Hitpower and Werebear Builds Combined - Somewhat

Ax2Grind

Diabloii.Net Member
Hitpower and Werebear Builds Combined - Somewhat

The only 'guides' mentioning Beast is the obvious aura-based Commando (I refuse to put -mancer after everything, get over it |-), but I'm looking to continue the discussion of the ethereal Bone-based hitpower Necromancer build along with it. If they have the same skill set (similar point distribution), then I can imagine one guide encompassing them all - a Fungal-based (pure melee), a Graverobber-based (summoning with aural assistance), and a hybrid of the two. If people want the hybrid to be called a Commando, well... ugh. Anyway, here are the Necro hitpowers, charges, and so on as listed by Kijya (why the hell this was hidden in Single-player when it's clearly a Statistic thread I'll never know):

Code:
Striking:
Amplify Damage      2     5%     Atma's Scarab         Unique Amulet
Amplify Damage      5     2%     Witchwild String      Unique Short Siege Bow
Amplify Damage      1     5%     The Gavel Of Pain     Unique Martel de Fer
Amplify Damage      1     6%     The Vile Husk         Unique Tusk Sword
Amplify Damage      1     4%     The Cranium Basher    Unique Thunder Maul
Amplify Damage      3     33%    Lacerator             Unique Winged Axe
Bone Spear          18    100%   Brand                 RW     4 Socket Missile Weapons
Bone Spear          10    15%    Bone                  RW     3 Socket Body Armor
Bone Spear          16    15%    Bonehew               Unique Ogre Axe
Bone Spirit         20    30%    Oath                  RW     4 Socket Swords/Axes/Maces
Confuse             18    11%    Delirium              RW     3 Socket Helms
Confuse             1     10%    The Fetid Sprinkler   Unique Holy Water Sprinkler
Decrepify           15    20%    Lawbringer            RW     3 Socket Swords/Hammers/Scepters
Decrepify           1     30%    Wrath                 RW     4 Socket Missile Weapons
Decrepify           1     5%     The Fetid Sprinkler   Unique Holy Water Sprinkler
Decrepify           1     33%    The Reaper's Toll     Unique Thresher
Life Tap            5     15%    Exile                 RW     4 Socket Paladin Shields only
Life Tap            18    10%    Last Wish             RW     6 Socket Swords/Hammers/Axes
Life Tap            10    5%     Dracul's Grasp        Unique Vampirebone Gloves
Life Tap            10    5%     Wrath                 RW     4 Socket Missile Weapons
Lower Resist        1     4%     Pus Spitter           Unique Siege Crossbow
Poison Explosion    9     15%    Viperfork             Unique Mancatcher
Poison Nova         8     5%     Guardian Naga         Unique Naga
Poison Nova         4     5%     Plague Bearer         Unique Rune Sword
Weaken              5     5%     Blackleach Blade      Unique Bill
Weaken              3     8%     Soul Drainer          Unique Vambraces
Weaken              3     8%     Doombringer           Unique Champion Sword
Weaken              3     10%    Heaven's Helm         Set    Spired Helm
 
Kill:
Decrepify      6     50%    Executioner's Justice Unique Glorious Axe
Poison Nova    20    50%    Breath of The Dying   RW     6 Socket Weapons
 
Struck:
Amplify Damage      14    35%    Brand                  RW     4 Socket Missile Weapons
Bone Armor          10    15%    Bone                   RW     3 Socket Body Armor
Bone Prison         2     10%    Arm Of King Leoric     Unique Tomb Wand
Bone Spirit         10    5%     Arm Of King Leoric     Unique Tomb Wand
Confuse             15    10%    Dream                  RW     3 Socket Helms/Shields
Dim Vision          3     15%    Gloom                  RW     3 Socket Body Armor
Dim Vision          3     6%     Darksight Helm         Unique Basinet
Iron Maiden         2     10%    Saracen's Chance       Unique Amulet
Iron Maiden         2     6%     Corpsemourn            Unique Ornate Plate
Iron Maiden         1     5%     The Gavel Of Pain      Unique Martel de Fer
Iron Maiden         6     8%     Steel Carapace         Unique Shadow Plate
Lower Resist        7     10%    Medusa's Gaze          Unique Aegis
Poison Nova         10    10%    Carrion Wind           Unique Ring
Poison Nova         5     5%     Radament's Sphere      Unique Ancient Shield
Poison Nova         6     9%     Pus Spitter            Unique Siege Crossbow
Poison Nova         15    15%    Andariels Visage       Unique Demonhead
Terror              13    14%    Delirium               RW     3 Socket Helms
Terror              3     15%    Boneflame              Unique Succubus Skull
Weaken              5     4%     Blackoak Shield        Unique Luna
 
Death:
Poison Nova     51  100%   Rainbow Facet   Unique Jewel
 
Charged:
Amplify Damage     8   3       The Gavel Of Pain    Unique Martel de Fer
Attract            17  30      Delirium             RW     3 Socket Helms
Blood Golem        15  9       Bloodmoon            Unique Elegant Blade
Blood Golem        22  15      Death                RW     5 Socket Swords/Axes
Bone Prison        33  13      Marrowwalk           Unique Boneweave Boots
Clay Golem         16  16      Stone                RW     4 Socket Body Armor
Corpse Explosion   14  30      Bonehew              Unique Ogre Axe
Corpse Explosion   4   12      Black                RW     3 Socket Clubs/Hammers/Maces
Corpse Explosion   5   40      Corpsemourn          Unique Ornate Plate
Decrepify          3   30      Spellsteel           Unique Bearded Axe
Iron Golem         17  14      Oath                 RW     4 Socket Swords/Axes/Maces
Iron Golem         22  11      Metalgrid            Unique Amulet
Iron Maiden        12  20      Metalgrid            Unique Amulet
Life Tap           12  10      Marrowwalk           Unique Boneweave Boots
Iron Maiden        15  40      Rift                 RW     4 Socket Polearms/Scepters
Poison Explosion   15  27      Venom                RW     3 Socket Weapons
Poison Explosion   6   40      Radament's Sphere    Unique Ancient Shield
Poison Nova        13  11      Venom                RW     3 Socket Weapons
Revive             20  25      Harmony              RW     4 Socket Missile Weapons
Revive             5   30      Blood Raven's Charge Unique Matriarchal Bow
Revive             8   **      Eternity             RW     5 Socket Melee Weapons
Weaken             6   18      Smoke                RW     2 Socket Body Armor
Fixed a spelling issue and put the entire list in one scrollable code window to shorten the post size, but it seems that two types of synergies have to be reconciled before deciding how to proceed. I should think bone skills are more desirable when going mostly melee with only a golem and a mercenary to help, but poison can work well over time if you have the comfort of a skeleton front line.

I'll look this over and wait for responses, including Realm's, who said he was trying both at the time or in the near future.
 
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Mad Mantis

D2/3 Necromancer & Witch Doctor Moderator
Re: Hitpower and Werebear Builds Combined - Somewhat

Bone would be my choice. It works great is combination with a melee build. It adds more damage and a large bit of safety if you have the correct synergies.

Have you already decided which direction you want to take? We could do some calculations to isolate some seemingly viable builds. It would be really fun to try and make something out of this.
 

Ax2Grind

Diabloii.Net Member
Re: Hitpower and Werebear Builds Combined - Somewhat

41 curse triggers/charges, 8 summon charges, 8 bone abilities, 12 poison abilities, and 3 items charged with Corpse Explosion.

I had been looking at just the Bone Armor bonuses, and synergizing only it while having three additional skills to pump. While poison matches that, the remaining bone skills get a benefit from the others and still allow at least one golem to accompany a mercenary. Poison by itself allows quite a few excess points to support skeleton minions while giving the damage time to set in, so it would seem splitting the two that way is perfect. Furthermore, since a single summoner can't supply Fanaticism, Concentration, and Might while using damage reflection or other major auras unless he golems a valuable item frequently, it seems ideal for the bone hitpower build to use Beast and leave almost the rest to the companion build and its poison hitpowers (there's Breath of the Dying, Venom daggers, and things like Blackbog's Sharp, with all the +skill specific items that are left out of Kijya's list).

Between the two, you could probably see every aura possible, barring Infinity's Conviction since it only affects an elemental variation (mages, Fire Golem, certain Revives, and even Corpse Explosion don't really justify its use over Pride, for example). Besides, I've never liked making that runeword in an ethereal polearm since I like the Cyclone Armor charges. Oh, the combination of BA and CA on a Necromancer...

Anyway, the eight-to-eleven items are:
Code:
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Bone Spear          18    100%   Brand                 RW     4 Socket Missile Weapons
Bone Spear          10    15%    Bone                  RW     3 Socket Body Armor
Bone Spear          16    15%    Bonehew               Unique Ogre Axe
Bone Spirit         20    30%    Oath                  RW     4 Socket Swords/Axes/Maces
Struck:
Bone Armor          10    15%    Bone                   RW     3 Socket Body Armor
Bone Prison         2     10%    Arm Of King Leoric     Unique Tomb Wand
Bone Spirit         10    5%     Arm Of King Leoric     Unique Tomb Wand
Charged:
Bone Prison        33  13      Marrowwalk           Unique Boneweave Boots
Corpse Explosion   14  30      Bonehew              Unique Ogre Axe
Corpse Explosion   4   12      Black                RW     3 Socket Clubs/Hammers/Maces
Corpse Explosion   5   40      Corpsemourn          Unique Ornate Plate
We can eliminate Arm of King Leoric immediately, since it's an ideal Graverobber (pure skeleton summoner) weapon, but not necessarily leave out Corpsemourn. This leaves:

Black (3oS club/hammer/mace*);
Bone (3oS body);
Bonehew (unique ogre axe)
Brand (4oS X/bows);
Corpsemourn (unique ornate plate);
Marrowwalk (unique boneweave boots);
Oath (4oS sword/axe/mace*).

Black or Oath as the melee one-hander with Brand as the ranged two-hander makes sense, at least in the non-Werebear gear set, and an ethereal Bonehew on a Desert Warrior would be insane. If you choose to go all out, a non-ethereal as your 2h would allow you to use the Corpse Explosion charges while a Rogue sits back and gets spearhappy. There's also Corpsemourn to consider, but I honestly don't see its charges playing a part unless Oath/Brand are chosen, and the hitpower curse would only benefit on a merc if you're using an Iron Golem, Wisp Projector, and so on, as damage reflection is the sibling build's alternate gear set.

Now, to go over the distribution and see how many points I can siphon for other skills.
 

Mad Mantis

D2/3 Necromancer & Witch Doctor Moderator
Re: Hitpower and Werebear Builds Combined - Somewhat

Black (3oS club/hammer/mace*);
Bone (3oS body);
Bonehew (unique ogre axe)
Brand (4oS X/bows);
Corpsemourn (unique ornate plate);
Marrowwalk (unique boneweave boots);
Oath (4oS sword/axe/mace*).

Black or Oath as the melee one-hander with Brand as the ranged two-hander makes sense.
That covers the armor, boots and a weapon. I think that Oath would be more sensible to use than Black. The level 4 charges of CE are fun, but there aren't that many. With Oath you have a chance to cast both Spirit and Spear every time you strike.

This would cover Spear, Spirit, Bone Armor and Prison. A larger amount of skills than I would have guessed.



 

Ax2Grind

Diabloii.Net Member
Re: Hitpower and Werebear Builds Combined - Somewhat

I think I have a good median skill set, so let's see if the explaination holds up. I'll list all four builds since 1.10 so you can see the progression, assuming I remember them correctly. The first two used charge synergies and the last is the build being discussed, using hitpowers and charges:

1.10: Hybrid
Poison Dagger (20)
Bone Armor (20)
Bone Wall (20)
Teeth (20)
Corpse Explosion (10)
Bone Spear (20)

1.10: Ultimate
Poison Dagger (19)
Bone Armor (1)
Bone Wall (13)
Teeth (15)
Corpse Explosion (1)
Bone Spear (15)
Skeleton Mastery (0/1+)
Raise Skeleton (3+)
Raise Skeletal Mage (3+)
Amplify Damage (0/1+)
Iron Maiden (0/1)
Life Tap (0/1)
Lower Resist (0/1+)
Weaken (0/1)
Terror (0/1)
Decrepify (0/1+)
Dim Vision (0/1)
Confuse (0/1)
Attract (0/1)

1.11 Pure
Teeth (20)
Corpse Explosion (1+)
Bone Spear (20)
Bone Spirit (20)
Bone Armor (1+)
Bone Wall (20)
Bone Prison (20)

1.11: Hybrid
Teeth (16)
Corpse Explosion (1)
Bone Spear (16)
Bone Armor (1)
Bone Wall (20)
Bone Prison (20)
Clay Golem (1)
Blood Golem (1)
Iron Golem (1)
Fire Golem (13)
Golem Mastery (20)

First, Bone Wall/Prison are maxed to barely meet synergies to each other, in doing so they give better than the minimal synergies for Bone Armor. With that in mind, Teeth and Bone Spear only need be SLvl16 base, which require 56 points in their synergies to reach the same plateau. No points are spent in Bone Spirit for two reasons: though the synergies aren't needed for BSpear/Teeth to be effective, you can change this into a complete caster merely by moving points into it and keeping the main build centered within all possible variants, but also changing the gear to melee format will find it more than adequate with Oath's SLvl20 hitpower (Bone's is another story, but Brand is fine).

Oath's SLvl17 Iron Golem Charges play a big part, too. As stated, minimal synergies put Clay/Blood/Fire Golem each at 13, with Golem Mastery at the halfway point, to work well. Siphoning points, however, works here. With each point beyond ten into mastery, you increase all golem life by much more than the BG synergy, while it also gives higher attack rating bonus than the CG synergy (every four into mastery means five out of clay). So, maxing out mastery allows the first three golems to be treated as prerequisites to FG, which has no equivalent skill to negate the synergy. The third of the skill points unused in Poison and Bone are used in Summoning, making this an ideal hybrid, assuming it works for all the stated purposes - this needs to be tested.

Gameplay is different under each gear set and the obvious variants. Most casters won't want to use Fire Golem, but the Holy Fire aura attracts monsters to it instead of you, making it perfect to group targets for spearing and giving a third form of damage, whih is always good even if it takes a while to work (there are physical+magic immunes). Teeth and BSpear will probably be all that's needed, much like the Molten Boulder/Volcano or Firestorm/Fissure combinations for Druids: one for tunnels and nasties, one for fields and runts. I'm not sure BSpirit will even be missed, but we'll see.

If there are no major changes advised I'll start work on this now.
 

Mad Mantis

D2/3 Necromancer & Witch Doctor Moderator
Re: Hitpower and Werebear Builds Combined - Somewhat

Why 13 in FG? If it is just for the aura then you can get away with less. I don't think that the 78% ED to IG will do all that much to be honest. Depending on your Merc choice. Also you forgot to place a point in Summon Resist.
 

Ax2Grind

Diabloii.Net Member
Skills, gear, and a question

That covers the armor, boots and a weapon. I think that Oath would be more sensible to use than Black. The level 4 charges of CE are fun, but there aren't that many. With Oath you have a chance to cast both Spirit and Spear every time you strike.

This would cover Spear, Spirit, Bone Armor and Prison. A larger amount of skills than I would have guessed.
Didn't catch this yesterday, was busy typing the previous post while this one was added.

I agree that SLvl4/5 charges on this build are unnecessary, as one point into Corpse Explosion will exceed that with only a few +skills, and mana is easier to come by than gold. They're more or less used for other classes, since even a wand and/or shield will give higher for a pure summon set-up. Bone Prison, though, probably would be a mistake to be cast from the boots on this side of the hybrid. The skeletal/poison combination would make far better use of it since there are no boots it would need better. It's a zookeeper, why not put the animals in a SLvl33 cage without spending a point in the skill or prerequisites - this if all else fails, of course.

So, I'm looking at the armor, weapon, and skills here, going caster at first and then graduating to melee, culminating with a Beast. If Realm is to be taken at his word, a Defiance mercenary would be better than the others, by far. I'm interested in hearing whether the skill allotment above is possible to rely on in casting mode, only. Then I'll look into ethereal Oath version, which wouldn't have the benefit of Iron Golem, so it would have to tolerate a Fire Golem and the tendency to attract more monsters than the Necro might handle in melee mode. Only then will it be able to handle Werebear mode.

Questions: are there any attack skills usable aside from normal when using Oath, or Beast?

Mad Mantis said:
Why 13 in FG? If it is just for the aura then you can get away with less. I don't think that the 78% ED to IG will do all that much to be honest. Depending on your Merc choice. Also you forgot to place a point in Summon Resist.
Ack, got me again.

The minimal synergies for a SLvl17 Iron Golem mean 13 into each, but two of them (Clay Golem and Blood Golem) can negated by ten more points into Golem Mastery. That leaves only the Fire Golem to have points beyond the first, and it's fine to use with a bone caster because of the aura and third damage form against dual immunes. With only 36 skill points to spend in golems, I looked at that as ideally centered inside all the possible variants, but suggest something else if would do better.



 
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Ax2Grind

Diabloii.Net Member
Re: Hitpower and Werebear Builds Combined - Somewhat

He's now at CLvl22 and I got trapped by Sszark in a multiplayer game where they decided to rush. So, I'm now looking for some help on a gear change. Which of the original 16 sets, Cow King's Leathers, and Sander's Folly, would you think ideal for this build in the early stages and why? Which would obviously be counted out?
 

Mad Mantis

D2/3 Necromancer & Witch Doctor Moderator
Re: Hitpower and Werebear Builds Combined - Somewhat

I'm interested in hearing whether the skill allotment above is possible to rely on in casting mode, only.
When I look at the numbers I think you need some serious gear to get the bonecaster going.



Questions: are there any attack skills usable aside from normal when using Oath, or Beast?
CE is always useable. Spirit from Oath does nice damage with that skill distribution. The other caster skills don't really look like hot stuff when wielding Beast or Oath.



With only 36 skill points to spend in golems, I looked at that as ideally centered inside all the possible variants, but suggest something else if would do better.
Well that explains why the points go there. I don't have a much more sensible distribution, except making sure that there is a point in Summon Resist.



He's now at CLvl22 and I got trapped by Sszark in a multiplayer game where they decided to rush. So, I'm now looking for some help on a gear change. Which of the original 16 sets, Cow King's Leathers, and Sander's Folly, would you think ideal for this build in the early stages and why? Which would obviously be counted out?
For low levels you can really get going with a melee setup and Sigon's. It has resists, AR, IAS and some other decent bonuses. What is you distribution now? That always helps with gear setups.



 

Ax2Grind

Diabloii.Net Member
Re: Hitpower and Werebear Builds Combined - Somewhat

Well, I was planning the play style around something similar to the wind hitpower Druid, where early it's melee, but around CLvl18/24 it can cast itself crazy. If I really plan on using hefty ethereal armor Bone, then the strength would be higher than normal, but since I'm not melee until Oath I'd have trouble even trying now.

That brings us to the caster alternative until all the gear is usable, which you say is a bit on the weak side. I have two-thirds of the skill set saved for bone, and don't know how many more to allot if it's too weak, even with +skills. I have an RLvl18 +1P&B circlet, shield (with Blood Golem and Poison Explosion bonuses), a couple RLvl15 skill amulets, and could always shop a temporary wand. Currently, all but two of my skills are in bone, so it should work just like a Fungal build for quite some time, as I can simply continue to pump Teeth and Bone Wall/Prison instead of Spirit after CLvl30.

Iratha's Finery is always underated, since it gives +65%ARes while raising the maxes by 10%. Though it takes up the helm and amulet, the shield and weapon are still available. Then there's Sander's Folly, only completable at CLvl28, but I'm short the Paragon. I have nothing of Cow King's, so I'm glad that wasn't mentioned. Infernal Tools isn't a boner's dream, so that's why I was looking for suggestions.

One point into Summon Resist and Sigon's Complete Steel... hmmm. Don't know where to get the extra points overall, unless I take them from Fire Golem, and the bonuses from the set aren't really desirable when playing solo. Guess I'll have to trade in my Rogue for a Defiance mercenary after all, and make a decision before Mephisto.
 

Mad Mantis

D2/3 Necromancer & Witch Doctor Moderator
Re: Hitpower and Werebear Builds Combined - Somewhat

Well, I was planning the play style around something similar to the wind hitpower Druid, where early it's melee, but around CLvl18/24 it can cast itself crazy. If I really plan on using hefty ethereal armor Bone, then the strength would be higher than normal, but since I'm not melee until Oath I'd have trouble even trying now.
Casters aren't my forte I have to say, so I won't know how to play one at low level. I do know that with full Sigon's and a halfway decent weapon you should be able to melee until the start of NM.



That brings us to the caster alternative until all the gear is usable, which you say is a bit on the weak side.
Maybe take a look at Dentist builds if you want to cast at low level?



Iratha's Finery is always underated, since it gives +65%ARes while raising the maxes by 10%. Though it takes up the helm and amulet, the shield and weapon are still available. Then there's Sander's Folly, only completable at CLvl28, but I'm short the Paragon.
Iratha's looks like a decent resist set, but it is missing caster specific bonuses. Sander's has the FCR bonus and some mana. The other bonuses are useful, but not that necessary IMO. The trouble is that there aren't really any sets that provide good bonuses for low level casters. Nothing with good +mana, FCR and maybe a +skill or two.



One point into Summon Resist and Sigon's Complete Steel... hmmm.
The Summon Resist is needed if you want your minions to be able to survive at the higher difficulties. The Sigon's is just preference.



 

Ax2Grind

Diabloii.Net Member
Re: Hitpower and Werebear Builds Combined - Somewhat

I notice you only post between 7-9AM EST, so I wait an entire day to move on. o_O

With regards to casting bonuses, you're right in the 16 original sets. Only +skills of Infernal Tools helps, and at least a shrunken head can be worn there. With Iratha's, though, Stealth and those RLvl18 items with Bone Spear and such can be worn. One or two casting rings, either Maelstrom or a 10%FCR shopped wand, even without Wall of the Eyeless at RLvl20 or a 20%FCR wand a level later I can still reach the third-to-last breakpoint, second-to-last soon after. I have several RLvl18 boots and can wear the crown with some help, so it probably wouldn't be too hard.

A bigger question: do summons gain from Summon Resist at the time of creation or does it need to be active all the time? This is similar to the Druid summon prebuff question, which no one seems to have answered conclusively yet.
 

Mad Mantis

D2/3 Necromancer & Witch Doctor Moderator
Re: Hitpower and Werebear Builds Combined - Somewhat

My posting is determined by my time zone and schedule. Currently that time comes easiest to me. I shall try to see if I can drop in more often.

Glad to see you've got the gear a bit figured out. Seems like one of the most difficult things to get right.

Summons gain Summon Resist at the time of their creation. Which is why prebuffing can be so effective.
 

Ax2Grind

Diabloii.Net Member
Re: Hitpower and Werebear Builds Combined - Somewhat

No need to drop in that often, especially for my sorry behind. I went with Iratha's and shopped three wands: +3BSpear with other bonuses on a mundane bone wand, +3BSpear/+2GMastery with 5NRG, and a +1P&B with assortment bonuses. I'm using the middle one, though, to significantly boost my spear, and I'm clearing monsters in multiplayer games... while others constantly die, as usual.

Since Iratha's and Arcanna's are both RLvl15, I keep Iratha's on my RLvl18-19 mule seeing how Arcanna's needs the resistance on grand charms a lot more, so my switch is the best self-replenishing ethereal war javelin I've been able to imbue: nice damage and mana leech. If I can't suck down a potion to keep spearing, I switch and leech it back - works like a charm. That means I need a Summon Resist buffer on the throwing end and be set, at least until the next gear change (oy).
 

Mad Mantis

D2/3 Necromancer & Witch Doctor Moderator
Re: Hitpower and Werebear Builds Combined - Somewhat

The next gear change should be more easy. You're getting to the point where the first real bonuses are becoming available. So all that was really needed were a few +skills?
 

Ax2Grind

Diabloii.Net Member
Re: Hitpower and Werebear Builds Combined - Somewhat

No, Sszark trapped me and I couldn't recast Bone Armor fast enough to get another portal out (he and his buddies surrounded it in a multiplayer game). I figured I needed something to raise my defense, reduce damage, and still be able to deal out damage when backed into a corner. Usually I know when before I get farked, but this hybrid played a few tricks on me until I just started playing it like a caster early. Still don't remember the ideal gear for one, so I'll have to look at the end-game stuff and work backwards.

Ah, I'll finally be able to use those damn P&B skillers and get them off my class-specific mule, once I find an ethereal war javelin to imbue (have to stay at CLvl36 until I find one).
 

Ax2Grind

Diabloii.Net Member
Re: Hitpower and Werebear Builds Combined - Somewhat

The ethereal war javelin search has stalled this build, but I'd like to confirm something with regards to the golem skills. Is maxed Golem Mastery a good idea, as in we agree that with a melee Necromancer at least two minions - a golem and mercenary - are needed, and the benefits are highly desired regardless of the type of golem used? If so, I'll know where to go with the additional skill points, and we can continue the discussion on the Fire Golem until I need to make a choice, as I haven't spent one into Blood Golem yet.
 

Mad Mantis

D2/3 Necromancer & Witch Doctor Moderator
Re: Hitpower and Werebear Builds Combined - Somewhat

A single minion is too little for a Meleemancer IMO. You can get by without an extra one with some curses and liberal application of Bone Wall and Bone Prison, but the Golem really helps.
 

Ax2Grind

Diabloii.Net Member
Re: Hitpower and Werebear Builds Combined - Somewhat

Alright, I guess that means he has to stick around awhile, and maxed mastery is a must for that regardless of which golem used. I'll speed up my hunt and try to continue into nightmare, thanks.
 
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