The All-New Diablo II Thread

If nobody else claims it, I could use that Anni on my assassin, which would let her switch out her last resistance charm (a grand with 14 to all).

Also, by the way, the strategy for using Boss_Og has simplified considerably, now that he has Dracul’s Grasp. Now, it’s just Black weapon and resistance shield all the way, and using Zeal and Conviction regardless of party or other circumstances. Lifetap should be enough to keep him alive, but of course, still don’t hesitate to sip a potion or two if needed.

And in case Hirka’s post was a bit enigmatic to anyone, “CMPB” is a Crescent Moon phase blade, which we were finally able to make last night. It’s therefore not surprising that his Tesladin was happy to get it :).

Also, punha, I should point out that Raven Claw would do essentially nothing for an amazon using Guided Arrow. “Fires explosive arrows or bolts” and “fires magic arrows or bolts” only work when you’re using basic “attack”, not when you’re using any other skill. About the only thing which would matter against a completely slivered Baal would be something to make the festering tentacles less threatening.

And speaking of which, when the heck are we going to do that next rush, anyway? Tonight would only work for me if it’s late, and the next window looks like Sunday or Monday evening.

Oooh, Oooh, can I have the +14 resist GC if you get the anni? That would definitely help me and my loaded inventory.

I actually died once with Boss, because D" got like 5 or 6 sucessive hits on Boss Og while he wiffed successively in return and the health pots couldn’t keep up. Got a few Revujs from Punoq and then D" went down with a wimper while I used only 1 rejuv. I didn’t even to look to see what weapon I was using, but you can check and see if you want since I didn’t do any weapon switching.

I’m a small-time Diablo player. I only play single player, and my current Paladin (at level 58 in Act 3 Nightmare) is the highest I’ve ever played a character.

I recently picked up a really cool Necromancer wand - I can’t remember the name off the top of my head, but something along the lines of King Leoric? A lot of +2 and +3 to summoning skills, so I thought maybe I should start a summoner necromancer. The problem is, I seem to recall them being difficult to play. My boyfriend made a summoner necromancer who kept dying when it came to Diablo. Do any of you guys have some summoner necromancer tips?

TIA!

I was taking OgReed through Act 5 when I saw the message “#### Stones of Jordan sold to merchant”, but nothing happened after that, so I advetured on. About an hour or so later, I took a town portal to Harrogath and stepped away from the computer for a while.

When I got back, there it was: “Diablo walk the earth.” So I call out for a posse. Hirka was online, and came running. He grabbed Seeker, I grabbed Boss_Og. And…

Nothing. We ran around Act 1 and Act 5, found numerous bosses, but D Mark 2 never showed his face. So Hirka went back to his stuff, and I went back to rescuing Anya. I slogged my way around the Frozen River and made it to Anya.

Unfortunately, or maybe fortunately, when I got there she shot red lightning bolts at me. This time I grabbed Noobian, Hirka grabbed Seeker. We took him down in about 3 minutes, I used only one red potion. And Hirka’s Bowazon is now the happy owner of a new Annhilus.

So that’s why Hirka said “Not in the Frozen River”! We ran into that same chap later this evening, while doing forges, but he went much more smoothly. Incidentally, the Hell forges netted us a Mal, two Lum, and a Io, and we haven’t done the nightmares yet. Also, the IKTrang mule is our new durimule.

KayBye, that’s the Arm of King Leoric you have there, and yes, it’s very nice for a summoner. I’ve never done much with one, but Who_me? has some good tips for one up near the top of the thread.

That’s what I posted above. For advice on a fully developed necromancer, I’ll add on.

There are several different ways to make a summoner. I’ve made a summoner with maxed skeleton warriors and maxed skeleton mages. I found that the mages didn’t really add as much as I hoped. I no longer put more than one point in mages, but your mileage may vary. For your skellies (warriors and mages) you need to max mastery… always. You will also need about 15 (after plus skill items) in summon resists by the time you reach hell. I also like to have a few points in revive in order to get short term help. Revives only last for 180 seconds, so I tend not to rely on them as much as I do the skellies.

As for the curses, I really only use decrepify so I just put one point in the ones I needed to get decrepify, then put a point in it. One is all that is needed since more points only enlarge the area of effect and you can just cast it several times to get the same effect. I also don’t have much use for gollums, I just put a point in the ones I needed to get to revive and mostly use the clay gollum for it’s ability to slow down anything it hits. It actually does survive fairly well, even in hell.

My own preference for my summoners is to have an offensive weapon. I have two. Corpse explosion is a necessity. When in battle with a large group, wait for two or three monsters to go down then start blowing up those bad boys. You can wipe out almost any good group if you get a good chain going. As for those damn monsters that resurrect, you may not want to wait until you get several down. My other weapon is bone spirit. I max that eventually and after I have everything else done I put my points in bone spear as it is a synergy with bone spirit.

Oh whoops, that’ll serve me right for skimming over the thread - thanks!

Who_me?, thanks for your advice! I’m still a little fuzzy on how to kill Diablo though - are the skeletons tough enough to survive his fire and lightning blitzes? When my boyfriend played, his skeletons kept dying after doing almost zero damage to Diablo.

Skeleton Mastery and summon resists… if you don’t use these, them your skeletons will die very easily. I’ve soloed hell Baal without losing a single skeleton warrior. I helped Punoqllads kill Hell Diablo yesterday afternoon, again, without losing a skeleton warrior in the whole Chaos Keep except for those lost to Iron Maiden. Also, keep your enemies decrepped at all times. It reduces the damage they do and increases the damage you and yours do.

Also, make sure you have your Act2 merc described above, alive. When you get into nightmare you NEED the might merc. He is necessary to have your skellies doing enough damage. Make sure you equip him well and give him a weapon with life steal… even if you have to Amn one. The more life steal the better. My necro’s merc has 19% life steal.

On this, I can speak, since my assassin uses similar tactics. I prefer to set off the first corpse explosion as soon as I have my first corpse: That weakens the rest of the monsters, including the one which will eventually be my second corpse bomb, so I don’t need as many shots of Bone Spirit (or in my case, Blade Fury).

Also, if you’re not actually planning on using Bone Spear, Bone Wall would be better for surplus points. They give the same bonus to Bone Spirit, but Wall also gives a bonus to Bone Armor (which you probably want one point in).

Actually no… the Marrowwalk bug will give you a level 33 bonewall that will count towards your synergy, but it won’t if you put any points in bone wall.

Damn, I guess i should explain the Marrowwalk bug.

Marrowwalks are elite unique boots. They add 1 or 2 to skeleton Mastery and come with a number (not sure how many) charges of lvl 33 bone wall. As long as you don’t put any points in bone wall, those charges count towards your synergies.

Also, I’ve never found Bone Armor to be worth wasting even one point on. (as always YMMV)

I’m just posting here before this thread gets to 20,000 posts.

I also play a summoner, though my style is somewhat different than Who_me. I put one point in every curse – every one is useful in some circumstances (okay, maybe not weakness). I use amplify damage most of the time, use blindness and attract regularly, (note – AI curses don’t work on uniques, bosses, champions, or oblivion knights) and only use decrepify on act bosses. I don’t use lower resistance much, but I already put 1 point in all of its prerequisites, and it’s useful when partied with elemental-damage folks.

I put only a couple of points into summon resist. I find that more than a few points in summon resist hits diminishing returns pretty quickly if you have enough +summoning skills. There’s only a 3% difference between level 11 and level 15. With a +2 all wand, a +1 all helm, +1 all shrunken head, and +3 summoning amulet, that’s +7 right there. Make the head and helm +2, and throw in a +1 all armor and an annulus, and you’re up to +10.

I maxed skeleton mage, since I had already maxed skeleton mastery and skeleton warrior. They don’t appear to do as much damage as the warriors, but they make ranged attacks and can play meatshield to spread out damage done to your minions. Plus, they aren’t hurt by iron maiden. I also put 1 point into revive, bone armor, and corpse explosion, as well as the necessary prerequisites. Putting more points into corpse explosion doesn’t increase the damage, just the radius. Revived monsters only last 3 minutes, so you don’t want to put 20 points into it, but since you need to max skeleton mastery, revives will be quite useful. And bone armor gives you a bit more survivability. Check out http://www.d2items.com/skills.php for a nice skill planner.

Killing Diablo before you reach level 30 is tough for a necromancer. You won’t have enough points in summon resist to keep your skeletons alive, and you won’t have much of a golem or an attack that does nearly enough damage. Either party with someone or keep resummoning your clay golem, decrepify Diablo, and keep your mercenary alive at all costs. If you have too much trouble keeping your merc alive, grab a bunch of mana pots and some stamina potions, too, keep your clay golem up long enough to shoot bone spears at Diablo, and evenutally you’ll take him down.

I completely agree with Who_me on mercenary strategy, but want to add that in normal, get a combat or defensive mercenary (prayer or defiance aura). As far as stats go, I like to bring energy up to 50, strength up to 84, leave dex at base 25, and put everything else into vitality. If you want to use the full Trang set, you’ll need to get your strength to 106 (see http://www.battle.net/diablo2exp/items/sets/sets7.shtml#trangouls)

As far as Marrowwalks go, this says that the charges are for bone prison, not bone wall. If you want a bone attack, bone spear does less damage than bone spirit per shot, but does more damage per mana point and can affect multiple targets if you line them up right. I almost never use a bone attack, though; only when I have very few minions and I’m up against a group of enemies where I can’t put an attract curse on them.

With +skills, even one point is a very good investment. With Marrowwalk, you’re nearly immune to a barrage of physical attacks. It may be that you have never gotten into the habit of casting it on yourself - or that’s just not the rhythm by which you play, which would decrease it’s value for your playing style.

Oopsie! Can you tell that I’ve never used Marrowwalks? My guy uses War Travs for the magic find…

My style runs to never get hit, hide behind anything that I can, and run if I can’t hide. :wink: When I do die, it’s usually a lack of resistance due to wearing almost all mf gear.

Thanks for the necromancer help guys! I definitely needed some pointer because I’m mainly a melee player - as the sorceress I quit halfway through Act 1 because I kept going up to monsters and smacking them with my stick. I might party up with my boyfriend to ease some of the pressure - he’s interested in making a Werewolf Druid.

So once again, thanks!

Oh, some more necro-advice. Personally, I really don’t care for skelly-mages. They don’t do damage, and if you want a wall, put up a wall. Points you may have allotted to mages you may want to put into Corpse Explosion for a bigger radius. You’d be amazed at the range you can get on that.

Kaybe, you and your friend might enjoy playing online with the lot of us…we got extra gear, we are very helpful with quests, waypoints, getting through the tough bosses, etc.

Here is our list of account names. If you like the idea of playing online, then add your account names to this thread.

My Zon has 15 skill points saved up so far, and I don’t know what to use them on. She has already maxed Freezing Arrow and Cold Arrow, and I have around 1-2 points in all the passives, exept penetrate with around 10, and Valk wich is up to 18 with +skills. I was thinking about putting something in the Jav tree so I could have a back up attack besides Strafe for CI. But I don’t know anything about making a jav zon.

So, what do y’all suggest I put the points into?

Do you have 100% pierce? If not, why not?

Decoy gives hidden passive bonuses to Valkyrie.

Failing that, put lots of points in Guided Arrow or max Strafe. The only creatures that could cause you bother are CIPIs, and you can get around them by using a weapon with a powerful fire attack. Jav skills, however, would be wasting your time now.