Necro Summoner Guide (Incontestable Greatness)

Re: Necro Summoner Guide (Incontestable Greatness)

He's talking about hitting 125/86, not 75/56. That's a pretty big difference in what you have to sacrifice to obtain that extra fcr/fhr.
 
Re: Necro Summoner Guide (Incontestable Greatness)

Greyeagle, I agree, some FCR/FHR is good, I use 75 FCR and 86 FHR myself . The points I was trying to make were (I appologize if I was not clear or have offended anyone) that tele doesn't make you a caster, I mean come on, a barb with an enigma is still melee. The other point was that 75/56 or 75/86 breakpoints can be reached easily, beyond that you get to a point where you start sacrificing def, skills, damage, life, mana, general survivability, etc.

A 125 FCR nec will get you straight to the boss faster, but it will take you longer to kill the boss, and correct me if I am wrong, but in my experience most of the good items and runes that I have found have been from the lvl 85 areas on the way to the boss and not actually from the boss himself, and because of the sacrifices made to reach 125 FCR you will be clearing the areas and killing the bosses more slowly than a 75 FCR nec.

A good example is a MF sorc, you can get 1k mf, but you will find that you do better with 500-ish mf, because 1k mf requires such a large sacrafice of kill speed and survivability. For a true caster like a hammerdin, sorc, or windy those last FCR breakpoints are worth some sacrifice because it translates into survivability, damage output, and overall kill speed. With a summoner it just means a little faster tele.

Just my opinion.
 
Re: Necro Summoner Guide (Incontestable Greatness)

He's talking about hitting 125/86, not 75/56. That's a pretty big difference in what you have to sacrifice to obtain that extra fcr/fhr.

That may be but if all his points go into vitality and he's quick with his fingers, he may be able to make up for it. Skellies and mages can do some really sick damage by themselves, especially when stacked. Sometimes when I'm doing chaos runs and my merc kills himself(I tried putting him on anti depressants but he just keeps attacking when IMed, no luck), I won't even bother resing him til I pop the seals. Sure it cuts on my killing speed but sometimes it's just not worth the extra time and gold to keep on bringing him back(especially when he dies again before his aura even activates:grrrr:). I could see using an act 1 merc to get around this. It would keep your killing speed even throughout every kind of run and would still do pretty good damage by itself.

As far as sacrificing res etc. With that high FCR and FHR, it should be pretty easy to get out of sticky situations. Also, he stated in his guide that playing with his strategy will result in death sometimes. Someone who is good at getting in, getting out and spamming CE should be able to avoid dying most times. For those other times, it's something you just have to deal with.


 
Re: Necro Summoner Guide (Incontestable Greatness)

That may be but if all his points go into vitality and he's quick with his fingers, he may be able to make up for it. Skellies and mages can do some really sick damage by themselves, especially when stacked. Sometimes when I'm doing chaos runs and my merc kills himself(I tried putting him on anti depressants but he just keeps attacking when IMed, no luck), I won't even bother resing him til I pop the seals. Sure it cuts on my killing speed but sometimes it's just not worth the extra time and gold to keep on bringing him back(especially when he dies again before his aura even activates:grrrr:). I could see using an act 1 merc to get around this. It would keep your killing speed even throughout every kind of run and would still do pretty good damage by itself.

As far as sacrificing res etc. With that high FCR and FHR, it should be pretty easy to get out of sticky situations. Also, he stated in his guide that playing with his strategy will result in death sometimes. Someone who is good at getting in, getting out and spamming CE should be able to avoid dying most times. For those other times, it's something you just have to deal with.

What's interesting, is with the ideal fishy setup, using an enigma, and the common 75/56 breakpoints being met, I can tele-stack when I have to without a problem. I don't use it as my primary killing tactic, but it's useful for repositioning. I don't need a whole different build to use the exact same tactic when it's important for me to use. Besides, I can deal with losing my merc to IM on occasion (it's not that often) because he has 75% crushing blow with infinity/guillaume's which makes him a real meat grinder.



 
Re: Necro Summoner Guide (Incontestable Greatness)

good debate going here.

Meph, appreciate the post, regardless of what the haters have to say. it takes a fair amount of work to put it all together (and to stand by it).

having done a lot of keyrunning (softcore, mind you) i have to say that the 125 FCR breakpoint is very, very nice. if the point of the guide is to make a fast, safe teleporter for boss/key running, it's hard to argue the gear choices. pure-man's gear not withstanding, this build will differ in playing style from a typical fishymancer.

i consider the fishymancer to be a full area clearing character. mine can walk from beginning to end safely, albeit slower than a teleporting sorc that does boss-running. this build appears to focus more on making the summoner faster at running bosses and keys. to do that, there's no question you need FCR. to do it reasonably safely in hardcore, you had better have some FHR to go along with it.

still kinda risky to me in HC, but i can still appreciate the spirit of it.
 
Re: Necro Summoner Guide (Incontestable Greatness)

if the point of the guide is to make a fast, safe teleporter for boss/key running, it's hard to argue the gear choices. pure-man's gear not withstanding, this build will differ in playing style from a typical fishymancer.

Except that's not the point of the guide. The point is to argue that it's the "the most effective pvm build for all around play in the game". He uses words like "Incontestable Greatness" and flat out says it's hard to prove him wrong. If he said the point was to make a fast, safe teleporter for boss/key running, there wouldn't be very many arguments.



 
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Re: Necro Summoner Guide (Incontestable Greatness)

Intellectsucks, I agree with you, I am sure that this build is viable, I am sure that it does quite well.

I think where everyone is coming from on this is that having a build that is slightly better on 10% of situations and slightly worse on 90%, that uses expensive runewords in golems that poof, has runewords with auras that are no longer very effective(thorns), and then claims its unarguable uberness, well it just doesn't add up.

I don't feel that the guide was well thought out, I mean, you can't use an act1 merc and then use the statement "an Act2 mercs damage contribution is meager", when an act2 merc will outdamage an act1 merc in every situation except for IM.

This gear setup gives faster tele, but lags behind on damage output and survivability, the mentioned setup is slower at area clears and especially boss killing.

Someone mentioned this already, but this isn't really a guide, it is a fishy that is using an act1 merc and a focus in FCR, but is really still a fishy. His ideas are for sure worth a mention on the forum, but I don't think a guide is needed. Sorry if I sound harsh, I don't mean to be.
 
Re: Necro Summoner Guide (Incontestable Greatness)

Intellectsucks, I agree with you, I am sure that this build is viable, I am sure that it does quite well.

I think where everyone is coming from on this is that having a build that is slightly better on 10% of situations and slightly worse on 90%, that uses expensive runewords in golems that poof, has runewords with auras that are no longer very effective(thorns), and then claims its unarguable uberness, well it just doesn't add up.

I don't feel that the guide was well thought out, I mean, you can't use an act1 merc and then use the statement "an Act2 mercs damage contribution is meager", when an act2 merc will outdamage an act1 merc in every situation except for IM.

This gear setup gives faster tele, but lags behind on damage output and survivability, the mentioned setup is slower at area clears and especially boss killing.

Someone mentioned this already, but this isn't really a guide, it is a fishy that is using an act1 merc and a focus in FCR, but is really still a fishy. His ideas are for sure worth a mention on the forum, but I don't think a guide is needed. Sorry if I sound harsh, I don't mean to be.

I agree 100%.

Also, carin shard for mana? Is that really a good reason? I Just use an insight golem... Carin shard is fine, but it seems like you're promoting it just for the sake of uniqueness. I wouldn't ever give up either hoto or leoric for it.

And you can´t really play a summoner like a caster. He´s a summoner, because he´s dependent on the killing speed of his minions. He´s not like a light sorc, AT ALL. You can reach all the fcr you want, it´s not going to help you kill faster. It´s going to get you to where you want faster, true, but that´s all it does for a summoner.


 
Re: Necro Summoner Guide (Incontestable Greatness)

I agree 100%.

Also, carin shard for mana? Is that really a good reason? I Just use an insight golem... Carin shard is fine, but it seems like you're promoting it just for the sake of uniqueness. I wouldn't ever give up either hoto or leoric for it.

And you can´t really play a summoner like a caster. He´s a summoner, because he´s dependent on the killing speed of his minions. He´s not like a light sorc, AT ALL. You can reach all the fcr you want, it´s not going to help you kill faster. It´s going to get you to where you want faster, true, but that´s all it does for a summoner.

If it was a choice between carin or aokl with no swap, I'd pick carin every time. The mana and life are that good. :) (Of course, I don't live with that restriction and use a hoto or wizspike) Also, remember in his guide you can't have an insight golem - it's dedicated to infinity.

With the build (or play style) he's suggesting, killing speed of the individual minions isn't that important. He's using tele stacking, and when you do that you don't need more +skills than he has listed. Tele-stacking means that FCR is the determiner in how fast you 'hit' your target.

In low player count games CE takes over that role, since you can kill with a couple of bodies, and the bodies fall even without stacking. In high player count games, you need to kill a few more targets before CE can do the job, and they only go down much quicker with stacking. That means more tele-ing.

When I run my tele necro, I'm all over popping from monster to monster as fast as I can. I don't use FCR to just get to the throne room.



 
Re: Necro Summoner Guide (Incontestable Greatness)

With that kind of play, your infinity golem won´t last long.

Don´t get me wrong, I´m all for telestacking, it´s a solid and usually safe way of playing (except vs aoe damage). But FCR won't speed it up like it speeds up a sorc, because the time it takes to kill a typical hell act5 monster and ce'ing its surroundings is of an amount such that speeding up the tp's in between killing won't increase your overall killing speed much. Especially when there's IM to take into account.

I'm not saying that FCR isn't useful for a necromancer. I'm saying it shouldn't get more attention than +skills, because +skills is what ultimately provides killing power (and survivability) for a summoner...
Ultimately, if you really wanted a good FCR breakpoint, you could just go for it. Spirit + HOTO + Magefist + Arach + FCR ring = done. That doesn't need a guide by some (obviously cocky imo) man who feels he has just invented the wheel.

I don´t need the life or mana from carin shard either. The life and mana BOCL doesn´t multiply. Also, as a side note, leoric gives the same mana. The life is neglible, from my experience. Although you could disagree, IMO either the extra plus 2 skills from leoric or the massive fcr and res from hoto easily beat carin shard. As said, it´s a decent alternative, nothing more. It doesn´t excel at anything but that.

I know you cant´use insight golem in his guide. That´s kind of silly imo, since for a large portion of nec characters, insight golem is thé choice in terms of supply and price. Infinity golem equals asking for problems and is just insanity for the player who doesn't hold 100 HRs in his or her stash. If putting infinity on an iron golem is the solution for something, it's just not the solution at all IMO, especially no solution for "being stuck on beast with a2 merc (with infinity, WITHOUT the risk of losing it, red.), which bothers me and means you aren't using your summoner to your fullest potential".
 
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Re: Necro Summoner Guide (Incontestable Greatness)

The primary attack of a summoner is Corpse explosion. That is a casting skill. This character is a caster if built properly; it is not a sit back and relax build. I have built this character around 2 major things, fast game play and great protection. Your fast game play comes in from major damage from your merc and skeletons right away to give you a couple of corpses to blow up. These summons also protect you from having your *** handed to you as a low defense/no block character.

Skeletons/Mages/Revives are there as a meat shield/Boss Slayer.

I don't know why you guys are saying I dont max res. I do. I have maxed out resistance.

I use carin for mana because my golem is made of infinity, not insight. I need all the mana I can get for Teleport, Curses, Summoning, and C/E.

This character kills FASTER than a Beast/A2 Merc Build throughout the entire game! Udar Revives and Pit Lord Revives Crush Baal and Diablo in less than 1 minute. Mephy, Duri and Andy I dont even use vives. Just 10 Skeletons and they're dead in seconds.

The ONLY way to Hit 125% FCR, Max Res, hitting 86% FHR and enough Mana to play without potting is to use this set up. Believe me I have tried them all.

What I am asking you to do with this guide is get away from the idea that a summoner is a sit back and watch character who is slow. A summoner is an extremely fast, extremely lethal character that is under utilized for this fashion.

I ask you to please use my set up for a couple of days and then switch back to your old method, then come tell me if I am wrong.

I expect you all to try it before knocking it anymore.


Here is my problem with Leoric as a primary weapon, Bone Prison and lack of FHR. The cast on hit does not sit well with me as I play Hardcore now. Softcore, fine do whatever you want. 2 skills trumps fhr and a skill that could potentially kill you from getting tangled in your own wall. Hardcore though you NEED the extra fhr and life from carin.


I will have you all know my old build was with hoto and frostburns. The problem with this is you lack 86% and you can get own'd by fanatic Pitlords/Udars without that extra break point. I am trying to show you the way to staying alive and playing fast.

This is a unique concept for a summoner as I see from your response. But I implore you, please try it.
 
Re: Necro Summoner Guide (Incontestable Greatness)

This is a unique concept for a summoner as I see from your response. But I implore you, please try it.

The problem with anyone who wants to "try it" is that your build requires the loss of a very expensive piece of equipment for your iron golem. Hell, if I was willing to wastefully throw away good gear, then I'd go with the usual Might/Infinity/Beast combo with a Pride golem.

I don't know why you can't admit, with the lack of an innate aura on the Act 1 merc and the fact that she will do a quarter less damage than an Act 2 merc, that the Act 2 merc is superior. I just can't take you or your guide seriously until you do.



 
Re: Necro Summoner Guide (Incontestable Greatness)

I don't know why you guys are saying I dont max res. I do. I have maxed out resistance.
I see what your res is coming from now. But that's a waste of ring slots. I rather take wizzy/HotO (depending on # of resist charms) + 2x SoJ. Shael the shako for FHR if needed, as you no longer need that resist jewel. If you are still worried about resist, drop the useless travs and put on resist boots.

By the way, before you say that you tried all the setups, try doing the calculations. You cannot prove that you actually tried the setups to us, nor can we disprove you. The only way to go about this is to do the numbers. That's why I posted the calculator.



 
Re: Necro Summoner Guide (Incontestable Greatness)

The problem with anyone who wants to "try it" is that your build requires the loss of a very expensive piece of equipment for your iron golem. Hell, if I was willing to wastefully throw away good gear, then I'd go with the usual Might/Infinity/Beast combo with a Pride golem.

I don't know why you can't admit, with the lack of an innate aura on the Act 1 merc and the fact that she will do a quarter less damage than an Act 2 merc, that the Act 2 merc is superior. I just can't take you or your guide seriously until you do.

You better go check the pet calculator. The goal is NOT, i repeat NOT to have a super damage merc. Super damage merc= instant death from IM. The goal is to give your summons something nice.

Lets repeat this- Yes there is a delay/cap Whatever you want to call it. But the damage from reaching higher frames is given to you. your skeletons do more damage from level 15 fanat. And not just because of the 6 levels of extra % damage, but also because you hit a (theoretical) higher break point!

You have missed the entire point of this. The merc has nothing to do with it. Its not your primary attacking source.

And to say you are wasting an expensive item is somewhat a joke. Go on d2jsp, trade all your crap you've accumulated and you can get an infinity for practically nothing on ladder.

OR, god forbid you try it on hero editor to see its godly. Jesus- example numero uno for what I meant by you are too quick to judge.


I see what your res is coming from now. But that's a waste of ring slots. I rather take wizzy/HotO (depending on # of resist charms) + 2x SoJ. Shael the shako for FHR if needed, as you no longer need that resist jewel. If you are still worried about resist, drop the useless travs and put on resist boots.

By the way, before you say that you tried all the setups, try doing the calculations. You cannot prove that you actually tried the setups to us, nor can we disprove you. The only way to go about this is to do the numbers. That's why I posted the calculator.


What would be the point of switching to sojs? I have rings that do as much to mana along with resistance. (and it's bo-able mana) not the +20% sojs add.


And I have used every set up

I've used every wand, every runeword option (including spirit, last wish (for might and fade), Silence (skill and res)), Wizzy, Hoto. I've tried pride merc, pride golem, Infinity merc, infinity golem, Beast golem, faith merc.

This is the set up I concluded was best all around.

I've used pet calculator for every set up to see what would deal most damage for the Skeletons and mages. Obviously Conviction cant be calculated in that, so take that into consideration for both a might merc and a faith merc. I am telling you, do all the calculations. Do it as indepth as I have and you will draw the same conclusion:

Faith+ Infinity+Bramble+Casting Abilities> Beast+Infinity+Might+Less Tactful Abilities.


 
Re: Necro Summoner Guide (Incontestable Greatness)

I've used pet calculator for every set up to see what would deal most damage for the Skeletons and mages. Obviously Conviction cant be calculated in that, so take that into consideration for both a might merc and a faith merc. I am telling you, do all the calculations. Do it as indepth as I have and you will draw the same conclusion:
Tell us which one you used, as well as post the output of the calc, then. By the way, it's Beast+Infinity+Might+pride golem, if you are going for expensive golems. Also, my setup should reach 125 FCR + 86 FHR as well, as that's a "standard" lamerdin setup, apart from the shael shako. It's easy enough to swap back and forth between casting setup and beast with weapon switch. You can keep the CtA in stash, if you insist on using it.

The problem is not trading for an infinity. It's trading for an infinity golem. 3 HR's is 3 HR's, no matter how you phrase it, and I for one will not risk 3 HR's poofing because of golem bugs.

As for the breakpoint, it's 14+15 frames vs 13+15 frames, 29/28 = 1.0357 = +3.57% total damage. The speed increase isn't all that significant.



 
Re: Necro Summoner Guide (Incontestable Greatness)

Faith+ Infinity+Bramble+Casting Abilities> Beast+Infinity+Might+Less Tactful Abilities.

Why can't I have Beast+Infinity+Might+Casting Abilities?

Seriously...all I lose from swapping out that Carin Shard for a Beast is 10% fcr. That can be made up. Loss of mana as well...but Insight golem takes care of that.



 
Re: Necro Summoner Guide (Incontestable Greatness)

Why can't I have Beast+Infinity+Might+Casting Abilities?

Seriously...all I lose from swapping out that Carin Shard for a Beast is 10% fcr. That can be made up. Loss of mana as well...but Insight golem takes care of that.

then u lose 3 skill levels. Then you get into having to switch out cta for aokl to summon then switch back to bo.

If you read the intro, another vibrant point is its efficiency with only 1 set of gear without swapping out ANYTHING.

Tell us which one you used, as well as post the output of the calc, then. By the way, it's Beast+Infinity+Might+pride golem, if you are going for expensive golems. Also, my setup should reach 125 FCR + 86 FHR as well, as that's a "standard" lamerdin setup, apart from the shael shako. It's easy enough to swap back and forth between casting setup and beast with weapon switch. You can keep the CtA in stash, if you insist on using it.

The problem is not trading for an infinity. It's trading for an infinity golem. 3 HR's is 3 HR's, no matter how you phrase it, and I for one will not risk 3 HR's poofing because of golem bugs.

As for the breakpoint, it's 14+15 frames vs 13+15 frames, 29/28 = 1.0357 = +3.57% total damage. The speed increase isn't all that significant.

If you run pride golem where do you get your mana?


 
Re: Necro Summoner Guide (Incontestable Greatness)

then u lose 3 skill levels. Then you get into having to switch out cta for aokl to summon then switch back to bo.

If you read the intro, another vibrant point is its efficiency with only 1 set of gear without swapping out ANYTHING.

Having to swap out one piece of gear (AOKL) when I first raise my army is not a big deal. It's not like AOKL really takes up alot of space in your inventory/stash. And the 3 skill loss while carrying beast AFTER the skel army is raised is no big deal. 3 less skills to curses and CE. Whoopty doo. All those skills already would have insane range regardless.



 
Re: Necro Summoner Guide (Incontestable Greatness)

If you run pride golem where do you get your mana?
SoJ has more than enough mana already, and I am all for using wizzy to tele as well, despite the loss of +skills (convict souls convinced me of that), and if you still need more, hard points in energy. It's not like your setup has lots of mana to start with anyways.



 
Re: Necro Summoner Guide (Incontestable Greatness)

SoJ has more than enough mana already, and I am all for using wizzy to tele as well, despite the loss of +skills (convict souls convinced me of that), and if you still need more, hard points in energy. It's not like your setup has lots of mana to start with anyways.

All of the above plus....MANA POTS!!! :thumbsup:



 
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