Experimental builds

This game is quite old, and all of the optimal builds for every class were figured out long ago. I get that.

The thing is I tend to be a theory-crafter in most games, looking at available skills and experimentally fitting them together in ways that aren’t lifted straight from the cookie-cutter guides just because it might be interesting and/or fun.

For example, I’m currently toying with a cursing golemancer. Will he be viable anywhere, at any difficulty? I don’t know yet, but I mean to find out. Will he be able to speed clear [insert map here]? Almost certainly not. Will he be fun to play? That’s the whole point.

Anyone else playing off-the-beaten-path builds, trying out neglected skills or weird combinations, just because you can?

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You’d be surprised how much optimization there still is going on right now. Speed runners and PVP characters don’t have much overlap and both are relatively small communities. Outside of that it’s most Grail stuff which means optimizing MF. There’s always been small bits of weird builds being tried, but it’s never been as big a focus as it is right now.

As for your build, a strong Iron Golem can basically solo the game with Curse support. It’ll be slow going mostly and you may need to invest in a tele staff in case things get scary, but it’ll basically be doable. I don’t know about higher difficulties, his damage output vs his survivability are things you’ll have to factor in when choosing the item (or trying to have multiple cheap items so you can adjust on the fly), but with enough patience you should be able to get through the game.

The Curse tree is very powerful in terms of keeping you mostly safe, it’s just very limited in the case of helping you kill things. Golems can be solid at killing things 1 at a time, but killing groups will be slow going. Both the Iron Golem and Fire Golem have ways of dealing damage to crowds, but it’s not high damage.

Good luck on your adventures, and be sure to keep us updated! :slight_smile:

I do like the underpowered builds, they make you get to know the character better and get better overall with things.

I’ve know people who played a cursing necy, investing in curses and CE. It was a great guy to have around, he really understood crowd control and had very effective curses. With curses alone you can take out make trash mobs, but you end up having nothing to really kill the bosses. On a quick side you attract targets, IM the others ‘to soften them up’ although if you actually got IM pretty high it theoretically would do enough damage reflect to work well in Hell. Once you get a body CE until things go away. I would put 1 pt in revives so you can get some meat shields going.

Golemancers have been shown to be awful. Even fully maxed the most damage is about 1K at lvl 37 with LR on. They really could use some love.

My personal favorite is my PDagger melee build. I restrict it: Rouge merc and no CE. I rely a lot on Dim/Attract to keep things busy while I slip in and dagger things.

On a really funny low level thing, at lvl 12 I got IM and found I can just stand in a group attacking me, IM them and spam bone armor. They beat themselves to death on the bone armor. This worked at low levels as a funny way to get ‘quick’ kills at that point.

Does the fire facet increase the fire golem’s damage?

no, facets don’t effect summons. This is the same as Trapper’s Traps. Facets don’t help with those either.

Not necessarily experimental, but I tried to push a Gold Find build to the max a year ago and it was glorious. I think I had a 6so sword with 6 lems in it as well as all the best GF items. Hell Trav would drop absolutely ridiculous amounts I had to offload the gold often because I’d bust the cap on my character.

I’m going to do it again because I’m a gambling addict and how easy it is to mule gold now. I’m at 800% atm and mobs on average drop 3 to 4,000 gold each, champions 20-40k and trav can go higher too.

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For any IG use it will definitely be the second option, “x of vileness” tends to be my general-purpose mod for IG’s. Summons should be expendable, so I see no reason to risk the loss of something difficult/expensive to replace if the golem gets flattened (or if it just randomly despawns).

I’ve kind of made a rule for this guy that anything from the “peripheral” skills must be sourced from skill-grant items, instead of spending hard points on them. Since dropping 1 point in Revive technically costs 3 hard points total, the cost-benefit says that’s an item skill. My other necros have plenty of spare gear (including a +3 P/B wand with +2 Revive on it), so equipping this guy shouldn’t be too much of a problem.

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You can also use decent armors, I always found iron golems tend to get clapped when you use a wep, might be different with maxed mastery idk.

You can solo all act bosses (normal) naked with IM spamming clay golem.

The LoD era golems aren’t really any good for dmg anymore, IG manages but most of his dmg done will be from Thorns. FG well he’s fire, no bueno for immunes. BG was nerfed to the ground.

My take on golem: Clay is bae. Cheap to make, he slows, and like all golems mobs instantly go for him. I use it as a weapon, I always pre-cast a clay golem well in front of me so all the mobs you can’t see are drawn to it. The last worthy breakpoints to hit is 30% speed for golem mastery, and 60% slow for the clay boi.

Yep, other golems will get 1 point just to have them available (FG has its uses in the A5 ice caves for example), but my muddy buddy is going to be the golem in use the majority of the time. BG will only be scheduled for use on the 12th of Never.

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You may try Classic 1.0 version - BG + IM was immortal combo :slight_smile: .

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So far (Lv41, just got him to NM) this oddball build is turning out to be a lot of fun. As long as I have a few +skill items in the mix there doesn’t really seem to be a need to get too crazy on gear; if anything it leans toward melee gear. The best stuff he’s got on currently is a Spirit broadsword (with a massive 7-15 dmg stat lol), Wormskull and Magefists with an Insight poleaxe on swap. There are a few +1 nec items and a dead-common Rattlecage, and that’s pretty much it.

My merc is a Barbie with Skin of the Flayed one (regen, lifesteal), a King’s Grace (Amn+Ral+Thul) eth greatsword and a random rare grand crown. The Rogue was out because I don’t want her Inner Sight overriding my curses, and I’m frankly tired of always using the A2 guy. His auras don’t really benefit this build’s skills and his usefulness in melee is shaky at best. The only advantage to the Iron Wolves is they can equip one more item than other mercs, but they’re otherwise mostly useless. The Barbie tank seems to be a pretty solid option for this build.

The main skills are pick-a-golem (currently an IG made from a Malice that someone discarded in a public game), CE of course, and the main curses in use are Attract, Confuse, Decrep and IM. I put Attract on a few enemies in various spots throughout a mob, then drop Confuse over basically half the screen and laugh at the ensuing chaos as they all turn on each other. My golem and Barbie can wade into the mix without getting targeted too much and before long I’ve got CE ammo, and well, you know the rest. It’s f’n hilarious. :rofl:

Single targets are a bigger challenge (the Ancients were really tough), but for them a mix of Decrep, Life Tap and IM as needed while Barbie, golem and I all wade into melee (I swap to Insight for melee and keep the curses flowing). It’s slow slow slow, but it can be done.

We’ll see how he fares in NM, but so far he’s not having too hard a time. Definitely a fun build to play, even if he doesn’t get much farther than he is now.

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You may wanna consider Ribby for weapon (or for more fun Passion and go zealot :slight_smile: ) For IG decent cheap weapons are Black, Steel, Edge. Also wouldnt be Attract + Amp be better than Attract + Confuse?

You would think so, but Amp gets only limited use right on top of Barbie and the golem. Confuse not only turns them all against each other (where Attract has a more limited range so it may not pull them all in), it keeps them distracted and in place enough to largely ignore me and mine until it’s too late.

The entire map can be tearing itself apart, and I just walk thru largely unscathed because the critters are otherwise occupied. :stuck_out_tongue_closed_eyes:

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if your in normal attract + IM should still be ripping through things.

Nice to hear how it’s going!

This is why we love necro, so many options

See it in action: youtu . be / PInUD6Sn6eE

I’m sure somebody out there tried something similar to anything I can think of at some point, but there’s plenty of things left to experiment with. Some general necro tips to give ideas:

Most necro builds need only worry about resists and + skills. Only bone-focused need FCR. Only wacky fringe melee builds need worry about anything else.

1 skeleton Mastery, 20 skeletons is pretty damned good by itself. You’ll want more mastery to kill fast with skeletons but for hybrid builds, that’s a lot of bouncers that will kill mobs with enough + skills and amp damage. 40 in skeletons leaves a perfectly powerful source of physical damage with tons of room for hybridization. Add 3 to both for Summon Resists though. That’s important.

Mages need max mastery and max core skill to do decent damage (both skills matter - in-game doesn’t document this well). Poison mages are redundant when firing on the same target so trim when like half your mages are poison. Mages are a big help in Hell where the variety comes in handy, but they also kill pretty fast when you can focus fire by repositioning with Enigma’s teleport.

1-hit wonders: Every curse, CG/GM, corpse explode, Bone Armor (even if all it’s good for is negating that first melee hit as you run)

Consider item sources for higher level curses - few builds need/use all or even half of the curses. Sometimes an item source of a curse can save you a bunch of prereqs.

Crowd control curses - Of confuse, Dim Vision, and Attract, I like attract the best with some + skills, even though it doesn’t have as much reach (you can recast on more than one enemy). DV doesn’t affect all monster types. Confuse gives less control over where they go (but does have a big radius). Terror is great for avoiding enemies altogether or clearing tougher enemies of supporting mobs.

Amp damage is huge if you’re dealing physical damage in any form (or are in a group that is). It’s the only thing that can break physical immunes. Lower Resist is similar for elemental but Paladins can also break immunes with conviction.

Decrepify, clay golem and ice aura merc or mages (aura is stronger at slow) render bosses near-completely helpless. Only half the -res of amp damage but always use this on bosses that are a threat. CG can be replaced with strong slow weapons like Kelpie Snare on a merc.

% to cast on strike skills get boosted by synergies. I have my eye on a Bone RW armor, Bonehew, with skeletons melee build once I get some better overall gear together.

Corpse Explode is the most powerful 1-pointer in the game and it does half fire/half physical. Try LR instead of amp damage on enemies that are physical immunes. Conventional thinking is to only give it 1 point and let skillers boost the radius but a truly huge radius on CE is no joke in big open areas with large groups of mobs.

Bone is pure magic damage. Very few immunes.

Thorns auras and iron maiden curse are largely considered not great in Hell because as difficulty increases the bigger the gap becomes between enemy damage output and their total hitpoints. Where players gain a metric-butt-ton of damage output and a little bit more HP over time, monsters gain a bit more damage and a metric butt-ton of HP and much higher resists all around for the most part. So even super high damage returns end up not being as good as stripping resists and boosting you vs monster damage.

Fully synergized poison nova with Death’s Web (very expensive unique) and 3-piece Trang’s -res/+25% damage (see also Bramble rw for potentially a ton more bonus damage) is one of the more obscenely deadly mass damage attacks in the game and it doesn’t even require FCR (repeat poison only resets the counter). With only 60 poison skills total, it leaves a lot of room for hybrid experiments.

Finally, check out all items with sources of paladin auras (mostly rune words). Pride on a might merc is a big damage boost to melee minions.

I plan to make my summon Necro a trip element Necro via my Merc if I ever get rich enough to afford it…
Dream
Dragon
Doom

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I’m actually playing one of those multi-curse partly melee builds now, and it’s plenty of fun. Just got him to Hell, so we’ll see just how close to the wacky fringe I need to actually take him. :stuck_out_tongue_closed_eyes: