Rak's Hardcore Summoner Necro guide

anilrobo

Diabloii.Net Member
Rak's Hardcore Summoner Necro guide

RAK'S HARDCORE NECRO SUMMONER GUIDE v 1.1


Hi everyone! This is my first guide on these forums, and I'm focusing on a summoner necro playing Hardcore difficulty. I have tried to keep this guide short, succinct, still containing all the pertinent details you would ever like to know. I give credit to Nightfish (this is a Fishymancer based guide), Hrus (for demystifying Andariel bug), and you for reading this guide!

If you notice any errors in this guide, or any controversial points you haven't seen being discussed elsewhere, feel free to post a comment here!

Table of contents:

1. Why hardcore
2. Why Necromancer?
3. Essential skills
4. Skill progression overview
5. Stat point distribution
6. Merc
7. Final gear
8. General strategies
9. Act 1
10. Act 2
11. Act 3
12. Act 4
13. Act 5
14. If you die

15. Uber Tristram with Summoner Necro

16. References​


1. Why hardcore?


As you all probably know already, you can play LOD in hardcore and softcore modes. In softcore, you can die as many times you like, press escape key, and be reincarnated in the town to rock again. In hardcore, you live only once. You die and it's all over - everything is gone! My Fishymancer has beaten softcore to death, and I got ALL the items I ever wanted! And I think now it's time for some more adventure. Therefore I play hardcore only - I think it's much more challenging. If you are a hardcore character, your name appears in red letters in battle.net chat screens, you get different titles for finishing game difficulties, you get ranked on a separate ladder, and your character animation is different ("more active") in the character selection screen as well as battle.net chat screens. The best thing about playing hardcore is - everybody knows you never died!

2. Why Necromancer?

(i). Fun factor: When Blizzard released Diablo 2 in the year 2000, they provided us five character classes to play with. My group of friends was one of the first to lay our hands on the game, and each one of us tried different builds. Whereas other characters did fairly well, no one was able to go far with a necromancer, most likely because this character was very different, and it still remains a lot different from other chars. It requires a very different approach to play the Necromancer, and there is a lot of room for customization. The necromancer is very versatile, and can assume many strategies depending on how you build him. Except for Druid, I consider the Necromancer the most versatile of all the characters available in Diablo2 LOD today. After the huge success of my Fishy in single player some time back, I introduced this build to several of my friends, and now I have a small clan of 8 people who play Summoner Necromancer only. This char is fully packed of fun, and you'll never be bored!

(ii). Independence from gear: The Fishymancer does not need a lot of gear to beat the game. It is claimed that a Fishymancer can beat the entire game naked, but I do not have enough time to try this out. Maybe someone has done it already! Please let us know your experience if you have tried finishing the game naked. A more common variety of Fishymancer is the "untwinked" Fishy - you use only the items you find yourself. No trades or whatever. Currently I am an untwinked hardcore Necromancer on US East Ladder, and playing extremely successfully.

(iii). Max block practically attainable: Blizzard has not given the Necromancer a lot of godly items as compared to some of the other chars, but they have given him one of the best shields in the game - the Homunculus. This shrunken head comes with a lot of cool mods, one of which is 72% chance to block. If you place enough points in dexterity, you can actually achieve max block with Homunculus. This adds tremendously to survivability in hardcore.

(iv). Magic finder: I know a couple of people who play a h*din. However they use a Sorceress to magic find for their h*din. I think they do this because the h*din is very much item dependent. Fishymancers in comparison, do not need a lot of items once their army has been summoned. Therefore I summon my army with my summoning gear (+skills etc) and then switch to magic find and resistance gear. Therefore I do not need a second char to mf for my Fishy - the Fishy will do it himself. Fishymancers do it better than other classes without using even one small charm of 7% magic find or whatever, because they can wear all mf gear themselves. This makes this char a great item hunter too, considering the hell pits are now level 85 areas, and they're so easy to run by Fishymancers. Both "% chance to magic find" and "% extra gold from monsters" you're wearing are transferred to your summons.

Another question was raised by someone - lite sorc is the best mfer in the entire game. I agree that she's the best IF she has good gear. Fishy is good with crap items too (how about a four topazed armor and a three topazed helm alone?), and you can buy godly summoner items for cheap (look at the price of Arm of King Leoric on these forums, and you will know what I'm talking about). At the same time, lightning sorceress requires infinity runeword to be fully effective in hell. Look if you can find infinity on the forums for trade, and look at the price (if you can find one).


3. Essential skills (Thanks to Nightfish):

20 Skeleton Mastery
20 Raise Skeleton
20 Corpse Explosion
1 in each curse (total 10)
1+ Skeleton Mage *

1 Clay golem
1 Golem Mastery
1 Summon resist
1+ Revive
1+ Bone Wall

* I usually choose Skeleton Mage to max out because they have fairly decent damage, and come in handy when dealing with physical immune monsters whose immunity cannot be removed by casting Amplify Damage curse.

Prerequisites: 1 iron golem (hardly used except in special situations I'll list below). 1 in Teeth as a prerequisite for Corpse Explosion. 1 in Blood golem as a prerequisite for Iron Golem/ Revive.

Fire golem is not necessary at all because there are better skills to place points in.

Some people max their Dim Vision curse, but I just go by doing a few extra clicks (and wearing Trang gloves if I really need to increase the curse levels). I think maxing mages is a better bang for the buck.

Remember that later in the game you'll be getting lot of +skill items, so take into consideration when pumping all the points in another skill not recommended to max here (e.g. Revive)


4. Skills progression overview:

So you start as a tiny little necromancer in Rogue Encampment in Act 1 of normal difficulty! Initially place enough points into Raise Skeleton to get 3 skellies. Then put points into Skeleton Mastery, and then make sure Raise Skeleton and Skeleton Mastery run at equal level. More points into Raise Skeleton means more number of skeletons you can have. More points into Skeleton Mastery means your skeletons will be stronger. Due to this trade-off between quantity and quality, I prefer keeping both Raise Skeleton and Skeleton Mastery at equal level.


Get each curse as it becomes available, don't delay curses - you will be using them all in particular situations. Amplify Damage (Level 1) on everything. Decrepify (Level 24) on bosses.


Level 6: Clay Golem and Dim Vision: Get clay golem as soon as possible, he'll be a cheap and good meat shield, even with just one point. Get Dim vision on ranged attackers like archers and lightning souls.


Level 12: Also get a Skeletal Mage as soon as you touch level 12 - and always use the cold mage - he'll prove extremely helpful in reducing some of the corpses to molten ice that can't be revived by shamans. Plus the cold mage will have slowed all the monsters including the bosses. Some people argue that cold mage causes some bodies to shatter, but trust me it'll do more good than harm in the long run. Even if some bodies shatter, it's okay because all your army is summoned already, and you can always find more bodies to explode. You can also use the poison mages to slow the bosses' life regeneration to some extent. Also get Terror at level 12, for use just in case you're surrounded by monsters. If you don't like the type of Mage you summoned (e.g. you want cold but summoned lightning instead) you can use the unsummon spell to get rid of him, and try summoning a new one. You cannot control which type of Mage you summon (cold, fire, lightning and poison) - it's totally random.

Level 15: Get bone armor now, although it was available much earlier - this is the time when you're nearing the catacombs - and you will need all the protection from the archers. Level 1 bone armor absorbs 20 damage, which is a significant percent of your life at low levels. Actually a one-point wonder in normal difficulty at least. Recast your bone armor if you get hit even a little.


Level 24: Get summon resist as soon as it becomes available. Only one point will suffice, as you’ll get rest from +skills items later in the game when you require them the most.

Lower Resist: If a particular unique monster spawns with physical immunity, you can usually break it with Amplify Damage curse. Sometimes the physical immunity is so strong it cannot be broken with Amplify Damage. In that case you can try using Mages to take that monster down - use Lower Resist (Level 30) curse in that case to hasten the killing. In my opinion, you don't need Lower Resist before you start Hell difficulty though.


5. Stat point distribution:

(The values given here refer to the final values after applying all bonuses from charms and other gear.)


Strength: None if you have Enigma runeword waiting for you somewhere. But if you're poor and untwinked like me, the target strength is 118 for wearing marrowwalk boots.

Dexterity: To obtain max block, your target dexterity is varies by your character level (with homunculus shield) as following (the number in the bracket is the Dexterity value when you are using a crafted safety amulet with +10% blocking with homunculus for a total of 82% blocking)

Level : Target dex for max blocking (Wearing +10% safety amulet)

Level 42: 103 (92)

Level 50: 119 (106)

Level 60: 140 (125)

Level 70: 161 (143)

Level 80: 182 (161)

Level 90: 203 (180)

Level 95: 213 (189)

Level 99: 221 (196)

Formula: DEX needed for max block = {(150 * clvl) / blocking} + 15, rounded up.


Max block is very helpful for hardcore players because you avoid a large fraction of physical damage that way (remember those javelin-throwers in bloody foothills?). On the other hand, if you place all those stat points into vitality instead, you will have about 300-400 extra life. I have made two necromancers in softcore using vitality, and this time I want to try out the max block because I feel this may be better suited to my playing style. The enhanced dexterity also lets you use other items (e.g. necromancer daggers like Fleshripper). Also check the gear section about shields below.

Vitality: Everything else

Energy: zero (use frostburns, spirit runeword, or insight runeword on your merc from nightmare onwards. If you have steady supply of four socketed polearms and sol runes, consider making an iron golem from insight runeworded poelarm) (Tip: After making iron golem, make sure you put teeth or a curse at your golem hotkey, because sometimes I forget that I have an iron golem and press the hotkey to create a clay golem, and it destroys my cheap runeword iron golem. Therefore, you must change the hotkeyed spell to something other than a golem)


6. Merc: Cold arrow act 1 rogue for normal difficulty. Offense act 2 merc from nightmare onwards (you must hire this merc in nightmare difficulty for might aura). Give them equipment with resistances, life steal and crushing blow. Give an "Insight" runeworded polearm to your act 2 merc - he will genearate mana for you to keep exploding corpses. Rich people can use infinity because it reduces the defense of enemies (skellies have more chance to hit) and reduces their resistance as well (mages damage improves)

Some people hire act 2 mercs in normal difficulty itself, but they did not work for me - he kept dying a lot, especially at normal Diablo. I had to switch back to Act 1 Rogue merc and she helped a lot in finishing Diablo for me. If you can lay your hands on a good polearm, consider buying act 2 merc. But if you have a better bow, consider keeping Act 1 Rogue merc.

7. Final gear:

Note: Fishymancers do not need much equipment, except for some resistance gear. If you do not have any of the below, just wear anything that gives you high/max resists, trust me that works well! Take care of lightning resist in particular.

A. Summoning gear (for summoning the army initially)
Weapon: Arm of King Leoric Wand
Shield: Boneflame unique Necromancer shield (+3 all skills) (Otherwise just use homunculus, or any shrunken head with +3 skeleton mastery mod, if you do not have boneflame)
Helm: Harlequin Crest ("Shako") with Um rune in it for resists
Armor: Smoke runeword armor (Nef + Lum) for resistances (or Enigma if you're rich)
Belt: Arachnid mesh is useful for summoning the army, but otherwise not very helpful.
Amulet: amulet with +3 summoning skills for summoning. Then use a crafted safety amulet as described below.
Rings: Ideally rings with + skills (Stone of Jordan or Bul Kathos' wedding band) for summoning army. If you're not rich, just use anything with resists and life/mana.

B. Switch gear (for use after you have completed summoning your army)
Weapon: Beast runeword if you are rich. Otherwise resistance or mf gear depending on needs.
Shield: Homunculus is a great shield for any necro build - socket it with a perfect diamond to make it even better. Some Fishymancers also use Stormshield, but it requires too much strength (156 to be precise). If you don’t want to pump a lot of points in dexterity and still want to have max block, you can use Whistan’s guard. Whistan is rather a bland shield without any great other modifiers except blocking, but it’ll let you have few extra points in vitality.
Armor: For magic finding, consider "Wealth" runeword (Lem + Ko + Tir) if you do not have Skullder's Ire or Enigma runeword)
Belt: Thundergod's vigor belt for lightning absorption (alternatives are Verdungo's hearty cord and Nosferatu's coil for physical damage reduction). If nothing else is available, just wear a rare/crafted belt with resists and +life.
Boots: Consider Sander’s boots or Natalya’s boots for faster run/walk, or War Travelers for magic find.

Note that if you have additional skeletons because of + skill items, the additional skeletons will disappear when you switch from your +skill gear to your mf or resistance gear if your number of skills drops. For example, your current Raise Skeleton level is 20 right now after all +skill items. Then you switch your gear, and then have only level 10 in Raise skeleton. This will cause 3 skeletons to disintegrate. The disintegration of additional skeletons is instant in town, but they can linger on for a minute or two when you switch outside town. Don't know why that is so, maybe a bug. I prefer never to switch weapons in town for this reason, one extra skelly for a few minutes can't hurt :p

8. General strategies:

(i) Killing bosses: The general strategy for killing all bosses is the same – cast Clay golem on them to slow them, and also cast Decrepify curse on them to slow them more. In addition, have a cold mage to further slow them. They’d be barely able to move.

Still many bosses can wipe your entire army, but no worries. If you think you're losing your ground, immediately run back to any act 1 area, resurrect your army, replenish your supply of potions, and then jump back into action. If the boss is proving too much for you, consider doing some earlier levels again to level up a bit, and then come back to beat the boss. Keep some extra full or partial rejuvenation potions in your stash ready just in case you run out of the ones in your belt. Before you kill a boss, consider touching an appropriate shrine to max your resists (poison for Andariel, Cold for Duriel, Lightning for Mephisto, and Fire for Diablo. Shrines effects have little use against Baal because he negates it by casting his own spell)

In Hell difficulty, revive some Urdars and take them to the bosses. The Urdars have Crushing Blow in hell (they remove a significant percentage of Boss’ life in one hit) and will quickly bring boss’ health down so your skeletons can easily kill him then. The Urdars are commonly found in (i) Act 2 in the Seven Tombs of Canyon of the Magi, (ii) Durance of Hate, (iii) River of Flame. They may not spawn in some games however, so just make a new game if you want.


(ii) Trading in multiplayer: There are almost no trade games in progress in hardcore mode on battle.net. Try trading through these forums instead. Even then there are far less trades available in hardcore as compared to softcore. If you played softcore for a long time, maybe you didn't realize that the townsfolk in Diablo have a really nice inventory of items for trade. Check them out more often than you do in softcore. (Vendor details below)

(iii) Passworded games: If you play in open public games in hardcore, be aware that other people may try to kill you. Believe me the danger is more real than you can imagine. To stay out of trouble, always play in a passworded game, and only with your trusted buddies. Never play in public hardcore games - you will regret once someone kills you.

(iv) Connection issues: If your buddy has a laggy internet connection, you might want to play with someone who has faster connection. Or else just play alone. If your own connection is laggy (downloading in progress etc) then do not play with your hardcore char for that duration. You have been warned.

(v) Dueling: This build is not intended for PvP use, so don't even think of dueling in hardcore. This is because minions damage is cut by a large fraction in PvP. If someone asks for duel, just say thanks and leave the game.

(vi) Rushing: Most people rush on battle.net these days, and some swear they can't live without it. Recently I came across the extreme form of rushing called "ubering" or "gubering". These are practical ideas for softcore, but way too dangerous for hardcore chars. Hardcore chars should focus on building them "naturally", advancing through quest, so they avoid death as long as possible. If you rush, hardcore is the same as softcore - not fun!

(vii) Crafting items: The game may not be generous enough to give you good items, so you must do something yourself in order to survive. If you got a spare rune, a gem and a jewel, keep crafting items for your use. Craft a safety amulet (Magical amulet + Thul + Emerald + magical jewel) for more blocking and damage reduction. You should use amulets dropped by high-level super-uniques for better results (e.g. Diablo, Baal etc). If you are not able to find a lot of Thul runes to craft with, consider nightmare countess runs. She can drop upto Ko runes I've heard. Also consider trading pgems and other runes for Thul runes on battle.net and these forums.

(viii) Magic find: Wearing magic find gear all the times may not be a good idea because you will sacrifice resistances etc. Rather, you should carry on your game with your resistance and damage reduction gear. When you are bored, then put on your mf gear and farm the last boss you killed. Nightmare Andariel runs are good for drops as well as leveling up from level 30-45.

(ix) Potion quaffing: In hardcore, make it a habit to use healing potion when your life globe is drained out by upto 1/3rd. Use rejuvenation potion as soon as you find your life globe is more than 1/3 empty - always try to stay at maximum health! Keep picking up all those partial rejuvenation potions, and cube three into one full rejuvenation potion. These will go a long way in saving your life in hardcore!

(x) Corpse looting: As mentioned in the Arreat Summit:

It's possible to consent another player to loot your body. This player must be in the game with you when you consent them to loot your corpse, and they must be in the game when you die. Using the "buddy system" you can have the opportunity to save the items on your corpse just in case you die. Be warned however, to only consent players you trust as players may try to kill you to get your equipment if you consent to letting them loot your corpse.

Instruct the other player, before you die, to try to find your body and loot your corpse if you die. If it's a friend, or trustworthy player, they may even give your items back to you, if you create a new Hardcore Character.

Be warned, if you hit escape after dying before someone loots your body, your body will disappear (since you left the game), and those items will be forever lost. Also, you cannot allow people to access your Private Stash, even in death so any items in the Stash will be lost forever when your character dies. For safety you can move items you wish to save to other characters or leave them on the ground, just in case you die.

(xi) Exploders: Anything that explodes (e.g. fire or cold enchanted monsters) can kill you instantly, especially in hell difficulty. There have been reports of “bugged†fire enchanted monsters although I’m yet to encounter one, fortunately. Rule of the thumb – observe the radius of cold explosions (these are usually the widest range explosions) and maintain at least that much distance from all monsters (I recommend staying away from ALL monsters because sometimes you are not able to read the monster properties well, and they can explode too close to you.) You get too close, and be ready to die.


(xii) Golems: You are given four kinds of golems in the game, although you can have only one at a time. These are Clay, Blood, Iron and Fire golems. None of these golems have sufficient killing powers, but they're used for other reasons.


Clay golem is the best choice because it’s cheap to make (requires very little mana), requires no items (contrast iron golem), and slows enemies by a large percentage (about 50% at level 10 and 63% at level 20). Clay golem is popularly known as "gumby".


Iron golem has its use in specific situations – if you have a good item lying around you dont intend to use or trade, you can make an iron golem out of it. Iron golems are commonly called “rustbuckets†for that reason. The best item to make an iron golem for Baal runs is perhaps Immortal King’s maul or any other item that has crushing blow. Another option is to make iron golem out of items that have aura (e.g. Insight runeword polearm) so your merc can wear something else (e.g. Infinity). Be warned that iron golem will die sooner or later, or it’ll just wander away and disappear, or be killed by a monster, so do not use very costly runes or items for iron golems. High damage iron golem can kill itself by thorns curse by Oblivion Knights in Chaos Sanctuary. Therefore if you’re making insight iron golem, make it out of the lowest damage polearm. Iron golem is popularly known as "rustbucket".


The stats of iron golem are recalculated once you join a game, so make sure you are wearing all your skiller items when you join the game. The iron golem remains at the same level throughout the current game (unless you cast a new iron golem), and the stats will be recalculated when you join the next game.

Blood golem is a very bad idea in hardcore in my opinion because it shares the life and damage with you. It gets hit too much and your life drains drastically, so do not use blood golem unless you really have a compelling reason.

Fire golem is immune to fire, and in fact it heals itself by absorbing fire. It also has a holy fire aura that hardly does any damage in hell difficulty, but it draws all the enemies around to your fire golem, making him the magnet. Some people use fire golem for this reason, but I still feel it's not worth it when you have a cheap, slowing clay golem available.


(xiii) Clay golem as a scouting tool: If you have played an Amazon, you probably already know the value of a Decoy. Necromancers can use the Clay Golem in the same way. Cast Clay Golem in unexplored territories, and he’ll seek out the good, bad and the ugly for you.


(xiv) Mana problems: When you initially start using Corpse Explosion, you will keep running out of mana constantly. This happens around levels 30-55 when your mana pool is not significant, and Corpse Explosion takes a significant chunk of mana in a few clicks. To solve this problem, the best solution is to use Frostburns gauntlets (40% extra mana) with two Stone of Jordan rings (20% extra mana each). (Note that more mana increases mana regeneration too). However if you’re not rich like me, consider using any item with +mana after each kill (you explode bodies and get the mana back with each kill – e.g. Lidless shield), Raven Frost rings (+40 mana), any magic ring with lots of mana (like 100+), mana charms, or Manald Heal rings. Also consider equipping an Insight runeworded polearm to your act 2 merc. Once your merc has insight, you will never run out of mana! If you have a steady supply of runes and four socketed polearms, you can also make an iron golem out of insight runeword.


(xv) hotkeys: You may have to use a lot of hotkeys because of the versatile nature of Necromancer. By default, the game gives you 8 hotkeys from F1-F8. However, you can configure up to 16 hotkeys, and I frequently find using all 16 of them! This is my hotkey setup:

F1: Raise Skeleton

F2: Raise Skeleton Mage

F3: Raise Clay Golem

F4: Bone Armor

F5: Amplify Damage curse

F6: Corpse Explosion

F7: Attract

F8: Decrepify

F9: Dim Vision

F10: Bone Wall

F11: Terror

F12: Town Portal

Backspace: Teleport (charges / Enigma)

+: Revive

-: Life Tap

0: Lower Resist


I wish Blizzard could let me have more than 16 hotkeys, I’d use them too!


(xvi) Teleport: Sometimes your army members will wander astray and get stuck in doorways or tunnels. In such situations, teleport is an essential skill to recollect them all together. You can have teleport either via Enigma runeword armor, or from items that have teleport charges (amulet, Naj's puzzler, Spellsteel unique axe etc). Apart from collecting the minions, teleport also has other uses like bypassing walls to access some areas, avoiding enemies, and namelocking of bosses and other monsters etc. Please remember that items with teleport charges are sometimes very expensive to repair/recharge. If you do not have teleport at all, you can also cast a town portal or act-end stairs/ waypoints to collect your minions.
 

anilrobo

Diabloii.Net Member
Rak's Hardcore Summoner Necromancer guide part 2

9. Act 1:

This should be easy at all difficulties.

Places with highest probability of death - Tristram, Catacomb levels 1-4 (including Andariel).
In Tristram, make sure you stay behind your army, and cast dim vision on the archers (yes, you must get dim vision curse! Did I say one point in each curse?). In Catacombs, proceed with caution - the Tainted monsters who fire a lightning orb can mess you up in no time at all! When opening doors, immediately walk sideways to avoid being hit directly.

Trade tip: Finding a good wand: Trade with Akara
Visit Akara more often to see if she has a good wand for trade. The ideal wand should have +3 raise skeleton and +3 skeleton mastery, but I never found one. So just buy whatever has +skills to BOTH raise skeleton and skeleton mastery. My personal best was +3 Raise Skeleton with +1 Skeleton Mastery. If it has sockets, it's a truly good one, you might want to save the sockets till you can find a good jewel (most likely life or strength mod). If you just started hardcore on battle.net, try trading for cheap but nice wands like Torch of Iro, Gravespine, Ume's lament, Suicide Branch, Carin Shard etc. If this is your first hardcore char, you may also work out a softcore to hardcore trade with some people if you're lucky. I am unable to trade for anything for my hardcore Fishy, and still playing untwinked successfully. If I can, you can too! Note: Akara sells normal (white) and socketed (grey) wands only in normal difficulty as far as I know.


Obtaining game gold for trading wands with Akara: The following have high trade value in game gold, so pick them up and keep selling to town vendors:

1. Throw weapons

2. Metal armors

3. Superior weapons

4. Fulminating potion/oil potion and the like

5. Strangling gas potion/rancid gas potion and the like

6. Sorceress wands and staves

7. Paladin scepters

8. Most rare (yellow) and many magical (blue) items

9. All rings / amulet sell for about 1000 gold at the minimum.


Killing Andariel: Andy should be easy to kill as long as you kill the shamans in the area first, and cast a clay golem right on her head as soon as you see her. If the clay golem succumbs to her poison, cast another clay golem right in her face. At normal difficulty, 3 skeletons, one cold or fire mage, and your basic act 1 hireling should be sufficient to kill Andariel in 30 seconds with amplify damage curse. If your merc is poisoned, give them potions - the merc must stay alive, at least in normal difficulty Andariel. Killing Andariel is hardly a challenge at higher difficulty levels as long as you manage the shamans and other monsters around her well (dim vision / confuse / attract). Note that although I recommend decrepify curse on every boss, Amplify Damage works better for Andariel as per my experience.

The Andariel Bug (Thanks to Hrus): As you kill andy for quest, make sure you return to town and click on Warriv. This activates the Andariel bug - she has a very good probability to drop sets and uniques in each game. Talking to Warriv for long is not necessary - only a click is sufficient. Next get the cube from act II and then return back to farm andy a bit for some set items and uniques. You can confirm the Andariel bug in the game - kill Andy and see what she drops. If she drops rares, sets and uniques - the Andariel bug is confirmed. If she drops a blue item, notice its durability. If the durability is two times normal, it means it's a failed set item - another confirmation of Andariel bug. The Andariel bug always repeats in the subsequent games you make for that difficulty level. However, if someone else made the game and he does not have Andariel bug, you may notice the drops will be bad because Andy isn't bugged then. I recommend farming Andy at all difficulty levels after bugging her. At normal, expect a couple of Nagelrings from her. At nightmare, expect Manald Heal ring. If you farm her too much, she may even drop you a Stone of Jordan! The chances are like 1:3000 though in nightmare, and even more rare in Hell.


10. Act 2:

Places with highest probability of death - Maggot lair, any place where the lightning beetles are there, Viper temple

Trade tip: Drognan
- Look if the town gate is near Drognan. If it is, frequently visit in and out of town to reset his inventory and see if he has a nice wand for trade (nice = +skeleton mastery AND + raise skeleton). I prefer +3 skeleton mastery wands over +1/2 summoning skills because I don't use all the summoning skills, but skeletons are the mightiest of my army. Just for the records, a plain wand with +3 raise skeleton and +3 skeletal mastery is godly by all means (though most people prefer Arm of King Leoric Wand later in the game)

The first quest you should complete is Radament's lair because it'll give you an extra skill to spend. The second quest you should do is to retrieve the Horadric cube to fuse all the chipped gems that have accumulated in your inventory (in normal difficulty). If you happen to find a good necro shrunken head with + raise skeleton or + skeleton mastery with sockets, insert the highest usable diamond (or topaz) you have in it for resistances - this will ensure a better survival against the beetles that emit charged bolt on death. If you played softcore for a long time, you may have a temptation to save up your gems and runes to find a better item to insert them into. However on hardcore, keep using runes and gems as you find them, because survival is the most important thing in hardcore! Who is a Necromancer's worst enemy? Answer is lightning, always, in all difficulty levels of the game, more so in hardcore. You must have the highest lightning resist you can!

In Maggot lair you will see that your skeletons will get stuck in narrow ways. The most likely cause is your skeletal mage(s) who likes to block all ways, so you can unsummon him for Maggot lair. Run ahead of your minions, and if you see any enemy on the other end of tunnel, run back behind your minions. You can block the way of your minions, but the minions cannot block your way - don't know why is that so! In very dangerous twists of Maggot Lair, keep at least 1 skeleton warrior ahead of you, and follow him closely. At the end of some tunnels there may be a broad hall kind of thing. In the hall, you will notice that one skeleton will become the bottleneck whereas all others will wait behind him, lined up like Thanksgiving sale buyers. This reduces your killing speed a lot. Solution: The moment the foremost skelly makes one kill, raise another skelly out of the corpse (inside the hall). Now you have two skellies in the hall. Repeat as desired, and this is the fastest way to clear the hall. (Other methods I tried were using a missile weapon, and using "teeth" spell - but I feel raising a skeleton inside the hall is still the fastest).

Killing Duriel: As soon as you enter Duriel's chamber, the game may lag a bit - if you have a slower cpu you may be dead by the time your mouse unfreezes. To reduce the chances of this, click on the upper right corner of the screen about 2 inches from the center. This will make sure your char runs back, and the army becomes the meat shield instead of you. At normal difficulty, Duriel will most likely kill all your skeletons, but no problem. Just make sure the clay golem stands - keep recasting him as soon as the current one is about to die. This will keep Duriel busy with gumby, and your merc will take him down easily. Again, don't forget to cast amp dmg! In normal difficulty, your act 1 merc will take him down. If your act 1 merc is frozen in Duriel's aura, run back a big distance from Duriel and then reengage him with gumby. Warning: Act1 merc is most efficient in killing Duriel in normal difficulty because she keeps her distance. Act2 merc may have an aura that may help your skellies to survive for few extra seconds, but they keep dying because of their overzealous nature. If your merc dies in Duriel's chamber, it may be very difficult for you to reenter and stay alive. In a nutshell, try to keep your act1 merc throughout the entire normal difficulty. An exception is when you're very rich and can afford godly gear for any merc, but I am not that rich, so I am sticking with Fiona for the time being. From nightmare onwards, upgrade to the act 2 offense merc - he will provide a big boost to your skeletons damage.

11. Act 3:

Places with highest probability of death - Black Marsh (lightning souls), Flayer Jungle (too many flayers), six temples of Kurast, Travincal



Black Marsh is bypassable in many maps, so look for alternate routes to Flayer Jungle bypassing Black Marsh completely. In the six Kurast temples ("Lam Esen's Tome quest), keep "terror" curse ready and spam it as soon as you enter any temple - I assure you will be mobbed in many of those temples if you do not use terror as soon as you enter. In Flayer Jungle, make sure your army is running ahead of you. Watch out for missile attacks and the fire inferno from shamans.

By the time you reach middle of act 3 in normal, you should have got the "Attract" and "Decrepify" curses. Learn to use Attract in conjunction with Amplify damage. Many people forget to use Attract on a regular basis on softcore, and it's fine. However, in hardcore, the stakes are higher, and you want to maximize your chances of survival - you want to make sure the monsters are attacking another monster rather than your army, your merc, or worst - your Fishy! USE ATTRACT! Remember that Attract is the only curse in a Necromancer's arsenal that is not overridden by other curses, so you can use it as many times as you like, and your other curses will work with it.

Killing Mephisto: No big deal as long as you kill everyone around him first. Keep casting clay golem right in his face to slow him down, and use Decrepify if you have that available. Otherwise just use amplify damage. Mephisto is never a problem for any Fishymancer at any difficulty level!


12. Act 4

Places with highest probability of death: Chaos Sanctuary, Plains of Despair if lightning gloams spawn.



Countering the lightning gloams is as simple as casting dim vision on them.


Make sure you do Izual quest as soon as possible, and invest a couple of points into Raise skeleton/ Skeleton mastery.

Countering the Oblivion Knight's Iron Maiden curse: The Oblivion knights are troublesome because their Iron Maiden curse will destroy your skeletons quickly. As soon as you see Iron Maiden on your skeletons, you should keep a close watch on the number of skeletons you have, and keep raising more from the dead bodies around once the previous ones succumb to iron maiden. Some people also suggest running back to town to get rid of curse, but I think it may be dangerous to come back from a town portal back into chaos sanctuary - you could be mauled by the hordes of monsters quickly! If you decide to make a town portal, make sure you make tp as far from the monsters as possible.

Opening the Five seals in Chaos Sanctuary: When opening the five seals, the only trouble you may encounter is from Ventar the Unholy. He spawns from the right-most seals (east), and the problem is he spawns from the other direction, so there is no place for you to run. It is very dangerous in hardcore to face him like this, trapped in a corner. If you have Enigma, or teleport charges, just teleport away from him, towards the Red Star (center of Chaos Sanctuary where Diablo spawns). If you do not have teleport, this is what I recommend: There are two seals to activate Ventar. The first seal is up (north) and the second seal is below that (south). Ventar mostly spawns from the north seal. Make a town portal by the south seal, and touch the seal. Wait for 10 seconds, and see if Ventar has spawned. If he hasn't, then touch the north seal and immediately run back into the town portal. Once you are in town, then go to River of Flame Waypoint, and walk to the Chaos Sanctuary. This way you will be safe, and it's Ventar who is trapped rather than you. (Warning: Never re-enter the town portal you just used to escape Ventar - it'll prove fatal. Always walk back from the River of Flame waypoint - it may take 60 extra seconds, but then it saves your life. If you forget and mistakenly reenter the town portal and get trapped by Ventar and his minions, just save and exit! Do not try to take him on trapped in a corner unless you accept a good probability of your hardcore Fishy dying.)

Killing Diablo: Your life should be 300+ when facing Diablo in normal, 650+ in nightmare, and 1000+ in hell. Touch a fire resistance shrine just before you say hello to Diablo. In my opinion, lightning resistance is not much of a problem for summoner because good summoners always maintain sufficient distance from Diablo, but his spreading ring of fire cannot be escaped! Aim for 75 fire resist from shrine, and at least 50 lightning resist from gear. Wear gear with good lightning and fire resist, or absorb.

Diablo is a tough nut to crack at any difficulty when you're facing him first time. He will kill all your army especially in normal difficulty, but don't despair. Go back to blood moor, resurrect your army, and face Diablo again. It may take you 3-4 visits to blood moor to get Diablo done totally in normal. Have at least one cold mage, and one poison mage if you can. The cold mage will slow Diablo down, and the poison mage will reduce his life regeneration a bit when you're gone to resurrect your army. It'll take some time, but eventually you will beat Diablo. Buy a lot of health potions from Jamella. Keep drinking life potions as soon as your life drops even a little. Also give potions to your merc (shift + number keys) because he/she is a key factor in killing any act boss!

13. Act 5:

Places with highest probability of death: Pretty much all of act 5.


Few words of caution:
1. Catapults: Always watch out for the catapults. The things they throw could kill you in one hit, so make sure you not only have a lot of resists, but also be on the watch for things falling from the skies.
2. Reanimated Horde: The Dead Warriors (they walk slowly with a sword, and can come back to life after some time) may charge at you, and that can prove fatal as well. Maintain your distance from them.
3. Succubi: In nightmare and hell, the Succubi can do a lot of damage with their blood star, just like the original Diablo game. Learn to dodge them, and if they're proving too much for you, just cast dim vision. Also consider bone wall for added protection.
4. Staying idle in WSK: Never stay idle anywhere in the entire World Stone Keep (WSK) area - Baal will attack you with strong magic. If you have to stay idle (e.g. for a phone call, a coffee break etc) make a town portal and stand in town. Standing idle unsupervised anywhere else in WSK means sure death - very unfortunate!

Ancients: Before facing ancients, spend some time in blood moor to find a skill shrine. Touch the skill shrine (+2 all skills) and then raise your army again. Now all your army is at +2 levels - a fine advantage! Then buy some potions. The Ancients should not be a problem at all as long as your merc stays alive. You will find that you may have to give him/her a lot of potions, but it's necessary. If the merc dies, you may have to do it all over. Watch out for (i) Leap attack, (ii) Whirlwind and (iii) Throw attacks in that order. Keep raising gumby if he dies.

Reaching Baal: In my opinion, beating Baal is easy, but getting to him may be rather difficult. If you encounter lightning Souls in the World Stone Keep (WSK), wear something with lightning absorb (Thundergod's Vigor belt, Wisp projector unique ring), and keep casting dim vision on them. If they can't see you, they can't hurt you. Beware of exploding monsters, and keep a big distance from them. When you reach Throne of Destruction, you will notice that the Hydra cast by Council members in wave 3 is especially troublesome for your merc, even with max fire resist. Get the merc away from the hydras for some time.

Killing Baal: In Baal's chamber, maintain distance from Baal, and watch out for three things:
1. Baal's vile effigy: Sometimes Baal spawns a duplicate image of himself - this mostly happens if you give him enough free time to "think". If the vile effigy has spawned, return to town immediately, leave your computer and grab a drink from your refrigerator. The effigy stays for about two minutes (somebody correct me if I'm wrong) and then disappears automatically if you're not on the screen (somebody correct me again please).
2. Tentacles: These are pesky things sprouting from the ground. They not only deal a good damage, they also freeze you, and it may be almost impossible sometimes to get out if you get trapped in a bunch of tentacles. Your army will be busy with Baal so they will never notice you're stuck in tentacles. If you're trapped and losing health quickly, just save and exit (unless you have enigma so you can teleport away). Hopefully you will be able to rejoin your game and start Baaling from where you left.
3. Baal's frost attack: This frost attack spreads in a V-shape, and knocks you back quite a bit. It puts you in hit recovery, freezes you, and deals massive damage. I have a little nifty way to counter this. When my army engages Baal, I run and stand behind Baal. So even if he casts frozen V nova, it hits only my army and not me because I'm standing behind Baal. This may be dangerous to attempt before your army has engaged Baal, and if you have less than perfect resistances. Also consider opening a tp as you stand there, just in case Baal sprouts tentacles there.

You will also notice that as you run to engage Baal, some of your army members may be left behind and they get stuck in the walls of Baal's chamber. To collect all your minions, consider using a town portal in Baal's chamber.


In Hell, baal has a very high defense rating, and your skellies may keep missing hits. To hasten Baal’s death, consider using Nightfish’s trademark formula: Take a six socketed crystal sword / dimensional blade / Phase blade. Insert four Eth runes and two Shael runes in it. And give Baal a few whacks. The sword removes all Baal’s defense in one hit, and is very fast in attack speed.

14. If you die
Do not despair - you should be glad you reached as far as you could! Take a screenshot of your character with his level showing in the main screen to preserve the memory, and give him an honorary mention in this thread . And analyze why you died, and do not repeat that mistake in your next hardcore character!


15. Compendium: Uber Tristram with Summoner Necro in Hardcore:

There is already a discussion going on about this here . Just remember that the Uber Tristram is an extremely dangerous place, so be prepared to lose you char if the day is unfortunate for you. It’s best also to arrange for corpse-looting beforehand.


I hope you are now equipped with enough knowledge to take on hardcore difficulty on your own! Thanks and have a great play!

16. References:
1. "Fishymancer - Version 2.1" by Nightfish
http://forums.diabloii.net/showthread.php?t=349093
2. "What causes Andariel bug drop. Test results" by Hrus
http://forums.diabloii.net/showthread.php?t=449699
3. "Facts & Formula archive" by Dracoy & Co
http://strategy.diabloii.net/news.ph...20rune drops


17. Credits:


1. Nightfish for basic “Fishymancer†build
2. Hrus for demystifying the Andariel bug
3. MalVeauX for suggesting Whistan’s guard shield
4. Rawness for pointing out prerequisites
5. MYK for many helpful tips on boss management and curses
6. RTB for iron golem stats recalculation tip
7. Tigercan for many useful ideas
8. You for reading this guide!
 
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MalVeauX

Diabloii.Net Member
Heya,

Great & well written guide for the HC approach. On the twinked side of things, I would probably mention the WizSpike/Whinstan's setup on switch after summoning. Sure, there's no +skills there, but the blocking is huge and the res's from the spike are no joke. Great blocking and lets him have more life to boot, making him much more survivable. Also, the fast cast is pretty nice for curses. In areas where death happens without you even seeing it sometimes, like Act3 where you discussed it, Dim Vision is my `scouting' curse of choice. So casting it quickly helps big time. Attract certainly is a fantastic curse here too for scouting. But I can't emphasize enough how awesome Dim Vision is at keeping you alive in those situations where you walk up on a pack of invisible gloams, some archers with nasty mods/auras, those undead charging guys do nothing when blind, and even Shamans stop raising carvers when they can't see their joojoo stick.

Cheers, :smiley:
 

Rawness

Diabloii.Net Member
20 skeleton mastery
20 raise skeleton
20 corpse explosion
1 in each curse (total 10)
1 Clay golem
1 Golem Mastery
1 Summon resist
1+ Revive
1+ Bone Wall
Prerequisites: 1 iron golem (hardly used except in special situations I'll list below)
You've forgotten Blood golem....CE requires 1pt teeth.

Nice guide though :/
 

anilrobo

Diabloii.Net Member
You've forgotten Blood golem....CE requires 1pt teeth.

Nice guide though :/
Thanks, yes I forgot them indeed! Working up late isn't good for the mind :azn: I've already started working on the second draft of the guide.


 

anilrobo

Diabloii.Net Member
Heya,

Great & well written guide for the HC approach. On the twinked side of things, I would probably mention the WizSpike/Whinstan's setup on switch after summoning. Sure, there's no +skills there, but the blocking is huge and the res's from the spike are no joke. Great blocking and lets him have more life to boot, making him much more survivable. Also, the fast cast is pretty nice for curses. In areas where death happens without you even seeing it sometimes, like Act3 where you discussed it, Dim Vision is my `scouting' curse of choice. So casting it quickly helps big time. Attract certainly is a fantastic curse here too for scouting. But I can't emphasize enough how awesome Dim Vision is at keeping you alive in those situations where you walk up on a pack of invisible gloams, some archers with nasty mods/auras, those undead charging guys do nothing when blind, and even Shamans stop raising carvers when they can't see their joojoo stick.

Cheers, :smiley:
Actually you're right, and I was thinking about mentioning Whistan's guard. But then the cost difference between Homunculus and Whistan's guard is not that high. In fact I rarely find Whistan's for trade on these forums, but Homunculus is more widely available. If blocking is the sole criteria, Whistan's is a better choice because of a whopping 87% chance to block. But Homunculus eventually wins because of resists, + skills and other nice bonuses.

I never thought that I can cast Dim Vision on Shamans to stop them from resurrecting carvers! This is awesome, will be included in next version of guide. Thanks!:smiley:


 

MYK

Diablo: IncGamers Member
So, you're using the basic framework from Nightfish's guide, and giving advice on how to progress. Excellent.

I'm a big noob, so I invested 20 points into Dim Vision then later pumped up my CE skill. As far as playing goes, this one is easily the best necro that I've built.
I mean, I only maxed out the most powerful skills a necro could ever ask for.

I can only give a few hints on a few things you've mentioned.
*Baal - Cast decrep, throw claw golem in his face and he's over with.
*Reaching baal with just 75 lightning resist is easy for the Dim Vision necro.
*One point into bone armor is always a good choice - It will absorb one attack no matter how damaging, hopefull giving you time to react and cast Dim or decrep or pull back.
*Note the importance of getting decrepify and be about level 30+ before facing Diablo(He's level 40, so the closer you get the better chance to hit your minions will have, the easier time you'll have, too.
*Chipped saphires/saphires work great in a polearm earlier on if your mercenary isn't surviving too well.

This time around I went without block. He was mostly untwinked, using whatever dropped in the game. Throught most of nightmare and a few in act 1 Hell he used a RalOrtTal shield and a "Ort" wormskull ( Lore is also a great option, make it in a skull type helm for good looks), stealth armor and Natalya's boots(I love these, btw)

The playstyle is pretty easy. Dim, Dim, read mods, amp, CE chain, repeat. He's very powerful with low +skills, and kills with no problem with about level 30 skeletons. The key to killing well with any level skeletons is to arm your mercenary with the biggest weapon you can shop, make, find! Your skeletons can tank a bit while he bashes everything and gets your CE chain started.

Resists: Maxed is awesome, but if you're like me you'll have ghetto gear and will strive for something like 75/50/75/50 In Hell mode. Just watch out for the death explosions, they can hurt.

Teleport stave: It's always great to move your army around! This is also great for the maggot lair, arcane sanctuary and other places with narrow passages. If you can't afford one of these then you'll be stuck casting a town portal and walking in and out to get your army in one place.

Not really any supar information that hasn't been said, but if you're going this far, then you might as well include as much as you can.
 

tigercan

Diabloii.Net Member
Didn't read through everyone's comments, so these may have already been mentioned:

1.
What to do with skill points once RS/SM/CE have been maxed.
This is probably asked at least once a week on these forums, so you might want to look at addressing that. Dim Vision & Skelly Mages are generally the two preferred options there.
My HC untwinked summoner went with Dim Vision and it saved his butt more times than I can think.

2.
Revive.
Generally not a terribly useful skill but there are a couple of exceptions which you haven't mentioned:
Urdar in hell have crushing blow. This makes them extremely useful vs bosses, particularly Duriel & Diablo where you have a good chance of encountering Urdar in that act anyway. Get a few of them before you take ob bosses & your fight will go much quicker.
Frenzytaurs are also pretty powerful (especially when boosted by Might & Amp Damage) so grab some of those before you head in to fight Baal.

3.
Summon Resist.
Get it as soon as it becomes available. One point is enough as it will be boosted by your +skills, but it will greatly enhance your skellies chance of survival vs Diablo. Nothing worse than having one ring of fire decimate your entire army.

4. Merc for normal.
You should be able to plow through enemies in normal, so it isn't really a big issue but I'd still go with one of the act 2 merc. Their aura helps your army, whether it be Prayer to heal them or Defiance to boost their defense. An act 1 merc doesn't do anything for them, and her cold arrow could shatter enemies meaning you have one less body to either blow up or summon from.

5.
In your general strategies section where you talk about killing bosses you should mention Clay Golem plus Decrepify.
That should get you past all the bosses in the game. Some bosses (Meph, Andy) you can get by with Amp Damage instead of Decrepify to speed things up, but gumby & Decrep is the surefire way to take them all down.
 

anilrobo

Diabloii.Net Member
Didn't read through everyone's comments, so these may have already been mentioned:
4. Merc for normal.
You should be able to plow through enemies in normal, so it isn't really a big issue but I'd still go with one of the act 2 merc. Their aura helps your army, whether it be Prayer to heal them or Defiance to boost their defense. An act 1 merc doesn't do anything for them, and her cold arrow could shatter enemies meaning you have one less body to either blow up or summon from.
Thanks for the comments, Tigercan, I have incorporated them all in my second version draft already. However, my experience with act 2 merc has not been very good in normal difficulty. The worse problem I encountered was Diablo who kept killing him each time, and finally I was forced to hire Act 1 Rogue. She did relatively well, died only two times, and I say she's the one who killed normal Diablo for me rather than anything else.

On the contrary, I have a friend who did very well with act 2 merc in normal difficulty. Maybe his gear was a bit different, I'll enquire further into this.


 

Radamer

Diabloii.Net Member
Great guide!

Right now I am doing a HC necro on single player and using the /players 8 command. I am currently only half-way through act 2 normal and already at lvl 24. My skeletons are maxed (very important) and I've kept my rogue, rather then getting an aura merc.

But I've been playing a little differently. I've been mapping out every area and hitting every extra level available. I've gotten so many gems, it's insane. Anyway, I've found that this method works great and provides me with the opportunity to go back and run various areas that may yield better stuff.

Also, there is something that many players tend to miss. The Horadric Cube allows for a nice formula that less you create Full Rejuvenation Potions from three normal ones. Save those normal rejuvenation pots at all times so you can have a belt full of them. I also keep antidote pots on my belt for stray poison damage as well (you don't need poison resistence with those). In fact, every time I am poisoned by a stray missile or breath, I always use one so that I don't risk losing too much health and thus getting more vulnerable then I need to be.
 

tigercan

Diabloii.Net Member
@ Radamer

Another highly overlooked cube recipe which is especially useful early on is the diamond (any type) + kris + staff + belt = Savage <polearm weapon>

Not uncommon to roll exceptional polearms with that, and a 70% ED Partizan does pretty crazy damage for act 2 normal. Of course you'll want to cube all those Amethysts you find to socket in your mercs armour just so he has the strength to use it, but it's worth doing
 

MasterMynd

Diabloii.Net Member
Excellent guide :thumbsup:

I'd like to submit some things regarding obtaining wands and heads for the untwinked build.

For the untwinked Skeleton-based build, shopping is the surest way to get some very good wands. In fact, from my experience, at any given clvl, I have never found a magical wand that was better than what I could buy from Akara. (Even the best Rare I’ve ever found was only marginally better than the best magical I could buy.) For example, I've never seen a +3Summon wand drop, but I've bought half a dozen. And at the other end of the spectrum, I’ve never seen a +3RS/+1SM wand drop, but I bought one at level 4 and used it all the way up to level45 when the +3 summning wand became available. Bottom line: IMO your very first purchase should be a +2RS wand. And I would recommend purchasing it before tackling Blood Raven, if you can afford it.

In general, when shopping for wands for the Skeleton-based build, the +skills you'll want to look for are: +All Skills, +Summoning, +RS/+SM, +SR in that order.

+RS.vs.+SM is really somewhat of a tossup. If you like having a larger number of weaker skeletons, then push RS first. If you like having a smaller number of stronger Skeletons, then push SM first. Or do as the guide recommends - push them simultaneously for a medium number of medium strength Skeletons. I’ve done all three and my personal preferrence is to max RS first, and then SM. (Note: The guide’s advice regarding getting RS up to at least 3 is spot on, as you get the best point/value ratio for those first three points in RS - before the diminishing returns start to kick in.)

+All.vs.+Summon can be a toss up also. Generally, I prefer a +nSummon over a +nAll because I like to be able to individually control the range of curses through specific point allocation. (i.e. DV with greatest range possible, Amp with smallest range possible, and Decrep in the low-middle.) On the other hand, getting free points in Bone Armor and Corpse Explosion is never a bad thing. So the All/Summon decision really has to be based on play style and personal preferrence.

I prefer shopping Akara, simply because she always has lots of wands in stock and it makes for fast "cycling" if you make a game with the gate in the North/East wall of the camp so that the round-trip from Akara, to outside the gate, back to Akara again, only takes about 3 seconds.

As for availability, 5 minutes worth of shopping should be all you’d need to get something worthwhile at any level. It took me less than 10 minutes of shoping for +3Summon wands before I found one that I liked. In that 10 minutes I saw 5 of them.

One last note on Shrunken Heads. The game is set up such that the only way to obtain Shrunken Heads is via monster drops. You can’t shop them and you can’t gamble them. This single fact alone lead me to the decision to use my imbue quests solely for Shrunken Heads, as you can gamble a Rare, and buy a magical, of anything else that is helpful to a Skellymancer. Also, don’t forget about the cube recipes (3chips=ilvl25, 3Flawless=ilvl30) for re-rolling and socketing heads. I haven’t researched this very thoroughly, but considering that the key skills for a Skellymancer are all low-level skills(RS/SM/CE), the potential is there to produce viable end-game, if not Godly, heads.
 
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anilrobo

Diabloii.Net Member
Excellent guide :thumbsup:
Thanks! :smiley:

For the untwinked Skeleton-based build, shopping is the surest way to get some very good wands.
Thanks for confirming this... Another point is when you're a low level char, how do you obtain money for buying these "costly" wands? Well here's a little tip: pick up all the fulminating potions and strangling gas potions - they sell for a LOT, especially given they occupy only a very little space in inventory.

In general, when shopping for wands for the Skeleton-based build, the +skills you'll want to look for are: +All Skills, +Summoning, +RS/+SM, +SR in that order.
When you're a low level necro, a +2 summoning skills wand always becomes available before +2 all skills wand. Therefore, I usually look for the wand attributes in the reverse order as you've written to make the task easy. Of course, my preference remains in the same order as yours!

+RS.vs.+SM is really somewhat of a tossup.
Having a larger number of weaker skeletons makes some people feel more "comfortable". The only problem arises when facing bosses like Diablo. Bosses usually have an area damage spell that can destroy weaker units. On the other hand, if you pump up SM first, you have so few skeletons that normal monsters (who come in groups) have a greater chance of focusing their wrath on you rather than your minions. For these two reasons, I prefer keeping RS and SM at the same level, and it works wonderfully for me!

One last note on Shrunken Heads. The game is set up such that the only way to obtain Shrunken Heads is via monster drops. You can’t shop them and you can’t gamble them. This single fact alone lead me to the decision to use my imbue quests solely for Shrunken Heads, as you can gamble a Rare, and buy a magical, of anything else that is helpful to a Skellymancer.


Actually none of the class-specific items are available for gambling. Shrunken heads are particularly notorious for not being available for trade from town vendors too. I think every other class-specific item is available for trade from town NPCs except Necro shrunken heads. Can someone else confirm this? (I play a Necro only, so hardly notice gear for other chars, sorry)

Also, don’t forget about the cube recipes (3chips=ilvl25, 3Flawless=ilvl30) for re-rolling and socketing heads. I haven’t researched this very thoroughly, but considering that the key skills for a Skellymancer are all low-level skills(RS/SM/CE), the potential is there to produce viable end-game, if not Godly, heads.
This is an excellent point put forward at such a right occasion. Though I am aware of this formula, I never tried it with shrunken heads (or wands for that matter). However I think it deserves a solid try. I'll collect a big chunk of the required ingredients next week and experiment a bit. I'll post the results here then.


 

tigercan

Diabloii.Net Member
Actually none of the class-specific items are available for gambling. Shrunken heads are particularly notorious for not being available for trade from town vendors too. I think every other class-specific item is available for trade from town NPCs except Necro shrunken heads. Can someone else confirm this? (I play a Necro only, so hardly notice gear for other chars, sorry)
Druid pelts, Pally Shields, Amazon bows/spears, barb helms & sorc orbs are also not buyable from NPC's.
Druids, Barbs & Zons have the short end of the stick because Pally's can buy scepters, necro's can buy wands, sorc's can buy staves & sins can buy claws. Class specific items for those poor saps can only be found.



 

anilrobo

Diabloii.Net Member
great playing tips :thumbsup:

might mention teleport amulets
Mentioned in the second version (will request the mods to update next week) :smiley: The recharge costs are sometimes very high though. Other items with teleport charges are Naj's puzzler and Spellsteel unique axe.


 

prion

Diabloii.Net Member
the problem with those is you have to weapon switch, you may lose your skellies.

with a huge amount of luck, you can actually find or shop a teleport staff/wand in norm a5, but you have the same weapon switch problem.

(one time I crafted a caster scepter and it had teleport charges on it. but it was useless otherwise. [caster rod is a bad recipe])

also, teleport will generate on circlets, might try and imbue. speaking of imbue, you might mention a bit about that. Personally I like to use my imbue before entering the Chaos Sanctuary because i figure that's where i'm most likely to die. That way if the item is useable, someone can loot it; if i don't use the imbue and I die, then the quest has been wasted.

Would be interesting if we could figure out what a good imbue level would be to hope for teleport on circlets
 

anilrobo

Diabloii.Net Member
the problem with those is you have to weapon switch, you may lose your skellies.
Actually if you switch weapons outside town, the skelllies stay for some time (2-5 mins as per my measurements). However, if you switch in town, or enter town after switching, the skellies which are "extra" die instantly. This seems to be a bug, maybe it'll be fixed in 1.12


 

stephan

Diabloii.Net Member
One last note on Shrunken Heads. The game is set up such that the only way to obtain Shrunken Heads is via monster drops. You can’t shop them and you can’t gamble them. This single fact alone lead me to the decision to use my imbue quests solely for Shrunken Heads, as you can gamble a Rare, and buy a magical, of anything else that is helpful to a Skellymancer. Also, don’t forget about the cube recipes (3chips=ilvl25, 3Flawless=ilvl30) for re-rolling and socketing heads. I haven’t researched this very thoroughly, but considering that the key skills for a Skellymancer are all low-level skills(RS/SM/CE), the potential is there to produce viable end-game, if not Godly, heads.

Unfortunately, an ilvl of 25 is just a little too high to get tier 1 skills. There is also the problem that the chipped and flawless gem recipies only work for weapons. :wink3:

Actually none of the class-specific items are available for gambling. Shrunken heads are particularly notorious for not being available for trade from town vendors too. I think every other class-specific item is available for trade from town NPCs except Necro shrunken heads. Can someone else confirm this? (I play a Necro only, so hardly notice gear for other chars, sorry)
Claws can both be gambled and shopped. None of the other class specific items can either be gambled or shopped.

Actually if you switch weapons outside town, the skelllies stay for some time (2-5 mins as per my measurements). However, if you switch in town, or enter town after switching, the skellies which are "extra" die instantly. This seems to be a bug, maybe it'll be fixed in 1.12
The skeletons dieing is certainly not a bug, and as far I can tell always happens instantaneously.



 

MasterMynd

Diabloii.Net Member
Another point is when you're a low level char, how do you obtain money for buying these "costly" wands?
It's been a while since I've actually done it. (Yes, I admit that I always twink new characters with gold.) But as I recall, a +2RS wand costs around 20-25K, and a full clear of everything between the Rogue Camp and the Burial Grounds, will produce enough sellable items to build up that much gold.

To mention one specific item - Throwing Knives bring 480 gold - even cracked/damaged ones.

And of course anything with any +skills will be worth a decent chunk of cash. IIRC, Sceptres with +Pally skills and Staves with +Sorc skills are not too uncommon between Camp and Burial Ground.

There is also the problem that the chipped and flawless gem recipies only work for weapons.
Well I said I hadn't researched it. :embarassed: Thanks for the correct information on that and the skills/levels.

Having a larger number of weaker skeletons makes some people feel more "comfortable". The only problem arises when facing bosses like Diablo. Bosses usually have an area damage spell that can destroy weaker units. On the other hand, if you pump up SM first, you have so few skeletons that normal monsters (who come in groups) have a greater chance of focusing their wrath on you rather than your minions. For these two reasons, I prefer keeping RS and SM at the same level, and it works wonderfully for me!
Some empirical data: I actually tested this and I can state for the record that it is possible (and actually not difficult) to get all the way to Diablo (all seals open and WSK cleared) with zero in SM. But actually killing Diablo is another story. Maybe one could do it with several dozen trips back and forth to replenish the army. But I gave up after 5 trips and D still at 90%+ life. At that point I broke down and put 5 points into SM, and breezed (relatively speaking) right through him. I guess all I'm saying is that up to Diablo, the "big/weak army" is perfectly viable.

And thanks for this discussion as it gives me something new to do - test the "small/strong army" the same way.
 
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