The CurseMancer

Final

Diabloii.Net Member
The CurseMancer

Index
I. What is a cursemancer
II. Why a Cursemancer
III. Gear
IV. Stats
V. Skills
VI. Pvm
VII. Merc Gear
VIII. Glossery​

Note: it is only for pvm u can't do anything with this biuld for pvp.

I.What is a cursemancer?
A cursemancer is a necromancer that gets by on nothing but curses and a few spells.​


II. Why a Cursemancer
For fun and something to do its a realy hard biuld to get use to but I found it fun.​


III. Gear

Armor:
CoH (dolumberist): +2 skills resistances cant ask for more.
Enigma (jahithber): +2 skills frw and teleport this would be an alternitive to CoH.
Skin Of The Vipermage (serpentskin): +skill and resistances nothing elese tho.​

Helm:
Shako (Shako): +2 skills life/mana good.
Pensent Crown (war hat): +1 skill and vit/energy alternitive to Shako.​

Wepon:
Hoto (kovexpulthul): +skills fcr resitance absoulute best for a caster.
Wand: +2 curses and some other spells.​

Shield:
Homaculus: +2 pnb +2 curses absoulte best for this biuld
Necroshield: +2 curses and some other spells.​

Ammy:
Necroammy: +2 curses/+2 necro cheap and effective.
Maras Kadioscope: +2 skills resist a bit pricy if it wasnt it would be #1.
Eyelitch: +1 skills and other mods the cheap version of maras.​

Rings:
2x SoJ.
Some others.​

Gloves:
Trangs: +20 fcr 30 cr cant get better.
Magefist: +20 fcr +1 fireskills(irrelavent).
Frosties: +40 mana increase if your short on mana.​

Belt:
Tals belt: dtm and dex awsome.
rare belt: fhr life and resistance a bit pricy.​

Boots:
Marrowalk: frw and the synergy bouns.
Rare boots: Frw fhr life resist uber pricy.​


IV. Stats

Str: Enough to use items will range from 35-100
Dex: *
Vit**: 3 points 1 lvl, 2 the next
Nergy**: 2 points 1 lvl, 3 the next

*If you want max block get it
**this is for a level biuld



V. Skills


20 attract: for the bosses around.
20 confuse: for the regular monsters.
1-20 bone armor: for defense.
1-20 teeth: so you can kill somethings.
1-20 bonespear: so you can kill somethings.
1 ad: Synergy
1 weak: Synergy
1 terror: Synergy
1 Decript: To slow and cause more dmg
1 golem: To slow bosses

Skelies: some people would put these in but if you do your makeing a skeliemancer so I don't.

VI. PvM

This biuld is for pvm so ill give some stragies

A1: Bm-Cata3
Use attract on the shamens so they dont revie their little monsters and unique monsters all other use confuse.​

A1: Andy
Use attract on andy and help the monsters by shooting bs. use golem and decript.​

A2: Sewers-Tomb
Use confuse on them all they will kill each other.​

A2: Duriel
This is hard use bs and keep moveing i got merc to kill with my decript and golem.​

A3: Jungle-Durance level 3
Confuse the monsters and let merc get some hits in.​

A3: Mephitso
Use bs,decript, golem. Revive merc and use pots as needed.​

A4: Lowersteps-Cs
Confuse the monsters and let merc get some hits in.​

A4: Diablo
Uber Uber hard i died like 10 times trying to kill him. Bs golem and decript will be usefull.​

A5: Bloody foothills-arret summit
Confuse the monsters and let merc get some hits in.​

A5: Ancents
Use decript and golem, keep moveing potage and reviveage helps alot.​

A5: WorldStone Keep level 1-3
Confuse the monsters and let merc get some hits in.​

A5: Baal
Use decript golem and bs so that baal cant hit u/merc.​


VII. Merc Gear

My merc uses the following

Eth botd war pike
CoH Dusk Shroud
Crown of Theifs​

VIII. Glossery
Ad: Amplify Damage
weak: Weaken
golem: Clay Golem
bs: BoneSpear
bm: Blood Morr
 

Leuchovius

Diabloii.Net Member
Er... right.

First of all, the most commonly accepted moniker for a curse-exclusive necromancer is "Mojomancer" (or curse-b**** to most b.netters out there :lady: ). If you want to invent a new variant, it should divert from the original somehow. As it stands, this looks, in fact, like a regular Bonemancer with points into AI curses.

You have left out the almighty Dim Vision. Why?

Attract does not work on Andariel. It doesn't even work on Champions.
 

darnocpdx

Diabloii.Net Member
Having been along time fan of Mojomancers I see a couple problems with your build here.

Too many points to teeth/spear. Personally I prefer Corpse explosion over either, if I went with a bone attack I'd usually take just bone spear or bone spirt depending on how you interact with your merc (ie let him/her do most the work=bone spirt. Bone spear if you want a more active roll). And really Poison Nova would still be a better choice than either one attacks as well.

I'd personally go more dim and more confuse and use less attact. I'd max attract at 10 and get confuse and dim to 15 at a minium for the one you'll use less max the other. Attracts best uses isn't so much for crowd controll as its power when used with Iron Madien. If you want to use attract mostly put a bunch of points in IM too, this way entire crowds are damaged while attacking the attracted, though as you advance in levels it (IM) becomes less effective. Also Life tap can be handy as well in that champions can be destroyed by the normal versions of themselves that typically are hangin' round them as well (the common ones can leech a LT'd beast) whe3n in the middle of confussed groups.

Also revives work very well with a mojo type build as well. Confusion and a few revives and CE will clear huge sections of cows with just a few casts (a 10+ confuse will bring in more cows onto one screen than you've ever seen before).

I'd also highly recomend building your clay up more too, the slow is a huge help with this build type especially against the bosses and ancients. I typically keep a + clay wand/head on switch just for this and boost it upto 10 or so points as well. This guy is key to doing diablo and Baal sucessfully, but you cant let him die, ie recast him before he dies and/or before D's lighting attack stops.

And as for gear a +2 curses and +2 or 3 curse of choice can be a much better head than either you've brought up, though they are hard to find. Even better would be a normal 2 socket one with +3 curse of choice, +1-3 secondary curse, +1-3 attack spell and then splendor it. Also Blackhand Key is a great wand with +3 curses and the Grim Ward charges are very handy as well.

Also resists are the most important stats on gear, since you will usually only get hit by ranged attackers once you learn how to manuniver yourself around a confused crowd to keep them on your merc and golem. And I'll typically keep resist gear over even +skill gear since a curses durration and range are the only modifing factors for most the mojomancer line of curses.
 

darnocpdx

Diabloii.Net Member
Also make sure you keep your merc in primo gear. As you advance through difficulties you will end up relying upon him/her more and more. At a certain point (about act 4 norm) the confused don't really kill themselves much, it's more just to keep them busy while your merc kills them off,

Personally I prefer and act 5 barb with a Shadowfang (upped as needed). It's got good damage, cold damage (chill effect), and 9% leech. Add a black horns (more slow and light absorb) and durries and this guy kills and resists well. Though he is kinda the stupidest of mercs though too, and gets hung up on the landscape more than all other melee types I find. Act 2 defiance aint bad either.
But sinse you don't have alot of summons I find the might too ineffective, and well holy freeze kinda works against confuse.
 
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