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Necromancer Questions

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Rich Z - 28 Oct 2007 17:07 GMT
I am playing a Necromancer (1st time)...SP, Normal, ACT IV.  I did read
up on suggested builds, have a Skele-mancer.  I have no problems up
until Diablo....I have the ACT II Merc w/Prayer, can summon up to 7
skeletons, 3 Skeletal Mages, either Clay, Blood or Iron Golem, one
Revive, and have Decrepify.  As soon as I meet Diablo, he sends out a
fire wall which usually takes out everything but the Merc.  Is ther a
strategy for handling Diablo with this type of build?
Also, is there a limit on the total # of monsters that can be summoned?
  In the description of Revive it seemed to be saying that you may not
be able to support the max # of monsters the skill allows.  Thanks
ArtDent - 28 Oct 2007 18:35 GMT
> I am playing a Necromancer (1st time)...SP, Normal, ACT IV.  I did read
> up on suggested builds, have a Skele-mancer.  I have no problems up
[quoted text clipped - 6 lines]
>    In the description of Revive it seemed to be saying that you may not
> be able to support the max # of monsters the skill allows.  Thanks

Have you put one point into Summon Resist?  That helps immensely to keep
the skels alive through those fire circles..
A lot of people like to Iron Maiden big D and just keep recasting the Clay
Golem on the opposite side from you.
There should be no 'limit' to Revives, especailly in SP.
Personally I like to get the Fire Golem - he lives thru those fire walls
ok - and just Decrep D and be ready to recast the FG, on the other side of
D of course.
Normal Diablo will probably be your toughest fight until you get to Hell
Baal.

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Don Bruder - 28 Oct 2007 18:39 GMT
> I am playing a Necromancer (1st time)...SP, Normal, ACT IV.  I did read
> up on suggested builds, have a Skele-mancer.  I have no problems up
[quoted text clipped - 6 lines]
>    In the description of Revive it seemed to be saying that you may not
> be able to support the max # of monsters the skill allows.  Thanks

Forget the stuff you can summon - They're all toast for normal Diablo.

Repeated castings of Clay Golem and Iron Maiden are your good buddies.

(Along with lots of potions to feed to your merc)

As far as I've been able to figure out, "supporting" the max number of
revives means "Can you and/or your skellies/merc/etc" kill enough things
fast enough, and can you keep up a supply of mana to be able to cast
revive often/fast enough to get to/maintain the max without having the
first ones you made drop dead of old age?"

(Remember: All revives die 180 seconds (3 minutes) after you make them -
so if it takes you and your "posse" 3+ minutes to kill off the max
number of things, or you can't keep up enough of a mana supply to cast
enough revives during that time, you're not going to be able to
"support" the max.)

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Don Bruder - dakidd@sonic.net - If your "From:" address isn't on my whitelist,
or the subject of the message doesn't contain the exact text "PopperAndShadow"
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ever knowing it arrived. Sorry... <http://www.sonic.net/~dakidd> for more info

Zamboni - 31 Oct 2007 18:48 GMT
> In article <4724b3a7$0$32549$4c368...@roadrunner.com>,
>
[quoted text clipped - 11 lines]
>
> (Along with lots of potions to feed to your merc)

Diablo can also be poisoned to death by mass quantities of throwing
potions. If he charges, toss a cloud in front of him and run away.
When he stops, cast Clay Golem and toss in a stack of exploding
potions on top of the poison one. Keep him green, always tossing in
another potion just as he reverts back to normal color.
--
Zamboni
an0nemus - 28 Oct 2007 20:32 GMT
The question is how many points do you have in skeleton mastery?

I just finished normal diablo in hardcore and it wasn't that hard (in the
interest of full disclosure he killed my last skellimancer).

Pre-Might Merc I find the archer merc pretty good against Diablo, in my
battle against him the first thing I did was cast decrepify, then put my
clay golem in his face, between my ice mages (2 of them), and the ice
arrows, with decrepify and clay golem he was pretty slow, and the battle
wasn't ever in question.

What level are you?
>I am playing a Necromancer (1st time)...SP, Normal, ACT IV.  I did read up
>on suggested builds, have a Skele-mancer.  I have no problems up until
[quoted text clipped - 6 lines]
> the description of Revive it seemed to be saying that you may not be able
> to support the max # of monsters the skill allows.  Thanks
royls@telus.net - 28 Oct 2007 22:12 GMT
>I am playing a Necromancer (1st time)...SP, Normal, ACT IV.  I did read
>up on suggested builds, have a Skele-mancer.  I have no problems up
>until Diablo....I have the ACT II Merc w/Prayer,

Most mercs are useless against Normal Diablo.

>can summon up to 7
>skeletons, 3 Skeletal Mages, either Clay, Blood or Iron Golem, one
>Revive, and have Decrepify.  As soon as I meet Diablo, he sends out a
>fire wall which usually takes out everything but the Merc.  Is ther a
>strategy for handling Diablo with this type of build?

A necro can solo Diablo at level 12 with CG and IM alone.  Difficult
in HC, but purely a matter of perseverance in SC.  Just make sure you
always have a tp to go back down.

"Not even _my_ death can save you from me!"

-- Roy L
Falko Rudolph - 29 Oct 2007 14:05 GMT
>I am playing a Necromancer (1st time)...SP, Normal, ACT IV.  I did read up
>on suggested builds, have a Skele-mancer.  I have no problems up until
[quoted text clipped - 6 lines]
> the description of Revive it seemed to be saying that you may not be able
> to support the max # of monsters the skill allows.  Thanks

Besides the summon resist, there is also a tactical advice from me:
Leave a seal closed where no monster spawns when opening it and prepare for
Diablo before you open it. Whe you are ready, open the last seal and run to
the points where Diablo spawns. You will be tehre before he is. Always keep
him between you and the most of your minions. This way he is always in melee
mode and doesn't cast his rings of fire. Your skellies will die, but one by
one over a longer time. Curse, recast golems and feed the merc until Diablo
dies.

HTH
Rudi
neithskye - 29 Oct 2007 16:58 GMT
> As soon as I meet Diablo, he sends out a
> fire wall which usually takes out everything but the Merc.  Is ther a
> strategy for handling Diablo with this type of build?

Forget the merc. He'll go down faster than <insert rude joke here>.

Normal Diablo always gave all my characters shaky hands. For a
skelliemancer, you can try a few things.

Hopefully by this point you have at least one point in Decrepify, and
one point in Summon Resist. You can create a "summoning" set - a set
of gear you wear to summon your skellies since they retain the skill
level they were summoned at (then switch back to your battle gear).

You're SP; you can shop a +2 to Necro skill levels wand at Jamella's.
(Lore RW hat if you're lvl 27, and can make one.) Voodoo handbags that
drop in Act I Normal can have awesome stats - I think one of mine had
like +3 to SM. Another had some bonus to the clay golem.

WP around until you find one with a Skills Shrine near it. Put on all
your summoning gear, hit the shrine, and summon. If you lose any
skellies in battle, re-gear summoning set, and hit the shrine again.
(Yes, it is tedious, but even, in terms of +skills, you only have a +2
Necro skill levels wand, that one point in Summon Resist is now four
points, and it makes a huge difference.)

The minute your screen starts shaking, RUN to the center pentagram,
and place
your army in the middle of it. I have found that Diablo is less likely
to send
out that Fire Nova if you start the battle close to him. The minute he
appears,
slap Decrepify on him. Make sure your clay golem is hitting Diablo
(sometimes he
can get stuck behind all the skellies). If he is stuck, re-summon him
on Diablo,
who should now be slowed significantly. Recast the clay golem as
necessary. Keep
Diablo Decrepified at all times.

Good luck!

--
Jill
EvilBill - 29 Oct 2007 18:04 GMT
>> As soon as I meet Diablo, he sends out a
>> fire wall which usually takes out everything but the Merc.  Is ther a
>> strategy for handling Diablo with this type of build?
>
> Forget the merc. He'll go down faster than <insert rude joke here>.

Clinton's pants in front of an intern?
Tony Blair's individuality in front of Bush? <g>

> Normal Diablo always gave all my characters shaky hands.

Indeed. Him and normal Duriel are the hardest fights a pre-Hell char will
have. Not counting the one-hit kills either, like the Cursed PI LEs or Okies
;)
royls@telus.net - 30 Oct 2007 00:18 GMT
>You're SP; you can shop a +2 to Necro skill levels wand at Jamella's

No, he can't in Normal; and even if he could, he could not equip it.
+1 to necro skills, yes.  +2, no.  A skelemancer in A4 Normal is
probably better off shopping for a +3 RS wand anyway.

>(Lore RW hat if you're lvl 27, and can make one.)

I.e., if you have a Sol in A4 Normal...

>WP around until you find one with a Skills Shrine near it. Put on all
>your summoning gear, hit the shrine, and summon. If you lose any
[quoted text clipped - 4 lines]
>
>The minute your screen starts shaking,

Better yet, immediately after hitting the last seal.

>RUN to the center pentagram, and place
>your army in the middle of it. I have found that Diablo is less likely
[quoted text clipped - 8 lines]
>necessary. Keep
>Diablo Decrepified at all times.

Good advice.

-- Roy L
neithskye - 30 Oct 2007 04:28 GMT
On Oct 29, 7:18 pm, ro...@telus.net wrote:

> >You're SP; you can shop a +2 to Necro skill levels wand at Jamella's
>
> No, he can't in Normal; and even if he could, he could not equip it.
> +1 to necro skills, yes.  +2, no.  A skelemancer in A4 Normal is
> probably better off shopping for a +3 RS wand anyway.

Hmm, I thought for sure that I remember buying a +2 to Necro skill
levels wand at Jamella's in Act IV Normal once on an untwinked Necro.
I remember thinking, "Wow! What a find," but perhaps I'm confusing
this with NM?

It's been over a year since I've even clicked the Diablo icon on my
Desktop, so my apologies for remembering incorrectly.

--
Jill
ArtDent - 30 Oct 2007 07:05 GMT
> On Oct 29, 7:18 pm, ro...@telus.net wrote:
>
[quoted text clipped - 11 lines]
> It's been over a year since I've even clicked the Diablo icon on my
> Desktop, so my apologies for remembering incorrectly.

And I thought it mattered most what level YOU are.  The vendors offerings
change by your level.
Sure, some are more likely to give 'better' than others - I always thought
it was 'shop Drognan' - but supposedly any vendor that offers wands CAN
give up whatever mods are available for up to 4 or 5 above your characters
level.

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bergstromr@bellsouth.net - 31 Oct 2007 04:46 GMT
> I am playing a Necromancer (1st time)...SP, Normal, ACT IV.  I did read
> up on suggested builds, have a Skele-mancer.  I have no problems up
[quoted text clipped - 6 lines]
>    In the description of Revive it seemed to be saying that you may not
> be able to support the max # of monsters the skill allows.  Thanks

Most important thing you can do as a skelliemancer is CLAY GOLEM  he
slows all bosses by 50 percent . If he dies pop up another one . My
Current necro 78 on the useast necro ladder and climbing is level 94
raises 17 skellies, 17 mages, 43 revives, 1 golem , 1 oak sage and 1
poison
creeper.
I'm putting 20 points in each skelly mastery . skellies , mages ,
summon resists and revives. 1 point each in all 4 golems ,  golem
mastery amp damage , corpse exp. and
teeth .
Corpse explode is important 4 maggot
lair .                                                          Clay
golem is for all bosses once he gets hold of a boss they normaly stick
in place giving your zoo a chance to kill
him .                                                            1500
in mana means you can keep summoning resists all day long and the
skelly or mage you lose here and there . But i dont lose many with the
72 all resists they have from maxed sum
res .                                                               At
level 94 i still have 2 points left to put into my revives and 1
points into summon resists leaving 2 points into other
skills                                                                                                           .
Patrick Vervoorn - 31 Oct 2007 11:21 GMT
>> I am playing a Necromancer (1st time)...SP, Normal, ACT IV.  I did read
>> up on suggested builds, have a Skele-mancer.  I have no problems up
[quoted text clipped - 9 lines]
>Most important thing you can do as a skelliemancer is CLAY GOLEM  he
>slows all bosses by 50 percent . If he dies pop up another one .

While I'm personally a big fan of the Clay Golem, I am (no longer)
convinced of it's universal appliance. It's a very useful Golem against
single bosses for instance, but for all the rest I use the Fire Golem:
its' aura is a great way to attract more monsters towards it (and you) so
your Corps Explosion 'reaches out and touches' even more monsters.

>My
>Current necro 78 on the useast necro ladder and climbing is level 94
>raises 17 skellies, 17 mages, 43 revives, 1 golem , 1 oak sage and 1
>poison
>creeper.

Another proof of the universal ability of the Summoning Necromancer,
whatever you do beyond the basic build.

>I'm putting 20 points in each skelly mastery . skellies , mages ,
>summon resists and revives. 1 point each in all 4 golems ,  golem
>mastery amp damage , corpse exp. and
>teeth .

Hmmm. That would not be my advice. Mages is something one can discuss
about, since putting more than 1 point there increases their number,
damage, etc. Still I think those 19 points are better spent elsewhere.

20 points in Summon Resists is a total waste. Either put in 1 or perhaps 5
if you're very, _very_ item poor, but due to the diminsihing returns on
this, and the availability of even half-decent Necro equipment, I'd
personally never put more than 1 hard point in.

As for the Revives; try raising 47 revives, and keeping that number: you
won't have much left for CE using that.

>Corpse explode is important 4 maggot lair .

.. and the rest of the game when there's more than 1 monster on the
screen. Even with 5 hard points in Summon Resists, the other 15 are much,
much better spent in CE.

>Clay
>golem is for all bosses once he gets hold of a boss they normaly stick
>in place giving your zoo a chance to kill
>him .

That's what a Clay Golem is good for indeed; use Fire Golem in the other
situations, and perhaps pull out the Clay Golem when you encounter a
particularly nasty Fast/Enchanted/Fana Moon Lord pack, and need a way to
slow down the boss.

>1500 in mana means you can keep summoning resists all day long and the
>skelly or mage you lose here and there . But i dont lose many with the
>72 all resists they have from maxed sum
>res .

They're pretty much invincible with 1 hard point either.

>At level 94 i still have 2 points left to put into my revives and 1
>points into summon resists leaving 2 points into other skills.

Well, see above. While it's a valid build since you maxed SM and RS, I
think it can be improved in several areas, allowing you to level up much
quicker.

Regards, Patrick.
 
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