Is their any necrobuilds that can compete with one point wonders?

Logosseven

Diabloii.Net Member
Is their any necrobuilds that can compete with one point wonders?

Hey All, Am new here but lurked for a while, and really appreciate the build section. However, I was wondering if their was any builds for the necro that can defeat the inclination to one point wonders that I generally see here. (Curse Tree, Revives, Bone Armour, Golem Tree, Skelemages, etc).

I'm not particarly ragging on one point wonder builds, but it seems necro lay heavy towards them (with at least a tree and a half more or less perfect for them)so i was wondering if their are any necroskills left besides maybe raise skeleton and corpse explosion worth putting more than one point in? Are their any effective builds out their that avoid it?

Thanks for the help, Sincerely Appreciated

L
 

zuke

Diabloii.Net Member
Every class has their one-point wonder skills. Necros no more or less so. Check the stickies, there is a pretty long list.
 

Darker Realm

Diabloii.Net Member
I will give a comprehensive list of one point wonders and possible skill developments:

Bone Armor: Maxing this along with Bone Wall and Prison will yield you 800-1000 points of Bone Armor allowing you to wear Ethereal Items without breaking. (30k Defense Necromancer)

Corpse Explosion: Maxing this will hit diminishing returns because this skill is not synergestic with your attacking power unlike Skeletons, Golems. I suggest anywhere from 1-10 points.

Amplify Damage. A friend accidentally maxed Amp Damage, giving him a huge curse radius very useful for summoner and Ubering. However, too many points is not advised. 1-3 points here.

Decreptify: Although we know that Decreptify's radius is handicapped but additional points can increase duration (may be very useful in dueling). 1-3 points here.

Iron Maiden: Well some people max this. Will do significant damage in hell when stacking a maxed Iron Maiden with Level 20 Thorns and Heart of Wolverine from Bramble. Useful against Smiters because they hit 100% of the time; Time to take their damage back at them

Lower Resist: Although putting one point and maxing it will yield a difference about only 5% due to diminishing returns (-61/62% vs -66/67%), the only way to increase you elemental damage is to push for a higher lower resist. This may not be desirable Necromancers who use this skill, inclulding Poisonmancer, Elemental Battle and Lord of Magi before they are level 95. If you hit a very high level and you have nothing better to invest in this is a good skill. Still, it may not be the most effective since 5-10 points will give you additional 3% and 10 more points will only yield about 2%. So if you want a balance, 5-10 points here.

Maxing it, however, is certainly excellent. I'm talking about team play applications here. Two poisonmances can cover each other's backs, or a Poisonmancer and a LoM Nec. Excellent for baaling with sorceresses. Final note, some monsters are difficult to break since Lower Resist works at 1/5 effectiveness so you have to reach a certain number to break it and maxing it would give most insurance against all monster types

Clay Golem. 1 point is great. 10 points means a very slowed enemy whether it be Player or Boss, 20 points is maximum slowness. Plus Clay Golem can boost the Attack Rating of your Iron and Fire Golems. Game code is: +Ar from Golem Mastery (+25/Slvl) and from itself (+20/Slvl). So it is 4/5ths as effective as Golem mastery, decent when comparing that to other Golem synergies (Blood Golem is only 1/4 as effective as Golem Mastery, and each point in Fire Golem gives relatively small amounts of damage. If you want to combine use of Clay Golem with other Golems, additional points in here is recommended. Either 1, 5, 10, 15, 20 points is good here.

Fire Golem: I strongly recommend more than one point if you want to use your Golem for damage. Place points here when you have reached very high character levels and you do not want to invest in other points with diminishing returns (AHEM* thank you Blizz for putting diminishing returns on almost all Nec skills) like Corpse Explosion, Summon Resist, Lower Resist.

Fire Golem will increase the damage of your other Golems, Code is skill ed% = 6 * baseSlvl_FireGolem This is alot and will multiply the damages of your other Golems several times. Unfortunately, it only accounts for base damage so in the case of Iron Golem you'll only get a small damage increase.

Prebuffing is advised when using a Fire Golem, and will become effective if you have a high level of Lower Resist or playing with another player with Lower Resist. A base Slvl 20 Fire Golem will yield ideally a level 45 Fire Golem, and a Slvl 20 Fire Golem will yield a level 35 Fire Golem, which marginally begins to do damage.

1 point will suffice here until you are undertaking a special build or you have reached a high enough level to complete most of your other skill tree developments. 20 points otherwise.

Revive: Well maxing this may be of marginal benefit if you like a specific monster class so much you want to carry as many monsters of that type around you as possible (e.g. Bunning Souls, Death Lords).

Summon Resist: Another spell that varies widely in skill distribution by personal preference. Skeletons Warriors and Magi after a +6 Battle Orders or higher from barbarians is pretty much invulnerable to anything besides elemental damage. For those who believe the best defense is the best offense and those who want to run a full army without ever having to resummon a skeleton, additional points here will help. Note that the diminishing returns here are much more generous than that of Lower Resist. 1-7 points here should be good.

Also, Summon Resist is the only way to deal with Sorceresses, and thus the ideal NecvSorc summoner would be a vita build with good investment on Summon Resist. It is the only way to decrease their massive damage and keep your minions for fractions of a second longer; enough to win the fight.

All additional posts and discussions will be based on the listings here.
 

Logosseven

Diabloii.Net Member
so level 20 clay golem is the slowest, and the slowing factor doesn't raise above 63%? does the clay golem continue to get the other bonuses from level if i have a level 30 clay golem does he have the appropiate health and ar even if he only slows like level 20?

:hanky:
 

MYK

Diablo: IncGamers Member
I lost a lot of attention span the second pvp notes were thrown in.

I don't see the point in trying to spend points in skills that really don't benefit from them. The point being to create an efficient characters and not one that has a level 50 fire golem that gets out damaged by the prerequisite skeletons you'll have.

I don't really think CE hits diminishing returns. It's so powerful that any increase in radius really increases the power which makes it so powerful.
 

BlargX

Diabloii.Net Member
Corpse Explosion: Maxing this will hit diminishing returns because this skill is not synergestic with your attacking power unlike Skeletons, Golems. I suggest anywhere from 1-10 points.

Amplify Damage. A friend accidentally maxed Amp Damage, giving him a huge curse radius very useful for summoner and Ubering. However, too many points is not advised. 1-3 points here.
On point 1, CE covers more and more area the more points you get into it, so maxing it is very helpful. It doesn't need synergies to be effective, but area coverage, which maxing it gets.

On point 2, an explanation is in order rather than a flat statement. Perhaps you are saying this because too big an amp damage will override too many other curses, like dim vision?

Iron Maiden: Well some people max this. Will do significant damage in hell when stacking a maxed Iron Maiden with Level 20 Thorns and Heart of Wolverine from Bramble. Useful against Smiters because they hit 100% of the time; Time to take their damage back at them
The level of damage monsters do in comparison to their own hitpoints makes this of little value in Hell, from what I recall reading.

Your advice on skill point distribution seems very particular to your own personal playstyle. 20 points in fire golem, for instance, would seem to provide little value to most people for all those points.

If the most common build is chosen, the fishy skeleton summoner build, it is done around the early 70's, and the typical discussion seems to be whether you should max or spend a lot of points in one highly concentrated area like skeleton mages or bone armor and its synergies, or distribute points around to favorite curses, like amp damage, summon resist, or dim vision, and then dabble about with the rest of the points here or there. So there are a number of ways to go, and a number of builds too for that matter, but yours seems particularly your own and I'm not sure it's really a good fit to the average player. It's highly specialized.
 

Darker Realm

Diabloii.Net Member
No thank you. If you want to be lazy and abuse your ability, go max Corpse Explosion. Go ahead, but it will ruin the fun of the game. Click - Boom . Dead. Great job, you won the game. No difference from a Blizzard Sorceress where all you do is right click, no skill.

It also offers no value for PvP. Also, it does not directly or indirectly benefit your minion's damage in any way.

Therefore to repeat myself again for someone who did not obviously read, 10 points will suffice for the hard-core CE build excepting for special Corpse Explosion builds, which require 20 points.

And to clarify again, these are not for a personal buildstyle but for those who want to develop specific builds and want to look into the individual attributes of less-commonly used skills. It would be impossible to place points on all of these skills, and there would be no point to.

They may be specialized, but an option is given not to max the points. I believe discretion is the most valueable rule for those to follow and place points where they need to according to advice.
 

MYK

Diablo: IncGamers Member
No thank you. If you want to be lazy and abuse your ability, go max Corpse Explosion. Go ahead, but it will ruin the fun of the game. Click - Boom . Dead. Great job, you won the game. No difference from a Blizzard Sorceress where all you do is right click, no skill.
So, having a high level CE means I don't use any other curses, cast golem, repositioning my army, or anything else that I can do/need to do to keep my character alive, right?

Edit: Nevermind. I see who I'm trying to argue with here... I've seen him trolling about...


 
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Darker Realm

Diabloii.Net Member
What difference does it make? 20 Corpse Explosion, an extremely huge radius on a Summoner that already is relying on his army to kill? What a Joke.

Max Corpse Explosion is for special builds that require an extra boost in damage to supplement a weaker killing speed.
 

MYK

Diablo: IncGamers Member
What difference does it make? 20 Corpse Explosion, an extremely huge radius on a Summoner that already is relying on his army to kill? What a Joke.

Max Corpse Explosion is for special builds that require an extra boost in damage to supplement a weaker killing speed.
I must have forgotten that necro builds must rely on one skill at a time. Silly me.

I guess I can't do anything else to help me kill things faster. That is the point of the game; to kill things. I wouldn't want to, you know, do that, or anything.

What will you tell me next? Fire Golem is a viable killer? Ha ha ha


 

DH Amazon

Diabloii.Net Member
so level 20 clay golem is the slowest, and the slowing factor doesn't raise above 63%? does the clay golem continue to get the other bonuses from level if i have a level 30 clay golem does he have the appropiate health and ar even if he only slows like level 20?

:hanky:
It goes up slowly. My golem slows 70%. It has enough life (about 30K now) too.
Its only purpose is to keep my merc alive in normal play. And when gathering
body part for uber tristram, 'stop' those minibosses. I think Lilith was hard last time, but at least those other too, FatGumby can tank forever.

This is one of the those special builds that uses max corpse explosion, max low resist too. High lvl amp too.

This can clear pits faster (and can carry more mf about 600-800) than my pure summoner. No need to waste time to rise army and he can blow all corpses. My fastest pindle runner too.

This kind of build works with fire golem too, but its harder to get its lvl high enough to survive almost anything. About 10K life is just possible.
But it attracts nicely enemies, no need to run after them anymore, perfect.



 

MalVeauX

Diabloii.Net Member
Heya,

Personally, I don't like to build with a massive load of skills in mind. Granted, Necros are great at getting high skills, but not everyone wants to be a Fishy. Also, a lot of folk whine endlessly about minion builds (and even poison builds) due to the `lag' they think it creates. It puts us in that `Curse *****' roll like back in the day in public games.

That said, I've been having incredible amounts of fun with my `cursey' Necromancer. Lots of curses for lots of control. A good sturdy merc for damage output (focusing on speed of attacks and high damage, nevermind the rest, since the monsters will be stupified) and a nice lazy Golem.

Some folk think 1 point in curses will do the job. They're right. But for me, I like big disco ball room sized curses. 10 points for me in terms of Amp, Dim Vision, Confuse, etc. I like to just blanket the screen. Attract is a super wonderful skill too. I use a lot of +curses items specifically to maximize my curses. Then I just control things and let my Merc do the job. I use the Golem to summon on things that can't be controlled or who want to run after me, I put a Golem on their head and they beat on the 20k+ life the sucker has and I just sit back and count the gold....

Don't be afraid to invest points into any Necro skill. The only skill I personally do not like having more than one point in, at all, is Revive. I find that if you're playing in a party, the revives don't do anything at all except generate whining. If you're playing solo, revives are great meat shields. Other than this skill, the rest of the skills a Necro has are pretty much cool for more than one point easily.

Cheers, :laugh:
 

Arkardo

Diabloii.Net Member
I will give a comprehensive list of one point wonders and possible skill developments:

Bone Armor: Maxing this along with Bone Wall and Prison will yield you 800-1000 points of Bone Armor allowing you to wear Ethereal Items without breaking. (30k Defense Necromancer)

I've never heard anyone putting more than one point in this skill. I don't think even the people over at Hardcore would do this. I mean, sixty points for your Bone Armor? Perhaps a meleemancer would do this, now that I think of it, but otherwise I'd say it's wasteful.

Corpse Explosion: Maxing this will hit diminishing returns because this skill is not synergestic with your attacking power unlike Skeletons, Golems. I suggest anywhere from 1-10 points.

Like MYK pointed out, this skill actually gives increasing returns, because the radius is increased lineary, which makes the increase in area covered exponentially. However, later on you say that your army makes most of the kills. Which is not true; decent use of CE (even with only one point) will get you much more kills and more points in it will make it even better. However, I don't really know what you're trying to say about CE, because at one point, you say your main killing power comes from your minions and later on you say CE is abusable?

Amplify Damage. A friend accidentally maxed Amp Damage, giving him a huge curse radius very useful for summoner and Ubering. However, too many points is not advised. 1-3 points here.

For a Fishymancer, I'd say maxing it is really a good idea. Less AD cast means more CE cast which results in faster killing speed.

Decreptify: Although we know that Decreptify's radius is handicapped but additional points can increase duration (may be very useful in dueling). 1-3 points here.

Iron Maiden: Well some people max this. Will do significant damage in hell when stacking a maxed Iron Maiden with Level 20 Thorns and Heart of Wolverine from Bramble. Useful against Smiters because they hit 100% of the time; Time to take their damage back at them

Lower Resist: Although putting one point and maxing it will yield a difference about only 5% due to diminishing returns (-61/62% vs -66/67%), the only way to increase you elemental damage is to push for a higher lower resist. This may not be desirable Necromancers who use this skill, inclulding Poisonmancer, Elemental Battle and Lord of Magi before they are level 95. If you hit a very high level and you have nothing better to invest in this is a good skill. Still, it may not be the most effective since 5-10 points will give you additional 3% and 10 more points will only yield about 2%. So if you want a balance, 5-10 points here.

Maxing it, however, is certainly excellent. I'm talking about team play applications here. Two poisonmances can cover each other's backs, or a Poisonmancer and a LoM Nec. Excellent for baaling with sorceresses. Final note, some monsters are difficult to break since Lower Resist works at 1/5 effectiveness so you have to reach a certain number to break it and maxing it would give most insurance against all monster types

I don't know whether that was your point, but maxing it can indeed be a good idea for the increased radius.

Clay Golem. 1 point is great. 10 points means a very slowed enemy whether it be Player or Boss, 20 points is maximum slowness. Plus Clay Golem can boost the Attack Rating of your Iron and Fire Golems. Game code is: +Ar from Golem Mastery (+25/Slvl) and from itself (+20/Slvl). So it is 4/5ths as effective as Golem mastery, decent when comparing that to other Golem synergies (Blood Golem is only 1/4 as effective as Golem Mastery, and each point in Fire Golem gives relatively small amounts of damage. If you want to combine use of Clay Golem with other Golems, additional points in here is recommended. Either 1, 5, 10, 15, 20 points is good here.

Correct me if I'm wrong, but I thought slowing enemies in Hell was capped at 50% (for a single source), which is reached at skill level ten. I'd say, leave the skill level at one and let your +skills do the rest, unless you're making a Golemancer or something.

Fire Golem: I strongly recommend more than one point if you want to use your Golem for damage. Place points here when you have reached very high character levels and you do not want to invest in other points with diminishing returns (AHEM* thank you Blizz for putting diminishing returns on almost all Nec skills) like Corpse Explosion, Summon Resist, Lower Resist.

Fire Golem will increase the damage of your other Golems, Code is skill ed% = 6 * baseSlvl_FireGolem This is alot and will multiply the damages of your other Golems several times. Unfortunately, it only accounts for base damage so in the case of Iron Golem you'll only get a small damage increase.

Maxing Fire Golem will only give a 120% ED to other Golems. Golems do lousy damage and not even doubling it will give significant damage. If you want significant damage, make an Iron Golem from an item with Crushing Blow.

Prebuffing is advised when using a Fire Golem, and will become effective if you have a high level of Lower Resist or playing with another player with Lower Resist. A base Slvl 20 Fire Golem will yield ideally a level 45 Fire Golem, and a Slvl 20 Fire Golem will yield a level 35 Fire Golem, which marginally begins to do damage.

1 point will suffice here until you are undertaking a special build or you have reached a high enough level to complete most of your other skill tree developments. 20 points otherwise.

Revive: Well maxing this may be of marginal benefit if you like a specific monster class so much you want to carry as many monsters of that type around you as possible (e.g. Bunning Souls, Death Lords).

Summon Resist: Another spell that varies widely in skill distribution by personal preference. Skeletons Warriors and Magi after a +6 Battle Orders or higher from barbarians is pretty much invulnerable to anything besides elemental damage. For those who believe the best defense is the best offense and those who want to run a full army without ever having to resummon a skeleton, additional points here will help. Note that the diminishing returns here are much more generous than that of Lower Resist. 1-7 points here should be good.

Also, Summon Resist is the only way to deal with Sorceresses, and thus the ideal NecvSorc summoner would be a vita build with good investment on Summon Resist. It is the only way to decrease their massive damage and keep your minions for fractions of a second longer; enough to win the fight.

-->All additional posts and discussions will be based on the listings here.<--

I beg your pardon?
You missed some skills that can be one point wonders:

Skeleton Mastery: for a Poisonmancer who want a secundary source of damage, twenty points in Raise Skeleton will put one point in SM will give a good army.

Golem Mastery: more than just a prerequist for Summon Resist. Does a lot to keep your Golem alive. Only worth maxing when using an Iron Golem, methinks.

Raise Skeletal Mage: for the source of cold damage and preventing of monster healing.

Teeth: for putting opponents in hit recovery or finishing them off when at one hitpoint. Then again, a Fire Golem would do a better job at finishing them off.

Dim Vision, Confusion and Attract: for crowd control for the Necromancer in need.

Life Tap: for team play with physical characters, and maybe for a meleemancer.



 

Ax2Grind

Diabloii.Net Member
Is it just me, or does the idea that 'a friend accidentally maxing a skill' sound like he tripped over his mouse button while the cursor was on Amplify Damage... nineteen times! Kind of funny, to me anyway.

I have a question concerning the idea of one-point wonders with respect to ethereal gear. I'm still assuming only physical damage, from any source (even Diablo's Lightning Storm and succubi Blood Stars, which are half physical), can damage armor, and that Bone Armor absorbs any PhDam to prevent it. Would the runeword Bone (I'm looking to make one in an ethereal boneweave so it's RLvl47, just like the Ums in it) pretty much trigger enough to continuously recast a SLvl10 version?

If so, then I'd assume a P&B synergy build is somewhere in the Moldy Tome. I'm predominantly talking about Bone, Bonehew, Oath, Brand, Breath of the Dying, Venom, and other items which save points and allow a more versatile (and more fun, I hope) build.
 

Darker Realm

Diabloii.Net Member
Certain people consider it unthinkable when it comes to the Holy Fire aura attracting monsters to them, but I use a build that uses a Holy Fire Aura on my Necromancer and Fire Golem in conjunction to take the heat off my mercenary and Skeletons (Mages especially).

If one is loath to the negative consequences of the Golem attracting too monsters off screen, how can I do fine when I take the role of attracting the monsters?
 
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Darker Realm

Diabloii.Net Member
It goes up slowly. My golem slows 70%. It has enough life (about 30K now) too. Its only purpose is to keep my merc alive in normal play.

This is one of the those special builds that uses max corpse explosion, max low resist too. High lvl amp too.

This can clear pits faster (and can carry more mf about 600-800) than my pure summoner. No need to waste time to rise army and he can blow all corpses. My fastest pindle runner too.

This kind of build works with fire golem too, but its harder to get its lvl high enough to survive almost anything. About 10K life is just possible.
But it attracts nicely enemies, no need to run after them anymore, perfect.
Yes, I agree certain special builds excluding pure summoner could benefit from a max Corpse Explosion. Additional points on Amp is also helpful especially when combined with Corpse Explosion ; since it takes time to cast, there is a subtle increase in damage over time.

One can prebuff Fire Golem and Golem Mastery in a way that keeps them invulnerable. It needs to be done before games, and summoned only once. That way, you don't have to set a hotkey to a Golem.



 

Darker Realm

Diabloii.Net Member
Is it just me, or does the idea that 'a friend accidentally maxing a skill' sound like he tripped over his mouse button while the cursor was on Amplify Damage... nineteen times! Kind of funny, to me anyway.
Yeah a friend maxed his Amp on accident as well.

I have a question concerning the idea of one-point wonders with respect to ethereal gear. I'm still assuming only physical damage, from any source (even Diablo's Lightning Storm and succubi Blood Stars, which are half physical), can damage armor, and that Bone Armor absorbs any PhDam to prevent it. Would the runeword Bone (I'm looking to make one in an ethereal boneweave so it's RLvl47, just like the Ums in it) pretty much trigger enough to continuously recast a SLvl10 version?
I believe the Blood Stars are completely Physical instead of half Fire half Physical. As for the Runeword Bone the rate at which Bone Armor replenished (15% when struck) would not be quick enough to recharge the armor. However, Bone would still be effective on two kinds of build:

The first would be a build that has 1 point on Bone Armor but maxed Bone Wall and Prison. This would give you a free synergized level 10 Bone Armor without having to invest points in it. I would expect this to be used on an Oath hybrid or a build that could take advantage of a strong Bone Armor. A normal Bone or an Ethereal Bone may be used here, although the Ethereal Bone may still be prone to breaking.

The other build that could take advantage of Bone Runeword would be indeed one that has maxed Bone Armor, Wall, and Prison. Although the level 10 Bone Armor is lower than the (700 versus 800), it would be certainly be adding or replenishing to your Bone Armor in the long run. It takes a while to deplete a 800-1000 Bone Armor, and it would take longer if that armor recharged automatically to a 700-800 range before a full recharge.

Notsomuch recharge by itself, but would the Eth Bone Runeword or any other armor such as Eth Stone be enough to stop attacks and projectiles so that durability does not lower? Yes and No. Generally speaking, a lot of skill and great gear is required for this build to work. An Act II Defiance mercenary is necessary. Also, all of the gear must be top notch and all ethereal to maximize the defense to about 20k-30k and minimize hits. Strategic use of Bone Wall is needed to block Dark Archers's arrows and Succubi's Blood Stars. One must be able to quickly recharge Bone Armor and one must walk (turn walk on) frequently.

I'm working on this kind build right now, the character is level 95 (Ladder) but still finding gear for it.

If so, then I'd assume a P&B synergy build is somewhere in the Moldy Tome. I'm predominantly talking about Bone, Bonehew, Oath, Brand, Breath of the Dying, Venom, and other items which save points and allow a more versatile (and more fun, I hope) build.
Yes sir, I've done both. A melee Poison build which uses eBotD Dimensional Blade or Berserker Axe and a Radament's Shield Ward (Upgraded) and dual Carrion Winds. Grief on secondary to prebuff Venom.

Also an Oath build that uses Eth Oath Cryptic Sword. No Brand, no Bonehew, although those can be used as well. Dragon on secondary to prebuff Venom.



 

BlargX

Diabloii.Net Member
No thank you. If you want to be lazy and abuse your ability, go max Corpse Explosion. Go ahead, but it will ruin the fun of the game.
That's one way to look at it -- yours. Which is okay, but it is kind of odd and blinkered to assume that since one thing is more fun for you, that means it will also be more fun for others.

It also offers no value for PvP. Also, it does not directly or indirectly benefit your minion's damage in any way.
Which may or may not matter, but it is a good point. For the typical fishy build, the minion damage isn't what does most of the killing anyway, so dropping the main killing down significantly changes the build. Which may or may not be what someone wants.

Therefore to repeat myself again for someone who did not obviously read, 10 points will suffice for the hard-core CE build excepting for special Corpse Explosion builds, which require 20 points.
.
I think you could use some discretion yourself, as it's quite clear I read your post. Lashing out isn't all that constructive. And I'm not sure what a "hard-core CE build" is if it doesn't even max CE.

And to clarify again, these are not for a personal buildstyle but for those who want to develop specific builds and want to look into the individual attributes of less-commonly used skills.
That's exactly what a personal buildstyle is.

You've described a very individualist take on things, which is fine, but there's no reason to be offended at that being pointed out.


 

MYK

Diablo: IncGamers Member
And now, for thread relevant information:

You missed some skills that can be one point wonders:

Skeleton Mastery: for a Poisonmancer who want a secundary source of damage, twenty points in Raise Skeleton will put one point in SM will give a good army.

Golem Mastery: more than just a prerequist for Summon Resist. Does a lot to keep your Golem alive. Only worth maxing when using an Iron Golem, methinks.

Raise Skeletal Mage: for the source of cold damage and preventing of monster healing.

Teeth: for putting opponents in hit recovery or finishing them off when at one hitpoint. Then again, a Fire Golem would do a better job at finishing them off.

Dim Vision, Confusion and Attract: for crowd control for the Necromancer in need.

Life Tap: for team play with physical characters, and maybe for a meleemancer.
@ Necro Summons for poisonmancer

I think a friend of mine said the optimum skill allocation was 1 point into mastery for every 3 in raise skeleton. So, you'd probably want to calculate the skills after you're already wearing your end game type gear.

I've always just dumped the rest into revives since they tank quite well with less investment, and I get to grab one of each golem on the way to it.
Also, you'll get a revive per each point spent, and not 8 or so with 20 points spend into RS - a little more efficiency never hurt.


 

Mad Mantis

D2/3 Necromancer & Witch Doctor Moderator
I've deleted some of the less constructive posts. This forum comes with a report button. Use it instead of starting to troll. Now back On Topic.
 
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