I dont get it....
i havnt been playing D2 for very long, unlike some of these long time players, but this is what ive found about playing the summon necro
plz dont be offended is i step on anyones toes, i dont mean to make anyone mad or call them stupid by the following, its just what ive found works extremely well for PvM smn necro
this is my build(basically)
STR up to 110 to wear some decent elite armor
DEX 0, zip, nada, zilch
VIT everything else
ENG 100, no more
at lvl 1 on up, the first thing i do for stats is go 3 str, 1 vit, 1 eng untill i get 110 base str
then i go 4 vit, 1 eng untill i reach 100 base energy, then all stat points go to VIT....thats how i do stats
skills....
as a smn necro, u start off with a RS wand+1, my first few lvls(1-5ish) i dump onto RS for the number of skeles, then i alternate(based on feel and progression) SM and RS untill both are maxed at lvl 20 base
then i do this for smns in this order
1 pt clay golem
1 pt golem mastery
20 pts summon resist
20 pts in skele mage
depending on how im progressing, either in multi player games(rushing through normal and nm, or soloing) i will leave mages alone and put 1 pt in teeth and 1 pt in CE early
then 1 pt in all curses
ive tested this on single player mode and found that once RS,SM,SR,and mages are maxed, 1 pt in teeth and each curse, u can max corpse explosion to 20 and have 3 skill pts left over at lvl 99
heres the reason i do this, based on my exp...
once u get to hell, ur army will die fast due to low elem resist, blood moor boss packs will wipe em fast
summon resist lvl(and ur char lvl) have a MAJOR EFFECT on the survivability of ur army, along with attack rating
i maxed mages because once u hit endgame and get that runeword polearm for ur merc(cant remember name atm) that gives conviction, ur mages do ALOT of dmg, along with the act2 nm might merc aura, ur skeles are ur heavy hitters, and the polearm has dmg+% and CB for ur merc
once i hit hell and had put all my gear to skill+ and smn skill+, newly switched to non-ladder 92 necro , i had +33 - +35 for smn skills and a lvl18 CE
i was runnin with a 5kish hp gumby, a 2k might merc doin 2500 dmg with 45% CB(unique polearm) 14 skelles and mages
diablo, andy, duriel, baal, nilathak(sp?), countess, extra strong, spectral hit, extra fast, enchanted, fanat, convic etc boss packs fell fast
i would run baal and diablo alot and never lose skeles, every now and then diablo would do that lighting thingy and a couple of my mages would die
i was able to kill diablo and baal with just gumby and merc more then a few times without having to run back to town to revive my merc or resummoning gumby
as far as curses, i use amp+CE always, decrep for bosses, and attract(never dim vision) for massive packs
attract works alot better, in my opinion and exp, then dim vision
curse more then one, and keep doin it till something...anything dies, then amp+CE and everything will fall fast, which leads me to my next point about this build
Corpse explosion does 60-100% of the life of the corpse to everything around it, the radius goes up with skill(duh)
heres something im not sure everyone knows about CE, but i found this out from many many runs(no i dont have officall blizz info, just something ive found without a doubt is true)
when ur radius is lets say 10 yrds for CE, the mobs within 2 yrds(example) will take 100% dmg, the ones at the 8 yrd mark will take 60% dmg
what ive found is this....
if ur radius increases to say 15 yrds, the mobs within 3-4 yrds(example) will take 100% dmg
the larger the radius, the WIDER THE RADIUS OF 100% FIRE/PHYS DMG FROM CE
now by posting all this, again, im not telling anyone they are dumb and dont know anything, this is just what ive found works extremely well as a PvM smn necro
i hardly lose any of my skeles, unless i run too far too fast and they glitch out
ill never use iron golem or revives
ill never put anything into bone armor,wall,prison
ill never have more then 1 pt in gumby or golem mastery
all +skills gear for this build
my(was ladder) nonladder now necro has this
Arm of King leroric
Skullders Ire
String of ears
Lidless wall(that grim shield unique) with pdiamond for resist
HC shako
+3 smn skill ammy
mf rings
+3 necro torch(very low, lol got for a shael and ort )
merc has this
unique polearm( the french one, cant remember) partizan with pskull for life steal
gladiators bane(i think thats the name) armor
rockstopper helm(best i could find at the time)
my current necro is my 6th necro ive made, and this build i had i am able to solo every part of the game
except ubers, havnt tried them, or dclone lol
one day ill fight em tho
i forgot to mention this, sry lol
physical immune mobs, amp dmg, and sometimes decrep, takes the immunity off
coupled with the might aura of my merc, them and stoneskin bosses arent a problem
they were a major problem before i got the merc
i havnt been playing D2 for very long, unlike some of these long time players, but this is what ive found about playing the summon necro
plz dont be offended is i step on anyones toes, i dont mean to make anyone mad or call them stupid by the following, its just what ive found works extremely well for PvM smn necro
this is my build(basically)
STR up to 110 to wear some decent elite armor
DEX 0, zip, nada, zilch
VIT everything else
ENG 100, no more
at lvl 1 on up, the first thing i do for stats is go 3 str, 1 vit, 1 eng untill i get 110 base str
then i go 4 vit, 1 eng untill i reach 100 base energy, then all stat points go to VIT....thats how i do stats
skills....
as a smn necro, u start off with a RS wand+1, my first few lvls(1-5ish) i dump onto RS for the number of skeles, then i alternate(based on feel and progression) SM and RS untill both are maxed at lvl 20 base
then i do this for smns in this order
1 pt clay golem
1 pt golem mastery
20 pts summon resist
20 pts in skele mage
depending on how im progressing, either in multi player games(rushing through normal and nm, or soloing) i will leave mages alone and put 1 pt in teeth and 1 pt in CE early
then 1 pt in all curses
ive tested this on single player mode and found that once RS,SM,SR,and mages are maxed, 1 pt in teeth and each curse, u can max corpse explosion to 20 and have 3 skill pts left over at lvl 99
heres the reason i do this, based on my exp...
once u get to hell, ur army will die fast due to low elem resist, blood moor boss packs will wipe em fast
summon resist lvl(and ur char lvl) have a MAJOR EFFECT on the survivability of ur army, along with attack rating
i maxed mages because once u hit endgame and get that runeword polearm for ur merc(cant remember name atm) that gives conviction, ur mages do ALOT of dmg, along with the act2 nm might merc aura, ur skeles are ur heavy hitters, and the polearm has dmg+% and CB for ur merc
once i hit hell and had put all my gear to skill+ and smn skill+, newly switched to non-ladder 92 necro , i had +33 - +35 for smn skills and a lvl18 CE
i was runnin with a 5kish hp gumby, a 2k might merc doin 2500 dmg with 45% CB(unique polearm) 14 skelles and mages
diablo, andy, duriel, baal, nilathak(sp?), countess, extra strong, spectral hit, extra fast, enchanted, fanat, convic etc boss packs fell fast
i would run baal and diablo alot and never lose skeles, every now and then diablo would do that lighting thingy and a couple of my mages would die
i was able to kill diablo and baal with just gumby and merc more then a few times without having to run back to town to revive my merc or resummoning gumby
as far as curses, i use amp+CE always, decrep for bosses, and attract(never dim vision) for massive packs
attract works alot better, in my opinion and exp, then dim vision
curse more then one, and keep doin it till something...anything dies, then amp+CE and everything will fall fast, which leads me to my next point about this build
Corpse explosion does 60-100% of the life of the corpse to everything around it, the radius goes up with skill(duh)
heres something im not sure everyone knows about CE, but i found this out from many many runs(no i dont have officall blizz info, just something ive found without a doubt is true)
when ur radius is lets say 10 yrds for CE, the mobs within 2 yrds(example) will take 100% dmg, the ones at the 8 yrd mark will take 60% dmg
what ive found is this....
if ur radius increases to say 15 yrds, the mobs within 3-4 yrds(example) will take 100% dmg
the larger the radius, the WIDER THE RADIUS OF 100% FIRE/PHYS DMG FROM CE
now by posting all this, again, im not telling anyone they are dumb and dont know anything, this is just what ive found works extremely well as a PvM smn necro
i hardly lose any of my skeles, unless i run too far too fast and they glitch out
ill never use iron golem or revives
ill never put anything into bone armor,wall,prison
ill never have more then 1 pt in gumby or golem mastery
all +skills gear for this build
my(was ladder) nonladder now necro has this
Arm of King leroric
Skullders Ire
String of ears
Lidless wall(that grim shield unique) with pdiamond for resist
HC shako
+3 smn skill ammy
mf rings
+3 necro torch(very low, lol got for a shael and ort )
merc has this
unique polearm( the french one, cant remember) partizan with pskull for life steal
gladiators bane(i think thats the name) armor
rockstopper helm(best i could find at the time)
my current necro is my 6th necro ive made, and this build i had i am able to solo every part of the game
except ubers, havnt tried them, or dclone lol
one day ill fight em tho
i forgot to mention this, sry lol
physical immune mobs, amp dmg, and sometimes decrep, takes the immunity off
coupled with the might aura of my merc, them and stoneskin bosses arent a problem
they were a major problem before i got the merc