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Magic Find Necromancer Diablo 2

Summoner/Magic Detect Necromancer
Summoner MF Necro.gif
Game Diablo 2
Class Necromancer
Primary Attack Decrepify/Enhance Skeleton/Skeletal Mage
PvM/PvP PvM
Can Solo Hell? Aye
Creator lMarcusl
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The Summoner/Magic Finder Necro (or Summoner MFmancer) is substantially a version of the Summonmancer using merely Skeletons, Golems and the Mercenary to practice the dirty piece of work. Since this playstyle means the Necromancer isn't direct a very active part of combat, it opens up a huge amount of opportunities in the equipment surface area. While other characters take to focus on high armor, damage, set on rating, attack speed or resistances, the MFmancer can go out all these past the wayside and equip equally many purely Magic Find items as they cull. This too means that the MFmancer's stats can vary greatly depending on what equipment the player decides to become for, without actually hindering the character's effectiveness. It is 1 of the most powerful and fun builds in the game as it can easily take ane through Hell difficulty while likewise finding some of the most astonishing equipment possible and run effectually with pockets literally full of gilt. Since it relies solely on its skills and not on equipment, it is the perfect build for untwinked unmarried player playthroughs. This build has been tested on single actor across all difficulties with patch 1.13. This guide will assume that the character is untwinked and has to rely only on the equipment institute while playing. Annotation that clvl I will be aiming for with this grapheme is 84, i.east. the usual level for completing a Hell playthrough.

Playstyle

The MFmancer's playstyle doesn't vary much from the usual Summonmancer. Since the character has no other offensive skills beside Corpse Explosion, they have to rely on their Hireling and Golem to impale off the kickoff initial monsters. Once MFmancer gets some corpses forming (the most important resource for this character) they can start growing an army. As the army grows the play becomes much less demanding as both you and your Hireling volition be protected by the sheer corporeality of Skeletons moving across the field. It is of import to note that though Skeletons do decent harm and profoundly help even out the numbers when encountering enemies, they are NOT the main killing force for this grapheme. The master purpose of Skeletons is merely to provide protection for your Hireling and so that they can kill everything. No thing how many Skeletons the thespian has, a well equipped Hireling will ever be the one who deals the almost damage, so it is essential that you go on them alive and safety at all times. Skeletons alone with their sheer number can of course impale off enemies every bit well, but your progress volition be much faster with your Hireling intact. It is recommended that you employ the Might Act 2 Mercenary, since spears and polearms generally do large amounts of damage, and the Might aureola volition profoundly benefit not simply your Hireling but your Skeletons too.

MFmancer.jpg

Once yous have maxed out your army, Decrepify and Corpse Explosion volition be the proper name of the game. With your Hireling at present safely killing off monsters past the dozens, corpses will be an expendable resource that you can blast your enemies with at volition. Cheers to Decrepify's amazing ability of making even the almost powerful and threatening monster fight similar a wimp with 1 employ of the spell, your Skeleton Warriors will hardly ever dice and so you need not worry virtually leaving some corpses for resummoning your army. A vulnerable spot of your army will be the Mages; nevertheless they usually stay safely in the back and attack from afar, no need to worry there. The only other vulnerable spot of your army is then of course yourself. With no offensive skills to speak of and oftentimes a wacky combination of fun items that you chose to equip, your character is left by and large caught. It is therefore vital that when progressing through a unsafe area, ane does not blitz into the middle of a room and get instantly killed. Progress gradually and e'er wait for your army to catch upward, or you will be leaving yourself wide open for an easy impale. Too note that fifty-fifty with your army around you, there are enemies that will be unsafe to you at all times, as these are mostly enemies with piercing or AoE attacks. Still, the list is quite short and goes as follows: Willowisp, Slinger in Nightmare/Hell Act 5, Common cold Enchanted Uniques, Lightning Enchanted Uniques, Scarab Demon, Claw Viper in Nightmare/Hell Act 5. Avert the projectiles of these monsters at all costs equally they can spell quick doom for your character, should your resistances/health be also low.

Aspect Bespeak Allocation

Attributes

Since your character does not have to worry nigh his combat performance, the stat betoken resource allotment is largely up to yous. In that location is generally no reason for you to increase your Dexterity but the other attributes tin vary profoundly depending on your personal preference. Equally you can run across on the flick, with my MFmancer I chose non to focus on Strength equally my incredibly high Magic Find easily provided me with items that increased my strength sufficiently to equip the items I establish. Whatsoever your preference though, information technology is a good idea to increase your Vitality at least over 170 so that you lot practice not go one shotted by the problematic monsters mentioned higher up. The higher your Vitality, the less worries you will have towards the stop of Hell as the game will start throwing gradually more and more threatening monsters at yous similar e.g. Gloams and Slingers. It is also a good thought to increment your Energy at least a little bit, as depending on your pick of Golem type, you lot might need equally much as 240 Mana just for this summon alone. Generally speaking though, as long as you invest enough points into Vitality, the residue of your stat choices are entirely upward to y'all.

Skill Point Allocation

Skills

Though your stats offer you lot a great amount of freedom, with skills you lot have to be a fiddling bit more careful. The Skeleton army is the very essence of this build and thus the Raise Skeleton and Skeleton Mastery skills have to be maxed out in order for your character to exist successful. Raise Skeletal Mage is also a very important skill to take, if not indeed vital to this build. Though the opinions on the Mage's effectiveness vary, I have institute them a specially useful asset when fighting against uniques and super uniques, specially ones with Immune to Physical modifier. Though Decrepify and Amplify Damage permit you lot to remove Physical Immunities, information technology is in fact not always the case. Should y'all come across a unique monster that is Allowed to Physical by default and in addition has the Stone Skin modifier added to it, non even the Amplify Impairment curse is able to remove the immunity (speaking from experience). Also even if you are able to remove the immunity from the monster, its concrete resistance volition even so be quite considerable and killing the monster might pose problem to your Hireling and Skeletons (don't forget that monsters regenerate quite quickly on Hell). Therefore having a group of Mages can assistance y'all acceleration these monsters much faster and also negate the regeneration abilities thank you to toxicant attacks. In addition, Cold Mages and Decrepify create a very deadly combination which renders even the nigh powerful Hell Super Uniques harmless. In fact the combination of Decrepify and Cold Mages is able to brand Baal himself unable to properly cast his spells. Meet the video below this article (Baal'due south Hoarfrost and Teleport never really work). Some prefer to cull Revive instead of Mages only I have institute the skill to exist largely useless. The Revived monsters have trouble post-obit the character and they die if they go too far away from you. Also their harm isn't besides cracking either. When fighting Baal for the first fourth dimension with this character I actually had to unsummon my Revived because they were doing next to no damage to Baal and were blocking off my Skeletons. I immediately respecced out of Revive subsequently.

Beside these skills, it is too a expert idea to invest heavily into Golem. Not only will Golem be the tank for you and your Hireling until y'all manage to summon up a large enough army and besides assist you obtain those first crucial kills that you need to get your regular army going, it is too a decent source of damage and gives you various effects which would be hard to obtain otherwise e.g. additional slow (Clay Golem), Lifesteal (Blood Golem) or other random attributes (Iron Golem). Every bit you can see on the picture I chose to go for the Burn down Golem considering of the large corporeality of elemental damage he deals when attacking, but continuing effectually and even when dying. This is notwithstanding up to personal preference. To increase the golem's effectiveness, one time you have maxed out your Skeletons and your Golem, you might invest the few remaining points into Golem Mastery to make your grumpy companinon even more potent.

Ideally you should progress your skills equally, e.one thousand. your Skeleton Mastery should be on the same level as your Heighten Skeleton, with Heighten Skeletal Mage only a few levels behind. You need non max out any of the skills outright. In one case you feel your Golem is at a decent level and doesn't dice all that much, you can leave him be and max him out in Hell once your Skeleton skills are maxed out.

Last but not least it is necessary to mention the Corpse Explosion and Decrepify skills. These will of class be your breadstuff and butter, since after y'all have summoned up your army there is admittedly nil else for y'all to do except for casting these two spells constantly. However, do not invest skill points into these skills. Your Magic Find will near likely provide yous with decent enough +skills to get these 2 spells off the ground. These skills practise not really increment in potency that much and the few skill points y'all will take left will be much amend spent in east.g. the Golem Mastery than here. Notation: fifty-fifty though Teeth exercise pretty much no impairment, it is a good thought to have the skill on the left mouse push. Should yous accidentally misclick, instead of running to your decease right towards your enemy, your character volition stay safely where he is and cast Teeth.

Gear

Since we are going for a single role player character there isn't much nosotros can practise about the gear we become. You may have heard me say that in my other guides. Well, that's not the case here. At all. Uncharacteristic as it may be for a pulley graphic symbol, hither we get to the virtually fun part of the whole build because this grapheme offers you more liberty with your equipment than whatever other build out at that place. Since what you will exist doing most of the time is avoiding combat instead of runing headfirst into it, you don't need high armor, health, resistances or block chance about as much as other characters would. Though it is all-time to keep your resistances on the plus side after on, particularly in the lightning and fire department, y'all don't necessarily have to max out your resistances if you are at to the lowest degree decent in not running directly into projectile attacks. You should try to have as much +skills every bit you can so that you don't take to worry virtually your Skeleton's health, resistances or damage at whatever point during the game. Buying a wand with +2 to all necromancer skills shouldn't exist a problem, since your character will be literally pond in money as you need almost no potions or repairs. That is however pretty much the only matter you tin truly buy for your character. Y'all have to observe the other items yourself...and that's the best office.

Since your equipment doesn't demand resistances and like survival stuff you lot can be head to heels covered in Magic Notice items. If you lot observe a +20% improve adventure of finding magic items band which does admittedly nothing else, yous better damn keep information technology. Crappy boots with 2 armor that give absolutely nothing except for +10% MF is the kind of detail yous are looking for. The moment yous find your commencement socketable armor, feel free to put a topaz into it for magic find bonus considering this is what your character tin can afford to do. Finding the best equipment possible and having as much fun with this build every bit nosotros tin is what we are aiming for here. You might call up I'm but trying to oversell this build simply there is actually a good reason for all this nonsense.

In that location are generally speaking no non-MF attributes you lot might crave from your items also +skills, some decent resistances and perhaps actress health. From these merely +skills really increase your combat effectiveness. However +skills can exist just obtained on sure slots...e.g. it is unlikely you volition find +skills boots or belt or a band. What yous can exercise is increase your chances of finding some of the best equipment the game has to offer for your grapheme AND More than Importantly for your hireling. Gradually you might slowly offset replacing the MF gear with something more than useful but you should ever at all times keep your MF very very loftier. The combination of survival/+skill gear and MF gear in one detail is the ideal for MFmancer - therefore if you observe a Shrunken Caput with some +skills and two sockets, you should create the Rhyme runeword (ShaelEth) which gives you bonus to resistances, MF and cannot be frozen all in one item. The only charms you should be conveying are MF charms and health charms, the latter only if they provide a truly significant bonus. Finding as much unique gear as you tin directly influences the amount of +skills gear you will exist able to notice in your playthrough and as well will allow you to get the best of the best items for your hireling which is MFmancer's killing strength. Therefore your master goal with this grapheme should exist to stack upwards your hireling with the all-time survival/impairment gear your MF allows you to find. You may mayhap want to keep a few items for special occasions (east.g. Open Wounds, high elemental damage, high resistances etc.) in your stash to equip your hireling better for any given situation. If you lot experience like your resistances are lacking too much, y'all need more health or you should increase your strength slightly to equip some nice unique slice of armor, you should have no issues finding the items you need cheers to your MF capabilities. Therefore it is much easier to switch your equipment from pure MF gear into more survival oriented items if you experience you are lacking in any department.

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Well, folks, that'south all for this build. Hope you enjoy playing it;-)

Magic Find Necromancer Diablo 2,

Source: https://diablo-archive.fandom.com/wiki/Summoner/Magic_Find_Necromancer_by_lMarcusl

Posted by: romeroniiis1956.blogspot.com

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