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Oct 11 2009 04:31am
Scaryghoul's v1.12 Vita Bone Necromancer Guide

Table Of Contents

1.Introduction
  1. About Me
  2. Why Necromancers
  3. Disclaimer
  4. Legend
2. Stat Allocation
  1. Starting Stats
  2. Per Level
  3. Stat Bonuses
  4. Placing Stats
3. Skills
  1. Notes
  2. Allocation
  3. Notes and Explanations
4. Equipment
  1. Breakpoints
  2. Equipment Options
  3. Builds
  4. Socketing
5. Tactics
  1. Hotkeys
  2. General Tactics
6. Class-Specific Strategies
  1. Sorceress
  2. Necromancer
  3. Druid
  4. Amazon
  5. Paladin
  6. Assassin
  7. Barbarian
  8. Team Dueling
7. My Necromancer
  1. Major Stats
  2. Setup
  3. Screenshot
8. Credits




1. Introduction

About Me

My account name is *Arausa114 on USWest NL. I've been experimenting and dueling with Necromancers since 1.08 patch before enigma was even around and followed as the Necromancers "evolved." I have played with builds all along the way. This character has served me well, and I'd like to pass on my Necromancer's legacy as I leave D2. My Necromancer's name is iMaxedAmp on the Softcore USWest Non-Ladder realm. Now, onto more important things.

Why Necromancers?

Necromancers have the versatility needed to vs. any character in the game with a little bit of practice. They are more skill oriented then damage/builds. They have lots of room to expand and can be a lot of fun to master.

Disclaimer

I don't claim to have invented this build or character. I am just showing you a different look at it (my interpretation).

Legend
  • FCR: Faster Cast Rate
  • FHR: Faster Hit Recovery
  • FRW: Faster Run Walk
  • RES: Resistances
  • DR: Damage Reduction
  • MB: Max Block
  • WSG: Weapon Switch Glitch


This post was edited by Scaryghoul on Oct 11 2009 04:59am
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2. Stat Allocation

Starting Attributes
  • Strength - 15
  • Dexterity - 25
  • Vitality - 15
  • Energy - 25
  • Stamina- 79
  • Mana - 25
Per level
  • Life +1.5
  • Stamina +1
  • Mana +2
Stat Bonuses
  • Strength - Allows for wearing equipment
  • Dexterity - Allows for wearing equipment
  • Vitality - Adds life and stamina
  • Energy - adds mana
  • 1 Vitality point gives 2 Life
  • 1 Vitality point gives 1 Stamina
  • 1 Energy point gives 2 Mana
Placing Attributes

Placing your stats on this character should be the same as most characters nowadays. Enough Strength and Dexterity for gear, pumping the rest into Vitality. I do not recommend you touch the Energy button. If you are worrying about low mana, mana potions will take care of things. Necromancers have a average of 700-1.1k mana on Vita builds with no points in Energy and I assure you, that is more than enough.

3. Skills

Skill Descriptions
  • Teeth - Fires a wide range of low damage teeth
  • Corpse Explosion - Prerequisite
  • Bone Spear - Fires a high damage spear
  • Bone Spirit - Fires a high damage spirit that follows enemies
  • Bone Armor - Creates a revolving shield made from bone that absorbs physical damage
  • Bone Wall - Creates a wall of bone that absorbs damage
  • Bone Prison - Creates a circle of bone around the enemy that absorbs damage and traps them
  • Clay Golem - Summons a meat shield
  • Golem Mastery - Increases your golem's life and speed dramatically
  • Summon Resist - Raises your golem's resistances
  • Amplify Damage - Curses your enemy and reduces their Physical damage reduction by 100%
  • Iron Maiden - Curses your enemy so when they attack with physical damage, it is reflected back on them
  • Decrepify - Target's Speed, Damage and Physical Resistance -50%(BM on a lot of realms)
  • Teleport - Same as Sorceresses skill
Skill Allocation
  • Teeth - 20
  • Bone Spear - 20
  • Bone Spirit - 20
  • Bone Wall - 20
  • Bone Prison - 20
  • Bone Armor - 1
  • Corpse Explosion - 1
  • Clay Golem - 1
  • Golem Mastery - 1
  • Summon Resist - 0 (optional)
  • Amplify Damage - 1
  • Iron Maiden - 1
  • Decrepify - 1(optional)
Skill Notes and Explanations

Teeth - Other than a synergy and a prerequisite its a handy skill vs. wind druids. It takes away enemy minion stacks and has a stun effect. It can be useful against any player because of the wide range of attack. Also, it triggers enemy's FHR animation and is good for whittling away at their life.

Bone Spear - This is one of your main attacks in general. It may be difficult to acquire aim with this, but it can really be useful once you get the hang of it, as you cannot always rely on spirits to hit the better players. Also spirit is considered BM (Bad Mannered) in NvN. It is your main attack to kill with. When spear goes through a mob or a summon necro the damage gets split 1/2 for every monster it passes through.

Bone Spirit - This is your other main attack. This is a very simple skill to use in general since it requires no aim, so anyone can use it. To be skilled with it is very different. Use it to predict your opponent and lead them where you want them to go.

Bone Armor - Everytime this wears down, you will want to recast this because it can take so much damage for you. It is simply a shield against physical damage. It does not absorb elemental, poison, or magical damage.

Bone Wall - Synergy and also very useful. You can use this to guide those Desynching Pallys or block arrows from an Amazon. Also it can be useful in PvM when you need to heal up or run.

Bone Prison - Synergy and also very handy in catching Desynching Pallys because it traps them and stops them from moving. It also works on Amazons (or any other character that is walking).

Amplify Damage - This skill is more useful in public duel games to help your teammates as it amplifies the physical damage received by your enemy and can also break physical immunities in PvM.

Iron Maidon - This skill is considered BM because whenever a character with physical damage attacks you, it reflects their damage back on them more strongly.

Clay Golem - The good old meat shield. This monster is useful in almost every situation (except a few - I'll get into that later). He slows your enemies and blocks hits, so everytime he dies, recast him like bone armor. Also there is a golem glitch where if you teleport on someone in NvN and they click on you they hit your golem not you unless they click in your general direction.

Corpe Explosion - A very useful skill when PvM. it causes a corpse to explode, dealing 60-100% of its life as damage to nearby enemies, split 50% fire and 50% physical.

Teleport - Same as sorceress' skill. This is your main form of transportion (no walking, except in special circumstances - see strategy section).

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4. Equipment

Breakpoint Goals

FCR Frames
0% 15
9% 14
18% 13
30% 12
48% 11
75% 10
125% 9 ----- This is our goal. There really is no other option here. You may try 75% if you like, but I do not suggest it as it will slow you down.

FHR Frames
0% 13
5% 12
10% 11
16% 10
26% 9
39% 8
56% 7
86% 6 -------- This is our goal. It will be good for almost any match up.
152% 5 --------- You may try this, but I do not suggest sacrificing many things for it as the only thing it is really good for is NvN (Necromancer vs. Necromancer) - I will present a separate NvN build for this breakpoint.

Equipment Options

Now here's the fun part. There are so many different setups and swaps that come with this necromancer to hit all those breakpoints. Feel free to mix the gear around and see what suits your needs best.

Weapons
  • Hoto - This is the main weapon on many necromancers for the resistances, FCR bonus, and the +3 skills it gives. It also offers a mana boost to top it off. It is a nice and solid weapon.
    -----------------------------------------------------
    +3 To All Skills
    +40% Faster Cast Rate
    +75% Damage To Demons
    +100 To Attack Rating Against Demons
    Adds 3-14 Cold Damage, 3 sec. Duration (Normal)
    7% Mana Stolen Per Hit
    +10 To Dexterity
    Replenish Life +20
    Increase Maximum Mana 15%
    All Resistances +30-40 (varies)
    Level 4 Oak Sage (25 Charges)
    Level 14 Raven (60 Charges)
    -----------------------------------------------------
  • Wizardspike - This is a highly underated tool that many people over look because it has no +skills. This little dagger comes with 50% FCR and 75% resistances and an abundance of mana. This is perfect for when you need to stack resistances or need more FCR. Furthermore, unlike Hoto, the Wizzy can be socketed with a nice jewel or rune of your choosing.
    -----------------------------------------------------
    One-Hand Damage: 23 to 49 (36 Avg)
    Required Level: 61
    Required Strength: 38
    Required Dexterity: 75
    Base Weapon Speed: [-20]
    + (2 Per Character Level) 2-198 To Mana (Based On Character Level)
    50% Faster Cast Rate
    Regenerate Mana 15%
    Increase Maximum Mana 15%
    All Resistances +75
    Indestructible
    (Spawns In Any Patch)
    -----------------------------------------------------
  • White Wand - This is a very nice tool for NvN, but I don't suggest running around with it as your main weapon, as you lose a lot of mana/res with it. But you gain very high damage. Preferably get a 8/6 White wand (8spear/6spirit).
    -----------------------------------------------------
    Hit Causes Monster To Flee 25%
    +10 To Vitality
    +3 To Poison And Bone Skills (Necromancer Only)
    +3 To Bone Armor (Necromancer Only)
    +2 To Bone Spear (Necromancer Only)
    +4 To Skeleton Mastery (Necromancer Only)
    Magic Damage Reduced By 4
    20% Faster Cast Rate
    +13 To Mana
    -----------------------------------------------------
  • Suicide Branch - I don't recommend this, but I've seen some people use it. It comes with 50% FCR, 10% Resistances, +1 Skill, 50 life, and also a bit of Mana. It's a nice tool, so use it if you want.
    -----------------------------------------------------
    One-Hand Damage: 8 To 18 (13 Avg)
    Required Level: 33
    Required Strength: 25
    Durability: 15
    Base Weapon Speed: [0]
    +50% Damage To Undead
    +1 To All Skills
    50% Faster Cast Rate
    Increase Maximum Mana 10%
    All Resistances +10
    +40 To Life
    Attacker Takes Damage of 25
    (Only Spawns In Patch 1.09 or later)
    -----------------------------------------------------
  • Cs Spirit - I don't recommend this other then to play with the 152 fhr breakpoint but some people prefer it.
    -----------------------------------------------------
    Weapons
    +2 To All Skills
    +25-35% Faster Cast Rate (varies)
    +55% Faster Hit Recovery
    Adds 1-50 Lightning Damage
    Adds 3-14 Cold Damage 3 Second Duration (Normal)
    +75 Poison Damage Over 5 Seconds
    7% Life Stolen Per Hit
    +250 Defense Vs. Missile
    +22 To Vitality
    +89-112 To Mana (varies)
    +3-8 Magic Absorb (varies)
    -----------------------------------------------------
Shields
  • 35Fcr Spirit Monarch - Only choice, it has needed FCR/skills/res/mana
    -----------------------------------------------------
    Shields
    +2 To All Skills
    +25-35% Faster Cast Rate (varies)
    +55% Faster Hit Recovery
    +250 Defense Vs. Missile
    +22 To Vitality
    +89-112 To Mana (varies)
    Cold Resist +35%
    Lightning Resist +35%
    Poison Resist +35%
    +3-8 Magic Absorb (varies)
    Attacker Takes Damage of 14
    -----------------------------------------------------
  • Stormshield - This is for your max block setup.
    -----------------------------------------------------
    Defense: (136-504) - (151-519) (varies)(Base Defense: 133-148)
    Required Level: 73
    Required Strength: 156
    Chance to Block: Pal: 77%, Ama/Asn/Bar: 72%, Dru/Nec/Sor: 67%
    Paladin Smite Damage: 12 To 34
    + (3.75 Per Character Level) 3-371 Defense (Based On Character Level)
    +25% Increased Chance Of Blocking
    35% Faster Block Rate
    Damage Reduced By 35%
    Cold Resist +60%
    Lightning Resist +25%
    +30 To Strength
    Attacker Takes Lightning Damage of 10
    Indestructible
    (Only Spawns In Patch 1.09 or later)
    -----------------------------------------------------
Helms
  • Crown Of Ages(COA) - This is a nice helm as it provides a skill, FHR, resistances, and an abundance of damage reduction. Also, it has 2 sockets, so its very flexible. The resistances help vs. elemental based attacks, the damage reduction helps vs. counter physical characters such as the Barbarian or some Paladins.
    -----------------------------------------------------
    Defense: 349-399 (Base Defense: 111-165)
    Required Level: 82
    Required Strength: 174
    +50% Enhanced Defense
    +100-150 Defense (varies)
    +1 To All Skills
    Damage Reduced By 10-15% (varies)
    All Resistances +20-30 (varies)
    +30% Faster Hit Recovery
    Socketed (1-2) (varies)
    Indestructible
    (Only Spawns In Patch 1.10 or later)
    -----------------------------------------------------
  • Harlequin Crest(SHAKO) - This is a very nice helm in general. It has mass life and mass mana, 2 to all skills, and 10% damage reduction. If you prefer the Shako then use it. (shael)
    -----------------------------------------------------
    Defense: 98-141 (varies)
    Required Level: 62
    Required Strength: 50
    Durability: 12
    +2 To All Skills
    + (1.5 Per Character Level) 1-148 To Life (Based On Character Level)
    + (1.5 Per Character Level) 1-148 To Mana (Based On Character Level)
    Damage Reduced By 10%
    50% Better Chance of Getting Magic Items
    +2 To All Attributes
    (Only Spawns In Patch 1.09 or later)
    -----------------------------------------------------
  • 2/20FCR Nec Circ - This can be handy as a swap to make up for lost FCR or the 2 open sockets it provides. Depending on the mods you get, it can have its advantages. I suggest you socket it with Shael/Shael for NvN when you want to reach 152 FHR.
  • 3/20/2 FCR Nec Circ - This is strictly for NvN
  • 2/20/2 FCR Nec Circ with dex - This is for your max block setup.
  • Kira's Guardian - This helm can be fun for other build options or swaps for when you need a true stack, say, vs. Paladins with Conviction or Blizz sorcs.
    -----------------------------------------------------
    Defense: 90-170 (varies)(Base Defense: 40-50)
    Required Level: 77
    Durability: 25
    +50-120 Defense (varies)
    +20% Faster Hit Recovery
    Cannot Be Frozen
    All Resistances +50-70 (varies)
    (Ladder Only)
    (Only Spawns In Patch 1.10 or later)
    -----------------------------------------------------
Ammy
  • 2/20nec ammy - This is a very handy amulet as it frees up either the belt slot or the rings due to the mass FCR. Some are better then others, depending on the mods. Look for stats, life, mana, and resists. If you are unable to find a 2/20 fcr ammy then you may settle for a 2/10fcr ammy as it can be almost as useful.
  • Mara's Kaleidoscope - This is a standard necro ammy due to the +2 to all skills/5 to all stats/resists. Depending on your other gear, this may be a good choice.
    -----------------------------------------------------
    Required Level: 67
    +2 To All Skills
    All Resistances +20-30 (varies)
    +5 To All Attributes
    (Only Spawns In Patch 1.09 or later)
    -----------------------------------------------------
Armor
  • Enigma - Only real choice here for the Teleport. It also offers a large strength bonus which allows you to put more points into vitality. Breast Plate looks nice, but use whatever you like. Just try to make sure it has a low strength requirement.
    -----------------------------------------------------
    +2 To All Skills
    +45% Faster Run/Walk
    +1 To Teleport
    +750-775 Defense (varies)
    + (0.75 Per Character Level) +0-74 To Strength (Based On Character Level)
    Increase Maximum Life 5%
    Damage Reduced By 8%
    +14 Life After Each Kill
    15% Damage Taken Goes To Mana
    + (1 Per Character Level) +1-99% Better Chance of Getting Magic Items (Based On Character Level)
    -----------------------------------------------------
Gloves
  • Trang-Oul's Claws - This is pretty much the only choice here, ive seen some people use magefist but Trangs give +2curses and 20Fcr also lots of cold resistance, good for any situation.
    -----------------------------------------------------
    Defense: 67-74 (varies)(Base Defense: 37-44)
    Required Level: 45
    Required Strength: 58
    Durability: 16
    +20% Faster Cast Rate
    Cold Resist +30%
    +30 Defense
    +25% Poison Skill Damage
    +2 To Curses (Necromancer Only)
    -----------------------------------------------------
  • Bloodfist - This is another useful item for when you want to hit that 152 FHR Breakpoint which is so useful in NvN.
    -----------------------------------------------------
    Defense: 17-18 (varies)(Base Defense: 5-6)
    Required Level: 9
    Durability: 14
    +10-20% Enhanced Defense (varies)
    +10 Defense
    +10% Increased Attack Speed
    +30% Faster Hit Recovery
    +40 To Life
    +5 To Min Damage
    (Only Spawns In Patch 1.09 or later)
    -----------------------------------------------------
Belt
  • Arachnids Mesh - This is just a great belt in general. If you're lacking FCR, this provides a mighty 20% FCR. It also packs a +1 to all skills and a bit of mana.
    -----------------------------------------------------
    Defense: 119-138 (varies)(Base Defense: 55-62)
    Required Level: 80
    Required Strength: 50
    Durability: 12
    16 Boxes
    +90-120% Enhanced Defense (varies)
    Slows Target By 10%
    +1 To All Skills
    +20% Faster Cast Rate
    Increases Maximum Mana 5%
    Level 3 Venom (11 Charges)
    (Only Spawns In Patch 1.10 or later)
    -----------------------------------------------------
  • Verdungo's Hearty Cord - This belt is so useful in many builds. The 2/20 fcr ammy can make up the lost FCR, and this belt comes with +40 to vitality, 15% damage reduction, and 10% FHR. It's a nice all-round belt.
    -----------------------------------------------------
    Defense: 125-158 (Defense: 58-65)
    Required Level: 63
    Required Strength: 106
    Durability: 16
    16 Boxes
    +90-140% Enhanced Defense (varies)
    10% Faster Hit Recovery
    +30-40 To Vitality (varies)
    Replenish Life +10-13 (varies)
    +100-120 Maximum Stamina (varies)
    Damage Reduced By 10-15% (varies)
    (Only Spawns In Patch 1.10 or later)
    -----------------------------------------------------
  • Thundergod's Vigor - Simply a belt for sorbing lightning.
    -----------------------------------------------------
    Defense: 137-159 (varies)(Base Defense: 41-52)
    Required Level: 47
    Required Strength: 110
    Durability: 24
    16 Boxes
    +160-200% Enhanced Defense (varies)
    Adds 1-50 Lightning Damage
    5% Chance To Cast Level 7 Fist Of The Heavens When Struck
    +20 Lightning Absorb
    10% To Maximum Lightning Resist
    +20 To Strength
    +20 To Vitality
    +3 To Lightning Fury (Amazon Only)
    +3 To Lightning Strike (Amazon Only)
    (Only Spawns In Patch 1.09 or later)
    -----------------------------------------------------
  • Snowclash - Simply a belt for sorbing cold.
Boots - This is really a matter of choice/needs here.
-----------------------------------------------------
Defense: 98-116 (varies)(Base Defense: 37-42)
Required Level: 42
Required Strength: 88
Durability: 18
16 Boxes
+130-170% Enhanced Defense (varies)
5% Chance To Cast Level 7-20 Blizzard When Struck (varies)
+15 Cold Absorb
15% To Maximum Cold Resist
Adds 13-21 Cold Damage @ 3 sec. duration (Normal)
+2 To Chilling Armor (Sorceress Only)
+2 To Blizzard (Sorceress Only)
+3 To Glacial Spike (Sorceress Only)
(Only Spawns In Patch 1.10 or later)
-----------------------------------------------------
  • Sandstorm Trek- Very useful boots. They offers 20% FHR, making it very easy to obtain 86 FHR. They also have a nice dual stat boost to strength and vitality.
    -----------------------------------------------------
    Defense: 158-178 (varies)(Base Defense 56-65)
    Required Level: 64
    Required Strength: 91
    Durability: 14
    Assassin Kick Damage: 60-110
    +140-170% Enhanced Defense (varies)
    +20% Faster Hit Recovery
    +20% Faster Run/Walk
    + (1 Per Character Level) +1-99 Maximum Stamina (Based On Character Level)
    +10-15 To Strength (varies)
    +10-15 To Vitality (varies)
    50% Slower Stamina Drain
    Poison Resist +40-70% (varies)
    Repairs 1 Durability In 20 Seconds
    (Only Spawns In Patch 1.10 or later)
    -----------------------------------------------------
  • Waterwalk - They are a nice pair of boots to have on a vita necro, since they give alot more life than Sandstorm treks due to vitality being counted in life AFTER bo while life from waterwalks get's bo'd as well. Although they have no fhr it comes down to personal preferance. These boots also come with 5% maximum fire resistances and dexterity.
    -----------------------------------------------------
    Defense: 112-124 (varies)(Base Defense: 33-39)
    Required Level: 32
    Required Strength: 47
    Durability: 14
    Assassin Kick Damage: 28-50
    +180-210% Enhanced Defense (varies)
    20% Faster Run/Walk
    +100 Defense Vs. Missile
    +15 To Dexterity
    +5% Maximum Fire Resist
    Heal Stamina Plus 50%
    +40 Max Stamina
    +45-65 To Life (varies)
    (Only Spawns In Patch 1.09 or later)
    -----------------------------------------------------
  • Rare Fhr/Res - If you can get a good pair of these, they are the best choice. Look for FHR, resists, and stats.
Rings
  • Bul-Kathos' Wedding Band - Very nice rings if you don't need FCR from the ring slots. They provide +1 to all skills and a healthy life boost.
    -----------------------------------------------------
    Required Level: 58
    +1 To All Skills
    + (0.5 Per Character Level) 0-49 To Life (Based On Character Level)
    3-5% Life Stolen Per Hit (varies)
    +50 Maximum Stamina
    (Only Spawns In Patch 1.09 or later)
    -----------------------------------------------------
  • Stone of Jordan - Also nice rings as they also offer +1 to all skills, but they have mana boost instead of life. If you want more mana, you can use these or mix one with a BK. Again, no FCR.
    -----------------------------------------------------
    Required Level: 29
    +1 To All Skills
    Increase Maximum Mana 25%*
    Adds 1-12 Lightning Damage
    +20 To Mana
    (Spawns In Any Patch)
    -----------------------------------------------------
  • Rare FCR rings - These are used to make up fcr if your ever in need of it with any of your swaps. Try to look for rings with stats, life, mana, and resists.
  • Raven Frost - Use these when you want to sorb cold.
    -----------------------------------------------------
    Required Level: 45
    +150-250 To Attack Rating (varies)
    Adds 15-45 Cold Damage, 4 sec. Duration (Normal)
    Cannot Be Frozen
    +15-20 To Dexterity (varies)
    +40 To Mana
    Cold Absorb 20%
    (Only Spawns In Patch 1.09 or later)
    -----------------------------------------------------
  • Dwarf Star - Use these when you want to sorb fire.
    -----------------------------------------------------
    Required Level: 45
    Fire Absorb 15%
    Heal Stamina Plus 15%
    +40 Maximum Stamina
    +40 to Life
    100% Extra Gold From Monsters
    Magic Damage Reduced By 12-15 (varies)
    (Only Spawns In Patch 1.09 or later)
    -----------------------------------------------------
  • Wisp Projector - Use these when you want to sorb lightning.
    -----------------------------------------------------
    Required Level: 76
    10% Chance To Cast Level 16 Lightning On Striking
    Lightning Absorb 10-20% (varies)
    10-20% Better Chance of Getting Magic Items (varies)
    Level 7 Spirit of Barbs (11 charges)
    Level 5 Heart of Wolverine (13 charges)
    Level 2 Oak Sage (15 charges)
    (Only Spawns In Patch 1.10 or later)
    -----------------------------------------------------
Charms
  • Hellfire Torch - There is no way to do this without this, you just cant beat the +3 to all skills and resists/stats. The higher the stats and resists the better, obviously.
    -----------------------------------------------------
    Required Level: 75
    25% Chance To Cast level 10 Firestorm* On Striking
    +3 to random character class skills (varies)
    +10-20 To All Atributes (varies)
    All Resistances +10-20 (varies)
    +8 to light radius
    Level 30 Hydra (10 charges)
    (Only Spawns In Patch 1.11 or later)
    -----------------------------------------------------
  • Annihilus - Another must have, offering +1 to all skills and 10-20 resists/stats. Again, the higher the better.
    -----------------------------------------------------
    Required Level: 70
    +1 To All Skills
    +10-20 To All Attributes (varies)
    All Resistances +10-20 (varies)
    +5-10% To Experience Gained (varies)
    (Only Spawns In Patch 1.10 or later)
    -----------------------------------------------------
  • 9x PnB Lifers - Just cant beat the life/skills. The higher the life the better.
  • 2x PnB FHR - Sometimes you need to make up on some FHR so keep a couple of these in your stash.
  • 10x life/resist scs - These are just plain nice. If you can't get these due to their expensiveness, get plain old 20 lifers. But 20/5s are nice, as are 20/11's.
Swap
  • CTA - Higher stats preferred for higher BO.
  • Spirit Monarch - This is just used to boost your BO level.
Note As long as you hit the given Breakpoints then feel free to mix and match gear as you like

Builds - I'm not going to into exhausting detail with these because I think you should experiment with them and see what fits your needs. But here are some basic builds I've used

NvN
  • Helm - Shako. You do not need excessive damage reduction or resistances, so CoA is unneeded and Shako provides lots of mana/life
  • Weapon - White. Adds lots of damage
  • Armor - Enigma. Never changes
  • Shield - Spirit. Never changes
  • Belt - Arach. Adds the needed FCR boost to hit 125%
  • Gloves - Trangs. Never changes
  • Boots - Treks. The FHR boost is nice, as is the vitality or Waterwalks, make up FHR somewhere else.
  • Ammy - 2/20. Needed for FCR, or a 2/10 if you can't afford a 2/20. You will just have to sacrifice a ring slot
  • Rings - BKs or SoJs. Replace one of these with a FCR if you aren't getting enough FCR from your ammy.
  • Charms - You could throw on a FHR SC or SC if you don't have your shako shaeled
NvN, 152 FHR
  • Helm - 3/20/2Circ(Shael/Shael)
  • Armor - Enigma
  • Weapon - White wand
  • Shield - Spirit
  • Gloves - Bloodfist for the FHR
  • Belt - Arach
  • Rings - 1x FCR/1x BK
  • Ammy - 2/20 FCR
  • Boots - Sandstorm Treks or Waterwalks
  • Charms - 1x FHR GC

NvA (DR/Res)
  • Helm - CoA. This is perfect for the NvA because its so flexible
  • Weapon - Wizzy. This can provide easy FCR to make up gaps and mass mana/resists for pubs (FHR jewel, preferably with resists)
  • Armor - Enigma. Again, never changes
  • Shield - Spirit
  • Belt - Verdungo's. This provides nice DR/life
  • Gloves - Trangs.
  • Boots - Treks or Waterwalks Resists are unneeded due to wizzy so fhr or life is goal.
  • Ammy - 2/20. Needed for FCR without an Arach. Feel free to swap out the ammy for Mara's and belt for an Arach
  • Rings - 2x BKs
  • Charms - Standard
NvA (Standard) - This is the standard necro build out there that most use. It's a starter build
  • Helm - Shako (shael)
  • Weapon - Hoto
  • Armor - Enigma
  • Shield - Spirit
  • Belt - Arach
  • Gloves - Trangs
  • Boots - Treks or Waterwalks
  • Ammy - Mara's
  • Rings - 1x FCR/1x BK
  • Charms - Standard
NvA SuperStack
  • Helm - Kira's Guardian - You don't ever really need that much of a resist stack, but it can be quite fun to give conv/FoH paladins or Blizz sorcs a hard time with this. It also provides some FHR.
  • Weapon - Wizzy
  • Armor - Enigma
  • Shield - Spirit
  • Belt - Dungos
  • Gloves - Trangs
  • Boots - Tri-res boots or Treks
  • Ammy - 2/20
  • Rings - 2x BKs

If you would like to swap out the 2/20 FCR ammy for a Mara's, feel free to make up the FCR in the rings.

Max Block
  • Helm - 2/20/2 Fcr Nec circ 2x Ko for dex for max block
  • Weapon - Hoto
  • Armor - Enigma
  • Shield - Stormshield, Eld'd
  • Belt - Arach
  • Gloves - Trangs
  • Boots - Waterwalks or Tri-resistance boots with dex
  • Ammy - 2/20/dex
  • Rings - 1 Ravenfrost/ 1 FCR/ dex ring

You would probably be better off most of the time without max block but if you feel it's needed then use this.

Notes
  • CtA Swap never changes
  • All of the shown builds reach the given breakpoints
  • I will not say which build is better or best, so you will just have to try them yourself and play with them
  • If you are unable to find a 2/20 ammy, as previously mentioned, you can use a ring slot to make up for it
  • With the max block setup you will hit 56-60% block not actual max block
Socketing
  1. Runes
    • Shael rune - You will put this into your circ if you are lacking FHR
    • Ber rune - These are preferred by some to go into your CoA. If you want a higher "Damage Reduction" then use it.
    • Um rune - This is a cheap version of a 20/15 as it provides good resistances and is cheap but it has no other mods. Use when you need resistances and cannot afford a 20/15.
    • Eld rune - This is used on a max block setup or switch in your stormshield to lower the required dexterity you need for max block.
    • Jah rune - This adds life if you don't need anything else.
    • Ko - This adds 10 dexterity to increase your blocking
  2. Jewels
    • 20/15 Jewel - 20life/15 resistances, Put these in your CoA or Circ or Wizzy if you need resistances, or don't need anything else.
    • 7/15 Jewel - 7FHR/15 resistances, these are preferred by some to make up for little bits of FHR
    • 15/15 Jewel - 15 resistances/-15 requirements, quite handy in a CoA

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nn
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5. Tactics

Hotkeys

Necromancers are hotkey dependant, so you need to be able to swap keys on the fly

Standard Necromancer Keys
  • A - Tele
  • S - Spirit
  • D - Spear
  • F - Prison
  • W - Bone Armor
  • E - Golem
  • R - Bone Wall
  • V - Amp
  • T - Battle Command
  • G - Battle Orders
  • Left Click - Teeth
HotKeys Setup #2
  • F1 - Battle Command
  • F2 - Battle Orders
  • F3 - Amplify Damage
  • ` - Golem
  • 1 - Spirit
  • 2 - Spear
  • 3 - Bone Armor
  • 4 - Tele
  • 5 - Bone Prison
  • F4 - Bone Wall
  • R - Teeth (left click)
Notes
  • Use the space bar to stand still so you can spam teeth with the left mouse button whenever you want and be back on the run instantly
  • The second hotkey setup may be better for laptops so the thumb can rest on space bar and the 1234's are next to the F1s/F2s etc.
  • Use what makes you feel comfortable and don't decide to not use a hotkey because you can't deal with that many hotkeys. Just practice, it'll come.
General Tactics

Invisible Bone Spirit - This is a handy trick that can allow you to do serious damage to your opponent if they aren't careful. It is possible for your bone spirits to become invisible. To do this, fire a spirit while your opponent is on your map. Then teleport away until they are off your map. To them, your spirit will no longer be visible. This works very well when you fire spirits into an area where you think your opponent will be going, and can be very dangerous.

Namelocking -This is a nice skill to acquire so you can follow your enemy anywhere and keep the pressure on. This is done by clicking on his name with spear or any attack, and while still holding down the mouse button, switching to teleport. You will teleport directly on top of the target. This only works if they are within a certain range (they have to be on your map).

Chainlocking - Chainlocking is just what the name implies: it’s the chaining of your namelock after you teleport. This is achieved by moving your cursor back to the center of your screen, allowing you to reclick on your target the moment after you teleport. Because you will have had a namelock, the teleport will bring you right on top of the target, so the cursor at the center of your screen will be ready to re-acquire the target

Teleport Tactics - Make your teleports difficult to predict. This will make it hard for your enemy to have spam waiting for you when you land. Don't be afraid to go on the offensive and take control of the duel. With practise, offensive play can be nerve-wracking to your opponent, making it difficult for them organize a counter-attack.

Use your skills - Don't just stand in a corner firing spirits willy-nilly and hoping your opponent will run into them. Spirits are excellent long-range missiles that are great for leading and directing your opponent. They move slowly, so you can fire off a few in one direction and teleport into them for protection and the possibility of doing serious damage to a careless foe. When you fire a spirit without a target, it will go to the place you clicked, and if when it arrives there is a target in range, it will lock on track it down. This means you can control when your spirits should start locking. If you suspect your opponent will tele in close to you, you can shoot spirits by clicking very near your feet. This way, when your opponent lands, the spirits will all lock on to them, which can be very dangerous.

Spears are the staple of your arsenal. They are fast-moving and accurate. Use them when you really want to do some damage. Try to predict your opponent's moves and fire spears where you think they will be. This is especially effective when they are nearby. Spears can also be very deadly when combined with namelocking or chainlocking.

Teeth are excellent for harassment and annoyance. They can slowly chip away at your opponent's life and supplement spears and spirits very well. Since they fan out and are hard to avoid, use them when your opponent gets too close. The damage they inflict can quickly add up. They are also great when you are low on life and on the run to provide cover and damage. When your opponent is low on life, a few rounds of teeth can be all that's needed to finish them off.

Recast your protection! - Whenever you're facing physically based characters, you'll want your armor up at all times. If it gets damaged, recast it. Don't wait for it to fail completely before you do.

Your golem is a tank. It will absorb hits and draw homing attacks like Guided Arrow and Bone Spirit to it. Whenever it dies, recast it so that you don't lose this valuable shield.

Telestomp - This is exactly what it sounds like: stomping on your foe with a teleport. It can be done in two ways. One is a short distance attack - spam a couple of spears on the target and then, as a spear is hitting them, tele directly on to them and shoot more spears (instant kill). The second is a long ranged technique. When you have a namelock, teleport. The instant you land, spam some spears (they may get away, but you may be able to get a few hits).

Weapon Switch Glitch (WSG)
When you have a stun swirly above your head (as comes from skills such as mind blast) and are struck, any hit you take will put you into a FHR animation. When you are taking multiple hits in rapid succession, you may find yourself unable to move. This is known as FHR lock. A technique to improve your chances of escaping is to quickly spam your weapon switch key. If you are in a FHR animation, switching weapons will cancel and reset it.

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6. Class-Specific Dueling

Sorceresses
  • ES variants - These can pose a very tricky problem. ES can absorb a ton of damage, and when the sorc is low on mana, she can simply run and wait for it to all regenerate again. You will want to be extra careful not to take unnecessary damage, because unlike the sorc, you can't recover. Don't be blindly aggressive, but try not to let the sorc get too much space. You will want to try to get a few good locks and kill her quickly. This is a hard duel.
    All variants will require the same basic strategy, which is to teleport strategically around them, spamming spirit here and there. Do not spam teeth against any full ES sorc as their mana regenerates much too fast and you will never kill them with it. Try to get them on the run by spamming spirit where you don't want them to be and then try to get a successful telestomp and run, but don't stay on the run for too long or they will regenerate. Be careful where you teleport as you do not want to get caught in a blizzard or a FB spam. Stacking resistances and sorbing can help dramatically.
  • Non-ES Sorcs/Mixed - These can be pretty easy with practise, but the good ones will still give you trouble. You can play offensively by using Teeth to wear them and use the general spam of teeth/spirit to guide them, preferably spam spirit then use teeth to guide them into your spam then telestomp.
Note: It is recommended to try and walk out of a namelock/chainlock if you can't lose them with teleporting.
Necromancers
  • Bone - This is your mirror match. It's considered BM to use spirit in this duel, but alot of pubs are BM, so you will see others using it anyway. You will need to tele in a circle around your opponent while spamming teeth, and then tele in quickly to spam a few spears and get a lock for a decisive telestomp.
  • Poison - This should be a fairly easy match, but watch your step. A single nova can drop your life to 1 in no time flat. They will likely make quick attacks, teleing at you in rapid 'drive-bys', spamming a couple of novas, and getting out again. When you chase them, they will play defensively and spam novas which are very easy to accidentally tele into. Poison Nova is a short-range attack, so use that to your advantage and fire off spears and teeth at a distance. Play offensively, but don't get too close unless you're confident you can finish them off with a telestomp.
  • Summoner - These duels will be pretty hard as they will be on your rear constantly. Because of there minion stack, you will not be able to kill the necro until his army is dead. So just keep spamming spear and running, etc. Teeth won't kill these summons at an appreciable rate, so play defensively.
Note: It is recommended to try and walk out of a namelock/chainlock if you can't lose them with teleporting.
Druid
  • Wind - These duels can be easy or hard depending on the player. Generally, spam teeth to knock out there summons, if they're good they will run and resummon; as they do, chase them and telestomp. If they don't run then just telestomp and spear. This is one duel where walking can be effective. The druid will undoubtedly try to telestomp you, and when he does, you can walk away and spear behind you. The rationale for this is to be able to get off some shots without having to wait for your tele animation to finish. Slap on a Ravenfrost (for the CBF) so you can't be chilled by hurricane if you are going to walk. If they use a bear don't bother with teeth as it will do no effect.
  • Fire - These should be pretty easy. As with windys, use teeth to take out their minions and lock them down. Beware, as both fissure and armageddon can do serious damage if you aren't careful. Watch where you tele so that you don't land on a well-placed fissure and you should be fine.
  • Melee - These should be a piece of cake. They are notoriously good tanks, but they are easy to avoid. Spam spirits and tele around them and keep spamming and running. Bone Prison is your friend if you want to be cruel in this duel, because they have to switch to human form to teleport (if they use Enigma).
Amazons
  • Bowazons - These can be pesky, but usually pretty easy. Just teleport in a circle around them to throw off the guided arrows and close in quickly with a few spears and play hit and run orprison them and tele directly on top of them. There is a bug where if you're directly on them, their arrows cannot hit you, so spam spear as fast as you can before they move. They usually have about 150 frw which allows them to desync so you cannot see there actual location. Spam a few spirits torwards them and follow them and stomp her a few times with spear then repeat.
  • Javazons - Usually pretty easy. Just avoid them and spam spirit in their direction. Try to stay some distance away, because Charged Strike hurts. It won't take many to bring you down. Watch out for desynch too, as javazons move quite quickly. Dodge the Lightning Fury and spirit/spear them down. If they teleport, be careful not to get caught out by a surprise tele/CS combo.
Paladins
  • Hammerdins - This duel can be quite difficult if they desynch much. Try to stay on the move and avoid going near where you saw them last. Most hdins have a pattern in which they lay their hammers, so watch careful and learn it if you can, spaming spirit where you think they're going. A well-timed prison can mess up their timing and give you a chance do some damage with spear. NEVER telestomp, as their damage is extremely high. Rinse, repeat, etc.
  • FoH - These duels should be fairly easy. Throw up bonewalls near them to draw their FoH and keep a golem up. Prison them and telestomp quickly in for the kill, or you can be more cautious and progress towards them slowly, using your walls for safety.
  • Smiters - Use a method of hit and run here. Spam a few spirits and prison them to break their desynch. A nice method is to spam spirits near them then follow the spirits, then prisoning the smiter so they hit the train. They can also BM with life tap, so if they do that, don't prison them and don't resummon your golem
    because they can heal from it. They will desynch very often and try to charge you by surprise, so be careful.
    You can also abuse walking vs. smiters who do nothing but telesmite.
  • Chargers - Don't get hit! Try to prison them and then use spirits. Try to maintain a spirit field for protection, as if they hit you even once, it could mean instant death. Sometimes you can do another method of bonewalling all around yourself and wait till you see him or firestorm from a torch hit your walls and then Iron maidon them/prison stomp and spam spear.
    Note: Chargers need to be in motion to actually hit you, so BP can stop them in their tracks. Beware most have a strong smite for when they are still.
  • V/T - This will be very difficult, as many hybrid builds are. Try to always keep walls and your golem up so their FoH can't hit you and to block their charges so you can maintain a range, making it difficult for them to smite you. Then spam a few spirits at them, and spears if you break their desynch.
Assassins
  • Ghosts - These will be extremely hard and fun. You must play very defensively, as there fire traps/mb can stun you into oblivion, opening you up for a painful whirl. Stay away from them and pelt them with calculated spam, and you should have a decent chance. Never telestomp, as they will have you stunned and immobilized before you can get your attack off.
  • Trappers - Fire and light trappers are almost the same. Just stay away from the traps and don't run carelessly in for a kill. If they camp, just lob spirits at them from a distance. Good trappers can be quite tricky, as they will play offensively and stun you with Mind Blast. Play defensively and avoid being locked. Try to control their movements with spirits. When they get too close, fire a couple of spears at where you think they will land next and then tele away.
  • Hybrids - Same as ghost but they have weaker WW and stronger light traps. Mix strategies for the ghosts and trappers here.
Barbarians
  • BvC - These can be fairly easy to nearly impossible. The good ones will use leap to knock you back and disrupt your timing. Then, they'll tele beside you and do a tight whirl that will put you into FHR lock, which can be tough to escape. Without block, they will hurt very badly. Play extremely defensively and try to pick them off with spirits and spears at a distance. Beware of unsummon namelocks; if you see the barb standing still on the map, he may have a namelock on you and will probably surprise you with a tele/whirl. Get him off your map ASAP to break the lock. Don't bother using BW/BP, as they can just teleport out of it. Iron Maiden coupled with BW/BP could be useful if you're not playing GM. Decrepify is also a nice curse to use on them if you want. It is acceptable to use BP on barbs to an extent if they are running/walking from a large number of spirits. Decrepify/prison them. It's nice to abuse it when they are on low life.

    The bad barbs won't leap, and their whirls will be long and sloppy. You can kill them however you like.
  • War Cry - Stay on the run so they can't get too close for the attack and spam spirit/spear. Unless you're careless, you should be fine. Your armor will take a fair bit of damage and you can block their cries, so you shouldn't have much to worry about.
Team Duels

Necromancers are great in team duels. Just avoid the characters you're not good against and let your team take care of it. Single out your opponents. Also, use Amplify Damage to help your teammates if they have physical attacks. Lots of spirits are nice here.

Note
  • Try to utilize your skills as much as possible and mix things up. Necromancers come with a huge arsenal of skills, so use them!
  • In NvN only spear is allowed in Euro/Asia realms
  • Decrepify is BM on most realms. If not BM or your in pub use on most melee characters to your choosing as it is very effective.


This post was edited by Scaryghoul on Oct 11 2009 05:01am
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7. My Necromancer
Name: iMaxedAmp
Lvl 97 Necromancer

NvA
Major Stats:
  • 3873 life/1167 mana (level 16 BO)
  • 4.7k Spear
  • 4.8k Spirit
  • 1.2k Teeth
  • Stacked hell resistances
  • 46% damage reduction
  • 125 FCR
  • 86 FHR
Setup
  • CoA
  • Enigma
  • 2/20 necro ammy
  • Wizzy
  • 35 FCR Spirit
  • Dungoes
  • Trangs
  • 2x BKs
  • Treks
ScreenShot


NvA
Major Stats:
  • 4009 life/1261 mana (level 19 BO)
  • 5.4k Spear
  • 5.3k Spirit
  • 1.3k Teeth
  • Max hell resistances
  • 125 FCR
  • 18% damage reduction
  • 86 FHR
Setup
  • Shako
  • Enigma
  • Mara's
  • Hoto
  • 35 FCR Spirit
  • Arach
  • Trangs
  • 1x BK/1x rare resist ring
  • Treks
ScreenShot


NvN, 152 FHR
Major Stats:
  • 3835 life/1241 mana (level 15 BO)
  • 6.2k Spear
  • 5.7k Spirit
  • 1.3k Teeth
  • Non-maxed hell resistances
  • 125 FCR
  • 8% damage reduction
  • 152 FHR
Setup
  • 2/20/40 circ
  • Enigma
  • 2/20 ammy
  • White wand
  • 35 FCR Spirit
  • Arach
  • Bloodfist
  • 1x BK/1x rare FCR ring
  • 1x FHR PnB GC
  • Treks
ScreenShot


8. Special Thanks
  • Ghooble
  • Evicted
  • Koi93
  • AjtAlex
Please leave comments/suggestions/questions. Thanks for reading.

Old guide thread here

This post was edited by Scaryghoul on Oct 11 2009 04:35am
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Oct 11 2009 04:39am
For further information or reposts check my profile.

This post was edited by Scaryghoul on Oct 11 2009 04:58am
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Oct 11 2009 04:43am
Thought you posted this already?
Anyways, didnt really read it all - seems like a decent straight forward guide.

With my all vita one not built like this I get 4041life/4,9k dmg 21dr~ pretty similar stats with the coa swaps and such

This post was edited by thom on Oct 11 2009 04:44am
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Oct 11 2009 04:43am
Quote (thom @ Sun, Oct 11 2009, 05:43am)
Thought you posted this already?


Many updates.


This post was edited by Scaryghoul on Oct 11 2009 04:58am
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