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Description

Hello, everyone!

I'm planning to run a hardcore summon necro for this coming ladder, but I've run into some uncertainty when it comes to planning out my skill build. My dilemma basically comes down to whether or not the Magi and
Fire Golem
were buffed enough to warrant using.

As it stands I'm leaning toward something like this build:
Raise Skeleton
- 20
Skeleton Mastery
- 20
Skeleton Mage
- 20
Clay Golem
- 1
Golem Mastery
- 1
Summon Resist
- 1
Blood Golem
- 1
Iron Golem
- 1
Revive
- 5+ (alternative to dump leftovers into)

Teeth
- 1
Bone Armor
- 1
Corpse Explosion
- 10+
Bone Wall
- 1+ (all leftovers go here for
Bone Armor
synergy)

Amplify Damage
- 1
Iron Maiden
- 1
Dim Vision
- 1
Weaken
- 1
Terror
- 1
Decrepify
- 1

Any thoughts? I can see several places where points can be moved around, but I can't decide on a final build without some answers to a few questions I have.

Are magi still underwhelming in 2.4 to the point that I should consider reallocating the points I have in
Skeletal Mage
(they won't get many points until late nightmare/early hell)?
Am I sleeping on updated
Fire Golem
?
Is
Bone Armor
/Wall a waste of points (I see a ton of value in the skill on my softcore poison necro, though he has a ton of +PnB skills)?
Is an Insight
Iron Golem
reasonable to use with only 1 point each in
Iron Golem
and
Golem Mastery
?
How much would have to change in this build for ubers? More revives?

Thanks in advance for all responses/consideration! Cheers!
5

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7
Hello, everyone!

I'm planning to run a hardcore summon necro for this coming ladder, but I've run into some uncertainty when it comes to planning out my skill build. My dilemma basically comes down to whether or not the Magi and
Fire Golem
were buffed enough to warrant using.

As it stands I'm leaning toward something like this build:
Raise Skeleton
- 20
Skeleton Mastery
- 20
Skeleton Mage
- 20
Clay Golem
- 1
Golem Mastery
- 1
Summon Resist
- 1
Blood Golem
- 1
Iron Golem
- 1
Revive
- 5+ (alternative to dump leftovers into)

Teeth
- 1
Bone Armor
- 1
Corpse Explosion
- 10+
Bone Wall
- 1+ (all leftovers go here for
Bone Armor
synergy)

Amplify Damage
- 1
Iron Maiden
- 1
Dim Vision
- 1
Weaken
- 1
Terror
- 1
Decrepify
- 1

Any thoughts? I can see several places where points can be moved around, but I can't decide on a final build without some answers to a few questions I have.

Are magi still underwhelming in 2.4 to the point that I should consider reallocating the points I have in
Skeletal Mage
(they won't get many points until late nightmare/early hell)?
Am I sleeping on updated
Fire Golem
?
Is
Bone Armor
/Wall a waste of points (I see a ton of value in the skill on my softcore poison necro, though he has a ton of +PnB skills)?
Is an Insight
Iron Golem
reasonable to use with only 1 point each in
Iron Golem
and
Golem Mastery
?
How much would have to change in this build for ubers? More revives?

Thanks in advance for all responses/consideration! Cheers!
7
Fire no but skele mages can be a nice supplement
7
User avatar

Necrarch 1608Moderator

Necromancer Europe PC
Would also tend to say that more than 1 point in revives is useless, as they only add more revives, not stats.

On my lvl 87 necro (Bone, not summon but still) with just one point in
Revive
and + skills (torch, grand charms etc.) I am at about 12 revives available and they tend to have a hard time all participating in battles, so I tend to treat that as a 1 point wonder (and a great one, see Urdars + decrep +
Clay Golem
on bosses and they... sleep!).

Unsure about the usefulness of
Iron Maiden
(only for normal) and
Terror
but I am not expert enough in Summonmancers to be sure.

For skel mages, would tend to try dropping points into them and see how they behave.

Cheers !

Image

Main: Necromancer / Second: Assassin / Third: Amazon / Check my stash and my crafts including my caster belts :), and my many cheap
Annihilus
/ Accepting payment in L or NL currency though I only play NL
9

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