So, I was in a public game a few days ago and I was playing my summon necro for ladder this season. It’s one of three builds I have been playing this time. I had a mixed party of several players drop in and out as I did pretty close to a game cleaning run with the build. I got some interesting comments and one of the players I was with mentioned a topic on the forums here about running this sort of a build. I took a read over it and after some thought I decided I would add my summoner build to the board but in the necromancer section rather than dropping it on as a reply to that long of a thread.
This build is a typical zoomancer type summon build. However, it was well liked by a lot of the players in my party since I wasn’t just killing everything immediately with copse explosion and it gave them a chance to do their share of the fighting. My kill speed and setup are slower than a corpse explosion focused summoner. However, I have better survivability and I slot very well into any group that I join if they want to do a more open ended game run. I can support any playstyle and I just wanted to offer it as an alternative to the typical Enigma teleport happy Corpse explosion summoner for those who wanted something different. After some positive feedback from my group I decided to post it here. I would welcome some feedback and I am always looking for ways to improve any setup.
The Build:
Stats:
Strength: 118
Vitaltiy: Everything Else
Skills:
Poison and Bone:
Bone Armor: 1
Curses:
Amp Damage: 1
Iron Maiden: 1
Life Tap: 1
Summoning:
Skeletons: 20
Skeleton Mastery: 20
Clay Golem: 1
Golem Mastery: 20
Summon Resist: 1
Blood Golem: 1
Iron Golem: 1
Skeleton Mages: 20
Revives: All remaining Points
My Current Gear:
Helm: Circlet +3 summoning skills, 30 faster RW, socketd Ral Rune
Amulet: +3 summon Skills, Teleport charges
Armor: Trang Guls Scales, Socketed Um Rune
Weapon: Arm of King Liorc
Sheild: Bone Flame +3 necrco Skills, +29 all res, Socketed Per Diamond
Swap Weapon: Hex Fire Shamshere
Swap Sheild: Sigon’s Shield
Gloves: Trangs Claws
Rings: +120 mana, 24 to life: 14 Fire res, +82 mana
Belt: Trangs Girth
Boots: Marrowalks +2 skeleton mastery
Inventory: Torch 14/15, Anni 14/19,
+1 summon skill grand charms x 3
Small Charms +54 life, 24 mana, 2 cold res (mixed)
This leaves me my two tomes, 16 open boxes and my cube empty.
Merc: Act 2 Might
Helm: Cure
Armor: Bramble
Weapon: Infinity scythe
So, looking at my gear it’s not exatly budget. However it’s mid tier in price aside from the merc. But the way this build exicutes, you have some flexibility as you work your way up the food chain. If I had infinite resourse I would probably swap my rings out for 2 SOJ’s and get better summon grand charms. But, the rest of this I am pretty content with. You could buy everything I am currently wearing for about a Lo rune if you chopped it up and did a little farming. That is aside from the Infinity and Bramble on the merc. I bought them for Ber rune and a Lo rune respectively on Traderie. There is a reason, I am using a scythe with piss poor roles and a bramble with 27% increased poison damage. The way this build works we want the conviction and thorns auras and the rest doesn’t really matter all that much. Obviously an Eth mancather infinity and a really good eth bramble with a 21 thorns arua would be ideal. I am sure the people who sold me these bottom rolls were happy to cut their losses.
Playing the Build:
So, nothing overly complicated about playing this summoning build. I head out into the field. Let my golem and Merc kill a few enemies and get my skeletons going. I have 16 skeletons all dealing a base damage of 680 physical. After that I get the 15 skeleton mages going, then pile on the revives and refresh any skeletons that die. I think I have a top count of 28 revives at my current level. Once I get my army going I let them walk with me and slaughter everything that moves. Nothing overly complicated. I do have teleport charges on my amulet if I need to cross a troublesome piece of turrain or telestop an act boss. But for the most part I just walk.
Other than summoning or ocasionally teleporting I pretty much just cast amp damage on everything that moves. This boosts the physical damage of my skeletons, golems and revies and pairs very nicely with the merc’s might aura. Amp damage also let’s the thorns aura from bramble deal a nice additional amount physical damage as well. After all at peak I am fielding around 50 to 60 bodies at a time. The Conviction Aura off the infinity helps my mages deal a little more damage. However, it’s mostly there to gut the def stat of the monsters to allow the physical units to hit more often.
Why Skeleton Mages:
I know skeleton mages are viewed a waste of points by some players that could be put to better use on something like 20 hard poins in CE. However, while their attack damage is not great, they have just as much health as a melee skeleton and they deal just as much thorns damage as one. This also gives me an extra 15 bodies that are not on a 3 minute experation date like the revives. This helps to spread out enemy attacks and keep them off my the merc, the golem and myself.
The Gear:
So, I know a lot of players go with the idea if you are not running Enigma you are doing something wrong. However, the 3 pieces of Trang’s give me the same +2 skills as enigma (summoning at least). Likewise they have a nice mix of resistances and I can add an Um rune to the armor vs the no resistances on Enigma. This means I can get an extra +2 skills from my +3 summoning amulet and circlet withouth having to rely on something like a +2 circlet or Mara’s to meet my resistance needs and I still have teleport charges on the amulet for when I do need it. Also this build has 120% faster run walk. So, mobility is less of a problem.
Last, the 3 pieces of Trang’s set give me level 13 firewall or level 17 with the hexfire shamshir and sigons shield on swap. I don’t have enough strength for spirit. It’s low damage, but I can use it to help get my merc and golem get my inital skeletons or deal some extra AoE damage if I have nothing better to do.
My Golem:
So, the last piece of this build is my Golem. There are several different strategies about what golem a summoner should run and how much they should invest in it. I am running an iron golem with 1 hard point in it and 20 points in golem mastery. I have seen several different ideas about what people think they should make theirs out if. Mine is an Insight made from a colosal voulge. For those of you who don’t know how an iron golem works, basically it has the base stats listed in the description window. Plus, it get’s equipped with whatever you make it out of.
Colosal Voulges are a common drop and since they max at 4 sockets they have a 50/50 chance to get 4 if you roll them in the cube with a perfect amethist, ral and amn rune. Ral, Tir, Tal, Sol is cheap and it makes a decent golem you can replace if it dies. On average you are looking at around 100 to 500 base physical damage. Mulitiply that by the mercs might aura and you are up to 1800 physical on the high end. Add my amp damage and we are at 3600 with a 40 to 50% chance to do double damage. So, the golem dishes about about 1500 to 7200 per hit on average.
In addition to that it has a pretty high hit chance thanks to the merc’s conviction gutting the enemy def stat and it has thorns damage too. Not to mention the level 12 to 17 meditation aura on top if. Plus with 20 hard points in golem mastery it has 8,800 heath. Finally, if my golem starts taking a beating I just swap from amp damage to life tap for my curse and it can heal itself through leeching. Same thing goes for my merc, or I can feed him potions as needed.
What makes the Build Work:
This take on the summon necromancer is more about survivability over pure clear speed. Normally, once I get going I am fielding 50 to 60 bodies at a time. That means I normally outnumber the enemies 2 or 3 to 1. This keeps myself, the golem and merc from being singled out as a target and keeps them safe enough. This build slots well into any party that has a little patience. If you’re a caster my army provides a you a safe place to launch your spells from without having to expose you to enemy attacks. Plus, I have infinity to boost elemental attacks as well. If you’re a physical characer I have infinity to solve AR problems, and I am stacking might and amp damage on top of anything else you have yourself.
Likewise, if I enter a bigger party with several elemental casters. Sometimes, I will gimp myself a little swapping the arm of king leoric for a random wand with other curses, like +3 to lower resist. If we have a lighting javazon or a well built sorceress. I am ok, just being the walking debuff machine providing the mobile safe space. After all, I don’t have to do all the killing. It’s a fun build that’s a different take on the summon necromancer if you have a little more patience and want to try something different.