The...mixermancer?

rizzlan

Diabloii.Net Member
The...mixermancer?

Okay, so i have never played a necromancer before and i don't often see them in action. So you can call me a newbie in this class.

I'm thinking about making one thought, the necromancer is interesting and the skill table has potential.

So what kind of necromancer am i looking for?

Im trying to make a mixed necromancer with either Teeth, Bonespear or Bone Spirit - and an army of summons. I want to be able to sit back and watch them clear the area, and still be able to bring them down quickly with a nuke spell. To move around quickly i think of having the Enigma equipped, along with a Hoto for the res, skills and FCR.

The purposes are mfing, socket finding, maybe key running.

So i would need a little help here since im new to necromancers, post good guides if you know, or just help me out with posting your ideas about skills and equipment

This is some equipment i thought of:

Armor - Enigma
Weapon - Hoto
Shield - ?
Boots - Wartravellers
Gloves - FCR Or Chances
Rings - Sojs?
Belt - Arach?
Amulet - ?

Switch:
Cta/Spirit

Skills:
Teeth, Bone Spear or Bone Spirit?

Dont be shy, post your ideas

Thanks in advance :thumbsup:
Rizzlan
 

NumtyDoo

Diabloii.Net Member
Re: The...mixermancer?

You have two options really. Both of these builds are listed in the guide section.

1) Fishymancer. Uses max raise skellie, and max skellie mastery. Max Corpse explosion. Corpse explosion when maxed and with +skills will kill everything on the entire screen with 1 or 2 blasts. Then you still have points left over for mages, dim vision, or bone armor.

2)Poison/Summon. Max poison skills, max raise skellie, put left over points in skellie mastery. This gives you slightly weaker skellies than the fishy but with the gear your talking about and a couple skillers you can get 10k nova's.

I don't recomend mixing teeth/spear/spirit with a skellie build as the magic damage will be low-ish due to lack of synergies. If you want to go teeth/spear/spirit and want summons, a 1 point revive build would be best.

I have built all of these and the fishy is my personal favorite. I maxed mages on my latest one. 17 mages all together do great damage.
 

rizzlan

Diabloii.Net Member
Re: The...mixermancer?

Thanks alot for your response! I think ill go with the Fishymancer but i still wanna experiment with the equipment, what do you think?
 

lukefojut

Diabloii.Net Member
Re: The...mixermancer?

Fishymancer all the way - it sprang to mind as soon as I read what you were looking for in a character.

Also nice is the fact that it's one of the few characters who it's actually fun to level - if you find enough potions these guys are awesome low-level tombrunners :grin:
 

rizzlan

Diabloii.Net Member
Re: The...mixermancer?

Sounds good, sounds good :grin: But how does Enigma and Hoto sound?
 

Nikojin

Diabloii.Net Member
Re: The...mixermancer?

Well if you have them already, pass them along to me and I'll let you know how they work out... :thumbsup:
 

NumtyDoo

Diabloii.Net Member
Re: The...mixermancer?

hoto is great because of the skills, mf, and resists, it's what I use on mine. Enigma is probably the single best item you can have for a summoner.
 

MasterMynd

Diabloii.Net Member
Re: The...mixermancer?

There are a lot of Shield options. Homunculus w/PDiamond being the obvious choice for the +skills and resists. If you're going to have a summon switch and a fighting switch, use AoKL + Homu for summoning and HotO + Spirit (or any other shield that gives you what you need - Ancient's Pledge or 3/4 PDiamond for res, Rhyme for MF, etc.) for fighting. If you're going "no-switch", then HotO + Homu is probably the best weapon/shield combination.
 

Dizzymjewu

Diabloii.Net Member
Re: The...mixermancer?

Arm of King Leoric > Hoto anytime when making Fishymancer. You will not need absolute max resists, if you have only lightning max you will be able to clear WSK for instance, anytime.

The "nuke spell" you are talking about, is definitely CE, one corpse will give you the abiltiy to one-click wipe out armies of enemies (monsters).

My Fishy goes with this gear, though you can get along naked if you wanted too:

Shako (topaz)
Skullders (in your case Eni)
AoKL
Homunculus, up (Um)
Nagelring, Dwarfstar. If you go poison you'll want fcr here
Rare amu with +2 skills, some @ and some energy
Marrowwalks (may switch wartravs if you want loads of mf)
Chancies

On switch, i use Lightsabre for the absorb of Lightnings in WSK (will help a lot!)

Hope my considerations help you :)
 

NumtyDoo

Diabloii.Net Member
Re: The...mixermancer?

AOKL has 2 more RS/SM skills than HOTO, that is it's ONLY better stat. HOTO has more all skills (better for curses and CE range), 30% more FCR, 40% resists, 15% boost to mana, dex for max block, life regen to top life off after the few times you do get hit.

HOTO > AOKL in every way except for use as a skellie prebuff.
 

rizzlan

Diabloii.Net Member
Re: The...mixermancer?

Thanks everyone for your response! I have gotten a few good ideas from this. If anyone feels to add anything im open for all advices. Have been rushed now, just need some leveling and then im outfitting him with gear!
 

Dizzymjewu

Diabloii.Net Member
Re: The...mixermancer?

@Numty I admit you are right regarding CE range and curses, but i was mainly thinking about the need to raise skeletons when making a Fishy, in addition to budget-considerations. I went past the fact Rizzlan already has Hoto :)
 

rizzlan

Diabloii.Net Member
Re: The...mixermancer?

He's doing all good! I was actually amazed of the Fishymancers killing speed. And yet he's only level 45. Will run a few more CS so that he can use torch etc!

I think i'll keep the Hoto on Hammerdin for now, and buy the Necro his own Enigma - I will go with the AoKL because EquiLa were kind enought to get me one! Thanks

I got a needlist running here on Europe, so time to dust off your necro stashes and sell me your items!
http://forums.diabloii.net/showthread.php?t=635235

Again, thanks for all tips and guides!
 

MrProphet

Diabloii.Net Member
Re: The...mixermancer?

AOKL has 2 more RS/SM skills than HOTO, that is it's ONLY better stat. HOTO has more all skills (better for curses and CE range), 30% more FCR, 40% resists, 15% boost to mana, dex for max block, life regen to top life off after the few times you do get hit.

HOTO > AOKL in every way except for use as a skellie prebuff.
With the base mana (i.e. no stat points) he's going to have, I think the +100 or so mana from AoKL would give better returns then the 15% boost.

I'd still take a hoto over AoKL, but they're both pretty efficient and AoKL has style points :)


 
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