Cheezomancer build This build is all about taking advantage of synergy bonuses from charged items. Some would call that "cheezy", thus the moniker. This build focuses on all off the lower level skills (Clay Golem, Poison Dagger, Teeth, Bone Armor). Why? The problem with these synergy bonuses at present is that they won't work unless there are NO skill points in the skill granted by the charges. So that means only the lower level spells/skill can benefit from this. Here are the items that can be of help: Venom runeword dagger - effectively multiplying Poison Dagger damage by 6.6 Marrowalk - a no brainer. Aids the Bone Armor and offensive Bone spells. Metalgrid - Others might balk at this, but a Clay Golem with an extra 770 defense sounds pretty good. A Head-bag (preferably with +3b&P) with Bone Spear charges - bonus to teeth An amulet or circlet (preferably amulet, so you can use Blackhornâ€™s) with Bone Spirit charges. Ok, now what? This Necromancer is not uber, and is limited to the lower level skills, how can this be effective? Well the answer to that is to max these lower level skills and find a playing style that works with it. These skills all have their strengths as illustrated below: Teeth - Useful in dealing with large numbers of foes, majority of monster have no resistances to magic damage. PD - Decent poison damage, AR boost, and can use charms to boost damage Bone Armor - Undeniably a life-saver. Clay Golem - %Slow rocks! So...you have a Necromancer that will be standing tÃªte-Ã -tÃªte on occasion, and spamming teeth on large groups, has the ability to take a hit, and has a buddy that slows things down. He'll probably die, and it took forever to find all of these items. WARNING: This build is not for the squeamish, cheap, unblessed, or ignorant. How to make him survive through Hell: Skill distribution: 1 in Decrepify, Summon Resist, and all the prerequisites. 20 Poison Dagger 20 Teeth 20 Clay Golem 20 Bone Armor The remaining skills should be placed in either Golem Mastery or Bone Wall depending on your style of play or any weird hair you have. Stat distribution: Energy and Life are this builds main stats. These will depend on your style of play. Dexterity and Strength should only be pumped up enough to wear your equipment. Dexterity adds more physical damage and boosts AR, but physical damage and AR are not the emphasis of this build, and should only be considered if using a ranged weapon as a switch. After all, the Venom runeword has the super-nice "ignore target defense" mod, and daggers +%damage for each point invested is lame in comparison to other weapons. Mercenary Choice: Got to go with an act 2 Holy Freeze or any other Act 2 Mercenary that has a Doom weapon. This Necromancer needs to be able take his time and nibble away at his opponent, and slowing the monster is a highly effective way of granting more time to think. If you choose to utilize the Doom runeword, the Defiance Mercenary is a good choice. The aura will further augment the added 770 defense for your clay golem. If you choose the Holy Freeze Mercenary, then your Mercenary can further slow enemies down with a little poke from a Kelpie Snare. Gear Choice: %slow and +skills are your best friends here. %slow gives you time to kill with your low power, and +skills give you mediocre power. You'll have to decide for yourself, which is the best mix. Below are some decent choices for both Necromancer and Mercenary for %Slow: Blackhorn's Face - 20% slow and lightning absorb Cleglaw's Pincers - 25% slow, a must! Riphook - 30% slow, a valid ranged secondary weapon Blackbog's Sharp - 50% slow, a valid secondary weapon that allows the Necromancer to reach maximum %slow(90), though I'd save this for your next Venomancer build. The General's Tan Do Li Ga - 50% slow, a valid secondary weapon that allows the Necromancer to reach maximum slow, has a range of 3, and is cheap. Woestave - 50% slow, a valid secondary weapon that allows the Necromancer to reach maximum slow and has a range of 5. Kelpie Snare - 75% slow, over-kill for the Necromancer and allows the Mercenary to reach the maximum %slow(90). +Skill choices: Anything that gives +skills, or bonuses to the low level skill. These are too obvious to list. Play: If you follow the following credos, you should be fine: 1 - Decrepify is your buddy. 2 - Nibble away at big groups. 3 - Poke anything big. 5 - Use secondary weapon at least once on bosses to achieve maximum %slow(90). 4 - If in doubt, follow your Mercenary. 5 - Running is ok. I hope you enjoyed this mockery of a build.