For games in which one is playing a necromancer partied with another player, it is notable that a huge part of your contribution can end up being a simple curse that makes monsters take more damage from your partner's attacks, whether that's Amplify Damage, Decrepify, or Lower Resist. Yeah, you can dish out damage to big mobs with Corpse Explosion, but in other situations, a character dedicated to using skills to dish out weapon-based damage or synergized spellcasting damage will be doing the killing, and those curses are so good (sometimes even just with one hard skill point invested) that they make it easy for your companion to outshine whatever it is you're doing.Still, though, a Necro who explicitly refuses to go with summons will probably prefer to have a meat shield, so, once again, I suggest a Werebear/Werewolf of some sort, who will be a great tank (Shockwave alone makes Werebear a wonderful party animal, but a Furywolf build with lots of Crushing Blow is a fast boss killer and feels fast and slick, too), and his damage will be greatly helped by any Necro curses.
Are you saying that those raised skeletons don't do much or that this summoner isn't doing much while waiting for monsters to be killed? It seems that you mean skeletons and I find this really strange. Even if we keep this on untwinked level gear it's really easy to obtain some skill gear really early.......While it is summoning, one only needs to actually make Revives in tough situations. I point this out because the traditional summoner necro maxes Raise Skeleton and makes a huge army of minions, but they don't really do much. Revive can be used to defeat anything, and it doesn't require spending all of one's skill points. In fact, you could even skimp on Skeleton Mastery and be fine.
Yes, I mean that skeletons don't do much. And I am familiar with all of your little tips. I've played summoner necros more than I've played any other type of character in the game, but I no longer do so. The damage contribution from skeletons, even with help, is easily outshined by so many things. Poison Nova beats skeletons several times over. That Might merc can dish out more damage than the whole mob of them combined. For years, I assumed that the Might aura from a merc was good for enhancing skeletons and that this was the reason to be using it on a necromancer. But why bother with skeletons when the merc himself so massively outscales them? I'd even use Bone Spear over skeletons (and right now, as it happens, I do).Are you saying that those raised skeletons don't do much or that this summoner isn't doing much while waiting for monsters to be killed? It seems that you mean skeletons and I find this really strange. Even if we keep this on untwinked level gear it's really easy to obtain some skill gear really early.
Shop for +3 raise skeleton wand in act1.
Necro head shield with 1-2 skills in skeletons or summon tree.
Lore (ort sol) rune word for helmet.
Amulet with summon tree skill or 2
Normal difficulty is a breeze and in NM you get might merc. With 20 points in skeleton and mastery and that gear with might merc we are looking at 2500-3500 DPS according to necromancer pet calculator. DPS varies with Mercs level for that might aura.
After that you can apply 1 point wonder and amplify those poor monsters to totally annihilate them.
I just needed to say this in case someone reads this and thinks that summonmancer might not be so strong. It's a powerhouse and it shines untwinked in a way that not many class can.
Make sure you use correct curses and learn right places for them. Attract and terror are huge fun and makes it so much safer in tough spots. Alse Dim vision Vs. ranged is really helpfull.