Any Creative Necromancer Build?

Excalibur

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Jul 3, 2012
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Hey, do you have in mind any creative Nercomancer build?
It seems to be the only character that lacks variety. Even with the Runewrods, it doesn't seem you can expand the build out of its ordinary skills. I expected at least to find something by searching online but to my surprise there really seems not to be anything else you can create other than:
  1. Poison Nova
  2. Bone
  3. Summoner
 
May I suggest taking a look at SPF Mat/Pat/Guardian Build Compilation v6? :)

The ”Hybrid” and ”Other” build sections could give some ideas.
 
I think there is plenty of room for creativity with the Necromancer’s skills. You just need to think outside the box a bit.

I have been toying with the idea of a hybrid melee / caster Necro using full Trang-Oul’s set and a ‘Hand of Justice’ sword. It would be a mix of melee attacks and the fire spells granted by the set bonuses. Flame Rift Sunder GC and Lower Resist will help boost effectiveness of the fire skills. Maybe add in a strong Iron Golem or Fire Golem. 🤔
 
Just get a barb merc with dual griefs and see how far you can go with amp dmg + corspe explosion :)

Or just use grief on necr, lance guard shield + the usual melee stuff (G-face, laying of hands, gore riders, highlords), dmg/AR charms + demon limb charges. Having max bone armor + synergies will make you somewhat tanky at least + you have good crowd controll spells
 
May I suggest taking a look at SPF Mat/Pat/Guardian Build Compilation v6? :)

The ”Hybrid” and ”Other” build sections could give some ideas.
Thanks! The "other" section throws some ideas. So far, can't really say they seem that viable but I may come up with something!

I think there is plenty of room for creativity with the Necromancer’s skills. You just need to think outside the box a bit.

I have been toying with the idea of a hybrid melee / caster Necro using full Trang-Oul’s set and a ‘Hand of Justice’ sword. It would be a mix of melee attacks and the fire spells granted by the set bonuses. Flame Rift Sunder GC and Lower Resist will help boost effectiveness of the fire skills. Maybe add in a strong Iron Golem or Fire Golem. 🤔
I think they didn't fix the FCR on the vampire in D2R? That would restrict some potential.

Just get a barb merc with dual griefs and see how far you can go with amp dmg + corspe explosion :)

Or just use grief on necr, lance guard shield + the usual melee stuff (G-face, laying of hands, gore riders, highlords), dmg/AR charms + demon limb charges. Having max bone armor + synergies will make you somewhat tanky at least + you have good crowd controll spells
I think the Barb could solo Hell but in both cases it's more of a challenge rather than a unique build I think!
 
I think the Barb could solo Hell but in both cases it's more of a challenge rather than a unique build I think!
Perhaps skeletal mage summoner then? I have not caught up with all the latest D2R updates, but those guys really sucked in D2LoD - perhaps they are better now?

Are you after a new "working horse char" or just "something to play around with now and then"?
 
Thanks! The "other" section throws some ideas. So far, can't really say they seem that viable but I may come up with something!
You mean viable for end-game farming activities or to beat the game? Because for the latter, all those mats/pats/guardians did that :) so they're viable "fun builds". Indeed the mat/pat/guardian collection is a good source for inspiritation for those, I've scanned it quite often.

IMO there's lots of options for Necro fun builds, CtC skills in particular. BotD/Oath/Brand/Bonehew are all interesting options you can synergize around. Bear Necro is quite fun at least in LoD but unfortunately worse in D2R (I've made this guy a while ago). Lots of interesting aura items for IG too. I've made a Beast IG at some point but you can even go crazy with things like Infinity, Pride, Last Wish... :D Also PDagger and TO + fire skills are still on my personal (long term) to do list still. Pretty sure they suck, but Necro can really beat the game with the worst 0 DPS build by just resorting to CE coupled with a strong Merc, so there's always that backup option if a build feels to weak for the playthrough.

For farming purposes, there's really only CE bascialy with any of those (supporting) approaches you mentioned with PN, bone or summons.
 
Look for Bone Spear Bear or Poison Daggermancer? With your beta bramble you might be able to even 1 shot p8 minions of destruction. There is an old thread from onderduiker and others theorizing max pd damage on the AB forums.
 
You mean viable for end-game farming activities or to beat the game
Perhaps viable was not the correct word. I was mostly trying to figure out if there was a build that the Necromancer can specifically take advantage of. Something like the Sorceress being able to strengthen the Holy Shock or Holy Fire with her Mastery skills but those CtC options you gave me seem like a really interesting idea!
Look for Bone Spear Bear or Poison Daggermancer? With your beta bramble you might be able to even 1 shot p8 minions of destruction. There is an old thread from onderduiker and others theorizing max pd damage on the AB forums.
Bear would be really nice if now in D2R the necromancer can also cast some of his spells at least. From online videos I've seen, the Daggermancer is really a bad build which ends up using Corpse Explosion most of the time but I will give it a shot!
 
I also suggest building around CtC skills (link to my own build based on Lightsabre and Bone RW).
Another idea is to get as much elemental damage as possible (on merc too) and use LR curse.
Never tried but Widowmaker bow open several interesting options especially with that new RW that gives Fanaticism aura - KB/Slow/OW/Flee.
 
There are quite a few solid Necros that I’ve built, through the lens of an engaging playthrough (not for extended farming). In fact, I once said that Necros were the most diverse class for variability!

Meleemancer options are good options for an engaging playthrough , with Oath/Bone a fun one, One of my favorites from my first 7x7+2 was pDagger build but with focus on physical damage (and AR boost from pDagger). Golemancer with strong weapon for Necro, and there is always the Skeleton Mage build with lower resist. I definitely say give it a shot!
 
As others have stated: a) Pat/Mat/Guardian thread b) Hybridize

Here are 6 (completed) + 1 (uncompleted) that I've gotten to Guardian Untwinked:

1. Pure Skelemancer (with Mages)
2. Pure Bonemancer
3. Bone Skelemancer hybrid
4. Poison Skelemancer hybrid
5. Poison Reviver hybrid (Revives/other minions have been buffed in D2R - no more disappearance before the timer runs out)
6. Bone Golemancer hybrid (Fire Golem + Mastery, rest in Bone Spear & Synergies)
7. [ToDo] Bone Reviver hybrid

All of the above work for Hardcore Solo Self-Found (untwinked), but there are even more exotic ones like Mojomancer etc...
 
I agree with @Excalibur. (I suppose I might not be as creative-minded as many other necromancer players here.)

I reviewed my own necromancers over the past few years, and I also looked at the skill-by-skill comments I posted in my study of the SPF P/M/G compilation. Interesting equipment choices account for some variety, but skill-wise, they're still essentially just variations on the three categories Excalibur identified: poison, bone, and summon builds. My own summoners can be partitioned into two subcategories: golemancers with synergized golems but no other summons, and skeleton zookeepers with armies of numerous minions. I intend to someday build a meleemancer with synergized bone armors. He will certainly have a different playstyle than my dentist, but he will still be in the bone category.

I think the curses skill tree is partially to blame. There are no curse "synergies." Instead, the curses themselves (particularly Amplify, Decrepify, and Lower Resist) act as synergy replacements, or in other words, non-synergy enhancers that complement other skills. Except for Lower Resist, additional skill points invested in a curse don't actually grant any additional enhancement to other skills, unlike mastery or synergy skills that bestow more improvements with additional skill points. For most players, every curse is a one-point-wonder.
 
Well you can always go berserk (literally as well):
  • Zeal/Berserk with maxed Bone Armor synregies. You literally spam Bone Prisons everywhere, curse and start wacking away.
  • Use Brand to deliver Bone Spears instead of casting them. If I remember correctly you can synergize them with your skills.
  • Dreams/Dragons with Rift RW and Lower Resists for blue orbs of death and dual aura action
The only "problem" the Necro has is whatever you do to get your first corpse, you'll always gonna blow the screen up anyway so the playstyle is always the same. Skip Corpse Explosion and you'll see a different Nerco ;)
 
Some variations I've thought of. It's right from my notes so the asterisks are the order in which the skills would be assigned their intended points.

I'll second the general opinion that melee or ranger necromancrs offer the most variety. They have some protection from bone armour and damage from curses, so with some attack rating added they can pick and choose pretty much anything that looks interesting to wield.

Golem focused quartet:

1 Iro, Fire golem and poison​

Lower resist 4 *

Summon resist 1

Poison nova 20 **

Poison dagger 20 ****

Fire golem 20 *****

Golem mastery 20 ***

Cold iron wolf, freezes to compensate for no armour and enable stabbing of poison immunes.

Summoning switch for golem damage and poison nova or dagger switch. Iro used his torch to light fire golems but dropped it one time and without a torch he could not find it in the darkness. Searching for it.

2 Ume, Iron golem and bone spirit​

Decrepify 1

Summon resist 6

Bone spirit 20 **

Bone prison 20 ***

Iron golem 20 ****

Golem mastery 20 *

Barbarian, chased by hungry dead uncle Lester whose spirit is trapped by necromancer and he falls. Join necromancer in gratitude. Releases uncle Lesters spirit upon enemies. It was trapped in a wand and the spirits complaints made the wand known as Umes Lament. But it was stolen and Lesters spirit was released and now Ume is struggling to contain it and must find the wand again.

3 Dracul, Blood golem and teeth​

Life tap 1

Summon resist 1

Blood golem 20

Golem mastery 20

Teeth 20 *

Bone wall 10

Bone prison 20 ***

Vampiric knight with horror stories fan rogue. Teeth and life draining... Melee on switch aided by inner sight and armour. Imprison enemies coming for the rogue. Some amateur confiscated his gloves but he will show them that they are posers and no real bloodsuckers if they depend on equipment to tap the life of enemies. And he would like to gift the stylish red gloves to his rogue. A horror to discover that they are gone just when he needed them. Would have been the ultimate present, gloves with symbolism of him holding the recipient.

Dracul and Divo the Diva. DnD, Dungeons and Dragons team. Saving throws and romancing and journal writing and gather parties before venturing forth.

4 Cthon, Clay golem and bone spear​

Weaken 1

Amplify damage 3

Summon resist 1

Bone spear 20 *

Bone wall 20 **

Bone Prison 10 *****

Clay golem 20 ***

Golem mastery 20 ****

Thorned town guard. Wall off town guard to keep him out of trouble, rely on golem to cause thorns damage. Weaken around town guard, amplify around golem. Lost his ingenious boots in the mud when gathering clay golem materials. The boots allowed him to walk normally and not get mired and tired by the mud but without them the work is so irritatingly slow. He must get them back.

Curse-based melee necromancers/death knights
Foul-mouthe necromancers hire the two most uncouth and base mercenaries in the realm - a rogue and a barbarian!


Icy necromancer

Cloaking

Decrepify

Bone Armour

Skeletons

Mastery

Cold rogue (unseeing eye cloaking)

Bows and circlet or cap



Flaming necromancer

Confuse

Amplify Damage

Fire Golem

Mastery

Barbarian (confused)

Full helm and plate mail



Death Knights In Play


Moandor

Mages

Mastery

Terror

Lower Resist

Fire Wolf



Vokial

Blood Golem

Mastery

Dim Vision

Life Tap

Blessed Aim Guard

Poison and bone combination, gets random other skills form equipment. The LOL.
Storytelling by Octavius' letters to Octavia?


Daggers throughout early normal aided by damage jewels to tank Diablo and conserve mana.

Switch with wand and head to summon golems. 3 to golem mastery and golem and summon resist. Main head with 1 to golem to keep it.


Damage focus mix​

7 in lower resist, so skill levels may be dedicated to poison and bone

Minions from the wands, make it random and interesting


Lucius​

Explosions maniac. Eyes light up in a lucid way when things blow up.

Single targets and lucid corpse explosions

20 Poison dagger*

20 Bone spirit***

20 Bone wall****

20 Corpse explosion**

Cold mage, single target attacks mostly, needs crowd control to stab

Stab enemies and cast spirits at them


Octavius​

The irritating and taunting (hangs around with lightning mages to annoy sister Octavia the fire ant).

Large area damage focus

20 Teeth*

20 Bone wall**

20 Poison nova***

20 Poison dagger****

Lightning mage, add to area damage

Use dagger capability to handle bosses


Lucifer​

Smooth talker and knower of peoples desires.

Small area focus

20 Bone spear*

20 Bone prison****

20 Poison explosion**

20 Poison dagger***

Fire mage, fireball small area attack, gather enemies around, protect weak mage with prisons

Stab magic immune enemies as reserve

Strongest poison, use variety of that for immune situations
 
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Thank you everyone! Some really intresting choices out there!

As others have stated: a) Pat/Mat/Guardian thread b) Hybridize

1. Pure Skelemancer (with Mages)
2. Pure Bonemancer
3. Bone Skelemancer hybrid
4. Poison Skelemancer hybrid
5. Poison Reviver hybrid (Revives/other minions have been buffed in D2R - no more disappearance before the timer runs
6. Bone Golemancer hybrid (Fire Golem + Mastery, rest in Bone Spear & Synergies)
7. [ToDo] Bone Reviver hybrid
This is pretty much what I am trying to avoid since these builds are pretty much the regular path of the Necromancer's Skills. The CtC items the members mentioned though can create something I was looking for!
 
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I think poisondagger mancer is a solid boss killer if you stack very high amount of CB. I have not played one my self but looks interesting. Still, for basic gameplay you just rely on CE like all the other necro builds...
 
I think poisondagger mancer is a solid boss killer if you stack very high amount of CB. I have not played one my self but looks interesting. Still, for basic gameplay you just rely on CE like all the other necro builds...
Googling up "digglermancer" yielded no results for me.

But on paper it seems like an effective out of the box build. GFace, Diggler, Poison Dagger. The ITD certainly anti-synergies with PD's AR, but think of the marketing aspect. "Digglermancer" rolls off the tongue IMO. Maybe Bone Spear backup since the spell's icon seems to match the flavor of dirk diggler.
 
Googling up "digglermancer" yielded no results for me.

But on paper it seems like an effective out of the box build. GFace, Diggler, Poison Dagger. The ITD certainly anti-synergies with PD's AR, but think of the marketing aspect. "Digglermancer" rolls off the tongue IMO. Maybe Bone Spear backup since the spell's icon seems to match the flavor of dirk diggler.
I was more thinking about fleshripper which has -50% enemy defence (which also works on bosses, alebit at 1/2 efficiency) and CB.
 
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