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Poison/Summon Hybrid Necromancer

Discussion in 'Necromancer' started by Thehatedproject, Oct 2, 2010.

  1. Thehatedproject

    Thehatedproject Diabloii.Net Member

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    Poison/Summon Hybrid Necromancer

    This is the build I used for my Necromancer.

    Stats
    Strength - 106
    Dexterity - 25
    Vitality - 374 (At lvl. 90)
    Energy - 25

    Skills:

    Summoning Skills
    Raise Skeleton - 20
    Skeleton Mastery - 20
    Clay Golem - 1
    Golem Mastery - 1
    Summon Resist - 1 + any extra skill points

    Poison and Bone Skills
    Teeth - 1
    Corpse Explosion - 1
    Poison Dagger -1
    Poison Explosion - 1 (synergy for Poison Nova, and it's good for enclosed areas)
    Poison Nova - 20

    Curses
    Amplify Damage - 1
    Weaken - 1
    Iron Maiden - 1
    Terror - 1
    Life Tap - 1
    Decrepify - 1
    Lower Resist - 1

    Gear:
    Helm - Trang Oul's Guise socketed with a 5/5 Poison Facet
    Armor - Trang Oul's Scales
    Gloves - Trang Oul's Claws
    Belt - Trang Oul's Girth
    Boots - Marrowwalks
    Weapon - Beast for Fanaticism Aura/Switch - Arm of King Leoric
    Shield - Trang Oul's Wing socketed with a 5/5 Poison Facet/Switch - Homonculus

    Charms:
    9 Graverobbers Grand Charms (Necromancer Summon Grand Charms)
    1 Hellfire Torch (15/20)
    1 Annihilus Small Charm (17/17)

    Mercenary:
    Get an Act 2 Nightmare Mercenary for its Might Aura, which will benefit your Skeletons.
    Helm - Anything with + to skills.
    Armor - Chains of Honor for its + to skills.
    Weapon - Arioc's Needle for its + 4 to skills.

    For your Mercenary it's best to get anything with + to skills. This will boost the might aura making your summons stronger. With every 3 levels your mercenary gets, he will get +1 more to its Aura.

    Strategy:

    When using this build, it's best to let your summons do most of the work while you cast Amplify Damage and Poison Nova to bring your enemies' life down.

    *note: If you use the Call to Arms runeword (AmnRalMalIstOhm) for your switch, you could probably make your summons even more burly with the Battle Command and Battle Orders.
     
  2. hubb

    hubb Diabloii.Net Member

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    Re: Poison/Summon Hybrid Necromancer

    Is this a mini-guide?

    You only need one trang piece besides the shield and gloves for the -res bonus, replace the helm with a necro circlet or shako and the armor with coh/enigma. Alternatively you could use the armor and swap the belt for arachnid mesh.

    Also mention Pride as a merc weapon.
     
  3. blazon

    blazon Diabloii.Net Member

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    Re: Poison/Summon Hybrid Necromancer

    Why put all the extra points in summon resist when you could max out synergies and give a huge damage boost to your nova? The difference between SR level 6 and level 20 is like 16% resist. 14 skill points for 16% resistance doesn't seem worth it. You also don't get much of a benefit getting +skill bonuses to take it over 20 as by then you're already getting less than 1% per level.

    With all the +skills/summon you get from your gear, you're pretty much getting all you can out of that skill. Leave it at 1 and use the extra points for something better.
     
  4. nurman

    nurman Diabloii.Net Member

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    Re: Poison/Summon Hybrid Necromancer

    ^ and because of this, poison / summon hybrids are pretty much trash. Go for a pure poison with 1p on summons.
     
  5. blazon

    blazon Diabloii.Net Member

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    Re: Poison/Summon Hybrid Necromancer

    I think if you wanted to go poison/summon PvM hybrid, the better idea would be to focus on poison at the expense of summons rather than the other way around. Focusing on summons makes you a fishymancer that's less efficient at taking down groups than he would be if you went with CE.

    So, for instance, you would maybe not max skel mastery. Your skels would have a bit less life and do a little less damage, but numbers-of-skels-wise you wouldn't be effected. You'd end up with just as many meat (bone?) shields but have enough points to max your poison synergies.
     

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