TPB’s Versatile 1.11b Summon-mancer Version 2.5Introduction:Necromancers have long been my favorite character class. And the best PVM (player verses monster) necromancer out there in my opinion would have to be the summoner. Why? Because they are hard to hit, harder yet to keep hitting, can take hell naked (which we will not be doing, but it’s just a fun fact), have high damage of all types (except magic), can curse to make enemies more venerable, are cheap (some people think necromancers are the worst class, LAUGH), and much more. This is my first guide, so don’t be too harsh, although some constructive criticism is welcomed. This was also my first character I’ve ever built, and I have remade him a lot of times since. I’ve tried with corpse explosion, multiple golems, with and without mages, and the following build is my favorite of all of them. Also included is a small PVP (player verses player) section, this is for the rare –or not so rare- occasion you’ll have to uberly pwn some poor unsuspecting player. After all it happens.
In this guide I tried to make things clear to new-players, such as when I used an abbreviation for the first time I usually include the unabbreviated version beside it in brackets, this kind of ruins the purpose of an abbreviation, which is to be short. But I believe this will help out anybody who happens to read my guide, and didn't know what "MF" (for example) stood for, and it will help them later on. After all what’s the purpose of a guide if not to help out others?
In this guide I tried to give you the most strait answer possible, avoiding making you choose between multiple options. This is because I believe the readers of a guide are clueless, and that’s why they are reading a guide. Giving the clueless options they don't have experience doesn't make sense now does it? Now don't take offense, I mean your clueless on how you should build your new summoner, not about life or anything like that.
For the following guide, I suggest you get to at least level 89. Anywhere between 80-89 will work fine, it’s just a suggestion.
Table of Contents:- Chapter 1: Goals, Advantages, and Disadvantages
- Chapter 2: Stat placement, Skill placement, and Character Statistics
- Chapter 3: Gear Choices, and their Auras
- Chapter 4: Mercenary Gear, and Statistics
- Chapter 5: Skeleton Statistics
- Chapter 6: Skeleton Mage Statistics
- Chapter 7: Golem Statistics
- Chapter 8: Dueling Strategies
- Chapter 9: Ubering with your Necromancer
- Chapter 10: FAQ's
- Final Notes
Chapter 1: Goals, Advantages, and Disadvantages:FCR (Fast Cast Rate %):For those who are uninformed on FCR, it works like this: FCR effects your speed at casting spells (teleporting) when you reach a certain BP (breakpoint), which means you have enough FCR % added up to reach a certain speed. For example if I have 84% FCR all together from my gear, then I reach the 75% BP, and teleport exactly the same as if I have 75% FCR, or anything in between such as 83% FCR.
So if I had 124% FCR I would teleport at the same speed as if I had 75%, so that means I can replace some FCR gear with resistance, damage, or life gear. But if I get 125% FCR then I hit another breakpoint, and teleport faster than if I had 75-124% FCR.
Now that we know what FCR is and how it works, we can tally up how much we want. The BP’s are as follows:
Frame (BP) | FCR%14-----------------9%
13-----------------30%
12-----------------48%
11-----------------75%
10-----------------125%For those who don’t know what a frame is, it’s basically the amount of screenshots it takes for a spell to cast, so the lower frame, the faster you cast!
With this build we will reach 85% FCR, which means the 11th BP. If you do not like the 75% FCR build you can switch around some of the gear to include FCR, just make sure not to replace your Beast axe, or else you will not have fanaticism any longer, which is crucial. Some things you can do to increase your FCR are as follows:
- Replace rings with 10% FCR rings
- Wear a circlet in place of your helm, they can spawn with up to 20% FCR
- Wear a FCR amulet, they can spawn with up to 20% FCR
FHR (Faster Hit Recovery%):The way FHR works is similar to FCR, there are BP's you can get to or go over to reap the rewards. What hit recovery is though, is how fast (in frames) you get back to your normal state after being hit with an attack that takes away alot of your health (1/6th up I believe), or any attack that hits you when you have a swirly sign above your characters head, it looks like this:
[img]http://upload.noob3.com/Jan08/fed412aa4c5057fff0b5b8f6e1b9252e.bmp[/img]The breakpoints are as follows:
Frame (BP) | FHR%13-----------------0%
12-----------------5%
11-----------------10%
10-----------------16%
9-----------------26%
8-----------------39%
7-----------------56%
6-----------------86%
5-----------------152%
4-----------------377%With our gear, we achieve (exactly) 75% FHR, which sucks, because the BP is 11 FHR% away. How do we solve this problem? A 12 FHR summon GC will do the charm (pun indeed intended).
Resistances:Now I won’t go into detail explaining what resistances are, but they are basically a way to reduce (or increase, if you have bad resistance) elemental damage done to you when you’re hit with a fire, lightning, cold, or poison attack.
With this build and with only torch / anni (20-20 torch used) you should have:
[img]http://upload.noob3.com/Jan08/132173052dc317d6e0a91e43ab9227b0.bmp[/img]These aren't that great, how can you increase them?
- SC's (Small charms) can spawn with up to 5 all resistances, or 11% resistance of a single element
- Lower your FHR breakpoint from frame 6 to 7, by socketing you helm with an um rune instead of a shael rune
- Give me 10 FG (this is a joke and will not work, lol...)
MF% (Magic Find %):I refuse to go into detail about this, if you don't know what MF is I suggest
this guide. Also google is your friend.
With this build we get 200ish MF, including charms. Don't think it's enough?
- Replace your belt with Goldwrap
- Replace 1 or 2 rings with Nagelrings
- Replace your boots with Wartravs
- Replace your shield with an Ist'ed Lidless
- Add more MF SCs
Chapter 2: Stat placement, and Character Statistics:Stat placement:Basically, place enough points in Strength to wear your gear, and place the rest of the leftover points into vitality. Dexterity is not necessary because this is not a max block build, and you should have enough mana for your purposes without any points in energy.
Just be sure you can wear all your gear and I suggest getting a friend to kill you to see if you can get all your gear back after just one click on your body, with a full inventory. Also make sure you have enough strength and dexterity for your switch weapon/shield.
Skill placement:Being a summoner you only really need to max a few skills, and you have alot of supporting skills that you pretty much HAVE to put points into. At any rate this build is pretty simple to understand.
Summoning Spells Tree:
- 20 - Raise Skeleton
- 20 - Skeleton Mastery
- 20 - Skeletal Mage
- 1 - All other summoning skills
Poison and Bone Spells:
- 20 - Corpse Explosion
- 1- Bone Armor, Teeth, Bone Spear, Bone Wall, Bone Prison, <optional>Bone Spirit</optional>
Curses:
- 1 - All curses with the exception of Attract and Confuse
Reasons for my Choices in Skills:Summoning Skills:The reason I chose to max Raise Skeleton and Skeleton Mastery are pretty obvious, they are our main summons. Now there is much controversy whether Skeletal Mages are a good choice in maxing, or are a 1 point skill. I chose to max these because, well I love these fellas. And there shouldn't be any doubt in the damage of them, they suck individually. But when there are 15 of them you can expect some good damage. Also the poison mage's poison does unbelievable small damage over 10 minutes or so, and when a monster such as a boss is poisoned they cannot heal. In other words if you are ubering and need to town for more summons or something the poison will give you a good 10 minutes to do whatever you need to do, and the ubers wont heal a bit
.
Revive, Summon Resist, all the golems, and Golem Mastery are all one-point-wonders. Meaning your +skills should boost them up to the point where they are at the highest levels possible ( or near it) before diminishing returns.
Poison and Bone Spells:The only skill you want to max here is Corpse Explosion, to increase the range of the skill to extreme amounts; basically you'll be killing monsters on the other side of walls with this skill.
PS: CE (corpse explosion) is 1/2 fire damage 1/2 physical damage. So you'll rarely if ever encounter a monster that’s immune to this attack, and your amp will increase the damage of this attack by 50% in most situations.
Bone Armor is to reduce the damage taken if a monster or player DOES manage to get to you, if your Bone Armor is down this is a sign to teleport away to a safe location. Bone Spear, Bone Spirit, Bone Wall, Bone Prison, and teeth are all 1 point wonders. I use Bone Prison and Bone Wall when dueling or ubering, and the Bone Spear and Bone Spirit are just to play around with, after all this is a game remember ^^.
Curses:These are all one point wonders, every single one of them (With the exception of Confuse and Attract). And I do NOT want to see any more than 1 point in any of these. Your main curses are Amp (Amplify Damage) and Decrep (Decrepify). To put it simply Decrep is for bosses, and Amp is for regular monsters/champions/minor uniques. Terror is used later on, when ubering.
PS: Decrepify + your cold mages do a great thing to bosses, they basically freeze them down to the point where they can only use their melee attacks, and even those are slow beyond belief.
Dim Vision I mainly used in Baal runs to stun Black Souls (when they are Dim Vision’ed they cannot attack, they just have to sit there and take it =D), and Lower resist, Life Tap, and Iron Maiden are used in dueling/team dueling.
Chapter 3: Gear Choices, and their AurasGear:Here I will list the perfect gear IMO (in my opinion) for PVA (player verses all, monster and players)
Helm:----------Shako, Shael'ed
Armor:---------Enigma Mage Plate
Weapon:------Beast Double Axe (Ethereal if possible)
Shield:---------Spirit Monarch, 35% FCR
Belt:-----------Arachnids Mesh
Boots:---------Marrowwalks
Gloves:--------Trang-ouls Claws
Ring #1:-------SOJ (Stone of Jordan)
Ring #2:-------SOJ
Amulet:--------Mara's Kaleidoscope
On switch:
Weapon:------CTA (Call to Arms) Flail (Ethereal if possible)
Shield:---------Spirit Monarch (Ethereal if possible)
Charms:
3 Summoning skiller GCs (grand charms)
1 Summoning skiller GC, 12% FHR
Highest torch possible
Highest Anni possible
5x7% MF scs (more if desired)
Reasons for my Choices in Gear:Shako:http://upload.noob3.com/Jan08/524894f9714bfc214fd203e272ab1fe8.JPGThis helm is an under appreciated godly helm, it has skills, life, mana, DR (Damage reduction), and MF! Shael it for your FHR BP.
Enigma:http://upload.noob3.com/Jan08/66199d865a3d8ea2960e360349c76918.JPGThe only armor for this build, it sports skills, life, huge strength, DR, high defense and best of all, the skill teleport, which can speed you up TREMENDOUSLY and helps you keep track of your summons and mercenary.
Beast:http://upload.noob3.com/Jan08/4c7641214393de714664cc662cb67e56.JPGThe main reason for this is the Fanaticism aura when equipped, it also has some strength. Why eth (Ethereal)? Because the stat requirement is lower when its eth, and you aren't gonna be bashing anything upside the head with your axe anytime soon. Although it does deal some good damage XD.
Spirit:http://upload.noob3.com/Jan08/e7a96eaf379bfd1cf6d3da67012dd3b8.JPGThis is god in a shield, and cheap as sin! It has skills, FHR, FCR, resistance, life, and mana!
Arachnids Mesh:http://upload.noob3.com/Jan08/efcd916acc00afc45fea80abad344fe8.JPGThe only legit belt with +1 to all skills, so you've got that, also there’s the FCR. Best belt you can get IMO.
Marrowwalk:http://upload.noob3.com/Jan08/f4f387e26f91ac5fc4428050070e916f.JPGThese boots have +2 to skeleton mastery, which is a boost to be sure. Then there’s the strength, life, mana regeneration and enhanced defense.At this point, I'd suggest eth treks if possible.
Trang-ouls Claws:http://upload.noob3.com/Jan08/5e3a310df7e692d013b14d0d02948b15.JPGYou've got you're 2 to curses, which isn't really all that. Mainly you've got a choice between these and Magefists (for the FCR), I chose these for the cold resistance.
SOJ's:http://upload.noob3.com/Jan08/6b011cb7c9c156063b36b50b29d6865c.JPGWith the only +1 to all skills rings in the game being these and BK's (Bul-Kathos), I chose these for the mana. You rarely if ever have to pot with all the mana + regeneration you've got. But if you’re a life freak who would prefer to pot mana for the extra 80 HP, get BK's.
Mara's:http://upload.noob3.com/Jan08/e5783db95a470785d1a94aaac74eac7b.JPGSkills, resistance, stats. Godly.
CTA:This runeword is a great thing, it gives you BC (battle command) and BO (battle orders), which will greatly increase you and your minions HP. Make sure to cast BC before BO, so that your BO is that extra level higher.
Spirit:It's only used for the +2 skills here, to add to your BO.
Auras, and their PurposesFanaticism:This aura increases the damage, attack rating, and attack speed of our minions.
At level 9 (the level of the aura our Beast gives us) the stats for our minions are as follows:
DMG: 93%ATK: 90%ATK Speed: 29%Concentration:This aura increases the damage of our minions, and adds a chance for their attacks to be uninterruptible.
At level 20 (the level of the aura our Pride gives us) the stats for our minions are as follows:
DMG: 345%% Uninterruptible: 20% (not based on level, fixed stat)
Thorns:This aura deals more damage back to any enemy who attacks our minions with a melee attack. This is a way of gaining benefits from being attacked, or destroying a threatening attacker.
At level 21 (the level of the aura our Bramble gives us) the stats for our minions are as follows:
DMG Returned: 1050% (this is ALOT)Might:This aura just increases the damage of our minions.
At level 20 (The level of the aura our merc gives us, at level 87 +, with the +2 all skills from his helm) the stats for our minions are as follows:
DMG: 210%Meditation:This aura increases your mana regeneration by astounding amounts; it basically makes you have infinite mana (with exceptions, excessive casting, mana burn monsters, ect.)
At level 17 (the level of the aura our Iron Golem gives us) the stats for our necro are as follows:
Mana Regen %: 700%Chapter 4: Mercenary Gear, and StatisticsThis build is very mercenary dependant, without our merc's we'd be missing out on some of the best auras for our minions. This is also bothersome, as it always seems our merc is hit first when we tele on something, and I usually make sure to keep around 200k in the stash for reviving him. If you are having trouble with money you should get ALOT from Travincal runs, and always make sure to ID and sell the rares that drop that aren't worth keeping.
For this build we will be using an act 2, OFFENSIVE merc for the inherent might aura which will increase the damage of our minions alot. Some builds suggest an act2 merc with a faith bow, others a build with uses infinity rather than pride. I have tried both these builds and can comfirm that this is the best merc setup. It provides damage, a good chance to hit, and high resistance/defense/damage. The only downside is this merc is easily killed by IM, but it’s still worth it in my opinion, after all your only going to encounter IM in the chaosing.
Mercenary Gear:Helm:-----------Andariels Visage, ral'ed (Ethereal if possible)
Armor:----------Bramble Dusk Shroud (Ethereal if possible)
Weapon:-------Pride Colossus Vouge (Ethereal if possible)
Reasons for my Choices in Merc Gear:Andy's:http://h1.ripway.com/tcmraven/Andys.JPGA common merc helm, this thing has +2 skills which benefits our mercs might aura, also comes with high poison resistance (for Andariel MF'ing), and the LL (life leech) is helpful to keep your merc alive. Strength also included, helpful to get the merc's gear on earlier. The ral is to counter the -fire res that comes with Andy's.
Bramble:http://h1.ripway.com/tcmraven/Bramble.JPGThis armor has defense, more stacked poison resistance, but most important the Thorns aura. Glitch the eth armor if you can, it will benefit your merc greatly.
Pride:http://h1.ripway.com/tcmraven/Pride.JPGThis is another aura-giving runeword, this supplies us with the aura Concentration, this weapon also sports damage, 20% deadly strike (which means it has a 20% chance to do double damage), hit blinds and freezes target, lightning damage and vitality.
With the gear listed, and at the level I suggested at the beginning of the guide (89), your merc should have the following stats:
Not the greatest res/HP/def, but comes with some serious auras. Note: This is with a BO'ed merc.
Chapter 5: Skeleton StatisticsIn this section I will talk about the damage of our main minion, the skeleton. You should have 15 of these with the gear I've suggested, which will be plenty. Now I've gathered some statistics from an online necromancer pet calculator (I can't give u the link, but google is again your friend), with the gear I suggest, with BC and BO cast, you should have skeletons with:
Life:---------------------------7718
Attack Rating:---------------8701
Minimum Damage:-----------1756
Maximum Damage:----------1766
Average Damage:-----------1761
Attack frames:---------------14
Hit Recovery:-----------------7
Resistance:-------------------66
# of Skeles:------------------15
Thats pretty damn good, with that amount of HP your skeletons will not die easily. This is already alot of damage per skele, but factoring in amp? It's alot more. Double in fact, well you have to remember the 50% physical resistance all hell monsters have but not to worry, amp reduces that to zero and then some, so by the end of it all hell monsters have -50% physical resistance.
Example:
I do 1000-1000 damage with my normal attack, no elemental or magic damage just physical. I attack an Amp'ed hell monster with my normal attack, it hits, since he has -50 physical resistance from Amp, he takes:
1000 * 1.5 = 1500 Damage.
So let’s say we have 1761 damage, much like our skeles. We teleport on an Amp'ed hell monster, with 1 skeleton.
1761 * 1.5
= 2641.5
Now lets teleport on an amp'ed hell monster with 15 skeletons, lets say 13 hit (because their attack rating is pretty high compared to a monsters defense).
(1761 * 1.5) * 13
=34339.5
That’s some good damage, assuming the monster doesn't have anymore than the usual 50% DR (physical resistance). Now let’s try a boss, say Mephisto, since he's such a popular target for MFing. This time we can only assume 1/2 of our skele's hit mephy, after all he has a 50% chance to block, 1/2 of 15 is not an even number so lets just round it to 8, because we're full of ourselves. Meph only has 20% physical resistance
, however we won't be hitting him with amp, let’s try Decrep. Decrep will slow meph by 50%, and reduce his physical resistance by 50%. So we're dealing with a 50% blocking, -30 physical resistance. Now for the math:
(1761 * 1.3) * 8
=18314.4
That's still a heap load of damage, not including merc or mages.
Chapter 6: Skeleton Mage StatisticsNow to talk about the underdogs of the necro's summons, the skeletal mage. These can spawn (randomly) as a poison mage, a fire mage, a lightning mage, or a cold mage, and since we have 15 of these critters at our disposal, lets assume that 1/4th of them become each element, ick, more uneven numbers. It comes out to be 3.75, so let’s just assume for our own benefit that 3 mages become poison, 4 cold, 4 lightning, and that leaves 4 to become fire. That's at least what we'll use in our calculations.
But first for the stats of each mage:
Fire:
Life:---------------------------2070
Minimum Damage:-----------409
Maximum Damage:----------414
Average Damage:-----------411
Attack frames:---------------14
Hit Recovery:-----------------7
Resistance:-------------------66Cold:
Life:---------------------------2070
Minimum Damage:-----------231
Maximum Damage:----------234
Average Damage:-----------232
Attack frames:---------------14
Hit Recovery:-----------------7
Resistance:-------------------66Lightning:
Life:---------------------------2070
Minimum Damage:-----------61
Maximum Damage:----------644
Average Damage:-----------352
Attack frames:---------------14
Hit Recovery:-----------------7
Resistance:-------------------66
Poison:
Life:---------------------------2070
Minimum Damage:-----------34.47
Maximum Damage:----------34.47
Average Damage:-----------34.47 (over 620 seconds! AKA: 10.33 minutes
Attack frames:---------------14
Hit Recovery:-----------------7
Resistance:-------------------66It appears the only thing that varies is the damage, now assume we are teleporting on a monster with 0% all resistance, using only these guys (ignoring the poison mages damage, which is pretty much none):
(Bare with me I don't know how to write this with mathematical perfection, but here's hoping you get what I'm saying)
(4 * 352) +
(4 * 232) +
(4 * 411)1408 +
1292 +
1644=4344
Not bad, considering these guys are pretty much there for physical immunes that amp cannot break. I won't spend much more time on these, as they are a minor part of our army. Still extremely helpful and worth the points IMO.
Continued...
This post was edited by thepwnbros on Jan 29 2008 07:52am