The MoaHmancer build guide.

darnocpdx

Diabloii.Net Member
The MoaHmancer build guide.

The MoaHmancer (pronounced Moe, stands for Mother of all Hybrids)

Concept: This build uses skills from all branches of the nerco line to build a True Jack of all trades Master of none build. Here we take the skills that are used and only put enought points in each to which the diminsing returns becomes too much. Only one skill is maxed.

The idea behind this build is to have a necro that has a decent attack in all the spell lines and taking advantage of the diverse build possibilities within the class. You wont be breaking any kill speed records, but you should have significant power to make it through most the game. Remember the secret of this build is using alot of skills and attacks nearly simutainously. you have a small army to help block for you as well as a few spells to help on the attack, a good range of curses and with plus gear (say +5-10 general necro skills) you should find your self to be quite powerful.

Summons:

Raise Skeleton:3 (optional 6)
Skeleton Mastery:20
Clay Golem: 1 (optional 8 only if you plan on useing in conjunction with IM)
Golem mastery: 1
Skelleton Mage: 3 (optional 6)
Blood Golem: 1
Iron Golem: 1
Summon resist: 1
Revive: 1

Total points: 30

Posion and Bone:
Teeth: 1
Bone Armor: 1
Corpse Explosion: 1
Poison Dagger: 11 (412-489 final damage with synergies)
Bonewall: 1 (additional points optional if you have some to spare)
Poison explosion: 1
Bonespear: 15 (Final damage with synergies 345-367)
Bone Spirt: 18 (Final Damage with synergies 686- 747)
poison Nova: 10 (final damage 446- 519 with synergies)

Total points: 59

Curses
Amp damage 1
Dim Vision (optional 1 at most)
Weaken 1
Iron Madien 1 (8 optional great for bossees with CG and when used with Attract)
Terror 1
Confuse (5 optional greater crowd controll than Dim vision, great for amassing te crowds for then casting Im and then attracting one)
Life Tap 1
Attract (8 optional very powerful when used with confuse and Iron Madien on non PE immuned)
Decreptify 1
Lower Resist 1

Total 7 (optional for the mojo side of this MoaH necro I'd recomend putting 5 points into Confuse for getting a crowd to gather, then cast IM over a portion of the crowd, and attract in the middle of those IM'd. I'd evenly distribute the points between IM and Attract.)

Gear- unlike other Necro's this build benifits mostly from +skills and +Necro skills rather than items that grant skills to one line. I'd highly recomend useing wands and heads that grant bonuses to your summons lines on one switch and a wand /head for the poison bone lines on the other. Like wise carry a dagger in your backpack for bosses. For an easy out venom rune word could be used for the poison line however you should still place points in posion dagger then.

Stats again this should be approched fairly evenly I'd personally divid my stats fairly evenly, though most likely largely (though not completely) the Energy line. And slightly favoring the Vit line.

This build isn't made for PvP.

Used alone this build should be able to get you through NM quite nicely, at which point you should start farming and trading for the better gear before heading off to Hell. Once you get gear that gives the primary abilities to +10 (ie on one weapon switch +10 to the poison/bone spells, and on the other switch +10 to the summoning line) you shouldn't have too many problems with Hell if you're level 75-80 upon entering Hell. Again you wont kill fast but you should do just fine.

Merc options I'd recomend Holy Freeze Act II NM and untill then either Defiance or Prayer Act 2 Norm or just stick it out with the Rouge. Again though a merc from any act would supliment this build quite nicely, just don't skimp on the merc gear though.
 

darnocpdx

Diabloii.Net Member
I should note that those skills that get the most points have been given enough points where they gain more damage from synergies which is critical to this build effectiveness( and thus the reason Bone spirt is level 18 etc.)
 

darnocpdx

Diabloii.Net Member
Well i have just started this build last night (currently level 12 lol) but mathamatically it should get you through NM without any real problems especially if you invest some points into my recomended mojo line. Confuse is in my opion is the most underestimated spell, it can make the beasts tank themsleves quite nice, and the fact that it makes the beasts colapse their ranks (ie make close the gaps between them) you can through out most of Nm and all of norm with little more than a few points in Confuse, IM and Clay (with IM for the bosses). Toss in a little CE and things go preaty fast (I should have made CE an optional line to 5-10 points as well, but it aint really needed.)

Though Hell could be problematic I don't see where anything will really stop you. You got attacks (abet fairly weak) from all the elemental lines and some fairly powerful magic and poison line spells. Again on all but the Phy. Immune the confuse, IM, Attract trick will keep everything busy and speed up killing quite a bit. Confuse will also keep those uneffected by confuse from attacking you in that they might not get confused, but they will attack those that are confused.)

But I should add this build isn't for the novice, it's alot of buttons (ie more than 9) to keep everything up. Also you need to learn how to work with confuse (ie cast at screen edges and run back a little then run around the pack till those that stay on you are either distracted by the confused or your merc/minions kill them off. However the strenght of this build is that their isn't a sitution you can't take on (unlike poison, summoner, boners have). Immunes just slow your down, bosses take longer with reliance on CG and IM but they are always possible, you will lose effectiveness in multiplayer but what sorcess isn't gunna love the tanking abilitity and tightly packed groups that confuse causes, especially when they can also hide behind 10 + summons? For bosses with decrept and a little slow target on your self and merc with some cold (merc weapon, mage) you can negate most the attacks of Diablo and Baal.

Its a slow build, but it should prove to be effective. Of course with better gear this build gets much more powerful, and could with godly gear perhaps out preform or at least match any of the specialized builds. After all all the main attack lines have been brought upto to the point at which synergies make a bigger difference than points into the spell, So for example add marrow walks and the synergy bonus comes upto this:level 20 Bone Spirt Fully synergised (minus bone prision since we assume both have it)= 60*.06*380=1368 damage bonus from synergies, Level 18 with 17 synergy points =17*.06*340= 346.8 bonus with synergies), You are only losing 1020 damage from synergies (yes I know more with higher level BS) than a pure bone mancer but using alot less skill points points, meanwhile adding a huge amount of diversity. That difference is nearly made up with LR and Nova (lets not forget things like trangs gloves so really the big difference would be the points that went into Bone Spirt instead of other skillls. it's a balancing act for sure, but the diversity makes up for it, Toss in some extra damage from mages, skeles,a few revives,CE and perhaps fire spells from Trangs you'll be doing nearly the same damage as any of the specialized builds.
 

darnocpdx

Diabloii.Net Member
Also I should note that good gear is easier to find. Because your bag of tricks is a little of nearly everything nearly everything could be useful. Infact I suspect rune words like White and Slendor are good end game selections with the right base item. For example that 2 socket head with +3 Nova, +2 mage, + 1 Iron madien would make for an execelnt spledored head which could serve you quite well for quite awhile.

Other uniques come out that aren't totally sought after as well like Darkforce and Bone flame heads (neither as expensive as say Homu), likewise Ume's and Gravespine can be used much later in the game than most builds play with them. And the good old arm as well.

So in some respects this build should prove to be an easy build to equipt with decent gear. Especially since you have nearly the safty of a summoner to hide behind.
 

Mad Mantis

D2/3 Necromancer & Witch Doctor Moderator
Keep us posted on your progress. The skill distribution almost looks like my worst nightmare, but it could prove interesting. And if nothing else it is an exercise in Mojomancy. Nice idea. :thumbsup:
 

darnocpdx

Diabloii.Net Member
Not an experiment in mojo...I got a Mojo(+CE) currently level 55 HC mostly untwinked (muled one wand that I bought in Act and 2 manolds, everything else is found, bought, or crafted himself...the Confuse, IM, attract, CE combo is some amazing @#$%. And D is slow push overs with IM and beefed up clay (just gotta keep him up, depending on my FR I've done Norm D using only 3 mana pots and two heal pots, need a couple more of each in NM), and Baals attacks are negated with 50% slow on you, 25% slow on merc, CG, Decrept, and some slow damage (I've stood in his lighting without taking damage, and at a certian point his freezing arrow never appears, infact I can do Norm Baal without drinking (perhaps once after rushing him up the ramp he's on), my merc living, and without recasting my clay did it at 35 with this guy).
 

Fremen°

Diabloii.Net Member
an interesting build

its nice to see a fresh idea poping up after this games been around forever:lol:

optimal gear setup?

shako, hoto, homoculus, crafted necro ammy, enigma, archnids, sojs, marrowwalks(bug:D), some gloves?

im assuming its a vit build?

if i asked anything u mentioned in ur huge post, im sorry, im rather wasted from big tests at school:lol:
 

lextalionis

Diabloii.Net Member
Interesting... I think you'll find that if you are using Poison Dagger for poison damage you'll be woefully unhappy late game with its damage without synergies. I know I was even with it maxed a VENOM runeword dagger and lots of plus skills in the bone tree.
 

Mad Mantis

D2/3 Necromancer & Witch Doctor Moderator
darnocpdx said:
Not an experiment in mojo...
What I meant was that if the other attacks you are trying to build up fall through, you can always try to get as far as you can with the Mojo part playing a major role.
 

darnocpdx

Diabloii.Net Member
lextalionis said:
Interesting... I think you'll find that if you are using Poison Dagger for poison damage you'll be woefully unhappy late game with its damage without synergies. I know I was even with it maxed a VENOM runeword dagger and lots of plus skills in the bone tree.
I know but its something till you get your nova built up. And again this build isn't about massive one kind of damage but more like stacking lots of different smaller damage.
 
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