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Necromancer - upgrade summoner (w/ Beast + Infinity) or Respec to Poison nova?

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Description

Hi

Since I started D2 I wanted to build a full summoner Necro (stay behind and let the Minions do all the kill πŸ™‚).

At first I even put 20 points in
Skeletal Mage
and some extra points on
Revive
(now after a lot of trying and disappointment I decided to have just 1 point on each and don't even bother summon mages anymore...)

Nowadays, with my 20
Skeleton Mastery
and 20
Raise Skeleton
(and 21 +skill), Skeletons don't kill many things (even on players 1)...πŸ˜“
In practice they are just "shields" and
Corpse Explosion
do all the job after them or Merc killed something πŸ˜“

Will upgrade my Heart of the Oak to Beast and my Merc's Insight to Infinity make my Skeletons significant better? Or even with this change they will still be just shields?
(According to https://maxroll.gg/d2/d2planner/ the average damage / second from Skeletons will increase ~+33% which does not seem enough to make the army viable as the main source of damage...)

I'm thinking in admit that they can only be shields and respec to
Poison Nova
(with just 1 point on each
Skeleton
skill)...

----

Calculations:

- current build:
Raise Skeleton
– Level 41
Damage per Second: 9147
Attack Damage
996–1002
Attack Rating
4720 (77% vs dummy)

- with Beast + Infinity:
Raise Skeleton
– Level 38
Damage per Second: 12131
Attack Damage
1004–1010
Attack Rating
8334 (95% vs dummy)
Attack Speed
29%
5

Can be used to make Runewords:

7
Hi

Since I started D2 I wanted to build a full summoner Necro (stay behind and let the Minions do all the kill πŸ™‚).

At first I even put 20 points in
Skeletal Mage
and some extra points on
Revive
(now after a lot of trying and disappointment I decided to have just 1 point on each and don't even bother summon mages anymore...)

Nowadays, with my 20
Skeleton Mastery
and 20
Raise Skeleton
(and 21 +skill), Skeletons don't kill many things (even on players 1)...πŸ˜“
In practice they are just "shields" and
Corpse Explosion
do all the job after them or Merc killed something πŸ˜“

Will upgrade my Heart of the Oak to Beast and my Merc's Insight to Infinity make my Skeletons significant better? Or even with this change they will still be just shields?
(According to https://maxroll.gg/d2/d2planner/ the average damage / second from Skeletons will increase ~+33% which does not seem enough to make the army viable as the main source of damage...)

I'm thinking in admit that they can only be shields and respec to
Poison Nova
(with just 1 point on each
Skeleton
skill)...

----

Calculations:

- current build:
Raise Skeleton
– Level 41
Damage per Second: 9147
Attack Damage
996–1002
Attack Rating
4720 (77% vs dummy)

- with Beast + Infinity:
Raise Skeleton
– Level 38
Damage per Second: 12131
Attack Damage
1004–1010
Attack Rating
8334 (95% vs dummy)
Attack Speed
29%

Time Zone: GMT-3
Online: workdays (18-21), weekends (09-21)
Non-Ladder | Softcore | Expansion
7
User avatar

TheDoo 225

Europe PC
Infinity shouldn't change anything for regular skellies. Beast aka
Fanaticism
will make a difference. However if you don't want to cast Amp dmg/
Decrepify
you can consider putting something like
The Reaper's Toll
on Merc that will help with breaking/lowering physical res/imm. :)

If you use CE or
Poison Nova
or even
Bone Spear
I can only see minions as a meat-shield (well I guess
Iron Golem
can have more use). You can also use Beast as a base for
Iron Golem
thus allow yourself to carry something else...

I would suggest to make a new character if you have character slots available and go fully poison there if you want because those 2 are completely different gameplay experiences but that's just me. :D

Ma neeeeeeema veeeeeeeze! xd

Someone much smarter than me already said once: "The real value of something doesn't reflect in a number of how much a seller is asking for it, but on how much a buyer is willing to pay for it."
7
TheDoo wrote: 3 weeks ago
Infinity shouldn't change anything for regular skellies.
The level 12
Conviction
aura will greatly lower the defense of mobs: -83%.

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7
User avatar

Schnorki 3195Moderator

PC
TheDoo wrote: 3 weeks ago
Infinity shouldn't change anything for regular skellies. [..]
While the elemental benefit is far more obvious, normal skellies do actually still benefit from the defense-reduction Infinity's
Conviction
would slap onto their targets. Lower def = higher hit chance = more dmg overall.
7
OP
Infinity increase the chance to hit (as
Conviction
reduce enemy defense) so in practice it increase
Skeleton
damage over time.
Actually, on calculator, the Damage per Second increased more because of Infinity than because of Beast πŸ€”

Even with
Amplify Damage
(that I always use, as
Corpse Explosion
is 50% physical damage), Skeletons don't kill much...

I even started to help the initial kill with my 1 point
Bone Spear
because they sometimes take a while to kill...

Time Zone: GMT-3
Online: workdays (18-21), weekends (09-21)
Non-Ladder | Softcore | Expansion
7
IMO summons actually don't really kill anything. Even when you get Beast + Pride +
Amplify Damage
. But that isn't their purpose, imo.

Summons are, as you said, shields and a way to dilute enemy damage so your necro or your merc does not get killed. You should, no, you MUST use
Corpse Explosion
alongside the summons.

And in my summon build, i get 20
Skeleton
and 20
Skeleton Mage
, 20
Corpse Explosion
and only 1 point into
Revive
. And i'll be honest with you, i almost never
Revive
anything, barely at all.
7
And regarding the
Poison Nova
build: i highly recommend it. But as our friend stated: get another fresh necro, so you can have both summon and
Poison Nova
.

Poison Nova
+
Lower Resist
+
Corpse Explosion
= FTW
7
OP
luizgeo wrote: 3 weeks ago
And i'll be honest with you, i almost never
Revive
anything, barely at all.
I stopped using
Revive
all the time too (for me the time spent to keep my full army up ended up increasing my overall "farm time" instead of accelerating it with the "extra damage" from a big army...)

I normally just create Revives on the last mob groups just before a Boss.

Time Zone: GMT-3
Online: workdays (18-21), weekends (09-21)
Non-Ladder | Softcore | Expansion
7
I mostly use revives on
Baal
runs, only on that last part were he summons the super-uniques waves.
7
User avatar

Necrarch 1614Moderator

Necromancer Europe PC
Revives can occasionnally be a top spell, typically when reviving Urdars to deal with DClone and Ubers.

But it's definitely a 1 point wonder.

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/ Accepting payment in L or NL currency though I only play NL
7
User avatar

TheDoo 225

Europe PC
Schnorki wrote: 3 weeks ago
TheDoo wrote: 3 weeks ago
Infinity shouldn't change anything for regular skellies. [..]
While the elemental benefit is far more obvious, normal skellies do actually still benefit from the defense-reduction Infinity's
Conviction
would slap onto their targets. Lower def = higher hit chance = more dmg overall.
I somehow always forget that -def is part of Infinity actually... Both you and SnowSnow are right. However I have a question knowing how hit% formula looks alike, since it takes attacker and defender's levels in consideration which stat is uses for pets, in this case what is considered "
Skeleton
level" -- it's skill level, character level of summoner or that part of equation just falls off?

Ma neeeeeeema veeeeeeeze! xd

Someone much smarter than me already said once: "The real value of something doesn't reflect in a number of how much a seller is asking for it, but on how much a buyer is willing to pay for it."
7
OP
Almost sure that the Minions Level (for hit chance and similar things) is your level when you spawn them.
(so I re-spawn everybody after gain a new level πŸ˜‰ πŸ˜›)

Time Zone: GMT-3
Online: workdays (18-21), weekends (09-21)
Non-Ladder | Softcore | Expansion
7
User avatar

TheDoo 225

Europe PC
fredkid wrote: 3 weeks ago
Almost sure that the Minions Level (for hit chance and similar things) is your level when you spawn them.
(so I re-spawn everybody after gain a new level πŸ˜‰ πŸ˜›)
If that's the case doesn't Infinity's -def losses it's value over time (as you level up and thus level up your minions as well)?

If you roll some numbers you'll see that as you pass lvl 85 effectiveness of AR's value actually significantly falls off in manner of hit% and that you can still achieve 85-90% hit chance even with low-ish AR numbers. That is why I'm asking...

EDIT: P.S. I know that is very expensive but I would genuinely argue that maybe dual Last Wish Act 5 Merc is a better end-game option for pets. Ofc correct me if I'm wrong.

Ma neeeeeeema veeeeeeeze! xd

Someone much smarter than me already said once: "The real value of something doesn't reflect in a number of how much a seller is asking for it, but on how much a buyer is willing to pay for it."
7
OP
Make sense πŸ€”
(but
Terror
Zones will match your level up to 97 πŸ˜‰)

Time Zone: GMT-3
Online: workdays (18-21), weekends (09-21)
Non-Ladder | Softcore | Expansion
7
OP
TheDoo wrote: 3 weeks ago
EDIT: P.S. I know that is very expensive but I would genuinely argue that maybe dual Last Wish Act 5 Merc is a better end-game option for pets. Ofc correct me if I'm wrong.
Act 5 - Dual Last Wish = Might 34 = 370% ed
Act 2 - Pride + Might =
Concentration
16+ Might 15+ = 465+% ed (285 +180)
(but Merc itself will do pitfall damage πŸ€”)

Probably in practice Act 2 with Infinity will be better because the increase in "chance to hit" is kinda multiplicative over the final damage, while the "second" Might (or
Concentration
) is additive with other %ed effects (like the
Raise Skeleton
%ed bonus)

Time Zone: GMT-3
Online: workdays (18-21), weekends (09-21)
Non-Ladder | Softcore | Expansion
7
Heey this looks like a question for your Friendly Necrohood Mancerman!

Gonna 1st off agree with comments above and say, if you want a
Nova
Necro. go on and make a new character if the slot is available

But if we trying to find the one Necro to rule them all. That is in no doubt the Summon Necro and here's why

For the simple reason that
The Summoner
is capable of farming 25 different locations (according to Maxroll) Including Ubers

Basically you are capable of doing anything and everything with a summon necro!

where as for the Nove Necro, it's stated only 13 good farming locations.. plus 1 point into skeletons = dead skeletons

So for a summoner, YES Those skeletons are more of a Meat Shield for you and Mercenary more then anything

But if you really looking to see them SMASH you gotta have the Enigma and Tele Stomp enemies

Cause as a concentrated collective those skeles can whip out some massive damage!

Merc: Bramble (Fortitude Optional) Infinity and Andarial Visage with Beast + Enigma makes a world of difference

The Infinity basically turns your corpse explosions into Nukes

So Stomp Amp CE and repeat. Nothing is more satisfying then Smashing Diablo in 2 seconds without lifting a finger

Nova
Necros can clear mobs slightly faster due to not having to stop, just
Nova
tele
Nova
tele

But they are not great against Bosses so basically forget farming
Baal
Diablo Meph or Andy

Unless you have Maximum GG gear going on, but even then that won't compare to
The Summoner
's Tele Stomp method

So yeah, in short summary. Summon Necro is the one to pick above all if we only get to choose one

Best Survivability combined with Hardest Hitting makes the Summon Necro the Best

and even competes with Paladin and Sorcerer imo dare I say

All Trades are Negotiable. Long Live
Nihlathak
7
OP
The Tele Stomp technique work for Bosses (kill Diablo kinda fast) or tought Uniques, but for "regular farm" is faster to just dish
Corpse Explosion
πŸ˜›

And forget that Infinity increase
Corpse Explosion
damage too (50% fire) πŸ‘πŸ‘Š

Time Zone: GMT-3
Online: workdays (18-21), weekends (09-21)
Non-Ladder | Softcore | Expansion
7
fredkid wrote: 3 weeks ago
The Tele Stomp technique work for Bosses (kill Diablo kinda fast) or tought Uniques, but for "regular farm" is faster to just dish
Corpse Explosion
πŸ˜›
well when I see a cluster of monsters. I'll tele to either the front or back of the pack which usually instantly kills one

then amp damage
Corpse Explosion
the rest. with little practice, you get the hang of tele amp CE your way around maps

if you want more details on how I build my summon necro. Maxroll provides a build guide

However I do have two summon necros. one aimed towards MFing and the other Ubers

MF Necro only has Amp and Insight
Iron Golem
where UberNecro has
Life Tap
,
Decrepify
and
Fire Golem


Fire Golem
pulls Aggro better in turn works more effectively with Bramble as demonstrated in the video below Maxroll build guide

so
Fire Golem
= Less Merc Deaths and Insight
Iron Golem
to help Tele around map more with CE without worry of Mana since he's a MFer

All Trades are Negotiable. Long Live
Nihlathak
7
I'm sorry the newbie talk, but what is Aggro? I've seen people using this term always when talking about
Fire Golem
, but i'm wondering what that means.
7
User avatar

ShadowHeart 1778Moderator

Europe PC
luizgeo wrote: 3 weeks ago
I'm sorry the newbie talk, but what is Aggro? I've seen people using this term always when talking about
Fire Golem
, but i'm wondering what that means.
'Aggro' is a term that was popularized by MMOs such as WoW - meaning to draw & hold the attention/aggression of enemies towards oneself (or in this case towards the summon), usually by a tanky character that can sustain/absorb a lot of damage (in this case the
Fire Golem
), in other to lower the pressure on the more squishy characters (like a healer or a damage dealer, which are often "glass cannons" in order to maximize their efficiency - in this case the Necromancer). I have never played any MMOs myself but this is my understanding of the term :P

I'm in CET (Central European Time), so that's UTC+1 normally and UTC+2 during DST.
My profile says Ladder, but I play both Ladder and Non-Ladder.
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