Tuesday, November 27, 2007

Diablo II: Necromancer Summoner Skill Layout

Also known as the Fishymancer, a Necromancer that uses summons to fight is a typical build in Diablo II. There are many variations of such builds; relying on just skeletons, golems or revives. Personally I want as many meat shields as possible for the character, so a combination of all three is used. The skill setup is as follows.

Raise Skeleton - 20
Skeleton Mastery - 20
Raise Skeletal Mage - 20
Corpse Explosion - 20
Summon Resist - 1
Decrepify - 1
Revive - 1
Attract - 1

As well as a single point in all of the prerequisites. I like to provide a breakdown of when each skill point is allocated.

Raise Skeleton - 2
Amplify Damage - 1
Skeleton Mastery - 1
Clay Golem - 1

At level 6 the character will have three skeleton warriors (1 due to starting wand) and a clay golem to deal the necessary damage. This isn't enough to progress quickly, so the character will be engaging in melee combat for the beginning portion of Act I. Monsters are first cursed with Amplify Damage and then engaged in combat.

Raise Skeleton - 7
Golem Mastery - 1
Raise Skeletal Mage - 1

At level twelve the character has four skeleton warriors, one clay golem and a skeleton mage for company, along with the mercenary. The character will still need to engage in melee combat, but the burden of engaging mobs is no longer present.

Raise Skeleton - 9
Skeleton Mastery - 5

At level 18 the character is ready to take on Andariel, with an additional skeleton warrior. The points in Skeleton Mastery will make the summons strong enough to withstand a few hits by Andariel so they don't crumble instantly. Luckily there are always several carver packs right near her, so resummoning any defeated minions is simple.

Raise Skeleton - 12
Weaken - 1
Terror - 1
Summon Resist - 1
Decrepify - 1

At level 24 Decrepify becomes available, which will be used against all act bosses from here to the end of questing. Decrepify, along with a clay golem, will slow the boss down to such a point where they are dealing very little damage to the summons. An extra skeleton warrior is also obtained, giving a total of 9 companions for the character. At this point the character doesn't need to engage in melee combat and can instead sit back cursing monsters and picking up items while the summons do the dirty work. Duriel should be extremely easy to overcome.

Raise Skeleton - 20
Skeletal Mastery - 20

The next objective is to maximize Raise Skeleton to have as many minions as possible. To that end equipment with +summon skills mods are highly sought after. Shopping for wands is advised, as is using the imbune quest reward from Act I on a necromancer head (shield). By the end of the first difficulty level the character has reached level 45 and has at least nine skeleton warriors, one skeletal mage, one clay golem and a mercenary at their disposal.

Bone Armor - 1
Blood Golem - 1
Iron Golem - 1
Revive - 1
Dim Vision - 1
Confuse - 1
Attract - 1
Teeth - 1
Corpse Explosion - 1

Up to level 52 the utility skills are obtained, each will only receive a single point overall and allow plus skill mods on equipment to provide any additional bonuses, except Corpse Explosion of course. However Corpse Explosion will not receive any additional points quite yet. Normally Normal and Nightmare are run at 'players 8', so CE has limited effectiveness due to it's damage not scaling accordingly. Therefore it will only be used as a body disposal skill for reviving monsters.

Raise Skeletal Mage - 20

Next comes mages as minions. They are not anywhere as useful as skeleton warriors due to their lower Hit Points and damage output. However the character can have as many of them as warriors and they can easily act as extra meat shields to keep the monsters off of the player character. Along the way it is suggested (if RWM) to obtain an Insight polearm for the mercenary (Act II Might, NM). Revives are going to be used and they are very mana intensive and require constant recasting, so to avoid stockpiling mana potions the Insight will solve all mana issues immediately. It's only a suggestion however, Insight is not critical to the character's success, but it does make managing 10+ revives much easier.

Corpse Explosion - 20

At level 69 all summon skills are finished and work can now begin on Corpse Explosion, which should take until level 83 to maximize. It is assumed that in Hell the player will lower the settings to 'player 1 or 3', which will make CE an extremely effective mob killer and speed up the character's progress exponentially. Normally when entering Hell the character will have the ability to summon 11-12 warriors/mages, a clay golem and 8-10 revives, along with the always present mercenary. The player character shouldn't be injured very often. The monsters to watch out for are Black Souls (piercing lightning attack) and Slingers (piercing physical attack). Also reviving monsters should have their corpses exploded, otherwise it is very likely monsters will be revived behind the lines right next to the character.

No pieces of equipment are vital to the success of this character. A general rule is that +skill pieces are more desired over resistance providing equipment. With the amount of friendly minions in the game, any elemental attacks will be absorbed by them long before they reach the player character (except Black Soul lightning of course).

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