PvM 1.13 ExplosionMancer guide

Re: PvM 1.13 ExplosionMancer guide

every action has opportunity cost, and there is exists uncertainty regarding future. Those two premises imply the necessity of forgone spending.

*head explode* umm.. what?


 
Re: PvM 1.13 ExplosionMancer guide

Looks like a google translator thing, related to saving stats question.
 
Re: PvM 1.13 ExplosionMancer guide

It gives me great joy to see people still finding this guide after all this time!

About enigma and teleporting with the merc. You would have to sacrifice the FCR in vipermagi and compensate that with something else. Try as you might, it's hard to get everything (offensive and defensive capabilities) in the same packet with enigma. It is, of course, a matter of preference. I prefer to be invincible and it is hard to do with other gear choices (getting max resists, max block, huge bone armor, double prayer and the rest in the same package).

About max block. I would definitely recommend it, because it's great against archer packs. Of course you can, and should, cast dim vision / attract to these packs, but max block is for the situation when you haven't cast the curse yet. It sounds dumb here, on the paper, but it happened to me lots of times when playing - an archer pack shoots you from the edge of the screen and you respond by casting a curse on them. Of course bone armor absorbs a lot, but max block definitely helps and is great against frenzytaurs and the likes! But, again, it is a matter of preference! I just absolutely love homonculus as a shield, with all the blocking and resists, and the fact is it is quite cheap - you can trade it with pgems or the hellforge drops if you go untwinked. It is the item that gives your character most safety, I'd say.

About insight. I actually have a cheap gear section in the guide where there is a lot items that help you with the mana situation. You can do it without insight, but you sacrifice some efficiency without it. What can I say, Insight is such a great merc weapon for casters. And it's quite cheap to make, if you make it to just regular polearms and leave the superior ethereal stuff alone until you have more wealth.

About CTA. Yes, you can play this build very, very safe without CTA. It is just icing on the cake to have that much more life as a buffer. If you follow the guide as I wrote it, you see that I focused really hard in NOT taking any damage instead of building up a massive hitpoints pool.

Lastly, about the guide. There is a lot discussion about gear and skill decisions here. It is not a bad thing to ask for opinions, but, I fear, some here may think that there is an absolute answer to every problem. But, in fact, it all comes down to preference in a lot of things. For example, it is very hard to answer in somebody else's stead if (s)he would like max block or not. I think it is a personal decision and one that the person probably needs to figure out by himself. I don't want to, in any way, discourage discussion here, but I just want to point out that part of the fun that Diablo II gives is finding what works for you personally by experimenting with different gear, skill selection and play styles.

I never thought about this guide as a definite way of playing necromancer. I just experimented and found it fun - so I decided to share my findings. I'm very flattered about the trust people put in my opinions, but the fact is the guide is just an idea, just a starting point. Each one need to make the journey by themselves. Some might stay closer to the original plans than others. You are all welcomed to share your journeys here, so to speak :)
 
Re: PvM 1.13 ExplosionMancer guide

I followed this guide but I'm still no managing to make my explosionmancer be able to run hell.

i'm level 80

I have 700 life and 360 mana.

My skills are as follows:
1 to Amplify Damage
1 to Bone Armor
1 to Teeth
1 to dim vision (on the way to attract but ran out of points)
20 to Bone Wall
20 to Bone Prison
20 to Bone Spear
20 to Corpse Explosion

My gear is:
Helm: shako
armor: skin of the vipermagi
weapon: deaths web wand
shield: homunculus
boots: (currently random crap pair)
gloves: magefist
belt: arachnid
rings: random crap

on switch I have umes lament wand (give me decrepify)

stats are 58 str for homonculus enough dex for 75% block and all the rest in vitality.

my merc is level 76 act 2 normal with prayer.
he has as a weapon bonehew ogre axe
his helm is guilliuames face (he needs the +str for weapon and armor)
his armor is corpsemourn


i have decent gear I'm high level followed the guide and for some reason i die really quickly and can't kill anything and my merc dies the whole time. ( yes I remember to use bone armor)

my bonspear does only 1400-1500 dmg
my merc does 475-1850 dmg

I simply never manage to kill the first body to let of a corpse explosion and even if i do it takes like 8 explosions for everyone to die and drains my mana really quickly..

I need help because i was really looking forward to this build and need to know what I'm doing wrong.
 
Re: PvM 1.13 ExplosionMancer guide

I simply never manage to kill the first body to let of a corpse explosion and even if i do it takes like 8 explosions for everyone to die and drains my mana really quickly..

I need help because i was really looking forward to this build and need to know what I'm doing wrong.

As i can see, your merc does not use the Insight runeword as weapon. This is main problem, because this build heavily depends on mana, as you already know, and exploits Meditation aura effect from Insight. It will give your Explomancer mana regeneration as if you'd play sorc with maxed Warmth. Note that this RW is Ladder only.


 
Re: PvM 1.13 ExplosionMancer guide

@dave: Get rings with mana and/or a Spirit sword to increase your mana. Rather use a Might merc (NM offensive) and get him a better weapon like Insight or Obedience in an ethereal elite polearm.

Alternatively, seeing as you've got Death's Web (one of the rarest items in D2), you can respec to a poison.
 
Re: PvM 1.13 ExplosionMancer guide

Dave

1) CE doesn't work that well in higher player games, that might be ur problem
2) insight on the merc!
3) swap death's for either a spirit sword or a white wand (or respec to poison as said above)
4) if mana is really that bad, swap magefirst for frostburns.
5) put a point in decrep, for boss killing.
 
Re: PvM 1.13 ExplosionMancer guide

My bone necro is currently lvl 78. Bone spear, bone prison, and bone spirit all maxed. Right now, I have 5 in bone wall, 3 in CE. I'll probably put the rest of my points in CE after reading this thread, as the CE range definitely will make a big difference. I just can't see myself dropping bone spirit. It's a fun spell to use, and does about 30% more damage than bone spear. It's nice to have some variety, and it makes a big difference when you're whittling away at an act boss.

Don't currently have Insight for my merc, but I have a pretty sweet setup to make mana not as much of an issue.

+ 50% mana (40%-frostburn gauntlets, 10%- silkweave boots)
+177 mana (40 ume's lament, 117 shako, 20 belt)
+31 energy (various)
+12 mana after kill (+2 ume's lament with TIR, +5 silkweave boots, +5 Homunculous)
+33 mana regen (homunculous)

and I did put about 20 extra points into energy (mostly before some of the newer gear was aquired).

Anyway, with all of that I find mana to not be much of an issue any more even without insight. Before, at certain points mana was an issue, slowing me down and requiring trips to town to stock up on mana pots when drops weren't coming. I'd like to eventually get an Insight weapon for my merc, and that will let me get some additional FCR and resists. Right now I'm using the Meat Scraper, but I have a Bone Hew sitting around. Gotta get some STR equipment for him before he can equip :(
 
Re: PvM 1.13 ExplosionMancer guide

Hello, I realize this is a very late input as i am just now working on planning out my necromancer skills for going into hell. I was wondering what you had in mind as far as using an iron golem made out of malice instead of spamming the usual clay golem?
 
Re: PvM 1.13 ExplosionMancer guide

Personally, I'd rather spend fewer points for clay golem. He's very handy and stays alive pretty well. Iron Golems in my experience die more frequently than Clay. If you were insisting on using an Iron Golem, an Insight Golem would be far better for the build imo.
 
Re: PvM 1.13 ExplosionMancer guide

Alright. Decided to play BNet.

I have some questions.

This build is less safe compared to a skellimancer right? This explosionmancer has no tank! CG yes but only one..

Also, especially vs boss, this is slower whereas fishy can have many skellies attacking the boss?

So, I just want opinions. What is better for a starting character? This explosionmancer or fishymancer? I am afraid in Hell my bone spear dmg will be too small...
 
Re: PvM 1.13 ExplosionMancer guide

I am wondering between this and skelliemancer.

In multiplayer I am afraid bone spear will simply do too little damage.

Plus with fishy, you have many tanks and great damage vs bosses as you have multiple skellies hitting bosses.

But I want to hear your opinions
 
Re: PvM 1.13 ExplosionMancer guide

Bone skills do work, even with mediocre equipment, but they deplete mana rapidly and don't offer walking shields in the form of an army of skeletons. I'd think that a skeleton-focused build would be the easiest and most reliable archetype for an untwinked necromancer. That's not to say that a bone/explosion necro wouldn't work for someone starting out, but the advantages would be outnumbered by the disadvantages.
 
Re: PvM 1.13 ExplosionMancer guide

I am wondering between this and skelliemancer.

In multiplayer I am afraid bone spear will simply do too little damage.

Plus with fishy, you have many tanks and great damage vs bosses as you have multiple skellies hitting bosses.
Dont go this build if this is your first necromancer. The stat/equip described here is more of a fun build.

The point is, every necromancer ends up by clearing areas with corpse explosion, thus all the [effective, non-fun] PvE necrobuilds differ in the way they're making "the first kill" - an initial corpse to start CE chain with.
Most necrobuilds use act2 merc for that. This build involves spending 60+ points in bone spear to kill first thing on level, uh. Might be good until you get enigma, with enigma merc kills are obviously better.
 
Re: PvM 1.13 ExplosionMancer guide

The point is, every necromancer ends up by clearing areas with corpse explosion, thus all the [effective, non-fun] PvE necrobuilds differ in the way they're making "the first kill"

Corpse Explosion chains can still be fun. And while it's not generally as fast as Corpse Explosion chains, synergized Poison Nova with a decent Lower Resist clears pretty effectively, far more easily than some skills that are perfectly viable in PvM.

Oh, and in case it wasn't already obvious, as a summon-focused necromancer, one still maxes Corpse Explosion. I'd say it's the most important skill for a summoner to max, alongside Raise Skeleton and Skeleton Mastery. After those three, I'd also max Raise Skeletal Mage. Since they aren't as useful as the warriors, skeletal mages get a bit of a bad rap, but really, it's more pets and they do elemental damage and soak up some of the damage that might ordinarily kill the other skeletons. And nothing else is worth maxing anyway (Golem Mastery is decent, but probably not worth maxing on anything other than an Iron Golem specialist).
 
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Re: PvM 1.13 ExplosionMancer guide

This build is less safe compared to a skellimancer right? This explosionmancer has no tank! CG yes but only one..
Bone prison and Bone wall are fine tanks. IMO, they make better tanks since they dont have stupid AI to worry about. Your prisons and walls wont wonder off while you get smacked around.
 
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