top of page

Sarah C Yoga Group

Public·43 members
Anthony Nguyen
Anthony Nguyen

Necromancer Build Torchlight 2 [2021]

The necromancer blends minions and poison based death magic for a very unique and familiar sense of gameplay! Heralded as the true successor to Diablo 2's Necromancer class you will find many many different ways to dissolve, destroy and dominate the enemies within SynergiesMOD.The Necromancer specializes in Horde Minions!Each horde spell casts multiple minions of its type from Skeletons, to Zombies, to Death Dolls and Spores these monsters are ready to take on the masses of enemies within SynergiesMOD and lay down their undead lives for your betterment!

Necromancer Build Torchlight 2

Download Zip:

And last but not least no necromancer would be finished without minions that are raised from the corpses of their enemies, replicating themselves endlessly upon enemies corpses, and so Reanimation brings forth its own horde of Fiends to the class.

Even with so many choices minions only make up a portion of the necromancer! You can build a very competent magic slinging Necro with Bone Needles, or Bone Spikes and Skull Barrage! If melee fighting is your thing the class can also be built around the Infectious Touch melee skill making your Necromancer a deadly bringer of death in its own right!

No Necromancer would be complete without its ghoulish utility spells... Bone Armor helps you survive even the hardest hits, while Siphon Life drains life from enemies around you, and Spreading the plague creates an aura of poison that follows your necromancer. And who could miss out on SoulShatter, a banshee summoning scream that terrifies enemies around you!

Of course there is more to the necromancer then even minions, castable damage spells, and pure utilities... ground effect AoE spells like Pestilence and Toxic Hex, Minion buffs like Enrage and Bolster the undead, and pure poison built buffs like Bubonic burst give so many build options you will find it hard to decide which is the play style that best fits your needs!

One thing I will note is the Spirit value is not necessary, I was messing around to see how this affected DPS, which is somewhat significant but I think the base health of this build is too low to not main Physique. Changing from 1000 Spirit to 700 and pumping it into Phys drops DPS by about 2000.

But this build is probably one of the most powerful in the game and with the right gear (if you can get the Iceskorn Talons there is the potential for multiple consecutive Bone Harvests) you will find yourself destroying pretty much everything with the magic hat-trick.

As per usual with PD2 Builds, you want to get as many Skill levels (Necromancer/Poison and Bone Skills in this case) as possible to increase the build's overall power level. Resistances are also important, but they should never come before the offensive power. A faster cast rate is nice to have (the higher the breakpoint, you can achieve, the better - 56 FHR and 75 FCR breakpoints are rather easy to achieve and you should aim, at least, for them). Defensive stats, like faster hit recovery and life leech/life on each kill, are a nice addition but you should not choose gear for them specifically.

Mara's Kaleidoscope - This is one of the best Amulets in PD2 overall and it fits most of the builds, which makes it a good investment. It provides a great combination of offensive (+2 to all skills) and defensive (+20-30 to all resistances) properties.

Bramble (Runeword) - A definite top choice for the build (the trade-off is, you won't benefit from the full Trang's set). This armor gives us an insane Poison Damage Boost, some good resistances, and a quite good mana regen increase. Without Bramble, your Damage output won't be anywhere near as high as it could be.

Trang-Oul's Claws (Heavy Bracers) - These gloves offer an amazing faster cast rate boost (for gloves, that is). However, the best thing about them is a respectable bonus to Poison Skill Damage - up to 15%. Bonus to Curses is not important for this build but can come in handy if you decide to invest a few points into the tree.

Arachnid Mesh (Spiderweb Sash) - Definitely a Best in Slot Belt for this build. Arachnid Mesh gives +1 to all Skills in addition to increasing your Cast Rate. This belt is a must-have in a wide range of caster builds, so purchasing it is a good investment.

The Summonmancer (a.k.a. Zookeeper, Overlord, Skelemancer, Skeletor, Lord of Mages, Summoner) is a build for the Necromancer that relies on a large number of minions to overwhelm and deal damage to enemies. The role of the player in this build is to support his army by inflicting enemies with curses, replacing fallen minions and by casting Corpse Explosion. When partying with other players, the Summonmancer enhances their strengths by casting appropriate curses on enemies and distracting foes with his minions.

The Summonmancer build is quite effective thanks to the synergies added in Patch 1.10. Prior to this patch, maxed out skeletons were weak. The Summonmancer frequently relied on revive monster skill because the monster's life scaled with the amount of players in the map. If there were eight players, the summoned monster's life would be eight times greater.

The Summonmancer had certain complimentary skills. This build can generally get away with no energy, so points will go towards enough strength to use equipment, enough dexterity to use Homunculus for max block (roughly 193), with all remaining points spent on vitality. Even though the Iron Maiden curse might seem good for this build, it will not make his minions last long. In Hell mode Act V, the minions die from enemies, so skeleton mastery and items that give +skill are needed to keep them alive. Decrepify is a great curse for a summoning necromancer when fighting Act bosses because it decreases the boss' damage output by slowing them down and in some cases, allow their attacks to be interrupted. Using a good blocking shield with high dexterity is recommended - the percentage-based block chance scales naturally, unlike skills such as Bone Armor.

WELLINGTON, NZ. On many films, directors build in a certain amount of time to do pick-ups after production is completed, a few weeks to return come back and lock down a few shots or even a few scenes that either didn't go perfectly originally or that they realized were integral to telling the story. 350c69d7ab


Welcome to the group! You can connect with other members, ge...


Group Page: Groups_SingleGroup
bottom of page