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In need of necro build

Discussion in 'Necromancer' started by Simpleandy, Feb 7, 2017.

  1. Simpleandy

    Simpleandy Diabloii.Net Member

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    Hi, me and a friend started playing d2 again after a 9 years break.I need a good and up-to-date build for a necro but he speficied he didn't wanted to do a summoning necro.Can you guys help me out?
     
  2. Immortal Cocacola

    Immortal Cocacola Diabloii.Net Member

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    In general, a Necro only needs to kill the first corpse and then use that to form a chain explosion using maxed Corpse Explosion that will escalate and destroy everything on-screen. Summon necros are played because they allow to do that while being extremely safe. A different Necro build would be a standard Boner, maxing Bone Spear and synergies for massive damage, and using CE to AoE corpses. You will have strong damage that is not resisted by anything.

    In your other thread you mentioned that you need a Druid build and I assume that you will be partied. I had a very fun romp playing a Fireclaws Werebear with a Bone Necro. I was a frontliner with huge melee damage and in Normal difficulty I could just spam Firestorm/Molten Boulder for extremely quick clears, while Bone Necro stays behind his tank friend and spams Bone Spears. You can also make a Fury Werewolf - not nearly as tanky or gear independent, but also fun and has his own strengths, I just prefer bears (they have more life and an AoE stun, Furywolf has more DPS), but they both work for both builds you only need a lot of Attack Speed and Crushing Blow, so you don't need to grind for items much, especially if the Necro just casts Amplify Damage to help you kill stuff.

    So I would suggest a party of Bone Necro with a Mauler/Furywolf/Fireclaws Werebear.
     
  3. Namtar

    Namtar Diabloii.Net Member

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    Necromancers that are fully untwinked or that have limited access to gear are rather tedious in Hell compared to most other classes, although Corpse Explosion greatly mitigates this in most areas. For clearing regular monsters, the default setup is one point in Amplify Damage and maxed Corpse Explosion. Necromancer builds tend to differ only in how one handles situations that Corpse Explosion does not solve. I've tried just about every method. Some options...

    Max Skeleton Mastery, get Revive and some +skill equipment:
    This is absolutely what I'd do if fully untwinked. Skeleton Mastery makes Revives nigh invincible except for the stupid time limit on them and their glitchy tendency to wander away and vanish. Revive is awkward and is one of the least fun skills to use, but if properly applied, it powers through everything. I find it tedious, but it is reliably effective with crappy equipment. 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.

    Dump nearly all of your skill points into Bone Spear/Spirit and synergies:
    Bone necros have the advantage of being able to dish out damage from a distance, and since it's magic damage, fewer enemies resist their damage or are immune to it. This requires a huge investment in skill synergies to get that damage output. It's demanding and mana-intensive, but other than a need for mana and Faster Cast Rate, you're not very reliant on gear. Notably, every other major character build focused on dealing magic damage outclasses a bone necro in Hell (the magic damage that the amazon and assassin can get from skills is more of an afterthought, but the barbarian and paladin can specialize in magic damage and outperform Bone Spear by a whole lot, for far fewer skill points).

    Invest in poison skills and pick up Lower Resist:
    This has been my preference. Poison Explosion is an excellent fire-and-forget skill that can keep on dealing massive damage to tough monsters for an extended period of time. Poison Dagger is the necromancer's only dedicated melee skill, and not a very good one, but it can be made to work. If you choose not to wield a dagger, or really even if you do, the key point of interest in investing in poison is Poison Nova, which covers a large area and deals damage very quickly. Cast Lower Resist to weaken enemies to poison, spam Poison Nova to damage them. Once they start dying, switch to Amplify Damage and Corpse Explosion to clear them. While it takes good gear to really make the poison damage go crazy, it can be reasonably effective in Hell even without the ideal poison necro equipment.
     
  4. Immortal Cocacola

    Immortal Cocacola Diabloii.Net Member

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    One other advantage that Bone Necro has is that your skill progression throughout Normal will grant you a high-level Teeth skill, which is a great skill to just blast through Normal, and a speedrunner's favourite for that purpose.

    Again, alluding to your other thread, Namtar's thought-provoking suggestion of a Poison Necro also lends itself to a Lower Resist synergy with a Fireclaws Werebear; Necro will bolster both of your damage outputs that way. Lower Resist would also bolster a Windy build greatly, but cold damage will shatter corpses that the Necro might need. You could also play a pure Fire druid with Lower Resist help, as Fire druids are sorta underwhelming (Molten Boulder and Fissure melt Normal difficulty, but Fire tree does not scale well), but all sorts of elemental builds get a massive synergy from Lower Resist and similar spells.

    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.
     
  5. Namtar

    Namtar Diabloii.Net Member

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    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.

    As an extreme example, I really like this ostentatious build.
     
  6. Causa

    Causa Diabloii.Net Member

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    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.

    -Causa
     
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  7. Namtar

    Namtar Diabloii.Net Member

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    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).

    That being said, I agree with you: it is a good, practical option for untwinked play. I discounted it because the OP ruled out the option.
     
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  8. Namtar

    Namtar Diabloii.Net Member

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    I don't want to belabor the point too much, being that the "didn't want to do a summoning necro" was stated at the outset of this thread, but my reason for mentioning Revive was that the skill is a kind of ace-in-the-hole that doesn't rely on gear, but can be taken advantage of by any necro, not necessarily a summoning specialist. I took it to mean a necromancer who isn't focused on making a big army of undead as his main thing, and not an outright exclusion of all skills in the summoning tree. But also, Revive is another reason that I'd hesitate to go with a traditional skeleton-based summoner necro. The character I've been focusing on lately has nearly all skill points put into synergies for Bone Spear/Spirit. But even with only one hard point each in the summoning tree skills (and none in Fire Golem), this necromancer can get an army of 15 Revives. What their exact damage works out to depends on which monster corpses are used, but they easily beat skeleton warriors. And this is a dedicated bone necro with no special support for them. But ultimately, I prefer poison more because it leaves plenty of skill points for other options, such as maxed Skeleton Mastery for even stronger Revives.
     

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