An attempt at the classic slowamancer I'm going to bed just after I post this, so you can all have your jollies making fun of the guy who knows nothing about Necromancers. First, I've checked the threads for a specific slowamancer build and found nothing. I also checked for slowing caps, and even posted in a few threads some time ago, so I'm pretty sure I'm going in the right direction. Second, it's a total slowing theme, so items with Slow Missile abilities to non-Amazon classes, for instance, is important. Third, this build gains little from +skills, so class-specific/beneficial items (like wands and voodoo heads) aren't necessary. With all this said, the following questions arise: Is there anything other than Sanctuary that gives a non-Amazon Slow Missile ability? Since an A2NM defense mercenary (Holy Freeze) can only target one person with their Razortine/Kelpie Snare/You Get The Idea, a Riphook is the ideal two-handed/range weapon for the character (to target the monsters the merc isn't attacking), but what would be the ideal single-handed weapon to go with Sanctuary (assuming the answer to the above question is no)? Is Holy Freeze/Decrepify/Clayfication/Item Slowing/Cold Damage overdoing it or is that just making sure damage can be done to/it's possible to control true physical/cold immunes? Decrepify, Clay Golem, Raise Skeleton Mage, and Revive are definite maximized skills with this concept, but is there a fifth skill that fits it (such as Golem Mastery to increase the chance of successful golem attack), and if not, should it just be Summon Resist to keep them all alive longer? I'll try thinking of some more (including ones I've forgotten already) later. I've already picked out a few theme names, just need a character name to fit the build and I'll make the character later tonight.