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Description

Hey again :)

i want to try out Summon necro for the first time and have some questions

how do you make a
Iron Golem
tanky enough to not be afraid that hes dying i see alot of necros running Insight
Iron Golem
but dont i have to be afraid of him dying to lets say uber diablo ?

i also dont see any summon necros raising mages why ?

also any tipps would be welcome thanks ! c:
5

Can be used to make Runewords:

7
Hey again :)

i want to try out Summon necro for the first time and have some questions

how do you make a
Iron Golem
tanky enough to not be afraid that hes dying i see alot of necros running Insight
Iron Golem
but dont i have to be afraid of him dying to lets say uber diablo ?

i also dont see any summon necros raising mages why ?

also any tipps would be welcome thanks ! c:
Answeredby Schnorki1 month agoGo to post
Iron golems, much like any other, are made tankier through golem mastery and summon resist. Given general summoner gear (read: a fair bit of +skill), 1 pt in each and 1 in the golem itself is typically quite sufficient.

(Much) More than that however, their survivability is improved massively once you get top-end gear (read: enigma) because the ability to teleport him out of harm's way when actually needed is absolutely priceless. If you do want to go with a "valuable" iron golem pre-teleport, you can always keep a town portal scroll ready as a quick escape to save him instead.

Insight in and by itself really isn't all that expensive so even if your golem does die, you can typically get a replacement quite easily. Keep in mind that iron golem damage blows no matter what so you have no real reason to create it with some eth elite pole but can use any random cheap 4s pole or the like you find along the way instead. That really only leaves you with the rune cost which are all easily farmed off countess in no time.

Personally, I wouldn't go making an infinity or beast iron golem though unless you have an enigma to reliably keep him safe with. :P
7
User avatar

Schnorki 3686Moderator

PC
Iron golems, much like any other, are made tankier through
Golem Mastery
and
Summon Resist
. Given general summoner gear (read: a fair bit of +skill), 1 pt in each and 1 in the golem itself is typically quite sufficient.

(Much) More than that however, their survivability is improved massively once you get top-end gear (read: Enigma) because the ability to
Teleport
him out of harm's way when actually needed is absolutely priceless. If you do want to go with a "valuable"
Iron Golem
pre-
Teleport
, you can always keep a town portal scroll ready as a quick escape to save him instead.

Insight in and by itself really isn't all that expensive so even if your golem does die, you can typically get a replacement quite easily. Keep in mind that
Iron Golem
damage blows no matter what so you have no real reason to create it with some
Eth
elite pole but can use any random cheap 4s pole or the like you find along the way instead. That really only leaves you with the rune cost which are all easily farmed off countess in no time.

Personally, I wouldn't go making an Infinity or Beast
Iron Golem
though unless you have an Enigma to reliably keep him safe with. :P
This post was marked as the best answer.
7
Schnorki did a great job explaining
Iron Golem
. I run
Uber Tristram
on my Poison/Summon Hybrid necro and I rarely lose my Insight
Iron Golem
, purely by virtue of Enigma's
Teleport
.

As for Mages, they're just too bad.

Their damage is poor, they're ranged and thus are slow to engage targets, their attack speed is meh, and their elemental damage doesn't benefit from the
Amplify Damage
or
Decrepify
you'll be using. Using
Lower Resist
robs your merc, golem, and melee skellies and doesn't benefit
Corpse Explosion
as much as Amp. Being ranged, they also don't tank for you the way the melee skellies will.

Thus, they don't really bring anything to the table. Merc + Melee skellies are more than enough for most situations, Revives have their place, such as Urdars vs bosses.
Corpse Explosion
already does fire damage to offset your otherwise heavily physical team.

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7
OP
Winterkill wrote: 1 month ago
Schnorki did a great job explaining
Iron Golem
. I run
Uber Tristram
on my Poison/Summon Hybrid necro and I rarely lose my Insight
Iron Golem
, purely by virtue of Enigma's
Teleport
.

As for Mages, they're just too bad.

Their damage is poor, they're ranged and thus are slow to engage targets, their attack speed is meh, and their elemental damage doesn't benefit from the
Amplify Damage
or
Decrepify
you'll be using. Using
Lower Resist
robs your merc, golem, and melee skellies and doesn't benefit
Corpse Explosion
as much as Amp. Being ranged, they also don't tank for you the way the melee skellies will.

Thus, they don't really bring anything to the table. Merc + Melee skellies are more than enough for most situations, Revives have their place, such as Urdars vs bosses.
Corpse Explosion
already does fire damage to offset your otherwise heavily physical team.
but i could technically still raise them ? or is there a minion
Cap
i mean damage is damage right ?
7
User avatar

Schnorki 3686Moderator

PC
Eisenbauch wrote: 1 month ago
Winterkill wrote: 1 month ago
Schnorki did a great job explaining
Iron Golem
. I run
Uber Tristram
on my Poison/Summon Hybrid necro and I rarely lose my Insight
Iron Golem
, purely by virtue of Enigma's
Teleport
.

As for Mages, they're just too bad.

Their damage is poor, they're ranged and thus are slow to engage targets, their attack speed is meh, and their elemental damage doesn't benefit from the
Amplify Damage
or
Decrepify
you'll be using. Using
Lower Resist
robs your merc, golem, and melee skellies and doesn't benefit
Corpse Explosion
as much as Amp. Being ranged, they also don't tank for you the way the melee skellies will.

Thus, they don't really bring anything to the table. Merc + Melee skellies are more than enough for most situations, Revives have their place, such as Urdars vs bosses.
Corpse Explosion
already does fire damage to offset your otherwise heavily physical team.
but i could technically still raise them ? or is there a minion
Cap
i mean damage is damage right ?
There's a
Cap
for each minion type that increases with skill level. I.e. more skeletons with levels there, more skeletal mages with levels there, more revives with levels there. That's specific to each type though so raising a mage does not mean you get one less melee
Skeleton
and vice versa. You can have both.

As a result, if you already have all of your skeletons up and find yourself with spare corpses, there's no real reason not to add mages on top. They do look cute after all. :)
7
Just be aware that Cold Mages can result in shattered corpses, robbing you of
Revive
,
Corpse Explosion
, replacement troops and so on.

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7
1 cold mage +
Clay Golem
is very useful against bosses !
the boss will always (?) target
Clay Golem
first...
7
Late game I sight is really easy to mass produce. I even use them with
Metalgrid
/cta/
Wisp Projector
/natures Peace. Just to buff it a little bit. (
Metalgrid
golems are notoriously squishy)

My suggestion is dont get attached.
Also, there are much tougher options than Insight for transforming I to an
Iron Golem
. None are as easy to mass produce though. (With the ratio of availability/usefulness taken I to account anyway).

Eisenbauch wrote: 1 month ago
Hey again :)

i want to try out Summon necro for the first time and have some questions

how do you make a
Iron Golem
tanky enough to not be afraid that hes dying i see alot of necros running Insight
Iron Golem
but dont i have to be afraid of him dying to lets say uber diablo ?

i also dont see any summon necros raising mages why ?

also any tipps would be welcome thanks ! c:
7
In closed/narrow areas (mazes/corridors)
Skeleton Mage
can be annoying, because sometimes they stop in the middle of a door/passage and the other minions cannot pass through...

OK... you can
Teleport
to reposition your army when this happen, but I think the game is way more smooth in those areas without the mages 😉

Time Zone: GMT-3
Online: workdays (18:00-21:00), weekends (09:00 - 21:00)
Non-Ladder | Softcore | Expansion
7
Oooh, I forgot to mention that an act 2
Meditation
Merc with Insight might help. If you are on ladder a Cure helmet is another interesting golem choice btw. (Or, just shove on on the merc)

My personal favorite
Iron Golem
is probably Exile. Or whatever unique I find that has enhanced defense, enhanced damage resists, movement speed, attack speed.

The
Meditation
aura to me is largely just graphical. In most situations anyway. (It stacks with
Prayer
)
7
Ooh and if you are going for an expensive golem remember to remove all instances of summon golem from your hotkey/skill wheel after summoning it so you don't overwrite it accidentally.

In the end you are more likely to lose a good golem.by accidentally dying or overwriting it with a
Clay Golem
accidentally on regular grind than for it to get killed...usually...
7
I tried running skelly mages back in the day (20/20/20 skels mages mastery) when 1 point=1 skelly. It was a bit better than the regular by virtue of just how bad normal skeletons were. (Though the mages still died in 1 hit to everything really)

After the rework, melee skeletons were much better, skeletons mages were however worse by comparison.

Having a group of like 5 skel mages isn't a bad option as they can draw aggro for a moment. But this can be reached with a single point in skells and so.e skilled charms and rings, amulets wands etc.

The biggest flaw with them is the poor damage and lack of corpse availability in most boss rooms. However, I like the cold mages until hell difficulty. The poison ones as well, I guess.

But just because I like them does not make them good at all.

They however do have the advantage in
Arcane Sanctuary
for pulling aggro, same with things like the sewers due to bottlenecking and bad ai.
Eisenbauch wrote: 1 month ago
Winterkill wrote: 1 month ago
Schnorki did a great job explaining
Iron Golem
. I run
Uber Tristram
on my Poison/Summon Hybrid necro and I rarely lose my Insight
Iron Golem
, purely by virtue of Enigma's
Teleport
.

As for Mages, they're just too bad.

Their damage is poor, they're ranged and thus are slow to engage targets, their attack speed is meh, and their elemental damage doesn't benefit from the
Amplify Damage
or
Decrepify
you'll be using. Using
Lower Resist
robs your merc, golem, and melee skellies and doesn't benefit
Corpse Explosion
as much as Amp. Being ranged, they also don't tank for you the way the melee skellies will.

Thus, they don't really bring anything to the table. Merc + Melee skellies are more than enough for most situations, Revives have their place, such as Urdars vs bosses.
Corpse Explosion
already does fire damage to offset your otherwise heavily physical team.
but i could technically still raise them ? or is there a minion
Cap
i mean damage is damage right ?
7
Besides, if you really must have
Skeleton
mages, tp and warp to
Chaos Sanctuary
and cherry pick oblivion knights.
7
I've never seen anybody else recommend this, but as a poor summonmancer I recommend one point on
Attract
.
The +movement speed from
Golem Mastery
causes mobs to target and
Swarm
it.
Attract
will eliminate most incoming damage. It also keeps the monsters bunched up which helps with
Corpse Explosion
.
Teleport
might make for a good escape button, but it doesn't solve the fundamental problem of your golem attempting to tank more damage than it can handle.

Or get great gear and clear the screen in 1 second, I guess that works too.

For bosses and ubers; on your off-hand use
Spellsteel
or
Naj's Puzzler
or any staff with
Teleport
. I'm yet to see my
Iron Golem
get targeted first when my minions are all stacked on top of each other, although it does still take damage from DClones
Armageddon
.
7
And as for the mages - summonmancers have good stuff to spend their first 70 skill points on, but the last 30-40 can be spent based on the rule of cool. If you want mages then go for it.
7
This is my version.

https://maxroll.gg/d2/d2planner/9fna047k#4

You can change the weapon and shield with the usual suspects, ofc. I'd like to maximize summon skills, that's why I go this way. If you play P1, this skill distribution is ok. If you ply higher player counts, you can change it and make your
Iron Golem
stronger.

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* All my trades are for runes, keys (especially KoT and KoH) and essences!
7
basicnecromancy wrote: 1 month ago
This is my version.

https://maxroll.gg/d2/d2planner/9fna047k#4

You can change the weapon and shield with the usual suspects, ofc. I'd like to maximize summon skills, that's why I go this way. If you play P1, this skill distribution is ok. If you ply higher player counts, you can change it and make your
Iron Golem
stronger.
I done a little different on my skills:
- Only 1 point in
Golem Mastery

plus skills are enough for
Iron Golem
be strong enough to not dying 😉
(you put 10)
- 20
Corpse Explosion

Maximize the range, as more range = more monster hit/killed 🤗
(you put only 1)

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Online: workdays (18:00-21:00), weekends (09:00 - 21:00)
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fredkid wrote: 1 month ago

I done a little different on my skills:
- Only 1 point in
Golem Mastery

plus skills are enough for
Iron Golem
be strong enough to not dying 😉
(you put 10)
- 20
Corpse Explosion

Maximize the range, as more range = more monster hit/killed 🤗
(you put only 1)
What you wrote is also goes parallel with the beauty of this build. You can mainly be done with it at lvl41 basically. 20p into
Raise Skeleton
and
Skeleton Mastery
, and 1p wonders, ready.
  • You can go an excellent hybrid builds as investing in Bone or Poison skills. Especially Bone skills provide not only magic damage that has almost no immunities against, but also high protection with
    Bone Armor
    ,
  • You can invest in curses as well for a different approach.
Very flexible build with the capability to farm everywhere.

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* I trade both ladder and non-ladder, please check before asking.
* All my trades are for runes, keys (especially KoT and KoH) and essences!
7
User avatar

uuee 41

Europe PC
basicnecromancy wrote: 1 month ago
This is my version.

https://maxroll.gg/d2/d2planner/9fna047k#4

You can change the weapon and shield with the usual suspects, ofc. I'd like to maximize summon skills, that's why I go this way. If you play P1, this skill distribution is ok. If you ply higher player counts, you can change it and make your
Iron Golem
stronger.
Um
should be in the shield instead of
Shako
, since it gives 22@ there:). Also,
Bone Break
worths a slot for sure.



Mine is a very different "CE nec":P
https://maxroll.gg/d2/d2planner/vs1kd0s8
7
Bone Break
is not much needed if you use
Amplify Damage
as your main curse (
Amplify Damage
and
Decrepify
work at full rate against immune monsters - unlike
Conviction
that is cut to 1/5...) .
And also
Corpse Explosion
is half damage fire and half damage physical.

But notice that you can equip
Bone Break
just while your assembling your army and then stash it, and the minions will "snapshot" the sunder effect for them 😉
(in the case of
Iron Golem
, you have to equip
Bone Break
before you exit the game, so you will have
Bone Break
equipped when he was re-spawned on the next game 😉)

Time Zone: GMT-3
Online: workdays (18:00-21:00), weekends (09:00 - 21:00)
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