Necromancer Summoner build - Criticism Thread
Posted: Wed May 11, 2005 10:38 am
Moltovir’s Guide to the Necromancer Summoner
v1.1
Last edited: May 11, 2005
A Summoner Necromancer is a Necromancer who is centered around two skills: Raise Skeleton and Skeleton Mastery. At first this build may seem weak, since you can only summon a few skeletons with low life and low damage,but as you advance further in the game, you will notice that the summoner is one of the easiest characters to play. When fully maxed, your skeletons deal a nice amount of damage, rarely die and they are capable of handling everything the game throws at you. It’s the most newbie-friendly build: no waiting until level 30 for your main skills, no worrying about equipment or resistances, and an excellent magic and gold finder. Read, and become addicted...
Stat Points
Strength: Enough to wear your gear. Aim for 100-110 by early Hell, this will allow you to wear most good armors.
Dexterity: Again, enough to equip your gear. 70-80 should be enough.
Vitality: Almost all points go in here. You will rarely get hit, but for the rare occations when you will be, like in the stair traps in Worldstone Keep, you want a decent amount of life.
Energy: Normally I would leave this at base because summoning a skeleton requires a small amount of mana, but I put some points in here when my Corpse Explosion starts getting higher.
Skill Points
A common skill layout for a lvl 75 Summoner: (note: these are hard points, without +skills)
Summoning Tree
Raise Skeleton: maxed
Skeleton Mastery: maxed
Clay Golem: 1 point
Golem Mastery: 1 point
Natural Resist: 1-5 points
Skeleton Mages: 1-20 points, player’s preference
Revive: 1-5 points
Poison and Bone Tree:
Teeth: 1 point
Corpse Explosion: 15 points
Bone Armor: 1 point
Bone Wall: 1-5 points, 20 for Hardcore
Bone Prison: 1-5 points, more for Hardcore
Curses Tree:
All Curses: 1 point
DDC of choice: 20 points
Raise Skeleton: Your main skill. For every 3 skill points (less for slvl 1-10) you get one more skeleton. You should max this as quick as possible. High level skeletons seem to have a low amount of life; however, to know the true life of your skeletons, you should multiply the value shown in the game by 1 for Normal, 2 for NM and 3 for Hell. Now that’s a lot better, isn’t it?
Skeleton Mastery: Improves the life and damage of your skeletons. When you can choose between RS and SM, always pick RS. Sure, SM will add damage to all your skeletons, but that extra point in RS might give you another skeleton, good for a damage increase of 500 per second at higher levels. I advise maxing RS and SM at a 3/1 ratio: 3 points in RS for every point in SM, and max SM when RS reaches 20 (without skill adders).
Clay Golem: Very useful against Act Bosses, as it slows them down. If you combine this with Decripify, most Bosses will move so slow that they won’t use their special abilities, eg Diablo’s Lightning Breath or Baal’s Teleport.
Golem Mastery: Makes your Clay Golem tougher, prerequisite for Summon Resist.
Summon Resist: Useful in Nightmare and Hell mode, but let +skills equipment take care of it instead of waisting your precious skill points.
Skeleton Mages: Good to add some extra elemental firepower to your arsenal, but I rarely use them. They are handy when you meet Unbreakable Physical Immunes, but a good Merc with a high elemental damage weapon can take care of those too. If you do decide to max these, remember that Cold Mages will shatter corpses and that Poison Mages do a pitiful amount of damage (3,5 per second)
Revives: Meat shields. They’re only useful to take blows off your skeletons, but skeletons are very hardy and will rarely die. Never max this: Revives have a tendency to disappear around corners, and they last only 3 minutes anyway. I put one point in this.
Teeth: Prerequisite to Corpse Explosion
Corpse Explosion: Blam ! Splatter ! Splash ! Fantastic skill. CE scales with the life of the monsters and will only improve in radius when you put more points in it. It does 50% Fire and 50% Physical damage. Cast Amplify Damage or Lower Resist, and you will get one-hit kills on any monster of the same type that you blow up. Maxing this after your other main skills are maxed is a very good idea: it adds lots of firepower, lets you deal with unbreakable Physical Immunes (by casting Lower Resist and detonating other monsters around it), and is just the funniest skill in the whole game. The mana cost gets higher as you increase its slvl, but consider this: an slvl 20 CE’s mana cost is double of that of an slvl 1, but the radius is 20 times bigger: lots o’ bang for your buck.
Bone Armor: Very effective for MF’ing, this lets you take some hits while trying to find the passage to the next level. Never put more than one point in here: its’ synergies, Bone Wall and Bone Prison, add more to its’ life than points in BA itself.
Bone Wall: Useful for “closing” your front line, so that no monster can pass your skeletons to kill you. Put points in here when you’re playing Hardcore, as it will improve the life of your Bone Armor. Be warned: Bone Wall can attract enemies from 3 screens away, so use it with caution!
Bone Prison: Only used to lock those irritating monsters, like unbreakable PI’s, away while you deal with their minions. Also a synergy for Bone Armor.
Amplify Damage: Lowers the Physical Resistance of monsters by 100%, effectively doubling your damage output. Very useful for breaking physical immunity. In Hell, this will lower monsters’ resistance to –50% due to the global 50% physical resistance; but, going from 50% resistance to –50% resistance, is actually a tripling of your damage output! Put only one point in here, and cast it around your skeletons.
Dim Vision, Attract, Terror and Confuse: see next paragraph
Iron Maiden: Totally, utterly useless. The Blood Golem + IM trick no longer works. Put one point in here only because it’s a prerequisite.
Weaken: Cuts the damage of opponents by 1/3th. Useful against Normal Duriel to protect your Merc, but there are better curses. 1 point only.
Life Tap: When playing solo, ingore this or only use it when your Merc’s hit points are getting low. In multiplayer games, your party members will worship you for using this curse. Keep it hotkeyed.
Decripify: Your main curse against Act Bosses or strong Uniques, like Lister’s pack. I prefer Amplify Damage for normal monsters, as they don’t pose a threat to your skeletons. Still, useful in some other situations.
Lower Resist: Very useful against Unbreakable Physical Immunes (but only if your Merc does Elemental damage or you use the CE trick). Also, sorceresses will love you if you use this on their targets.
More on DDC’s
A Necromancer is a crowd controller like no-one else: he controls the flow of battle better than any other character in the game. This is where the Direct Distraction Curses comes in: while dealing no damage or negative effects to your enemies, they let you decide how much monsters you want to fight at once. DDC’s are AI curses: they affect monster behaviour. The four DDC’s are Terror, Dim Vision, Attract and Confuse. A short description:
Terror: will send enemies scrambling away in fear. Not a good choice when fighting packs of monsters because it will break your front line, but it can be a life saver when you’re being overwhelmed. I advise putting 1 point here, and letting +skills equipment take care of the rest.
Attract: will cause all monsters in a small radius to attack the Attracted monster. This is a nice curse, as it will tigh enemies together in one small pack that just screams for a Corpse Explosion chain. There are disadvantages however: it will often attract monsters from screens away, which can lead to overwhelming odds in favour of the enemy.
Confuse: will cause all enemies to wander around aimlessly or to attack the nearest creature. I consider Attract better, as it gives more control over the enemy’s actions. Sure, it will cause monsters to stop attacking your skeletons, but it will create a chaotic mass, and chaos doesn’t equal control. But if you like Hollywood Bar Brawls, this is the curse for you.
Dim Vision: the favourite of many Summoners, DV is an extremely useful curse: it will stop any enemy from attacking or walking, unless when you’re right next to it. Dim Vision will also disable flee or teleport AI: great against Flayers or those Gremlins from Act V. I use this on nearly every Necromancer build I make.
Either way, choose one of the last three and max it. More points will increase both the radius and the duration, and since the duration of these curses is cut by ¾ in hell you’d better have it maxed by the time you enter Act 1 Hell.
v1.1
Last edited: May 11, 2005
A Summoner Necromancer is a Necromancer who is centered around two skills: Raise Skeleton and Skeleton Mastery. At first this build may seem weak, since you can only summon a few skeletons with low life and low damage,but as you advance further in the game, you will notice that the summoner is one of the easiest characters to play. When fully maxed, your skeletons deal a nice amount of damage, rarely die and they are capable of handling everything the game throws at you. It’s the most newbie-friendly build: no waiting until level 30 for your main skills, no worrying about equipment or resistances, and an excellent magic and gold finder. Read, and become addicted...
Stat Points
Strength: Enough to wear your gear. Aim for 100-110 by early Hell, this will allow you to wear most good armors.
Dexterity: Again, enough to equip your gear. 70-80 should be enough.
Vitality: Almost all points go in here. You will rarely get hit, but for the rare occations when you will be, like in the stair traps in Worldstone Keep, you want a decent amount of life.
Energy: Normally I would leave this at base because summoning a skeleton requires a small amount of mana, but I put some points in here when my Corpse Explosion starts getting higher.
Skill Points
A common skill layout for a lvl 75 Summoner: (note: these are hard points, without +skills)
Summoning Tree
Raise Skeleton: maxed
Skeleton Mastery: maxed
Clay Golem: 1 point
Golem Mastery: 1 point
Natural Resist: 1-5 points
Skeleton Mages: 1-20 points, player’s preference
Revive: 1-5 points
Poison and Bone Tree:
Teeth: 1 point
Corpse Explosion: 15 points
Bone Armor: 1 point
Bone Wall: 1-5 points, 20 for Hardcore
Bone Prison: 1-5 points, more for Hardcore
Curses Tree:
All Curses: 1 point
DDC of choice: 20 points
Raise Skeleton: Your main skill. For every 3 skill points (less for slvl 1-10) you get one more skeleton. You should max this as quick as possible. High level skeletons seem to have a low amount of life; however, to know the true life of your skeletons, you should multiply the value shown in the game by 1 for Normal, 2 for NM and 3 for Hell. Now that’s a lot better, isn’t it?
Skeleton Mastery: Improves the life and damage of your skeletons. When you can choose between RS and SM, always pick RS. Sure, SM will add damage to all your skeletons, but that extra point in RS might give you another skeleton, good for a damage increase of 500 per second at higher levels. I advise maxing RS and SM at a 3/1 ratio: 3 points in RS for every point in SM, and max SM when RS reaches 20 (without skill adders).
Clay Golem: Very useful against Act Bosses, as it slows them down. If you combine this with Decripify, most Bosses will move so slow that they won’t use their special abilities, eg Diablo’s Lightning Breath or Baal’s Teleport.
Golem Mastery: Makes your Clay Golem tougher, prerequisite for Summon Resist.
Summon Resist: Useful in Nightmare and Hell mode, but let +skills equipment take care of it instead of waisting your precious skill points.
Skeleton Mages: Good to add some extra elemental firepower to your arsenal, but I rarely use them. They are handy when you meet Unbreakable Physical Immunes, but a good Merc with a high elemental damage weapon can take care of those too. If you do decide to max these, remember that Cold Mages will shatter corpses and that Poison Mages do a pitiful amount of damage (3,5 per second)
Revives: Meat shields. They’re only useful to take blows off your skeletons, but skeletons are very hardy and will rarely die. Never max this: Revives have a tendency to disappear around corners, and they last only 3 minutes anyway. I put one point in this.
Teeth: Prerequisite to Corpse Explosion
Corpse Explosion: Blam ! Splatter ! Splash ! Fantastic skill. CE scales with the life of the monsters and will only improve in radius when you put more points in it. It does 50% Fire and 50% Physical damage. Cast Amplify Damage or Lower Resist, and you will get one-hit kills on any monster of the same type that you blow up. Maxing this after your other main skills are maxed is a very good idea: it adds lots of firepower, lets you deal with unbreakable Physical Immunes (by casting Lower Resist and detonating other monsters around it), and is just the funniest skill in the whole game. The mana cost gets higher as you increase its slvl, but consider this: an slvl 20 CE’s mana cost is double of that of an slvl 1, but the radius is 20 times bigger: lots o’ bang for your buck.
Bone Armor: Very effective for MF’ing, this lets you take some hits while trying to find the passage to the next level. Never put more than one point in here: its’ synergies, Bone Wall and Bone Prison, add more to its’ life than points in BA itself.
Bone Wall: Useful for “closing” your front line, so that no monster can pass your skeletons to kill you. Put points in here when you’re playing Hardcore, as it will improve the life of your Bone Armor. Be warned: Bone Wall can attract enemies from 3 screens away, so use it with caution!
Bone Prison: Only used to lock those irritating monsters, like unbreakable PI’s, away while you deal with their minions. Also a synergy for Bone Armor.
Amplify Damage: Lowers the Physical Resistance of monsters by 100%, effectively doubling your damage output. Very useful for breaking physical immunity. In Hell, this will lower monsters’ resistance to –50% due to the global 50% physical resistance; but, going from 50% resistance to –50% resistance, is actually a tripling of your damage output! Put only one point in here, and cast it around your skeletons.
Dim Vision, Attract, Terror and Confuse: see next paragraph
Iron Maiden: Totally, utterly useless. The Blood Golem + IM trick no longer works. Put one point in here only because it’s a prerequisite.
Weaken: Cuts the damage of opponents by 1/3th. Useful against Normal Duriel to protect your Merc, but there are better curses. 1 point only.
Life Tap: When playing solo, ingore this or only use it when your Merc’s hit points are getting low. In multiplayer games, your party members will worship you for using this curse. Keep it hotkeyed.
Decripify: Your main curse against Act Bosses or strong Uniques, like Lister’s pack. I prefer Amplify Damage for normal monsters, as they don’t pose a threat to your skeletons. Still, useful in some other situations.
Lower Resist: Very useful against Unbreakable Physical Immunes (but only if your Merc does Elemental damage or you use the CE trick). Also, sorceresses will love you if you use this on their targets.
More on DDC’s
A Necromancer is a crowd controller like no-one else: he controls the flow of battle better than any other character in the game. This is where the Direct Distraction Curses comes in: while dealing no damage or negative effects to your enemies, they let you decide how much monsters you want to fight at once. DDC’s are AI curses: they affect monster behaviour. The four DDC’s are Terror, Dim Vision, Attract and Confuse. A short description:
Terror: will send enemies scrambling away in fear. Not a good choice when fighting packs of monsters because it will break your front line, but it can be a life saver when you’re being overwhelmed. I advise putting 1 point here, and letting +skills equipment take care of the rest.
Attract: will cause all monsters in a small radius to attack the Attracted monster. This is a nice curse, as it will tigh enemies together in one small pack that just screams for a Corpse Explosion chain. There are disadvantages however: it will often attract monsters from screens away, which can lead to overwhelming odds in favour of the enemy.
Confuse: will cause all enemies to wander around aimlessly or to attack the nearest creature. I consider Attract better, as it gives more control over the enemy’s actions. Sure, it will cause monsters to stop attacking your skeletons, but it will create a chaotic mass, and chaos doesn’t equal control. But if you like Hollywood Bar Brawls, this is the curse for you.
Dim Vision: the favourite of many Summoners, DV is an extremely useful curse: it will stop any enemy from attacking or walking, unless when you’re right next to it. Dim Vision will also disable flee or teleport AI: great against Flayers or those Gremlins from Act V. I use this on nearly every Necromancer build I make.
Either way, choose one of the last three and max it. More points will increase both the radius and the duration, and since the duration of these curses is cut by ¾ in hell you’d better have it maxed by the time you enter Act 1 Hell.