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d2jsp Forums > Diablo II > Diablo 2 Discussion > Player vs. Monster > Advice On Summoner Necro > Need Advice For A Pvm Summoner Necro
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Sep 6 2018 02:33pm
hello everyone im just looking for some advice / build on a summoner necro were price isnt a issue i have a few questions if anybody can answer them please.

skill distribution are magi worth putting points into? they seem really weak compared to skeles and revives.
would it be better to put points into golem mastery and make an uber iron golem out of beast? for fanata
and run a might merc with pride so i cover fanata concen and might.
and curses is amp damage enough or is decrep and life tap needed and can you have more than one curse up at a time.

is the 50% fcr break point enough or should i try and get the next one with rings and amulet as i plan to use arm of king leo.

thank you in advance for the advice
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Sep 6 2018 02:58pm
Some people don't like mages, but I disagree. You can invest 20 skillpoints into mages and divide the remaining points into curses, iron golem/mastery, or corpse explosion.

Running a level 80 necro with no torch or grand charms and they can kill hell enemies. Even though they aren't fast killers, the added elemental damage does help and running a full build makes them even stronger. If you run ubers with necro, full mages add bodies to protect your necro while the skeletons are up against the bosses. Build a necro with all gear and try running with a full set of mages and see for yourself what they can do.
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Sep 6 2018 02:58pm
It’s a point of contention, but most people will say don’t bother with mages. Their damage is pretty awful and the cold damage ones can cause corpse shatter.

Yeah, worth pumping golem mastery if you’re gonna make an expensive runeword out of it. You’re better off making one out of Pride, and having Infinity on your merc. The -def will help out your summons, and Conviction will add to CE damage (as it reduces enemy fire res).

I’d say Decrepify is a must especially for bosses. Life Tap is handy for keeping your menagerie alive. No, only one curse can be active on an enemy at any one time.

75 is worth aiming for. I think I’d be inclined to use Leoric as a summoning stick, then switch to either a Beast axe or HotO flail.

This post was edited by Mukhalif on Sep 6 2018 02:59pm
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Sep 6 2018 04:22pm
nice ty for the replys im kinda seing the point on mages but i wasnt going to invest in ce was gonna go complete summoner is ce relaly neccasary like make or break sort of spell?
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Sep 6 2018 04:25pm
wear shako as helmet and you are ready :)
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Sep 6 2018 06:01pm
mage are bad. no real dmg or life. 1 point max and let +skills do the rest.
if you plan on using nice runewords that aren't super easy to make for auras, pump golem mastery
might pride or might infinity are great combos
amp, decrepify, life tap at a minimum. dim vision is great early-mid game as well as attract, but once you're decked out they aren't really needed.
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Sep 6 2018 06:50pm
Quote (kruger2k6 @ Sep 6 2018 04:22pm)
nice ty for the replys im kinda seing the point on mages but i wasnt going to invest in ce was gonna go complete summoner is ce relaly neccasary like make or break sort of spell?


Nice to have at least one point in CE just to be able to clear some mobs. Many summoners will rely heavily on it to mass clear enemies, but other people often have enough skill bonuses from items to supplement even just one point to it. Mages at first you may think may do no damage, but once you get infinity, beast, torch, and eventually a full inventory of grand charms, you will see a noticeable amount of damage that mages alone can do. Teleporting can single out a target where mages can focus on, and even my half geared necro was able to clear thrones using 11 skeletons and 10 mages. BO them with all those skill charms and full gear and as long as they aren't on the frontline, they'll be tanky enough to take on Hell armies no problem.

Dim vision terror are optional, lower resist optional (if you plan on doing team games more than solo, lower resist and mages > corpse explosion cause CE only applies for player 1 hp for damage). More ideal if you plan to do some heavy hitting fights like ubers, anni diablo drops, multi player baal runs, etc. Decrepify and prerequisites are essential otherwise.
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Sep 6 2018 07:22pm
cool ty some good tips here ive pretty much decked the necro out now i think i have lvl 48 skele mastery atm and simiar to the rest gonna be making my merc and golem soon was thinking beast iron golem with a pride/might merc
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Sep 6 2018 07:37pm
Quote (kruger2k6 @ Sep 6 2018 07:22pm)
cool ty some good tips here ive pretty much decked the necro out now i think i have lvl 48 skele mastery atm and simiar to the rest gonna be making my merc and golem soon was thinking beast iron golem with a pride/might merc


Infinity Mercenary, Beast on Necro, Pride on Golem, Act 2 nightmare offensive mercenary for Might Aura.
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Sep 6 2018 08:45pm
I wouldn’t recommend a beast rusty considering they randomly disappear and for mages don’t use them your main damage comes from your melee skeletons mages just get in the way and to start off everything should go into summon skeleton with just 2 or 3 points in mastery 1 CE and 1 Amp other wise if you spread your self to thin skill wise when u get to Diablo he is gonna eat you up decrepify is good for act bosses and that’s it but use clay + decrepify to slow them down enough where there not gonna kill all your skeletons
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