anyone ever do a build that uses skellies, CE and Poison?

HarbingersOfSkulls

Diabloii.Net Member
Patchwork said:
Can someone give me suggestions?
Thanks
Yep, my Venomancer/Skeletons.

Basically, max out all 3 poison skills. Then I put 1 into Skeleton Mastery and maxxed out Raise Skeleton, then rest went into Skeleton Mastery afterwards.

With 1 into SM, I had 14 with +skills...so was not worried about lack of damage from them. Besides, PN shredds everything anyway...and Skeletons don't die often for me.

Also, put 1 point into all Curses(except last 2 on left side)

I'm 85 or 86 now.

And I rock like Iron Maiden.

HoS
 

Ravenforce3

Diabloii.Net Member
I've tried to build Venomancers two different ways. I find that getting a small army early (~15 to Skeleton, 5 to Mastery) gives a good balance and saves you from having to go melee constantly with your dagger. Curses are a little harder to pick up this way, though.

The other way I did it was pumping Dagger and Explosion early, which, when combined with The Jade Tan Do, can drop most anything in a matter of a few seconds. The drawback is that I'm suffering early (neither of these two have Nova yet) from low resists and a lack of good Bone Armor.
 

JoJeck

Diabloii.Net Member
This is a strong version of the Necro in my opinion and probably deserves its own guide and sub class. As others have said it is best to have some skellies to help in the early levels and build up the poison skills later. The skellies provide a meatshield and are a distraction that allow you to run around fairly freely and stab here and there. They give you a level of freedom of movement to use the dagger or nova that you can't get easilly any other way. Use a Jade Tan Do early on (level 19 IIRC) for the nice poison on blade and the cannot be frozen and upgrade to better daggers as you go.

With my daggermancer I have continued building up the poison skills and the skellies so both sides are useful. At level 58 I have RS maxed and slowly building up SM for tougher and harder hitting skellies and have about 15 points in each of P Dagger and P Nova and only 1 in P Explosion. P Dagger is good for bringing down bosses or difficult champions in Nightmare and will be good in Hell when combined with crushing blow, OW and PMH.
 

belth

Diabloii.Net Member
Blackbog's Sharp
Cinquedeas
One-Hand Damage: 30 To 76 (53 Avg)
Required Level 38
Required Strength: 25
Required Dexterity: **
Durability: 24
Base Weapon Speed: [-20]
+488 Poison Damage Over 10 Seconds
Adds 15-45 Damage
30% Increased Attack Speed
Slows Target By 50%
+50 Defense
+4 To Poison Nova (Necromancer Only)
+4 To Poison Explosion (Necromancer Only)
+5 To Poison Dagger (Necromancer Only)
(Only Spawns In Patch 1.09 or later)

Fleshripper
Fanged Knife
One-Hand Damage: (45-60) To (174-228) (108-144 Avg)
Required Level: 68
Required Strength: 42
Required Dexterity: 86
Durability: 36
Base Weapon Speed: [-20]
+200-300% Enhanced Damage (varies)
-50% Target Defense
25% Chance of Crushing Blow
33% Deadly Strike
50% Chance of Open Wounds
Prevent Monster Heal
Slows Target By 20%
(Spawns In 1.10 Patch Only)

Gonna get my Venomander/Skelemancer Fleshripper next, using Blackbog's atm. Propably putting an Eth to the Fleshripper for total of -75% target defense so I can poke those bosses even easier with it.

Question: If I was to put a Tal to the Blackbog's for increased poison damage, what would be the end result? 563 psn dmg over 7/8 seconds?
 

Mad Mantis

D2/3 Necromancer & Witch Doctor Moderator
You forgot a Fury Fanged Knife.

Fury
+209% Enhanced Damage
40% Increased Attack Speed
Prevent Monster Heal
66% Chance Of Open Wounds
33% Deadly Strike
Ignore Target's Defense
-25% Target Defense
20% Bonus To Attack Rating
6% Life Stolen Per Hit
+5 To Frenzy (Barbarian Only)
 

belth

Diabloii.Net Member
It's mighty expensive though and doesn't have the fancy look in inventory ;) Number 1 choice though, for the very rich.
 

Kyo

Diabloii.Net Member
HarbingersOfSkulls said:
Yep, my Venomancer/Skeletons.

Basically, max out all 3 poison skills. Then I put 1 into Skeleton Mastery and maxxed out Raise Skeleton, then rest went into Skeleton Mastery afterwards.

With 1 into SM, I had 14 with +skills...so was not worried about lack of damage from them. Besides, PN shredds everything anyway...and Skeletons don't die often for me.

Also, put 1 point into all Curses(except last 2 on left side)

I'm 85 or 86 now.

And I rock like Iron Maiden.

HoS
HoS - Was basically going to try a venomancer as my main neco i have went with maxing mages and CE from the standard Skelemancer build and it fairely decent build so going to try and see if the grass is just as green on the other side with poison. That necrochild character manage to influence me into trying it out :D

MAX - RS, SM
MAX -Poison Dagger, PE and PN

1 pointers - preq curses up to decrep (right side tree)
1p - clay, GM and revive....oops almost forgot summon resist

Got a item with lower resist charges :D

Basically to get this it will probably take up the full 110 if you eventually get to lvl 99.

Is this the route you went?

Had a quick look at the so called fable "Necro bible" and i basically dun follow the SP allocation and disagree with "his" suggestions :scratch:

Double checked for reference with beatboxer's encylopedia and the poison build made a lot more sense imo :bow:

So in order to take full advantage of the poison attribute and I am going to need every SP given.
 
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