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A balanced necro build

Discussion in 'Necromancer' started by omgimsoleet, May 17, 2005.

  1. omgimsoleet

    omgimsoleet IncGamers Member

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    A balanced necro build

    Hey guys, how you all doing?

    I don't like specializing in ONE skill tree, so I made me necro an over all dude. He has 3 or 4 skill pts in iron maiden, 5 iron golem, 5 revive, 5 bone spirit and those are his main spells. He is lvl 40 and has a butt load of +1 skill items.

    My question is, which should I focus more on? I'd like to party w/ others and be USEFUL. I don't like risking being a fighing necro.

    Also, Is it worth while to put 100 pts into strength? I need it for an armor, which is 97 str required. I have about 110 in mana right now and only 60 in str.

    Let me know some tips, tricks, and anything else you'd like to say. Thanks!
     
  2. cotton

    cotton IncGamers Member

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    That's not the way I'd build a necro, but to each his own, I guess. I would suggest reading through the guides at the top of the forum, and maybe going with one of the hybrid builds if that suits your style.
     
  3. Gix

    Gix IncGamers Member

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    I suggest reading my guide, which will be released later today. ;)
     
  4. Mad Mantis

    Mad Mantis D2/3 Necromancer & Witch Doctor Moderator

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    Welcome Newcomer to The Darkness. Grab a brew :drink: and feel free to raise some corpses.

    Most people consider IG and IM rather useless. You can make a variant build with it, but I can't say that it is a mainstay or often played build.

    Your skills are all over the place. In patch 1.10 it is rather hard to play a jack-of-all-trades without having a good plan and a lot of good items.




    That is a bit much in mana. Most people get by with either nothing in mana or by bringing mana up to 50. At later levels that should give you plenty of mana.

    It depends on why you want to wear the armor. If it has useful bonuses than it is a good idea to pump strength so high. Especially if you can't manage to get great items that add a lot of strength like Enigma.
     
  5. rickcarson

    rickcarson IncGamers Member

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    Iron Maiden is a good skill, but you if I was using it I'd want to put the full 20 points into it. Iron Maiden + Attract is a natural combo. I guess it makes sense to add the Iron Golem to that mix.

    For a jack of all trades type approach on the other hand, having a bunch of points in Corpse Explosion and Amplify Damage (I like the increased radius with higher skill levels, a radius of 2 just isn't enough) is good.

    Amp on its own is enough to pull your weight in a group.

    Dim Vision is also good in a group. Confusion is funny. Attract probably isn't so good in a group.

    Lower Resist maybe - and for group play I'd consider cranking it right up (yes yes, diminishing returns, blah blah blah)... if its one of your major contributions to the party then by all means crank it up, the extra 8% could be as much as 56% (seven other players).

    Obviously you can really only pick one curse. I wouldn't bother with a small amp, the other players will probably kill fast enough that you'd be casting it forever... instead of casting it once for the whole fight. If I have CE, then I like the Amp to be about the same radius as the CE.

    The necros bone spells are a bit weak unless you specialise in them.

    But some things, eg IM, require you to have a 'backup plan' against certain other monsters.

    Mad Mantis says that 'most people' don't like Iron Maiden, which is true, but 'most people' are in this case wrong. Its unpopularity is entirely undeserved.

    Damage reflection is better in 1.10 than it was in 1.09. The monsters have more hps, but lose the 50% resistance to physical, which ends up a net gain for the damage return skills.

    My Amazon can kill in Hell with Edge + Decoy for instance. Fallen in Act 1 Hell take about 2-3 of their own hits before dying.

    If I remeber correctly, Edge is about 800% damage return. To get the same from IM you need about level 25. A level 40 Iron Maiden plus a level 40 Iron Golem (you did say you have a buttload of +skills) is about 1795% damage return. Alternatively you could try IM + a Thorns merc, but you'd probably have to work the AI curses pretty hard to keep him alive.

    So for ladder play I like Amp + Edge (approx 1600% damage return). Booyah!

    Revives + damage return works pretty well. Revive's with crushing blow works well against bosses - who are prime examples of monsters against whom you typically need a 'plan B'.

    Revive's might be too slow to keep up with a party. If you can get Enigma you have no problems with them.

    Dim Vision works against some of the nastiest critters (for party play), which are black souls. It doesn't work against oblivion knights, which are the other great bugbear of parties -if you suspect OKs then Lifetap might be a good replacement curse just to keep your minions (the other players :D ) alive long enough to switch to alternative attacks.

    If you've got a lot of ranged attackers in your party then Bone Prison might be worth considering. Of course everyone else will complain if you block a corridor, but they won't thank you for saving their asses against the LEBs.
     
  6. Pherdnut

    Pherdnut IncGamers Member

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    For Hybrid builds, skellies are the best for maxing since they work as their own full-fledged build with around 44 points alone. You can shave a few points off of them and they still work great if you have decent prebuff gear and plus skillage to go around.

    Don't expect to be putting much less than 40 points in any bone skill or summoning build strategy without a synergy bug item and still expect it to be effective in Hell, however. Poison Nova is nice because you can put about 45-50 in it and it still works okay if you have Death's Web and Triple Trang's. Bone Spirit and spear can be fairly effective with less than max skill points, but should really be looked at as secondary attacks to be used while your summons keep the enemy busy without full synergies or the marrow walk bug.

    Another synergy bug you can take advantage of is the venom rune word which will give you 28 synergies in poison dagger. This could work out nicely with a crapload of poison charms. Since you only need to hit once to get several seconds of poison going on you could choose to crank up the bone skills for some simultaneous poison/bone damage.

    IMO, the most successful hybrid builds involve skeletons. They are the cheapest and most effective point-for punch build strategy in the game and nothing enhances survivability in Diablo II like a meat shield backed up with necro curses. I've always respected skeletons before, but I never truly realized how awesome they were until I started clearing entire herds of Hell Cows in just a few seconds.

    If damage return intrigues you, then I would consider the dirt cheap Edge rune word bow's lvl 15 thorns aura and amp damage rather than putting a full 20 into iron maiden. I think the damage works out better than if you were to combine Iron Maiden with Edge's Thorns aura.
     
  7. omgimsoleet

    omgimsoleet IncGamers Member

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    Wow, this is alot of information for a guy who played d2 nonstop for about 2 months after Lod, made a 2.5 year hiatus, and then returned to this game.

    Anyways, I got a few big questions.

    What are synergies? and What are hybrid builds?

    I'm thinking hybrid builds specialize in 1 area and 1 area only.

    Currently, my lvl 49 Necro has 70 Str, 40 Dex, 75 Vit, and 125 Mana without any items. I have err...Tarnhelm, vipermagi, 1 soj, 1 nagelring, 1 arm of king leoric, and 1 homuncoulus. everything else for me is crap.

    curses: i have 1 in amp, 2 in IM
    summon: 6 golem mast, 6 skele mast, 6 revive, 6 firegolem
    bone: 6 bone spirit

    no poison/armor/or any other curse

    is my necro doomed to be teh suck? or will i be able to make it in hell?

    I just want to make a necro with a decent overall build and can handle hell by himself...

    any more tips would be greatly appreciated. Thanks!
     
  8. Beneathnoise

    Beneathnoise IncGamers Member

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    Synergies are a recent update to 1.10. Your skills (for necros it's bone, poison and summoning) enhance each other.. for instance, 1 pt into poison nova gives poison dagger +6% damage. Each point thereafter increases it.

    Hybrids are two kinds of builds combined. like a Bone/summon which is a necro with summons and bone skills (usually using the marrowalk bug, which is a known game glitch that enhanced bone synergies to the same extent as putting 33 pts into bone prison)

    Now, then, from everybody i've heard of, and in my own experience, fire golem is teh suck, especially in hell where most things are fire immune. For pvp it works, because of the splash damage when it dies.

    Personally, when i'm making a necro for summon, i max raise skeleton, then i max skeleton mastery, then i put a point into clay golem and the prereqs for revive. then i LEAVE THEM ALONE. 1 pt in revive is more than enough unless you are going for a PURE summoner build, which means maxing mage/skeletons and revives.

    Also, statwise, i tend to not put many statpts into energy. when i'm higher level, my gear gives me enough mana regen and such to tide me over.

    and 1 mana pot will give me enough mana to summon an army again, or spam bone spirit.

    It looks like you are making a pure summy, and for that i respect you and wish you luck.. if you are on useast, and wanna redo, i'll rush/level you and help you out as far as i can.

    you COULD make that build work, surely. you have't squandered your pts any place badly if you are making a pure summy, but it might be easier (especially with the stats) to redo.

    anyway, my accnt name is *beneathnoise

    Anybody more experienced than me is welcome to destroy my statements, but i think i'm pretty right about all of this. :evil:
     
  9. Mad Mantis

    Mad Mantis D2/3 Necromancer & Witch Doctor Moderator

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    It is not exactly a brilliant skill distribution. I would take a look at the [ Essential Necromancer Information ] sticky.
     

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