![]() ![]() You can do it, and it’ll work, but you’ll progress much faster with the suggested Bonemancer build, which you can respec into a Summonmancer when you reach Lv35~. Both of these skills are available at Lv1, and while it might seem like the start of good “Beginner Build”, the amount of points both these skills take to be effective are rather prohibitive at lower levels. Skeletons are vital part of your offense and defense defense because they’ll distract enemies, and enemies attacking your skeletons aren’t attacking you, and offensively because… well, they’re not summoned with swords for no reason. Two core Summonmancer skills aren’t surprising in the least - you’ll want to max Raise Skeleton and Skeleton Mastery. On the other hand, the Summonmancer doesn’t really need gear to get started, although they benefit immensely from +Skill items. This isn’t terribly ideal for new players looking to farm a bunch of mid-tier gear as quickly as possible, but that’s what the Sorceress is for - Meteorb or Blizzard, as you prefer. The Summonmancer is about volume farming, not speed farming, as once they’ve got their horde up… well, they might as well use it. You can also do runs on Pindleskin, Eldritch and Shenk - no reason not to, since they’re easy to reach and quicker to kill than bosses. These include the Mausoleum, The Pit, the Ancient Tunnels and the Chaos Sanctuary, but the Summonmancer is also capable of clearing The Secret Cow Level fairly quickly. Since the Summonmancer is a somewhat slow bosser, your target should be aLv85 areas. Once you’ve got your little army, however, you can start plundering freely. Every new game you’ll need to lead your mercenary out, let him get a few kills and use the corpses he creates to summon your horde of skeletons. Keeping your mercenary alive is also easier with the Summonmancer, as your foes have a lot of other targets to choose from. Give him an Insight runeword polearm (Ral + Tir + Tal + Sol) and the mercenary will not only have a deadly powerful weapon, but one that’ll also bestow him - and by extension, you - the Meditation aura, which will make Mana a non-factor. Hire an Act 2 Offensive mercenary in Nightmare difficulty and he’ll come with a Might aura, which will increase the physical damage your skeletons do - already a huge boon. This will be the responsibility of your mercenary, who is more important to this build than perhaps any other (and they’re generally fairly important). Unfortunately the Summonmancer needs corpses to raise his skeletal army, and this means killing enemies fresh every game. One of the biggest downsides of the Summon Necromancer is his lack of innate offense - you’ll need to rely on a mercenary or golem to furnish the corpses required to build your army. Formerly physical immune monsters will still slow you down, but they’re not unkillable. ![]() While the Summonmancer almost exclusively deals physical damage, you can strip most physical immunes of their protection with Amplify Damage, as this skill achieves its promise to amplify “damage taken” by 100% by reducing an enemy’s physical resistance by -100%. As long as you have enough Vitality and resistances to avoid AoEs, you should rarely die. Having a dozen or so skeletons, a golem and a mercenary running around makes it very easy to avoid getting attacked. This is mostly due to two factors: your minions and Amplify Damage. While the Summonmancer isn’t the fastest killer, and is a generally mediocre bosser overall, few other characters can kill as effectively in as many different areas with nearly as much ease as the Summonmancer. No way to deal any meaningful amount of direct damage without corpses. No innate mobility skills - really wants Enigma to reposition minions. Needs a lot of +Skills gear or 60~ levels before the build is running smoothly. Takes some effort to kill the first few foes and raise a horde. ![]()
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