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d2jsp Forums > Diablo II > Diablo 2 Discussion > Strategy & Guides > 1.12 Pvm Sempiternity Necromancer > Version 1.0
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Feb 28 2010 10:19pm
if someone ever had that ammy ppl would remember no?
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Feb 28 2010 10:20pm

Goto Niklathak and summon as many skellies as u can. This is your time to summon a good ol Lag-o-Mancer army.
If you have Demon Limb you really only need 7-8.
Just let your skellies engage the groups while standing with your merc 5-6 yards away and wait for the first monster to die,
Then Lower res/Corpse explosion and watch them all fall.
For solo I setup my hotkeys in this order
Amp Damage -> Attract -> Lower Resist -> Corpse Explosion

Ubers.

DONT do this with Infinity Iron Golem. This is for when he dies (or you did). I recommened either Bonesnap.
(40% Crushing Blow) or using Clay Golem if you don't mind taking a few minutes (Clay golem + Decrepify = DEAD SLOW)
First off.. You NEED to be comfortable with Attract/Confuse/Dim Vision to do this. Practice using these often. They will make all the differance.
Always check the Chaos Sanctuary BEFORE setting up portal. You need a chaos with at least a dozen or more Urdards/Pit Lords. VERY important.
Whatever isn't attracted/confused keep amp damage -> lower resist -> corpse explosion -> amp damage ect.
Once your down to one of the bosses teleport right on top of him with all your skellies/urdars and quickly take a few steps away.
Decrepify hard and make sure your merc made it out of the fray as well. Urdars and Bonesnap are the only way to do this quickly because of Crushing Blow.
But if you don't have either you can win the battle slowly with Clay golem + Decrepify. It just takes a while.


Proof that im a perfectionist, and Why.

I did own all this gear a little over a year ago. I gave most of it away to my personal friends.
But I found all these screenshots on my old D2 computer... So I decided to make this guide.
Thought I would pay homage to Sempiternity once more.

http://i45.tinypic.com/2m5atkw.jpg


Final Notes, and Why.

There is so much power in the Necromancers curses that goes unused more times then not..
Then people wonder why people hate summoners when all they do is summon 15 skellies and lower Concentration level by 15+.
Noone has ever complained about my Necro. Because I make runs faster and know my place.
You aren't going to be the star of the show with this class. Be a Hammerdin if you want all the glory.
Any ideas/comments/questions welcome. Always looking for a way to improve this build...

1.13 Beta Realm Version Coming Soon[/CENTER][/FONT][/B][/QUOTE]

I love you.
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Feb 28 2010 10:21pm
There is absolutely no reason to skill lower resist more than once when it gets diminishing returns.

Total waste of points and I'd rather put those skills into mage.
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Feb 28 2010 10:30pm
Quote (sy5t3m @ 28 Feb 2010 23:19)
if someone ever had that ammy ppl would remember no?


Storm Circlet is available on East Non-Ladder, Runs about 2500 fg.. Similar price on Grim Spurs.. There are probably a dozen legit ones in circulation.
The Bmana small charms are where things get expensive :D

Quote (pr0g @ 28 Feb 2010 23:20)
I love you.


I love you too? :rofl:


Quote (sylvannos @ 28 Feb 2010 23:21)
There is absolutely no reason to skill lower resist more than once when it gets diminishing returns.

Total waste of points and I'd rather put those skills into mage.


It is spending 10 extra points for -3% enemy resist. So getting a few mages is definatley an option.
But I really don't summon mages ever. As weird as it sounds.
Its just not the playstyle for this character and they are really not needed to solo and definatley not needed in multiplayer.
I just prefer the extra lower resist, I like my enemy monsters with negative resists surrounded by a screenfull of corpse explosion...
But I understand what your saying. Thanks :D
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Feb 28 2010 10:55pm
My only concern for this build is putting points in lower resists. One is all you need to help out a sorc in your party. Otherwise Amp damage is what you need. Amp damage does -100% physical resistance. Your skelles do physical damage and most importantly so does CE. CE is 50% physical 50% fire. Lower resists with its diminishing returns is useless when compared to amp damage only about 60% compared to 100%.

Personally I don't understand the use of dream (yes it is sexy). There are many more useful helms out there. Why did blizzard make shako so ugly?

The Act 1 merc is great especially if you don't like reviving an act 2 merc every other game, but a might merc with infinity or pride does much more damage with your army.

This post was edited by Viperslay on Feb 28 2010 10:56pm
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Mar 1 2010 10:30am
i like it:P

nice one
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Mar 1 2010 12:36pm
Nice
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Mar 1 2010 12:58pm
so the guide is for getting a perfekt geared pvm necro? pardon me if I dont really understand why...
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Mar 1 2010 01:47pm
Nice guide, I'm sure it works great, I somewhat disagree with the Dream hat option, but it's still a nice hat indeed. (I'm a shako fan or a summon fcr rare hat myself which you did list )


There is one point I'd like to make and that is on the emphasis of buffing the iron golem with + skills. If you buff up that IG at say "level 40" The golem will remain level 40 for the duration of that game, however when you leave and comeback the golem is re-casted at the skill leveled of your then equipped gear , so if thats only say "35" (killing- fcr gear) on that new game, your golem is now 35.

The option is not to worry about it in the first place, or before you leave a game equip your iron golem buffing gear to ensure the golem remains at its peak level. Ive never used a fancy infinnity golem, but I can attest to them lasting practically indefinitely if you play smart. I've had insight volge golems with only 10 in mastery last for months worth of play.

This post was edited by Master_Zappy on Mar 1 2010 01:48pm
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Mar 27 2010 08:31pm
Quote (Viperslay @ 28 Feb 2010 23:55)
My only concern for this build is putting points in lower resists.  One is all you need to help out a sorc in your party.  Otherwise Amp damage is what you need.  Amp damage does -100% physical resistance. Your skelles do physical damage and most importantly so does CE.  CE is 50% physical 50% fire.  Lower resists with its diminishing returns is useless when compared to amp damage only about 60% compared to 100%. 

Personally I don't understand the use of dream (yes it is sexy).  There are many more useful helms out there. Why did blizzard make shako so ugly? 

The Act 1 merc is great especially if you don't like reviving an act 2 merc every other game, but a might merc with infinity or pride does much more damage with your army.


I do understand that the last 7 in lower res is in some eyes overkill.. I mean a -2% resist doesn't seem like much. But it helps. The points could be spent elsewhere depending what you are doing..
This is just how I prefer my character. I know there is many differant ways to do it. But for dream I like the extra aura and it helps the fhr problem plus if you look EVERY stat is decent.. fhr/life/ect. Obviously if I could get ahold of a 2/20/50+life/50+mana/res/2sox then id just get 14fhr from jewels and get the 16 from another 12fhr and 5fhr charms. But dream is alot cheaper.

This circlet was 40,000fg on UsEast Non-Ladder...
I decided not to buy it :D



Quote (abadon2006 @ 1 Mar 2010 11:30)
i like it:P

nice one


Quote (0121 @ 1 Mar 2010 13:36)
Nice


<3 Ty so much. :thumbsup:


Quote (haloneya @ 1 Mar 2010 13:58)
so the guide is for getting a perfekt geared pvm necro? pardon me if I dont really understand why...


Well.. I don't understand why I play Diablo 2 at all. I do know what your saying. A cheapo shako-mancer would perform at 60-70% of this build and if pride/beast would have stronger skeletons. But thats not what this build is only about, this char can do anything. Key Runs to Baal Tele. I enjoy being the best I can.. Besides ive gotten seriously like a half million fg since ive joined jsp.. Had to spend it on something..
I don't know of one PvM Summoner who is better than mine.. Not many characters you can say that about.


Quote (Master_Zappy @ 1 Mar 2010 14:47)
Nice guide, I'm sure it works great, I somewhat disagree with the Dream hat option, but it's still a nice hat indeed. (I'm a shako fan or a summon fcr rare hat myself which you did list )


There is one point I'd like to make and that is on the emphasis of buffing the iron golem with + skills.  If you buff up that IG at say "level 40" The golem will remain level 40 for the duration of that game, however when you leave and comeback the golem is re-casted at the skill leveled of your then equipped gear , so if thats only say "35"  (killing- fcr gear) on that new game, your golem is now 35.

The option is not to worry about it in the first place, or before you leave a game equip your iron golem buffing gear to ensure the golem remains at its peak level. Ive never used a fancy infinnity golem, but I can attest to them lasting practically indefinitely if you play smart. I've had insight volge golems with only 10 in mastery last for months worth of play.


I've always been under the influence that it was the other way around.. I think your Iron Golem stays at the level that you cast him at originaly. Otherwise if you joined a game and your gear str glitched off (Happened to me often with archon plate on my second necro xNechroniCx). Wouldn't that make your golem drop to ridiculously low levels? Which it doesn't. Where did you hear about this? Id love to get a 100% answer on this.

Thank you for all the comments and great ideas! Keep em coming!
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