Diablo 2 raise skeleton damage hotbar vs tree numbers
In Nightmare (technically starting in Normal Act 5 I think) you can start finding 4 socket Polearms and get an act 2 mercenary with Insight to help your mana out, until then it's not really recommended to start looking at this skill outside of dispatching some particularly physical-resistant bosses. This is only really effective (and BOY is it effective) if you spend points in the skill, and also bring very good mana sources to feed this thirsty skill. Covering the screen with Amp Damage and then detonating the first corpse your skeleton minions generates can very quickly cause a cascade of corpses and ensuing corpse explosions, deleting everything on the screen. In all my time playing D2 I've only had one instance of an "unbreakable" boss monster that I had to skip as a necromancer (well tbf I could have gone and gathered some elemental Revives to do the job but was too lazy)īut the main attraction of Corpse Explosion is when used against hordes of monsters. If that's not enough and it's also fire immune, the elemental Lower Resist curse might provide an alternative path. Necromancers also have the best single-resist debuff in the game, Amplify Damage, which decreases physical resist by 100% and can break even a 119% physical resist immune monster. The notable thing here is the fire/physical damage split which already makes it pretty excellent in Hell (you won't come across a whole lot of fire AND physical immune monsters). Skilling it up will increase its AoE radius and its mana cost. Rest in your choice of Amp Damage, Raise Skeleton Mages, or Clay Golem depending on what you're doing.Ĭorpse Explosion deals 70-120% of the targeted Corpse' HP as 50/50 Fire/Physical damage. 1 point in every summon (as soon as available), Amplify -> Decrepify line (as soon as possible), then every other curse (why not), and bone armor (why not) 10-15 points in Dim Vision (skill up in Hell) 20 points in Corpse Explosion (max in Nightmare) 20 points in Raise Skeleton (max in Normal) 20 points in Skeleton Mastery (start in Normal -> max in Nightmare)
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My build for sauntering through Normal/Nightmare/Hell like a champ with Act1 Normal gear is as follows: The Summonmancer can also farm virtually any ilvl85 area in Hell with Normal gear, although never as quickly as some more specialized and properly geared classes, but usually quicker/more painlessly than other classes BEFORE they get their good farming gear. The Summonmancer, built right, can potentially get through Hell and kill Baal with gear they found in Act 1 of Normal. Although most classes can get to Hell without much issue, it's that last trip through Hell to get that final Baal kill that roadblocks most classes and forces them to gear farm, and even that can be very painful. The Summonmancer built right is the epitome of minimalism. This will leave you with a lot of skill points to spend on a few options, but the build is essentially complete once you get here. Bone Tree and other Curse Tree skills are optional. The Summonmancer build is pretty simple: 20 points in Raise Skeleton, 20 points in Skeleton Mastery, 1 point in Amplify Damage and Decrepify (and prereqs to get to Decripify), then 1 point in every other summon skill.
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The Summonmancer is a necromancer that focuses on having a menagerie of skeletons to deal damage and also help tank damage from all the nasties you'll encounter.