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wilderhund
01-11-2008, 06:49 AM
This is my first guide: wish me luck. Also, if you disagree with something, tell me and explain, I'm still in the process of making this character myself.

I'm still in the process of making it (sorry for the lame title, I personally think it's better than fishymancer anyway) but here's what so far looks to be a well-rounded build.

This build is based on the use of some of the smaller synergy groups in order to enhance a person's ability to deal with all of the freak immunes out there as well as burn (perhaps literally) through everything else at a relatively high speed.

[an aside - i once laughed greatly when my avenger/zealer paladin COULD NOT kill a fallen (the act 5 guest variety). It spawned with MR, Stoneskin, spectarl hit giving it immunity to physical and all three elements of zeal... needless to say, i walked away]







SKILLS:

I'm going to talk about each of the three trees and my opinions about them.

Summoning:
some necros swear by summoning.
Others (and all of the people complaining about the lags that fire sorcs are making) curse summons as weak and crappy.

for the purposes of this build we want to get as much damage out of as few points as we can so the following setup is probably optimal:

Skeleton: 1
1 point is all you should need for act 1 normal, and by act 2, you'll have more options for damage... skill points are vital.
if you want to be a fishymancer mod of this build, drop revives, iron golem, and blood golem and put up to 15 points (more will hinder your poison damage but hell, why not if you like skells)

Skeleton Mastery: 20
here is where all of your revives damage comes from, and their increased HP for tanking... Mastery is your best friend, it carries you with 1 point in skeleton warrior through act 1 normal and will serve you well in act 5 hell. MAX IT

skeletal mage: 1
if i told you to only put 1 point into skells, do you really think i'm going to tell you to put more than that into magi? if you want to do it, be my guest, YMWV.

clay golem: 1
This guy is your tank if something goes wrong, maiden doesn't touch him and he slows things down. however, with only 1 point here, and midlevel EQP for this build, he'll have 900/1.5K/2.5K hp... more than enough (2K/3.7K/5.8K with godly gear for the build)

golem mastery: 1
you aren't a golemancer (I've never seen one, myself), 1 point is enough for +skills to work with and enough of a prereq to get summon resist.

summon resist: 1
great 1 point skill, and it's a good thing... we need all the skill points we can get.

other golems:
1 point to iron and blood (some people will use iron as their tank instead of the clay one... i like not spending money on something that can poof if I lag out, screw up, or accidentally cast another golem.
Skip fire, unless you really, really like it.

revives:1-13
definitely 1 point. When your other skills are done, i suggest dumping the rest of your points here.


Poison and Bone:

I'll make this one faster: you're looking for poison damage to go along with all of the loverly %PSD and -EPR items you'll be wearing.

MAX poison skills. put 1 into prereqs and bone armor


Curses:

1 into all of them except: attract (I think it's value is dubious, but you can put the point in if you want. This is definitely your call) and lower resist (it won't break immunities (as conviction will) so i'm not sure how worthwhile it is. This one is also YOUR CHOICE!)




Equipment:

As you may have guessed by the build name, my mention of poison helpful equipment, the ability to deal with poison/physical immunes, and my choice of color for the equipment title:
*drumroll*
We will use (as soon as it becomes affordable and/or usable) the Necromancer Set:Trang-Oul's Avatar

Helmet:
Trang (for the set boni, otherwise I hate the thing)

Body:
Trang (for damage reduction, +summoning skills, and set boni)
until you get it, I HIGHLY recommend the necromancer set runeword "Bone" (SolUmUm)

Weapon:
Your choice (godly options are: blackbog's sharp, Arm of King Leoric, Death's Web, Runeword White in a good wand)
even a +2 necro wand is dandy (and not so entirely rare)

Gloves:
Trang (poison damage, FCR, + curses, and set boni)

Shield:
Trang (decent blocking, -EPR, and set boni)

Belt:
Trang (set boni)

Rings:
Your choice (2*SoJ being the ready-made optima)
for rares/crafted look for these boni:
prefixes: (mana, resists, mana per kill, MF)
suffixes: (FCR, attributes, life, life regen, MF)
GODLIEST RARE POSSIBLE IMO (90 mana, 11% all resists, 10% FCR, 40 life, 25% MF)

Amulet:
your choice (Mara's Kaleidoscope being the ready-made optimum)
for rares/crafted look for these boni:
prefixes: (mana, resists, necro skills, necro skill tabs, damage goes to mana, MF)
suffixes: (attributes, life, life regen, MF, FCR)
GODLIEST RARE POSSIBLE (not actually sure IF this one's possible) IMO (+2 necro skills, +2 PnB, +2 summons, 10%FCR, 60 life, 25% MF)

charms:
necro torch obviously
annihilus obviously
go for poison-bone skillers or summon skillers based on preference
scs: get life, fhr, resists, or MF as affordable/desired




Strategy: make a golem in town, then go out and use confuse and poison nova to kill a group and begin making all your skells... once you have them, make your revives and start running (remember to make new revives every so often... aim for powerful/aggressive/fast/ranged enemy types).

The general idea with curses is decrep on most things, amp damage on physical immunes, life tap every now and then to keep summons alive and confuse on heavy hitters that you don't want to lose too many skells/revives to.

with PnB skills, your primary is nova, use it. Poison explosion on the first body to fall in an enemy group, then cast corpse explosion till most of them have fallen, then resurrect any thing you need as skells, mages, or revives. Fire skills (I like firewall most of the three) for poison/physical immunes

Good Luck

saracen85
01-11-2008, 07:08 AM
so, isn't this is a trang's poisonmancer with revive summons?

actually, 3 piece trang's (shield,gloves + one other item) will work just fine for your poison skills. you can play around with your other gear that way =)

wilderhund
01-11-2008, 07:34 AM
i forgot to mention that i actually use the fire skills from trangs... but yes, shield, gloves, belt... with bramble body would be best for pure poison damage.... but i like looking like a monster.... and fire.... fire is fun
[ramdom] I once convinced a friend of mine to burn all of his spare clothing and a notebook in a fire during a trip we were on [/random]

also i don't like one trick ponies.... so not a pure poison build.

Landau14
01-11-2008, 12:18 PM
First of all, let me cry a bit. Never seen a Golemancer? Where were you in old patches where skellys where the $hittiest $hit ever? I had a fire golem necro (and not a very good one) and I will not let you ditch my precious Doholov.
If you're going 3 trang pieces, I would also recommand Enigma. Tele is just awesome.
Also, are you playing with this build? it look like your summons aren't good enough, and you need to many skill points. I might be wrong though.

It's a nice guide with a very nice prologue(:. I'll give it 7/10. Mainly for the orginazation. Don't know why but it just doesn't look good. I think sub-title are too big and main titles should be in the middle bolded with the same font size. Also, the gear section should be more organized. Put alternatives in little stars (*) and explain in a sentence why I could choose it. Wepaons can be separated into one each line and an explanation why you would choose it.

That's all I got.

Shallie
01-11-2008, 03:37 PM
1. Lower Resist can break immunities! And if you go for poison skills LR is a must imo!

2. Attract is actually one of the best skills you can get as a necro.

3. If you want to use skeletons I recommend you to put more than just 1 point into it. Otherwise they die really fast in hell.

(sorry for the lame title, I personally think it's better than fishymancer anyway)
4. After reading through your guide I'd disagree on that :)

Landau14
01-11-2008, 05:37 PM
Yeah I like fishymancer too.
But as he said he WON'T be using skelies, but revives, as summons.
And LR break some immunities, however that's why he has revives to handle with Psn immuned and poisen skills to handle with Pysical immuned.
However, still looking for confirmation that actually works. Just seem like a waste of point in the summoning tree since a well geared merc, lower resist and CE is much easier way to handle poisen immunities.

wilderhund
01-11-2008, 06:14 PM
I thought only conviction could break immunities.... LR definitely gets a point now. (my damn lying friend has been trying to get me to make a paladin)

por que? with 30k poison damage before your equipment AND 15 summons.... attract doesn't work on uniques or Superuniques (or so says my possibly lying paladin's rights advocate of a friend)

I don't plan on using skells (can't stand them)

I didn't say the build was, just the name...

after poison is maxed and you have all the curses, what else do you advise putting points into? bone armor? (yes i know you actually get more value out of bone armor by putting points in wall/prison but i don't duel and no one likes when a necro traps all his teammates in a sea of bonewalls)

you should still be using a well geared merc (pride, GA or Bramble, good helm with +skills) and CE, but they die faster when you have spare points in something that supplements your ability to both deal and take damage (skeleton mastery) without dedicating too many points.



about golemancers: i'm not dissing, just haven't seen one actively fighting in any game i was in... or i was A.D.D. and didn't see it.

Landau14
01-11-2008, 06:36 PM
hmm, I would say yeah, bone armor. or CE for pretty nice radius. or a Clay golem+mastery. always nice to have a friend to tank bosses, or fire golem for the fire aura to take last HP of the monsters. and more points into LR, which inscread the -to the resist.

I didn't say the build was, just the name...
That's what I meant. I like the NAME fishymancer.

and as far as I know attract DOESN'T work on uniques and super uniques. I don't like attract anyway.

and LOL. I know you weren't dissing, just pointed out that back in 1.09 golems were a big part of the necro's life. Hell shook with the rage of the discussion which golem is better- fire or iron.

Belhemel
01-11-2008, 07:51 PM
Attract will not work on Super Unique Monsters and Bosses. My only gripe here is imo you have to have enigma if revives are going to be your poison immune killer because they will wander all over the place unless you move slowly. If you move slowly the revives last a max of 3 minutes so you can't afford not to be fast. I think it would be better to have stonger skeletons and maybe a point or two into revive just to get revive for ceertain situations. Also in hell the fire skills form trangs wont help without a big army to keep enemies off you and the cast rate sucks. Since your main killer should be poison what do you need those fire skills for anyway? Your fire skills would be almost totally negated by monster resistances in hell and since you cast at a slow rate your damage wont be very beneficial. If you are going to be a poison necro you need to concentrate on poison with maybe a little backup from a few summons. You are trying to use to many skills which in norm and nm might work fine but hell will be crucible that breaks this character.

kiba
01-11-2008, 09:29 PM
crappy build is crappy

wilderhund
01-11-2008, 11:46 PM
wow, just looked up stats on the fire skills.... they munch hairy testes for damage.... i concede the point, bramble is better armor, which frees up belt for arachnid, and helm for a shako(or delirium, or any other +2skills)... I don't see why you're telling me to put less into revives.... i only put 1.... and hey, it was my second necro... gimme a break!


update: and a poison facet 20/20 at optimum for shield

saracen85
01-12-2008, 12:53 AM
wow, just looked up stats on the fire skills.... they munch hairy testes for damage.... i concede the point, bramble is better armor, which frees up belt for arachnid, and helm for a shako(or delirium, or any other +2skills)... I don't see why you're telling me to put less into revives.... i only put 1.... and hey, it was my second necro... gimme a break!


update: and a poison facet 20/20 at optimum for shield

actually, as mentioned, to fully utilize the trang's poison bonuses, you must have the shield + gloves + one other item.

why? it's because 3 pieces will net you a "-25% enemy poison resist" on the shield. very handy when coupled with the +25% poison skill damage from the gloves. and usually people use the belt since you can get more +skills on helm and the cbf is just groovy.

as for 20/20 poison facet shield, it's not optimum. in fact, it's not advisable.
why?

first, the 3 piece bonus on the shield gives -25% enemy enemy poison resists already.

second, the shield can be socketed further, ie pdiamond for more resists or facet for more dmg.

third, the trang's shield provides stats, resists, decent blocking and +2p&b skills.

fourth, 20/20 shield requires a monarch. not worth the high strength investment.