Do added damage charm work for necro?

  1. Do added damage charms like +8-15 cold/hot/fire damage work for necros? or are they physical damage only?

  2. Do they stack? like what if I have five 2-8 damage charms in my inventory?

  3. Will my summons get that damage bonus too?

1 Like

Charms with elemental damage only work for physical melee or ranged (bow/xbow/throwable weapon) attacks. They do not work with spells or minions.

1 Like

Question: do you slap them with your wand?

Normal attack

  1. Charms do add cold/fire/lightning/poison dmg for necros. The dmg however only gets applied to melee attacks or ranged attacks. None of the necromancer’s skills will benefit from these since none of them are attacks. The only way to get any benefit as a necro is to use a normal attack or a throw.
  2. Charms do stack. But see 1
  3. No. Summons do not get the bonuses.
2 Likes

hey OP could be poison dagger necro ^^

2 Likes

It was a legitimate question because you don’t see much D2 literature that clarifies that damage charms don’t add to spell damage and only to melee attacks. The character chart won’t show damage charms raising skill damage but it doesn’t show many things.

1 Like

i was hoping they did too. Just came here to look it up. That would be so amazing if you could have a skeleton army with a bag full of ele charms. The scaling on that would be absolutely insane! LOL

I would like it if the Necro’s caster minions, including the Fire Golem, would cast faster with a Charm minion + the spell damage of all elements would be increased by xx% for these minions. So that you can also play with a pure caster build and the last skill in the servant tree of the fire golem wouldn’t be a loser.

The fire golem should also get its own spell, like firestorm like the druid, which it casts every 2 seconds, or fire fists like the assa.

Even nicer would be the spell + effect like from Diablo 1 Apocalypse :slight_smile: That looked like something. I somehow miss it.

In any case, I would welcome an improvement of the caster skeletons and the fire golem to have an alternative.

The servant druid is also a bit lame because he basically can’t cast spells. A tendril should simply be exchanged for an area spell and be good for something. Poison effect would be a good idea via the first tendril as an AE effect that you recast every 2 seconds and which then spreads poison clouds over this tendril and does a lot of damage or something.

I am experimenting with a fire enchant Necro lately. This is the only way to make your skeleton warriors do elemental damage. It’s built around an act 3 enchant merc with 6 Facet Crystal Sword, eth Monarch Spirit and Flickering Flame. I am missing an Enchant Ormus, so it’s a Viperskin instead.

Necro is using a self-wield Infinity to fight and Leoric/Boneflame on swap to summon minions. Other gear: Flickering Flame, Enigma, 2x SoJ, Arach, 2/20 Amulet, Magefist, Marrowwalk, 6x Summon Skillers, Flame Rift.

Skills are maxed Fire Golem, maxed Skeletons/Mastery and maxed CE. Remaining points to LR.

The build is very expensive and… kinda working. It’s a lot of fun to revive a dozen wisps and let monsters melt in the thunderstorm. But it is no A-tier build. Fire immunes are a problem, especially in high player games. Best use in those games is curse LR to help fellow sorcs/javas and spam CE.

Bottom line: classic Fishymancer is more powerful since the Amplify Damage route is much more effective than the Lower Resist one and gets support by a bunch of damage improving auras. But the fire necro is an alternative for players who want a different style and stick to solo games.

Yeah they work with Buriza crossbow Necro build, max skill Dim Vision is super OP and same with fully synergized Bone Armor gives you 1000 effective physical HP that can be recast anytime for basically nothing. Just make sure to use Angelic rings/ammy and ideally get a visionary mod on rare circlet but a Stealskull works well until then