Known Necro Specialties/Variants

Pherdnut

Diabloii.Net Member
Known Necro Specialties/Variants

Okay. I've read a bunch of these but am wondering if I've missed anything.

Meleemancer: A Necro that relies on weapons to do the damage while his golems and curses keep the enemy wrapped up. Low demand on mana allows him to crank up the combat attributes.

Commandomancer: Similar to a meleemancer but built to fight alongside a horde of minions rather than relying on only one golem and curses. Built with just enough mana to prepare for battle and replace losses in order to devote more to combat atts. I think Druids suit this style better but I suppose having curses makes makes up the difference in emulating any other class specialty.

Summonancer/Zoomancer: A Necro focused on maxing out summons skills. Typically skeletons which got a lot beefier in the last patch. Golemancer and skelemancer being specialties but golemancer less popular after the last patch. Skelemancer work fantastic in conjunction with the right curses since there can be so many attacking all at once.


Bonemancer: Specializing in bone magic, typically using bonespear as their primary weapon since it is at the center of numerous useful synergies, and is a great general purpose attack spell. Have to build up mana much like a sorceress does but has to rely on items for recharge rather than warmth.

ToxiMancer? PoisonMancer?: Necro devoted to the poison magics. Seems like a bad idea to go exclusively poison magic since some units are immune but I'll bet it's fun. If I'd been in the community early enough to coin a phrase I would've gone with "Medicine Man."

MojoMancer: Necro specialized in curses. I'm skeptical of this one. Only a few curses seem worth putting points into for longer duration and few for radius since curses are both quick and cheap to recast. Most builds incorporate at least one point into all or most of the curses anyway.

Slowamancer: Necro that uses clay golems, decrepify, and perhaps ice melee/range attacks to keep enemies moving slow as mollasses. Very effective on bosses it seems. More a potential component of any strategy since building this wouldn't be very costly in skill points unless you went crazy on the golem mastery and maxing your CG which most people don't seem to think is worthwile.

Dark Ranger?: All I know is that people call Necros that use a bow DRs. If there is a specialized build around a bow, I haven't the foggiest what it is or what it might be. Not worth it to most in the long run I imagine since it kills so many potential item skill mods by occupying both hands but bows are a great weapon for casters building up skills that won't serve them well right off the bat (like bonemancers investing in curses and upper level bone prereqs until the juicy stuff becomes available at lvl 18).
 

darnocpdx

Diabloii.Net Member
There are two types of poison mancers-

the Poison mancer that prefers the use of nova

and the daggermancer- that prefers poison dagger, which can be a typical melee build, or not depending on how you want to play it.

A well built Mojomancer is powerful though he typically lets others (other group members or his mrc do the killing), and groups love them. And there are some fairly deadly combonations of curses. Confusion/Life Tap..Confusion/IM, Attract/Confuse then overwritten by Ampor LT/CE. Problem is it requires some thought and a few button presses, which turns a few people off.

You also forgot the slow killing Golem mancer.

And Bowmancers (or Dark Rangers..yuck) typically are built very much like meleemancers, though they often put more points into bone wall now since they can be shot through.

Throwmancers- a throwing dagger build basically a bowmacer with more plus skills and item mods available.

But honestly the more I play the more hybrid my builds get. my current two is a dagger/throw and a Confusion/Nova/Reviive build, whicj I've always called the Vodoo King, but there has never really been a write up on it or anything.
 

Mad Mantis

D2/3 Necromancer & Witch Doctor Moderator
Lord of Mages: specialises in the use of Mages. Typically with good AI curses and a strong Bone Wall.

After that you get the various hybrids and some improbable builds like the Matador.




darnocpdx said:
Dark Rangers..yuck
What's wrong with Dark Ranger?
 

darnocpdx

Diabloii.Net Member
Dark Ranger just kinda sounds campy...Makes me kinda chuckle...sounds like a show or movie that would be kinda like a cross between Shaft and the Lone Ranger.
 

Mad Mantis

D2/3 Necromancer & Witch Doctor Moderator
darnocpdx said:
Dark Ranger just kinda sounds campy...Makes me kinda chuckle...sounds like a show or movie that would be kinda like a cross between Shaft and the Lone Ranger.
Then come up with a better term, but not Bowmancer. It makes me think of those red bowties with yellow polka dots.
 

darnocpdx

Diabloii.Net Member
I'm not sure what the orginal Matadore write up is but I like to play a necro that uses "attacker takes damage" gear, weaken, amp, and CE for my kills, which Mantis has refered to as a matadore I called mine either Karmamancer or punching bags.

But from what I have gathered a write up was done in which IM was used instead or amp. The difference would be that the write up version went all +HP gear damage redux (i'd assume), my varient is all attacker takes damage gear and damage redux and some +hp gear.

Posion Nova works well, though I usually gave an Act 1 Merc a P emeralded Bow to weaken the opponents before they hit me.

It wont get ya through hell but you can go most the way through NM with it, if yer good.

touche on the bowmancer hows about Gimp-a-zon???
 

prion

Diabloii.Net Member
I think summoners can be broken down as follows:
skellimancer
Lord of Mages
Overlord (does everything)
Zoomancer--someone on this board refered to a Zoomancer or Zookeeper as one who specializes in revives.
 
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