Summon Necro or Bone/CE Necro?

Snagg

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I want to make a new PVM necro. It is going to be like for MFing and questing and such. Which is better? Pros and cons would be nice.

Thanks.
 

Induhvidual_1

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MFing, the summon necro will just suck
Otherwise, PVM is just fine, I've heard that they could solo hell albeit really slowly...

Bone/corpse explode - can definitely solo hell and are good PVPers
The corpse explode, i think comes only because its part of the tree but its effectiveness has been reduced. So its just a one point thing. Your bone spells will handle the rest.
However, in order to MF withthis necro, enigma is required (well pretty much) and some pretty decent gear.
I mean, you need like 350-450 MF at the very least.. so usually your damage goes down because of this. and if you carry charms, this will take up inventory space...
the bone necro will prolly be good at PVM but not so good in MF.
On the other hand, I would presume it being good at countess runs (since runes dont matter with MF)
 

Forsaken656

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dont make a mfer of a necro...
just make a summoning necro with all skills put into all of the skeletons, 1 into every golem except fire, max out summon resist, an put 1 skill into amplify damage and ull be set! (do w/e u want with the extra skills)

only 1 prob...
its kinda hard 2 do runs by your self in hell cause u need 2 kill the monsters first before u can raise them...
 

Johnny

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if you make a summon necro get full trangs; that way you will have some pretty good fire damage (trangs belt gives fireball, firewall, and meteor) so you can just go to act1 and raise your army

ps. 75% of the people on d2 hate the summon necro cause of its laggyness due to high amounts of people.
 

Snagg

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hah yes, I've decided on a summon necro (because it's ladder and I don't have good items on ladder) I've decided to put the following skills:

max skellies
max skelly mastery
max corpse explosion (last to max)
1 amp damage (but I may put more in it because the radius on this thing is weak)
around 5 in summon resist
and around 10 in revives
1 in decrip (good for bosses i'm thinking)
1 in attract (good for crowds i'm thinking)

The rest will go into summon resist.

An act 2 might mercenary.

By the way, to get my first few bodies, I'll just use attract if there's crowds and then add amp damage and my mercenary should be able to get some bodies and then I corpse explode to make more.
 

Johnny

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i personally dont like the idea of using ce on a summon necro... isnt the put to revive the dead...not blow them up... i'd do this:

20 skely
20 skely mast
1 per golem
1 golem mast
20 summon resist
20 revive
rest amplify

thats how i'd do it, but then again, ive never made a summon necro; just because i hate them for the lag...
 

Snagg

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The reason I put CE was because I heard from people that in hell, it is uber hard to kill monsters quickly without a CE.

BTW does anyone know how much damage skeletons do when maxed out?
 

Ntrik_

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enough, my 88 summoner did well in baal runs.. I went CE instead of revive, just put 1 pt in revive, let bonus skills do work for you.
 

Snagg

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how much dmg does your skellies do?
 

Ntrik_

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I dont know, abit, I uninstalled d2 and gave my acc away, so I cant remember everything top of my head.

but with amplify/decrepfy, they were pretty good, revives were stronger tho..

skellies also dies fast, revives dont, but meh when you have masses of skellies and few revives, they dont die esaily as you think.
 

Induhvidual_1

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Bio.Hazard said:
if you make a summon necro get full trangs; that way you will have some pretty good fire damage (trangs belt gives fireball, firewall, and meteor) so you can just go to act1 and raise your army

ps. 75% of the people on d2 hate the summon necro cause of its laggyness due to high amounts of people.
is trangs set still bugged? havent played (just got back into it a lil), like the bug where Faster CAst didn't work?
 

Ntrik_

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If summoners lag for you in D2, then buy new computer.

Trangs was bugged? :S but well if you go summoner and get full trang, it doesnt really matter, its not like you're going to be casting golems like every second, you dont need fast cast rate for that IMHO.


well.. heres what I did, sort of

20 Skeleton (melee)
20 MAges
20 Skelly mastery
1 Amplify
1 Clay golem
1 golem mastery
1 decripfy
1 Revive
1 Summon resist
Rest into CE
after CE, rest into Summon resist and Revives.

As for merc, I went might, For me, damage > defence, you could try with defensive one for defiance aura or holy freeze, but thats just up to you.
 

Shadow-Hunter

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I got a summoner that use : Full Trang, Arm of king leoric, and 3 summon amu. rings are some junk. No skillers, no anni and no cta.. My skellys do around 400 dmg :)
And use Marrowwallk boots for the 2 skelly mastery and the Bone Prison bug.. Then your bone armor + bone skills (if u have) will be much stronger

-Shadow-Hunter-
 

Dragnskull

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back when i made my necro (it was my very first character in 1.10) he was diecent...

he DID have trouble starting his army, but once he DID get it up, there wasnt much stopping him.

skeletons, when maxed, along with skele mastery and summon resist, will live damn near forever... mages on the other hand will die off fairly quickly, so i suggest don tbother with them (bsides the pre-request)

revives are something that worked, but become annoying, because when walking, if they snag on a wall and get stuck, theyll dissapear/die if you go to far out of range of them, where as golem's / skeles will just teleport back to you... keep that in mind if u dont use enigma.

i was able to pit run fiarly ez (as long as i had my might merc on) and i could do all of a5 on my own bsides baal (baal = insta pwn on my summons)

the only thing is, doing runs was effective, but slow.
 

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