Attempt at a new build

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PraetorianX

Guest
Attempt at a new build

I wanna kind of blend a summoner with melee. I would have equiptment for pure summoner, but use a grim's burning dead grim scythe as a weapon (has +3 skills to help summons, plus decent weapon..kinda) These would be my skill pts.

Shako
Homunc
rare +2 summoning, resists, etc ammy
Homunculus
Marrows
ravenfrost
Carrion wind (only other ring i have)
nos coil belt
lava gouts
grims burning dead scythe (has to be one of the coolest lookin weap's on a necro :clap: )
armor- no idea hear- plz give suggestion


20 Poison dagger (if ar bonus bug still works?!?)
20 Bone Armor
1 Decrep (plus skills to help this)
1 Life Tap ("")
1 Amp Dmg( "" )
20 skel master
20 skeletons
1 summon resist
1 Revives
1 iron golem- (more if i have some left over)
1 golem mastery (more if i have some left over)

This is ladder so dont suggest a build like the commandomancer guide, i cannot afford the runewords and such and I have no ambition to have them. :rant: Other than that, what do u guys think? possible, or one of those "whatever man, gl! ? :uhhuh:


Im not expecting to be a melee powerhouse (summons are still the key fighters) I just want to fight along side my boys :lol:
 

GovernerOfCali

Diabloii.Net Member
I tried that scythe out of curiousity. I found it terribly slow and hard to hit with. Not sure why, my dex is in the 160's or 170's... my answer would be the "whatever man, gl!" lol... but what do I know... that's just my limited experience trying it for 10 minutes (BTW, I tried it in NM Act 2 when my poison necro was in the mid 70's)
 
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PraetorianX

Guest
Im figuring on the poison dagger bug to fix the hitting problem. the scythe being too slow might still be a problem, but i think i can get a decent amount of ias on gear. just curious, did ur poisonmancer have any ias? maybe thats why is wasnt workin well, idk. but thx for the reply :thumbsup:
 

darnocpdx

Diabloii.Net Member
We'll the PD bug no longer seems to be in effect (theres a thread here on it somewhere) and it is a subclass of meleemancer that some call the frontline general ( I think there are a few notes on it in the meleemancer guide that is stickied).
 
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PraetorianX

Guest
well the bug not workin certainly does pose a problem :hanky: Hmm, i can always do the demonlimb thing, ill have to try it. I also cant find a guide to what im talkin about except the commandomancer. im not seein the frontline general, maybe i'm just blind, idk. ill keep searching.
 

Mad Mantis

D2/3 Necromancer & Witch Doctor Moderator
You are right that the Grim's is slow. But is is still 18 FPA. If you are selecting a weapon for a Meleemancer I choose anything slower than 18 FPA. With 30% IAS you can get it down to 14 FPA.
To calculate your speed use this calculator.

Kbob made me change the title of the section on the Frontline General. Below you will find the actual text from the guide.


Commandomancer

Historically this build was called the Frontline General. The build described below is almost the same as the historic Frontline General. However since patch 1.10 and the guide made by TheKbob, calling it the Commandomancer feels better.

Curses
Amplify Damage = 1
Dim Vision = 13
Weaken = 1
Iron Maiden = 1
Terror = 1
Life Tap = 1
Decrepify = 10
Poison & Bone
Teeth = 1
Bone Armor = 1
Corpse Explosion = 1
Bone Wall = 1
Bone Prison = 20
Bone Spear = 1

Summoning
Skeleton Mastery = 20
Raise Skeleton = 20
Clay Golem = 1
Golem Mastery = 1
Summon Resist = 1

Tactics
This build relies on the Skeletons for extra damage and crowd control. These minions will probably do most of the killing. Because of the large number of targets presented to monsters, the Bone Armor synergies and curse duration can be lower.

The preferred Merc for this build is an Act-II Might Desert Mercenary. He will give you, your Skeletons and himself a huge boost in damage.

Special notion goes out to the original Commandomancer made by TheKbob. His Commandomancer deviates on several points with the above mentioned build. The guide is entertaining and a good read. Definitely look into it.
For those interested in the historic term, his build can be accurately classified as an Aura-enhanced Frontline General.
 

Tengu

Diabloii.Net Member
I say go for it dude :thumbsup: . The world needs people who try out new and crazy things. And who knows, maybe one day you will wander into a pubby dueling game and you'll see a necro owning everyone and claiming to be the most "übah grimnecro evah!!1". Or maybe not, but I can bethca it'll still be fun :clap:
 

HarbingersOfSkulls

Diabloii.Net Member
Tengu said:
I say go for it dude :thumbsup: . The world needs people who try out new and crazy things. And who knows, maybe one day you will wander into a pubby dueling game and you'll see a necro owning everyone and claiming to be the most "übah grimnecro evah!!1". Or maybe not, but I can bethca it'll still be fun :clap:
I agree with ya Tengu...and it is a different build compared to others trying to make a different build...but didn't.

Also...to the thread starter...use max bone wall instead of bone armor.

HoS
 

Kendu

Diabloii.Net Member
PraetorianX said:
I wanna kind of blend a summoner with melee. I would have equiptment for pure summoner, but use a grim's burning dead grim scythe as a weapon (has +3 skills to help summons, plus decent weapon..kinda) These would be my skill pts.

Shako
Homunc
rare +2 summoning, resists, etc ammy
Homunculus
Marrows
ravenfrost
Carrion wind (only other ring i have)
nos coil belt
lava gouts
grims burning dead scythe (has to be one of the coolest lookin weap's on a necro :clap: )
armor- no idea hear- plz give suggestion


20 Poison dagger (if ar bonus bug still works?!?)
20 Bone Armor
1 Decrep (plus skills to help this)
1 Life Tap ("")
1 Amp Dmg( "" )
20 skel master
20 skeletons
1 summon resist
1 Revives
1 iron golem- (more if i have some left over)
1 golem mastery (more if i have some left over)

This is ladder so dont suggest a build like the commandomancer guide, i cannot afford the runewords and such and I have no ambition to have them. :rant: Other than that, what do u guys think? possible, or one of those "whatever man, gl! ? :uhhuh:


Im not expecting to be a melee powerhouse (summons are still the key fighters) I just want to fight along side my boys :lol:
I'd like to point out that you can't use grim's burning dead grim scythe and homunculus at the same time because the scythe is a 2-hand weapon.

Like HoS said max bone wall instead of bone armour since you get +15 bone armour from synergy (just bonewall in this case since you have marrows) while +10 for points into bone armour.

For armour you should use GA (if you tons of res), something with +skills for your skeles, duress (great damage mods), Duriels Shell (great res and cbf), or of course trangs armour is always nice. You do not need shaftstop since your bone armour protects you from physical damage.
 

Fear

Diabloii.Net Member
What do you guys think of this build for my Summon/Bone Necro?

20 skeleton Mastery
1 Skeletal Mage
12 skeletons
20teeth
20 bone spear
20 bone spirit
1 corpse explosion
1 to all curses
1 bone armor
1 bone wall
at 107 points so far
1 clay golem
1 summon resist
1 golem mastery
 

Tengu

Diabloii.Net Member
Fear said:
What do you guys think of this build for my Summon/Bone Necro?

20 skeleton Mastery
1 Skeletal Mage
12 skeletons
20teeth
20 bone spear
20 bone spirit
1 corpse explosion
1 to all curses
1 bone armor
1 bone wall
at 107 points so far
1 clay golem
1 summon resist
1 golem mastery
*For comment, see the thread you just started with the same topic ;) *
 
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