Revive monster diversification is lacking.ġ.5- Only the Iron Golem or Clay Golem are viable choices.ġ.6- Skeletal Mages deal near to no damage. The current problems of the summon necromancer are as follows:ġ.1- Relies on Enigma or Teleport charged staves/amulets for repositioning the army.ġ.2.- Relies too much on merc damage, the army damage only becomes essential after obtaining “Beast” runeword.ġ.3- Revive duration is not ideal to play a maximum sized army build.ġ.4- Requires Urdars (mauler type monsters) for their innate Crushing Blow to efficiently kill bosses / ubers. A crushing blow mercenary also synergizes well with this build, since it can kill bosses very quickly, including ubers. The build also does very well against bosses compared to Bonemancers and Poisonmancers, purely because of physical minion damage synergies with Amplify Damage Curse (Amp Damage). General Definition: The summon necromancer aka skelemancer is a great build which excels in getting that first kill and destroying its enemies with corpse explosion. You do not have to agree with me, just keep the conversation civil. I would like to kindly remind everyone that this is my personal opinion based on my observation and experience. I am writing this post to hopefully redirect the attention of the Devs to where it is needed and perhaps create a much more enjoyable Necromancer gameplay experience. The Necromancer did not see much love (other than indirectly buffing Bonemancer in PvP) whereas new builds emerged for the Paladin (V/T and FoH), Sorceress and other classes. This will be a long and detailed post because I will cover all three specs. Hey everyone, I am writing this post to express my personal opinion about the patch 2.4 Necromancer and how it can be modified for the future patches.
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