best possible gear for my summon necro

BlargX

Diabloii.Net Member
Google the Arreat Summit, it's an official blizzard site that shows you all the uniques, spells, maps, etc.

Be careful about taking suggestions outside of Nightfish's summoner guide as "the norm" or how the summoner "should" be played. You'll see a lot of personal preferences passed off as if they're what everybody does or should do. Most of those preferences are arguable, to say the least. Some are also very good, but reflective of personal play styles or outlooks or even equipment levels that you may not have.

You don't need any more than one point in anything golem related, and you don't even need any golem but the clay. You should get a single point in golem mastery for its synergy with whatever golems you do choose to get. Not getting at least one point in summon resist would be bad. You don't really need every curse, but you do need amp, decrepify and the prerequisites necessary to get there, and will almost certainly want dim vision. You don't need anything in bone and poison skills except teeth and corpse explosion.

You should max raise skeleton, skeleton mastery, and corpse explosion, and in that order, as soon as possible. Side trips for clay golem, golem mastery, and amplify damage should come very early if not immediately. A dash to decrepify isn't necessary immediately, but you will want it, if your level makes it possible, by the time you hit some of the tougher early bosses, like Duriel or Diablo. Summon resist is also extremely handy.

But don't put aside working on your skeletons for long to get other skills; they are your main asset as a summoner arguably forever and certainly for a very long time, and if they aren't strong, you aren't strong.

The build is flexible in the long run, but a bit tight at first, because those detours into curses and everything but skeletons, even the two points necessary to get CE, slow you down. After your basic build of maxed RS, SM, and CE is done, your important curses should be out of the way too, and that's when you'll see the build's flexibility, not before. It is very easy to wander off choosing this or that skill at first and trying to come back to skeletons or the important curses later, and you see a lot of people on this forum wondering why doing that made their build weak for a while. (Happened to me, too.)

So despite the versatility of this build and the flexibility you have to play with it once the core skills are maxed, you really need to stick to the core build and hold back the desire to do your exploring of the Fishy's other talents until those core skills are maxed. Flexibility later does not mean flexibility early. Play later; work first. You have enough things like curses and golems and CE diverting him from his main strength already.
 

DTtheBlackMage

Diabloii.Net Member
with out equipt off the top of my noddle nugget my stats are like

rs and sm 20

golem ( clay ) 2 mastery 2 2 in summon resist 1 in revive one in all curses i think nothing in bone like 4 5 in corpse explo plus i got trangs plus wormskull and arm of king leo

i would probably be weak with out my equipment i'm at like 62 or so i seen a build on here with alot in clay golem thought about getting it

question say i get rid of my current act 2 nightmare merc and get a iron wolf for magic spells yes i know with out equipment he'l be work but could i ever get the act 2 merc that i was using back or is he gone forever
 

DTtheBlackMage

Diabloii.Net Member
in act 5 i got rushed to baal i quit the party and tried to leave cuz i didn't nab the wp's and didn't wanna walk threw rush my self threw act 5 i'm doing so and i'm dieing bad i got wormskull 35 helm plus 1 to skills i don't wanna lose that but i need something cheap and better same for boots 24 defense has soem ok resists like them they been ok till now

11 skellys 4 mages 4 revives arm of leo trang armor with a pgem topaz trang glove 46 defense belt

scrambled post and a double i'm sorry its late and my minds shot
 

anilrobo

Diabloii.Net Member
in act 5 i got rushed to baal i quit the party and tried to leave cuz i didn't nab the wp's and didn't wanna walk threw rush my self threw act 5 i'm doing so and i'm dieing bad i got wormskull 35 helm plus 1 to skills i don't wanna lose that but i need something cheap and better same for boots 24 defense has soem ok resists like them they been ok till now

11 skellys 4 mages 4 revives arm of leo trang armor with a pgem topaz trang glove 46 defense belt

scrambled post and a double i'm sorry its late and my minds shot
Dude summoners can survive any difficulty pretty easily, untwinked. Are you dying in hell because of low resists? If yes, either make a Smoke runeword in a two-socketed armor (Nef + Lum = 50 resist all), or gamble for rings.

Do some runs in areas around your level, and gain a few levels more.

Corpse explosion is the only skill you will be using in hell difficulty on a routine basis (after summoning your army of course), so you need to max that.

Also read my thread here.


 

DTtheBlackMage

Diabloii.Net Member
i made a sheild with a p topaz and something else the shield says 76 lighting restiance but when i look on char screen its only at 30 something kinda weird

i got ok resists tho could be my problem i do need to focus on that

how should i have my keys set up normally i got amp at f1 decrep f2 life tap iron maiden clay golem skelly mage skelly then coprse revives some where in there

but works best for most fishes also can i rid act 2 merc and get iron wolves merc can i go back to act 2 nightmare and get my act 2 nightmare with might if i wanted

sometimes theres just to much going on and he dies with out me noticing and archers get me bad dim vison helps but a iron wolf could help if i can switch that'd be nice with out losing gear / all the lvls id id for a merc
 

Nimbostratus

Diabloii.Net Member
Your resists are taken down to -40 in Nightmare and -100 in Hell. That's why the topaz shield isn't helping as much as it says.

For your keys...
-Iron Maiden is close to useless against monsters, since their damage:life ratio is too different for them to kill themselves with the reflected damage.
-In my setups, I keep my most used skills towards the left of the F-keys, and all my summons, prebuffs, and town portal towards the right. So my setup with those skills would be:
F1 = Amp
F2 = Corpse Explosion
F3 = Life Tap

F5 = Raise Skeletal Mage
F6 = Raise Skeleton
F7 = Clay Golem
F8 = town portal

Note that you can set more than 8 hotkeys in the options. Also, with my setups, I use the scroll wheel to switch skills, so I keep my most likely to use skills close to F1 in either direction.

Yes you can change mercenaries. Though you should unequip whatever he was using before getting a different one, since otherwise you would lose the gear. But the Act 2 Might aura helps too much for you to switch to something else.
 

anilrobo

Diabloii.Net Member
i made a sheild with a p topaz and something else the shield says 76 lighting restiance but when i look on char screen its only at 30 something kinda weird
Just as Nimbostratus said, your resistances are cut by 40 in nightmare and 100 in hell difficulty. So make sure you get a lot of resists in there. Some cheap equipment to obtain good resistances in hell: A homunculus shield socketed with a perfect Diamond, two rings with good resistances, Kira's guardian unique helm, and a Hellfire Torch. If you're rich, you can throw in an Annihilus small charm too.

how should i have my keys set up normally i got amp at f1 decrep f2 life tap iron maiden clay golem skelly mage skelly then coprse revives some where in there
This varies greatly from person to person. When I started playing summoner necro first, I used the keys in the order of my skills. Therefore F1 is raise skeleton, F2 is skeleton mage, F3 is clay golem, F4 is bone armor, F5 is amplify damage, etc. Over the period of time, I got used to this setup, and made a small change - I kept amp dmg and corpse explosion together (F5 and F6) because they usually go together. Summoning keys can literally be anything because you use them only when you start a new game. Once your army is summoned, you hardy need those keys.

but works best for most fishes also can i rid act 2 merc and get iron wolves merc can i go back to act 2 nightmare and get my act 2 nightmare with might if i wanted
Don't do that. Act 2 mercs have auras, that benefit all your army members. They have a native might aura that increases the damage of all your skeletons - a big plus! Your skeletons deal double or more damage when they're under the effect of might aura. Furthermore, act 2 mercs weild polearms, which enables them to have more auras:
1. Meditation aura for mana regeneration by Insight runeword - Ral Tir Tal Sol
2. Conviction aura for reducing enemy defense and resistances by Infinity runeword - Ber Mal Ber Ist
3. Concentration aura for enhanced damage and attack rating by Pride runeword - Cham Sur Io Lo)
 

DTtheBlackMage

Diabloii.Net Member
cool thanks for all the insight i'm haveing fun with my summoner i want to see him get to 99 one day who knows if i need to

yeah i'm poor my sheild sucks i just did act 5 and got that restiance potion from malah its helped out alot cold and poison are at like 80 lightings at 75 fire is at 70 i haven't started act 1 in hell tho i am champion i wanted to finsh act 5 nightmare and grab the wps
 

BobCox

Diabloii.Net Member
Read the guide here http://forums.diabloii.net/showthread.php?t=349093 and work your way up to the end game gear, this is one of the best builds in the game for finding stuff so going out and buying items on websites is not a good idea.
You will have leftover skill points to spend etc so that not a problem either, The advice you are getting so far is spot-on for end game play but the guide will serve you better for where you are now.
 

DTtheBlackMage

Diabloii.Net Member
forgoton tower physical immune what to do mages are weak merc is dieing magic is tearing me up bad not rich at all don't really like rushing threw i like to go act threw act ?
 

Eilo Rytyj

Diabloii.Net Member
Just level up some more. The higher level you are, the harder your skeletons are to hit (same as them having higher defense, pretty much).

Use Amplify Damage on most things to remove the physical immune, and Mages too. They aren't weak when there are 15 of them all shooting at once.

Use Dim Vision too on ranged attackers. That completely stops them from attacking. So things like those archers, or magic-using monsters, use Dim Vision to stop them attacking you and you and your merc wont die to them.

Use Life Tap to keep your merc healed. 1 hit = full health most cases.

Use some revives to take the hits for the rest of your army. Revives have a lot more life than your skeletons do, so try and keep the Revives up the front and Mages at the back.


You need to focus on your army's effectiveness. +skills +skills +skills and more +skills to boost their damage/life/resists etc. Get rid of that PTopaz shield, and use a Necro-only head with + to Skeletons, Mastery etc etc. or all Summoning or Necro skills i.e. Homunculus. That will make your army stronger, which in turn will make things easier.
 

DTtheBlackMage

Diabloii.Net Member
if i can find one i'l try my guy is so poor it sucks my build i didn't plan on makeing alot of mages i can raise about 4 and they die fast
 

DTtheBlackMage

Diabloii.Net Member
i got hc shako , mage plate nigma , beast rune , prefect hommunclus with a p diamond in it marrow walks gloom traps belt trang glove plus 2 smn ammy cheap bad rings

i still have trouble with resistance but with 12 in dm vison with 1 point base i just cast dim vison telly on a guy cast amp walk away let the kill

there killing speed on baal and diablo is kind of slow is there a way to up that

my merc only has durials shell i got gullimace helm to for weapon i was thinking insight or infinity is there something better
 

AnimeCraze

Diabloii.Net Member
Unless you are playing hardcore, resist doesn't matter as much. A necromancer's effectiveness is dependent on the player's ability, not so much the equipment. I mean, if you can make sure nothing can hit you, you can have base life for all I care.
BlargX said:
Be careful about taking suggestions outside of Nightfish's summoner guide as "the norm" or how the summoner "should" be played. You'll see a lot of personal preferences passed off as if they're what everybody does or should do. Most of those preferences are arguable, to say the least. Some are also very good, but reflective of personal play styles or outlooks or even equipment levels that you may not have.
You mean including Nightfish's summoner's guide. It may be a classic, but it also reflects his bias in playing style and such. To truly know your playing style, you try out various things, and scrap your character if it doesn't turn out the way you want it to be.
 

bruticus

Diabloii.Net Member
i got hc shako , mage plate nigma , beast rune , prefect hommunclus with a p diamond in it marrow walks gloom traps belt trang glove plus 2 smn ammy cheap bad rings

i still have trouble with resistance but with 12 in dm vison with 1 point base i just cast dim vison telly on a guy cast amp walk away let the kill

there killing speed on baal and diablo is kind of slow is there a way to up that

my merc only has durials shell i got gullimace helm to for weapon i was thinking insight or infinity is there something better
if you're not getting hit, and you use DV, you should be OK for resists, max or not. if you're in hardcore, try to max them for safety, i'd think.

for speedier Baal/Diablo kills, give your merc some more CB. Obedience is a cheap runeword to make for 40%CB. if you can afford Infinity, that also has 40%CB from the 2 Ber runes in it.



 

DTtheBlackMage

Diabloii.Net Member
how should i go for my west ladder merc then as far as gear

i was browseing found infinity would help me kill more that bramble armor would help also as far as helm how should i got

what does everyone use on a summon merc? like his godly gear
 

anilrobo

Diabloii.Net Member
how should i go for my west ladder merc then as far as gear

i was browseing found infinity would help me kill more that bramble armor would help also as far as helm how should i got

what does everyone use on a summon merc? like his godly gear
A bit different from the original post, still the question is valid.

Different people have different playing styles, so a single setup may not work out for everyone. However, consider trying one of these:

Weapon:

Remember that the merc is just one member of your big army. If you do not have enigma, you will find him trapped in weird situations sometimes where he will be found waiting behind a layer of skeletons, waiting for his chance to hit. My playing style relies on merc just for providing me crushing blow as damage. I dont' care how much damage he's got - in fact the less, the better because he won't kill himself to iron maiden while chaosing. A 15% chance to crushing blow is worth more than a polearm with 1000+ damage in my opinion, at least when killing bosses. You will find that a lot of experienced players will first try high damage ethereal polearms, but then revert to a four socketed voulge (big surprise?). It is difficult to get the first kill with this setup, but then you have blood moor, and Pindle's garden.

If you find exploding a lot of corpses (as I do) you will frequently run out of mana. To solve this, get an insight polearm merc (Ral Tir Tal Sol). If the rest of your skeleton army is finding it difficult to hit the monsters (when they have high defense e.g. Hell Baal) you might want to use an Infinity polearm merc to reduce their defense. Infinity is also the good choice if you concentrate more on your mages rather than skeletons (not many people rely on mages though).

If you rely solely on your merc to kill (not many people do that), then consider an ethereal hone sundan (200% enhanced defense) with three Ohm runes in it - only for rich guys.

Armor:

A lot of different opinions here, depending on needs.

If you are into magic finding, consider an ethereal ptopazed skullder's ire. There was a big debate on using Enigma on the merc few days back, but you could also do that because it gives damage reduction and extra life to your armor still preserving mf. If you do not have any of these, a plain four ptopazed high defense ethereal armor may also serve your purpose for some time as long as you take care of resists from other sources (helm or weapon).

Treachery is a good runeword armor for your merc as well because of faster attacks, faster hit recovery, and a chance to cast fade. Too bad the "+2 assassin skills" will not benefit your merc.

Bramble may do well upto nightmare difficulty, but may prove increasingly useless in hell for a Fishy. It may not be a good choice of end-game armor for you or the merc.

Armors that give + to all skills are also good on your merc because the higher level of might aura will benefit your entire army. (Enigma, Skullder, Chains of Honor etc).

If your merc keeps dying to elemental damage, consider a cheap Smoke runeword (Nef + Lum).

Currently I am using a high defense Fortitude (defense about 3.4k) because it provides the huge damage I need for faster Baal runs. I do not understand why Blizzard put damage in an armor, but it is working to my advantage :azn: The huge life bonus, chilling armor, some resistances and some damage reduced are nice perks that come along with this wonder.

Remember that this is not "end of the world" information. I would like to repeat that different people have different needs, and resources, so just use whatever works for you!

Helm:

Guillaume's face because of crushing blow. Alternatives are Andariel's visage (life leech, strength, +2 skills etc), Crown of thieves (life leech), Tal Rasha's mask (life leech), etc. In my opinion, life leech and crushing blow are two most important things in a merc's helm. My merc setup hardly needs any life leech, so I'm using a guillaume's helm with a perfect amethyst in it. The amethyst is to increase his strength so he can wear the Fort.


 
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AnimeCraze

Diabloii.Net Member
. I dont' care how much damage he's got - in fact the less, the better because he won't kill himself to iron maiden while chaosing. A 15% chance to crushing blow is worth more than a polearm with 1000+ damage in my opinion, at least when killing bosses. You will find that a lot of experienced players will first try high damage ethereal polearms, but then revert to a four socketed voulge (big surprise?).
Unless you are just so rich that your merc's damage doesn't matter, a big stick with lots of damage is always worth it. Unfortunately for him though, he doesn't play ladder, so infinity & obedience (big damage + massive crushing blow) are out.



 

DTtheBlackMage

Diabloii.Net Member
my gear

set up 1

weapon arm of leo

shield mozar round shield with ort n diamond in it

armor mage plate prefect enigma

boots marrow walks + 1

belt archaind mesh

glove trangs

natures peace ring is my best ring on

ammullet is 2 plus summon replinsh life
helm haraclien crest shako

set up 2

weapon beast rune

sheild hommuclus

same gear as above

merc gear

helm gullimace

weapon infinity

armor bramble

my merc does massive damage now fantasim thorns conviction might work wonders

oh i can't see red portal to nik ne more so thast out the question cold plains n merc i can go thrwe wp stand there and let him go off and kill so i can raise like really easy

my merc dies alot in chaos could be cuz of life tap i'ma start doing chaos runs alot any advice for a summoner
 
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