 CE.
Would it be worth lowering my mf to increase kill speed, or keep my mf high while maintaining an "acceptable" kill speed?
I normally mf in two player games using my warcry barb on my laptop as a "buffbot". I haven't been having very good luck with mfing, I kill at a reasonable speed and have 450+ mf. Doing both boss runs and random killing in high level zones.
Also, what's the average mf value of a mf hammerdin? 250?|||i would go killing speed over max MF since runes don't matter with MF|||necs killspeed is pretty independent of gear.
with a decently kitted merc and liberal use of amp + ce, your killspeed is pretty high regardless of how much +skills kit you're carrying.
case in point: my goldfind skellynec build.
minimal +skills and still clears out whole areas very quickly.|||http://diablo.incgamers.com/forums/s...d.php?t=758633
300-400 mf is fine for me.
Its an optimization problem. I don't have the internal workings to support a real equation, but basically, there's a point on the curve for every class and build where you start seeing diminishing returns.
The BIGGEST effect on how many good items you will find assuming you are @ 300+ mf is how many people are in the game. Much more so than additional magic find.
If you are single player, I would maximize how quickly you can run areas while maintaining 300+ magic find. For a necro that's stupid easy.
Shako with topaz
Enigma
war travs
Gheed
Chancies
Right there you have @ 270-290 depending on quality.
Add in a couple nagels, some charms found along the way and you're well over 300.
Put a baba on switch and you're over 400 (only use that for the bosses or for once you've reached eldritch/shenk/thresh/pindle/baal/pits/etc...
If you find its too slow, carry your cube around and fill your inventory with summoning gcs. I've run with level 42 skellies and they are just ferocious. All that really matters is getting a body on the floor for a necro though. After that, you're killing with CE and your minions mop up the stragglers (assuming any exist).
The best thing you can actually do to speed up the first corpse is make sure your merc is using a lot of crushing blow. Infinity + guillaume's + CoH is a good setup I think for most situations. I don't even bother with infinity OR coh and I do just fine.
However, I disagree that +skills isn't really important for necro summoner. I'm always amazed every ladder how much trouble a necro can get into before he's really fleshed out. Yes, he breezes through the game (after normal diablo or after the horrible skelly archers and cats on arreat area one) more easily than just about any other character, but its not like you can shut off your brain like people say.|||mephiztophelez & Zarniwoop
Thank you for your suggestions, I've read a lot of your threads/posts here and have been trying to follow you both for the past two weeks.
Quote:
http://diablo.incgamers.com/forums/s...d.php?t=758633
Put a baba on switch and you're over 400 (only use that for the bosses or for once you've reached eldritch/shenk/thresh/pindle/baal/pits/etc...
I'm now using AoKL + homunc to summon skeletons/mages then switching to 2xist baba + homunc for my entire killing time. Do you suggest I continue doing this, or keep my AoKL on for the increased CE radius and extra skeleton?
Also, if I can get a beast easilly would it be worth using?|||don't bother going with a Beast weapon. the damage/second output increase is pretty bleagh regardless.
if you're happy to wep switch just to summon, go wild. personally, i don't bother.
remember, most of your damage is from Amp + Corpse Explosion, not from the skellys. most of your non Amp+CE damage is from your merc.
the skellys are really just a meat shield imho. the do a little damage, but more importantly, things attack the skellies instead of you.
i've said it before and i'll say it again: the core skelly'nec build is so strong you can solo your way to Guardian status, NAKED. gear is more or less optional. +skills gear is purely optional. a little extra +skills is nice, but certainly not mandatory. chasing extra +skills gear is, imho, a waste of resources.
if you read my goldfinder guide, my only +skills come from a torch, my one +summon/Goldfind skiller and my non-up'd Homonculus.
i get an army of 10 skellies along with Merc and Gumby, which is plenty imho.|||Beast = massively overrated.
Keep using your baba on switch. I also tend to not bother after a while but that's largely because I run a lot of areas in one game. But, statistically, you're better off using the baba.
You can always resummon any skellies that die due to lesser skills from mf switch when you move to the next area.|||Quote:
Beast = massively overrated.
Keep using your baba on switch. I also tend to not bother after a while but that's largely because I run a lot of areas in one game. But, statistically, you're better off using the baba.
You can always resummon any skellies that die due to lesser skills from mf switch when you move to the next area.
My thoughts exactly, I just wanted to double check because I am having the worst luck recently.
Thank you both, I'll just keep plugging away!|||One thing about magic finding - its streaky.
I know they say that's a myth, but its not. I've gone entire ladders with almost nothing.
Then out of nowhere I'll find 150 hrs worth of wealth in a month (granted one of those items was worth 120 by itself).
There's no such thing as constant incoming value unless you're a botter.|||Quote:
There's no such thing as constant incoming value unless you're a botter.
err, i disagree.....
i found e-wealth pretty consistently during ladder three by keyrunning* and socky-item hunting like a loon.
in the current ladder (even though i'm on NL), i'd go back to that basic wealth-earning principle: run for D-Keys and clear Hell Cows for runeword shells.
a kick/trap'sin is my 'toon of choice for such things. just be sure and get rid of ALL your MF gear.
*mind you, this was before i published my Nihlathak 1.0.1 guide and gave away all my secrets..... d-key's markedly depreciated in value after i published that guide.......
I don't really have any complaints about kill speed, untill I go into games with 3+ players, 3 player games are acceptable but still slower than i'd like.
Using Infinity on my merc, while wielding alibaba i have level 15 amp, 30 CE.
Would it be worth lowering my mf to increase kill speed, or keep my mf high while maintaining an "acceptable" kill speed?
I normally mf in two player games using my warcry barb on my laptop as a "buffbot". I haven't been having very good luck with mfing, I kill at a reasonable speed and have 450+ mf. Doing both boss runs and random killing in high level zones.
Also, what's the average mf value of a mf hammerdin? 250?|||i would go killing speed over max MF since runes don't matter with MF|||necs killspeed is pretty independent of gear.
with a decently kitted merc and liberal use of amp + ce, your killspeed is pretty high regardless of how much +skills kit you're carrying.
case in point: my goldfind skellynec build.
minimal +skills and still clears out whole areas very quickly.|||http://diablo.incgamers.com/forums/s...d.php?t=758633
300-400 mf is fine for me.
Its an optimization problem. I don't have the internal workings to support a real equation, but basically, there's a point on the curve for every class and build where you start seeing diminishing returns.
The BIGGEST effect on how many good items you will find assuming you are @ 300+ mf is how many people are in the game. Much more so than additional magic find.
If you are single player, I would maximize how quickly you can run areas while maintaining 300+ magic find. For a necro that's stupid easy.
Shako with topaz
Enigma
war travs
Gheed
Chancies
Right there you have @ 270-290 depending on quality.
Add in a couple nagels, some charms found along the way and you're well over 300.
Put a baba on switch and you're over 400 (only use that for the bosses or for once you've reached eldritch/shenk/thresh/pindle/baal/pits/etc...
If you find its too slow, carry your cube around and fill your inventory with summoning gcs. I've run with level 42 skellies and they are just ferocious. All that really matters is getting a body on the floor for a necro though. After that, you're killing with CE and your minions mop up the stragglers (assuming any exist).
The best thing you can actually do to speed up the first corpse is make sure your merc is using a lot of crushing blow. Infinity + guillaume's + CoH is a good setup I think for most situations. I don't even bother with infinity OR coh and I do just fine.
However, I disagree that +skills isn't really important for necro summoner. I'm always amazed every ladder how much trouble a necro can get into before he's really fleshed out. Yes, he breezes through the game (after normal diablo or after the horrible skelly archers and cats on arreat area one) more easily than just about any other character, but its not like you can shut off your brain like people say.|||mephiztophelez & Zarniwoop
Thank you for your suggestions, I've read a lot of your threads/posts here and have been trying to follow you both for the past two weeks.
Quote:
http://diablo.incgamers.com/forums/s...d.php?t=758633
Put a baba on switch and you're over 400 (only use that for the bosses or for once you've reached eldritch/shenk/thresh/pindle/baal/pits/etc...
I'm now using AoKL + homunc to summon skeletons/mages then switching to 2xist baba + homunc for my entire killing time. Do you suggest I continue doing this, or keep my AoKL on for the increased CE radius and extra skeleton?
Also, if I can get a beast easilly would it be worth using?|||don't bother going with a Beast weapon. the damage/second output increase is pretty bleagh regardless.
if you're happy to wep switch just to summon, go wild. personally, i don't bother.
remember, most of your damage is from Amp + Corpse Explosion, not from the skellys. most of your non Amp+CE damage is from your merc.
the skellys are really just a meat shield imho. the do a little damage, but more importantly, things attack the skellies instead of you.
i've said it before and i'll say it again: the core skelly'nec build is so strong you can solo your way to Guardian status, NAKED. gear is more or less optional. +skills gear is purely optional. a little extra +skills is nice, but certainly not mandatory. chasing extra +skills gear is, imho, a waste of resources.
if you read my goldfinder guide, my only +skills come from a torch, my one +summon/Goldfind skiller and my non-up'd Homonculus.
i get an army of 10 skellies along with Merc and Gumby, which is plenty imho.|||Beast = massively overrated.
Keep using your baba on switch. I also tend to not bother after a while but that's largely because I run a lot of areas in one game. But, statistically, you're better off using the baba.
You can always resummon any skellies that die due to lesser skills from mf switch when you move to the next area.|||Quote:
Beast = massively overrated.
Keep using your baba on switch. I also tend to not bother after a while but that's largely because I run a lot of areas in one game. But, statistically, you're better off using the baba.
You can always resummon any skellies that die due to lesser skills from mf switch when you move to the next area.
My thoughts exactly, I just wanted to double check because I am having the worst luck recently.
Thank you both, I'll just keep plugging away!|||One thing about magic finding - its streaky.
I know they say that's a myth, but its not. I've gone entire ladders with almost nothing.
Then out of nowhere I'll find 150 hrs worth of wealth in a month (granted one of those items was worth 120 by itself).
There's no such thing as constant incoming value unless you're a botter.|||Quote:
There's no such thing as constant incoming value unless you're a botter.
err, i disagree.....
i found e-wealth pretty consistently during ladder three by keyrunning* and socky-item hunting like a loon.
in the current ladder (even though i'm on NL), i'd go back to that basic wealth-earning principle: run for D-Keys and clear Hell Cows for runeword shells.
a kick/trap'sin is my 'toon of choice for such things. just be sure and get rid of ALL your MF gear.
*mind you, this was before i published my Nihlathak 1.0.1 guide and gave away all my secrets..... d-key's markedly depreciated in value after i published that guide.......
Newbie, Singleplayer bone necro!
So I just made a softcore necro on singleplayer. One issue I'm having as early as den of evil is the lack of life. I haven't died, but it kinda sucks, I hate how little a point in vitality gives you compared to a barbarian, so I intend to not get very many points here. Will I have to, or can I compensate with a golem and bone armor?
So now I'm starting to think that this char will be harder than my prepatch jabazon that I used before. I installed the latest patch, and I don't really want to go item hunting, so I doubt I'll be able to get all the cool +skill items, so please bear in mind, that I'll be wasting a lot of skill points here and there. Keep in mind, if you use an acronym, I will not know what it means. I've lurked a few days, but I still don't speak fluent diablo like you diablo gods.
Anyways, what I want you to do is to please give me some recommendations on beating singleplayer. I looked through the arreat summit and these are the skills that appeal to me:
What I want to do is go:
bone armor, with synergies in bone prison bone wall for crowd control
corpse explosion looks cool for dealing most of my damage, and bone spirit looks good for single enemies.
I wanna get a clay golem/blood golem, or some summons that can help with the necro's low life. Will one point be enough here?
Then I want to put some points into amplify, iron maiden, and attract.
Amplify looks useful against physically immune monsters (which ones are these again?)
Iron maiden looks like it'll help me against bosses.
Attract looks good for crowd control again.
I was considering getting revives for uber tristam, but then I realized you can't do that on singleplayer
Yeah, so are there any problems with my plan?|||Because you will (and should) max bone prison and wall, the bone armor will have around or more 500 'sorb. (enough)
Gumby should have atleast 6k life in hell when you have around 3 to 5 to all skills (provided that Gumby = Clay Golem), with only 1p spent on golem mastery and clay.
I suggest slapping 1p on revives, they make great meatshields.
Get insight for your merc.
I would advice spending 1-5 points on corpse explosion, it deals insane damage in 1 player games.
Remember to get yourself runeword mod that lets you make ladder RWs in SP.
(Someone could provide a link for it?)
If you find a homunculus, BY ALL MEANS GET MAX BLOCK WITH IT.
I suggest spending around 50 to 60 points in energy, str enough for gear ect.
The only curses you should be using are Decrepify and Dim Vision. Also Confuse works wonders.|||Quote:
Because you will (and should) max bone prison and wall, the bone armor will have around or more 500 'sorb. (enough)
Gumby should have atleast 6k life in hell when you have around 3 to 5 to all skills (provided that Gumby = Clay Golem), with only 1p spent on golem mastery and clay.
I suggest slapping 1p on revives, they make great meatshields.
Get insight for your merc.
I would advice spending 1-5 points on corpse explosion, it deals insane damage in 1 player games.
Remember to get yourself runeword mod that lets you make ladder RWs in SP.
(Someone could provide a link for it?)
If you find a homunculus, BY ALL MEANS GET MAX BLOCK WITH IT.
I suggest spending around 50 to 60 points in energy, str enough for gear ect.
The only curses you should be using are Decrepify and Dim Vision. Also Confuse works wonders.
Wow you saw through my muddled bone wall of text and gave me a direct answer to what I really wanted to know: a way to survive better. I call hax!
Yeah, but I think I realized my problem. I spent way too much points on energy, around 70/80 now at level 23+. I've put like 10 into vitality, and I really do need more. Bosses and some super uniques give me a tough time. And when I'm careless, high damage spells like inferno kill me.
With just three skeletons and a ton of skeleton mastery, my skellies are great shields, and spear and corpse explosion kill everything! I plan to respec after nightmare to go more summony, after my spears stop doing enough damage and I get more + skills items.
If anyone else needs help with necro:
I've realized the trick to bosses is just to run away when you lose all your skeletons and your golem stops aggroing, then getting more skeletons, and then coming back to the boss. It takes a while, but it's safe. Iron maiden and cold bows can also help. As can antidotes vs andariel. Sucks that decriptify doesn't work anymore.
The ranged bosses like the summoner and mephisto, can be shot at from beyond your sight range using bone spear. Summoner one shot me before I realized this T_T
Anyways, thats all I wanted to share.|||Quote:
Sucks that decriptify doesn't work anymore.
Decrepify still works. In what way was the curse not doing what you wanted?
If you are interested in Ladder runewords on SP, or a muling program: clicky|||Hmm, my guide is going to be very different to all the others here.. and mine definitely won't be perfect, but I've played necromancer heaps and I love playing him =) and I've got my own playing type. Mine is more of a tank/summoner.
Stat points:
Strength - not much.. enough to wear decent armour, thats all.
Dexterity - nothing, this isn't needed.
Vitality - almost everything in here.
Energy - since you won't have many +mana items, put enough in here to raise a full army skeletons, but thats all.
Skill points:
20 skeleton mastery
20 raise skeleton
20 raise skeleon mage
1 clay golem (optional)
1 summon resist
20 revive (get this last)
1 amplify damage
1 iron maiden
Now, for the explanations. Many summoning necromancer guides talk of "meat shields", things that get in the way of you and your enemy - keeping you safe. But in this guide that isn't necessery - the necromancer will have enough vitality and armour to be a tank, and you can stand in amongst your army using curses and hacking with your wand (even though its useless it is actually quite fun ^.^). Of course you can stand behind your army and do the curses, and you'll be very safe with the vitality and armour, but that can get boring. I find that with a summonancer it is much more fun when you're fighting with your army, in amongst the action, using curses and hacking. Plus as the enemy attacks you, your army can do the real damage for you.
As for the mercinary/hireling that you get, I suggest you choose the Act II mercinaries with the spears. Choose the Defensive mercinary - he has a Defiance aura, which will give you and your entire army a massive defense bonus - and that mercinary can help your army in the combat as well. Now, when it comes to bosses, this can get tricky. I've actually killed Diablo standing toe-to-to with him, by using Iron maiden curse (all damage he does to me, is multiplied back on himself - resulting in Diablo killing himself after a few minutes of drinking potions). Using the hireling and an entire army, and if you choose, the clay golem, you can defeat a boss quite fast. But the skeletons will die very easily, so you have to be prepared to face bosses on your own - and thats when Iron maiden can come in handy.
So there you have it! It definitely isn't perfect, but it is alot of fun. Plenty of health to keep you alive, and your army does all the damage for you as you charge into battle with your minions of destruction
if you choose this build I hope you enjoy it.
~Tal Rashaa|||Quote:
Decrepify still works. In what way was the curse not doing what you wanted?
If you are interested in Ladder runewords on SP, or a muling program: clicky
Nah, I'm going untwinked solo,(but I am respeccing) it's more fun imo.
About decrip
arreat summit says :http://classic.battle.net/diablo2exp...r-curses.shtml
"This skill DOES work on bosses and Super Unique Monsters. "
Why couldn't they nerf a class that has an easy time in pvm like a paladin?
The battle against diablo will be hard and long (like my lvl 25 necro's dick) but hopefully a fire golem with a level in summon resists will be able to stand him long enough for me to cast an iron maiden and a few spears.|||Quote:
"This skill DOES work on bosses and Super Unique Monsters. "
Why couldn't they nerf a class that has an easy time in pvm like a paladin?
Re-read what you wrote. Decrepify works against act bosses. It slows them down, it makes them do less damage, and it makes them take more damage. Necromancers are in no way nerfed. I use it all the time on my necro.|||Oh lol... I swear, I've read that a dozen times by now XD I don't know if I ever caught that. Omg, that would've made baal... *punches in numbers* a billion times easier!|||Quote:
Oh lol... I swear, I've read that a dozen times by now XD I don't know if I ever caught that. Omg, that would've made baal... *punches in numbers* a billion times easier!
By baal, I mean duriel, I always get those confused.
Anyways, I beat Diablo! To prove I'm not confused, here's a video:
I'm so excited
So now I'm starting to think that this char will be harder than my prepatch jabazon that I used before. I installed the latest patch, and I don't really want to go item hunting, so I doubt I'll be able to get all the cool +skill items, so please bear in mind, that I'll be wasting a lot of skill points here and there. Keep in mind, if you use an acronym, I will not know what it means. I've lurked a few days, but I still don't speak fluent diablo like you diablo gods.
Anyways, what I want you to do is to please give me some recommendations on beating singleplayer. I looked through the arreat summit and these are the skills that appeal to me:
What I want to do is go:
bone armor, with synergies in bone prison bone wall for crowd control
corpse explosion looks cool for dealing most of my damage, and bone spirit looks good for single enemies.
I wanna get a clay golem/blood golem, or some summons that can help with the necro's low life. Will one point be enough here?
Then I want to put some points into amplify, iron maiden, and attract.
Amplify looks useful against physically immune monsters (which ones are these again?)
Iron maiden looks like it'll help me against bosses.
Attract looks good for crowd control again.
I was considering getting revives for uber tristam, but then I realized you can't do that on singleplayer

Yeah, so are there any problems with my plan?|||Because you will (and should) max bone prison and wall, the bone armor will have around or more 500 'sorb. (enough)
Gumby should have atleast 6k life in hell when you have around 3 to 5 to all skills (provided that Gumby = Clay Golem), with only 1p spent on golem mastery and clay.
I suggest slapping 1p on revives, they make great meatshields.
Get insight for your merc.
I would advice spending 1-5 points on corpse explosion, it deals insane damage in 1 player games.
Remember to get yourself runeword mod that lets you make ladder RWs in SP.
(Someone could provide a link for it?)
If you find a homunculus, BY ALL MEANS GET MAX BLOCK WITH IT.
I suggest spending around 50 to 60 points in energy, str enough for gear ect.
The only curses you should be using are Decrepify and Dim Vision. Also Confuse works wonders.|||Quote:
Because you will (and should) max bone prison and wall, the bone armor will have around or more 500 'sorb. (enough)
Gumby should have atleast 6k life in hell when you have around 3 to 5 to all skills (provided that Gumby = Clay Golem), with only 1p spent on golem mastery and clay.
I suggest slapping 1p on revives, they make great meatshields.
Get insight for your merc.
I would advice spending 1-5 points on corpse explosion, it deals insane damage in 1 player games.
Remember to get yourself runeword mod that lets you make ladder RWs in SP.
(Someone could provide a link for it?)
If you find a homunculus, BY ALL MEANS GET MAX BLOCK WITH IT.
I suggest spending around 50 to 60 points in energy, str enough for gear ect.
The only curses you should be using are Decrepify and Dim Vision. Also Confuse works wonders.
Wow you saw through my muddled bone wall of text and gave me a direct answer to what I really wanted to know: a way to survive better. I call hax!
Yeah, but I think I realized my problem. I spent way too much points on energy, around 70/80 now at level 23+. I've put like 10 into vitality, and I really do need more. Bosses and some super uniques give me a tough time. And when I'm careless, high damage spells like inferno kill me.
With just three skeletons and a ton of skeleton mastery, my skellies are great shields, and spear and corpse explosion kill everything! I plan to respec after nightmare to go more summony, after my spears stop doing enough damage and I get more + skills items.
If anyone else needs help with necro:
I've realized the trick to bosses is just to run away when you lose all your skeletons and your golem stops aggroing, then getting more skeletons, and then coming back to the boss. It takes a while, but it's safe. Iron maiden and cold bows can also help. As can antidotes vs andariel. Sucks that decriptify doesn't work anymore.
The ranged bosses like the summoner and mephisto, can be shot at from beyond your sight range using bone spear. Summoner one shot me before I realized this T_T
Anyways, thats all I wanted to share.|||Quote:
Sucks that decriptify doesn't work anymore.
Decrepify still works. In what way was the curse not doing what you wanted?
If you are interested in Ladder runewords on SP, or a muling program: clicky|||Hmm, my guide is going to be very different to all the others here.. and mine definitely won't be perfect, but I've played necromancer heaps and I love playing him =) and I've got my own playing type. Mine is more of a tank/summoner.
Stat points:
Strength - not much.. enough to wear decent armour, thats all.
Dexterity - nothing, this isn't needed.
Vitality - almost everything in here.
Energy - since you won't have many +mana items, put enough in here to raise a full army skeletons, but thats all.
Skill points:
20 skeleton mastery
20 raise skeleton
20 raise skeleon mage
1 clay golem (optional)
1 summon resist
20 revive (get this last)
1 amplify damage
1 iron maiden
Now, for the explanations. Many summoning necromancer guides talk of "meat shields", things that get in the way of you and your enemy - keeping you safe. But in this guide that isn't necessery - the necromancer will have enough vitality and armour to be a tank, and you can stand in amongst your army using curses and hacking with your wand (even though its useless it is actually quite fun ^.^). Of course you can stand behind your army and do the curses, and you'll be very safe with the vitality and armour, but that can get boring. I find that with a summonancer it is much more fun when you're fighting with your army, in amongst the action, using curses and hacking. Plus as the enemy attacks you, your army can do the real damage for you.
As for the mercinary/hireling that you get, I suggest you choose the Act II mercinaries with the spears. Choose the Defensive mercinary - he has a Defiance aura, which will give you and your entire army a massive defense bonus - and that mercinary can help your army in the combat as well. Now, when it comes to bosses, this can get tricky. I've actually killed Diablo standing toe-to-to with him, by using Iron maiden curse (all damage he does to me, is multiplied back on himself - resulting in Diablo killing himself after a few minutes of drinking potions). Using the hireling and an entire army, and if you choose, the clay golem, you can defeat a boss quite fast. But the skeletons will die very easily, so you have to be prepared to face bosses on your own - and thats when Iron maiden can come in handy.
So there you have it! It definitely isn't perfect, but it is alot of fun. Plenty of health to keep you alive, and your army does all the damage for you as you charge into battle with your minions of destruction
if you choose this build I hope you enjoy it.~Tal Rashaa|||Quote:
Decrepify still works. In what way was the curse not doing what you wanted?
If you are interested in Ladder runewords on SP, or a muling program: clicky
Nah, I'm going untwinked solo,(but I am respeccing) it's more fun imo.
About decrip
arreat summit says :http://classic.battle.net/diablo2exp...r-curses.shtml
"This skill DOES work on bosses and Super Unique Monsters. "
Why couldn't they nerf a class that has an easy time in pvm like a paladin?
The battle against diablo will be hard and long (like my lvl 25 necro's dick) but hopefully a fire golem with a level in summon resists will be able to stand him long enough for me to cast an iron maiden and a few spears.|||Quote:
"This skill DOES work on bosses and Super Unique Monsters. "
Why couldn't they nerf a class that has an easy time in pvm like a paladin?
Re-read what you wrote. Decrepify works against act bosses. It slows them down, it makes them do less damage, and it makes them take more damage. Necromancers are in no way nerfed. I use it all the time on my necro.|||Oh lol... I swear, I've read that a dozen times by now XD I don't know if I ever caught that. Omg, that would've made baal... *punches in numbers* a billion times easier!|||Quote:
Oh lol... I swear, I've read that a dozen times by now XD I don't know if I ever caught that. Omg, that would've made baal... *punches in numbers* a billion times easier!
By baal, I mean duriel, I always get those confused.
Anyways, I beat Diablo! To prove I'm not confused, here's a video:
I'm so excited
Kinda new, not really knowing what to do.
Hello, I started playing like a week ago again since 1.09 and started a fishymancer. I have gotten up too hell baal (boosted) but I am unable to kill him with my current gear (no CB on merc and overall bad gear). So what do you think I should do? I need to improve my gear, but what is the best place to get new gear when you have as bad gear as I do now?
I have a Lore helmet, Rhymy shield a uniqe wand with +2 necro and some other stats, and around 100% MF, and thats basically it:/
Any help is appriciated, thanks
|||what lvl are you??|||Sorry, forgot to include, I am level 79, almost hitting 80. But my gear is dreadful, if it wasent for my merc I doubt I would even kill stuff (+3 all skills in total) :P|||http://diablo.incgamers.com/forums/s...d.php?t=758633|||Hello, thanks Zarniwoop I read it through altough I don't understand how I easily will get the Homonculus and +3 amu and a skiller charm... I'm still kinda new to this, any advice?|||while that gear would make it easier a summon necro can finish this game naked any gear is just a +
but even with good gear bosses can be the biggest probs a summancer can run into
the best way to make bosses easier is to use a clay glome and decrep
you may lose damage since your not useing amp but the safety is worth it|||Watch the trade forums for the realm you play on.
You'll likely get at least a lem or a pul from your hellforge in nightmare/hell and that alone can get you a homunculus. I personally wouldn't pay over lem for a homunculus.
Save all your rals, nefs, pgems, and other runes and trade them for lems and puls.
Arm of King Leoric is a Lem max.
People throw away +3 necro summoning amulets. You can get one for essentially nothing but a couple pgems.
It just takes a bit of effort and practice in the trading forums. I know it looks intimidating now, but its not nearly as bad as it seems. None of the starter gear I've suggested is in any way expensive.|||I traded Junk Jewels for a Homonculus (USWL) a few days ago - it's a fairly cheap item.
I also keep my gold rolling in and gamble for amulets - you might get lucky.
Plus - crafting caster amulets can get decent results too; if you can't find a +3 to trade for...|||Thanks for all the tips, some of my problems got solved earlier tonight tough. One very kind person on mirc gave me quite alot of gear, so my mf is up to 300 and my skeleton skill to 30 so it's a bit easier now atleast, still gonna trade me a homonculus tough.
But thanks for the input
|||If you're not level 93+ the supplies for crafting caster amulets are much more valuable in trades than the results of any crafting attempts would be. If you just need a +3 amulet gambling is a much more cost effective way to try for one.
If you're having trouble with baal naked at level 80 then keep leveling. Just do baal runs, clear WSK, minions, and try to kill baal. Eventually you'll level enough to kill him on your own and the drops in these areas are all fantastic. On top of all that the xp is fantastic too. If gloams give you trouble just make new games when you see them or work on your dim vision.
I have a Lore helmet, Rhymy shield a uniqe wand with +2 necro and some other stats, and around 100% MF, and thats basically it:/
Any help is appriciated, thanks
|||what lvl are you??|||Sorry, forgot to include, I am level 79, almost hitting 80. But my gear is dreadful, if it wasent for my merc I doubt I would even kill stuff (+3 all skills in total) :P|||http://diablo.incgamers.com/forums/s...d.php?t=758633|||Hello, thanks Zarniwoop I read it through altough I don't understand how I easily will get the Homonculus and +3 amu and a skiller charm... I'm still kinda new to this, any advice?|||while that gear would make it easier a summon necro can finish this game naked any gear is just a +but even with good gear bosses can be the biggest probs a summancer can run into
the best way to make bosses easier is to use a clay glome and decrep
you may lose damage since your not useing amp but the safety is worth it|||Watch the trade forums for the realm you play on.
You'll likely get at least a lem or a pul from your hellforge in nightmare/hell and that alone can get you a homunculus. I personally wouldn't pay over lem for a homunculus.
Save all your rals, nefs, pgems, and other runes and trade them for lems and puls.
Arm of King Leoric is a Lem max.
People throw away +3 necro summoning amulets. You can get one for essentially nothing but a couple pgems.
It just takes a bit of effort and practice in the trading forums. I know it looks intimidating now, but its not nearly as bad as it seems. None of the starter gear I've suggested is in any way expensive.|||I traded Junk Jewels for a Homonculus (USWL) a few days ago - it's a fairly cheap item.
I also keep my gold rolling in and gamble for amulets - you might get lucky.
Plus - crafting caster amulets can get decent results too; if you can't find a +3 to trade for...|||Thanks for all the tips, some of my problems got solved earlier tonight tough. One very kind person on mirc gave me quite alot of gear, so my mf is up to 300 and my skeleton skill to 30 so it's a bit easier now atleast, still gonna trade me a homonculus tough.
But thanks for the input
|||If you're not level 93+ the supplies for crafting caster amulets are much more valuable in trades than the results of any crafting attempts would be. If you just need a +3 amulet gambling is a much more cost effective way to try for one.If you're having trouble with baal naked at level 80 then keep leveling. Just do baal runs, clear WSK, minions, and try to kill baal. Eventually you'll level enough to kill him on your own and the drops in these areas are all fantastic. On top of all that the xp is fantastic too. If gloams give you trouble just make new games when you see them or work on your dim vision.
skellies dmg
I have following setup :
slvl 31 skellies and skelemastery
I have a might merc lvl 84, and beast war axe.
skill calc says that @ slvls 31 (skellies&mastery) skellies do:
334-337 dmg
might merc lvl 84 has might aura slvl 17 = 200 ED
lvl9 fanata = 186 ED
this means that total ED for my skellies is +386% ED, right ?
meaning :
min dmg = 334 + 334*3.86 = 1623.24
max dmg = 337 + 337*3.86 = 1637.82
?|||Honestly not sure.
I hope you're summoning with a swap weapon.
Most of my killing as a necro comes from crushing blow/my merc and then CE.|||yeah i summon with swap, and with beast I have paired head that gives +3 decrep and some resists.
merc has CB, but skellies are plain evil with might/fanata... they have no probs killing anything
I was just curious about the numbers.|||Numbers.
SPARTAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA~!|||709-715..
mine look secksier :P
than for the link, it kicks *** \m/|||So is it worth going skellies before you get a might merc? dmg looks rather low.|||Yes it's worth it. Summoners usually max RS before anything else. They're quite robust in normal difficulty with only a prayer or blessed aim merc.|||it sure is worth.
take that dmg x 10-13, include Amp, and you're owning.
slowly, but safe.
also, don't forget that Amp in Hell tripples dmg received by monsters (ofc by Hell you already have a might merc :P)
Untill Might one, just get prayer, it does wonders on keeping them alive.
//edit
what we realy need for them is some vampiric aura.
that would be just juicy :]|||Quote:
709-715..
mine look secksier :P
than for the link, it kicks *** \m/
Once you factor in Amp, they are hitting for closer to what you thought.
slvl 31 skellies and skelemastery
I have a might merc lvl 84, and beast war axe.
skill calc says that @ slvls 31 (skellies&mastery) skellies do:
334-337 dmg
might merc lvl 84 has might aura slvl 17 = 200 ED
lvl9 fanata = 186 ED
this means that total ED for my skellies is +386% ED, right ?
meaning :
min dmg = 334 + 334*3.86 = 1623.24
max dmg = 337 + 337*3.86 = 1637.82
?|||Honestly not sure.
I hope you're summoning with a swap weapon.
Most of my killing as a necro comes from crushing blow/my merc and then CE.|||yeah i summon with swap, and with beast I have paired head that gives +3 decrep and some resists.
merc has CB, but skellies are plain evil with might/fanata... they have no probs killing anything

I was just curious about the numbers.|||Numbers.
SPARTAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA~!|||709-715..
mine look secksier :P
than for the link, it kicks *** \m/|||So is it worth going skellies before you get a might merc? dmg looks rather low.|||Yes it's worth it. Summoners usually max RS before anything else. They're quite robust in normal difficulty with only a prayer or blessed aim merc.|||it sure is worth.
take that dmg x 10-13, include Amp, and you're owning.
slowly, but safe.
also, don't forget that Amp in Hell tripples dmg received by monsters (ofc by Hell you already have a might merc :P)
Untill Might one, just get prayer, it does wonders on keeping them alive.
//edit
what we realy need for them is some vampiric aura.
that would be just juicy :]|||Quote:
709-715..
mine look secksier :P
than for the link, it kicks *** \m/
Once you factor in Amp, they are hitting for closer to what you thought.
what else to get?
so i have a basic summon nec
28 skele mast
25 raise skele
23 CE
1 gumby
1 decryp
*20 spare points
should i do 20 raise mage or 18 into psn nova or pump gumby for massive life?
your thoughts?|||I don't think poison nova will be very good without synergies, and gumpy has enough life in the long rung
Either bump Mages, or go for bone armor + synergies or buff you favourite curses.|||Put 20 into mages or 5-8 into dim vision and the rest into skellies then finish them as you go on.
Pumping gumby is a waste of points.
If you hate crowd control and mages, I can't think of anything you would want besides 1 point in bone armor and then the rest in synergies.
28 skele mast
25 raise skele
23 CE
1 gumby
1 decryp
*20 spare points
should i do 20 raise mage or 18 into psn nova or pump gumby for massive life?
your thoughts?|||I don't think poison nova will be very good without synergies, and gumpy has enough life in the long rung
Either bump Mages, or go for bone armor + synergies or buff you favourite curses.|||Put 20 into mages or 5-8 into dim vision and the rest into skellies then finish them as you go on.Pumping gumby is a waste of points.
If you hate crowd control and mages, I can't think of anything you would want besides 1 point in bone armor and then the rest in synergies.
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