How is Necro this season?
Necro is the only character i ever bought a transmog skin for, and i am so sick and tired of these ugly looking other classes.
I played WW Barb and Sorc, basically flying through the torment tiers, but how is Necro doing?
Necro is the only character i ever bought a transmog skin for, and i am so sick and tired of these ugly looking other classes.
I played WW Barb and Sorc, basically flying through the torment tiers, but how is Necro doing?
I've been playing Shadow Minions since season launch, and while I wouldn't saying I'm blitzing through T12, I'm at least power-walking. At this point, my biggest hopes are a lucky Gem Strength roll on a 2H, which is fine, but I can't help but feel like minion Necro lost out a bit this season, especially to minion Barbs and Druids. The biggest loser for the minion builds is undoubtedly The Undercrown, which feels like an AotD item more than anything else. In fact, it made me realize what we actually lost with this new patch...
Necromancers no longer gain %[x] damage per minion.
Most of the Kalan's Edict passive went to Pact of Bone, which I do appreciate, since Ring of Mendeln felt clunky and inconsistent. But losing that scaling-per-minion damage modifier hurts in a way I don't think the devs were expecting. I think bringing it back in some capacity would tangentially fix Undercrown by providing a hidden stat buff to it's existing passive. So, how do we fix it? Right now, I have two ideas...
1. Give Necromancers the "Shepard's Aspect."
Right now, Druid's top out at 25 companions (9 ravens, 7 wolves, 5 creepers, and 4 bears) for a 650%[x] buff. Necromancers can currently top out at 26 (9 warriors, 5 mages, 3 golems, 8 from undercrown, and 1 from gloves) for a 676%[x] buff, but realistically will float between 22-24, depending on the build, for 572-624%[x]. I realize necro minions have higher base damage numbers than druid companions, but - assuming druid is also getting additional numbers from Spirit Wolves (which IIRC are coded as companions) - it should balance out, relegating Reanimation and Hellbent Commander to jewelry slots.
2. Rework the Rathma's Waking Touch 5pc bonus.
I would argue this is an even simpler fix: Change the wording of the 5pc set bonus to "Your Summon skills deal 450%[x] increased damage." This keeps the AotD functionality while enabling more passive minion playstyles. Now you can build any minion playstyle you want - Shadow, Blood, Bone...hell, make Thorns minions if it makes you happy! It's a cleaner fix, and it automatically negates breaking other minion classes since it's a necro-exclusive set. Plus, if it turns out the damage is still underwhelming, you can always boost the numbers later.
I think either of these fixes would be fine, since they both fix Undercrown by proxy, but I'm interested to hear what y'all think!
Guys, this isn’t the first time I’ve tried running an A+ tier Necro build from Maxroll, and it’s also not the first time I’ve run into the same issue - it just can’t handle the same difficulty level that I clear with my own scuffed-ass build.
Can someone tell me pls, are the builds on Maxroll bait/broken, or is this just a skill issue and my hands are growing out of my ass?
Trying to farm a better Deathgrip for my necro by killing grigoire on t12 but I keep running out of these keys.
Any tips?
Fighting him on T12 is madness—your health is either at 100% or down to 1 HP. Heck, even when nothing is hitting you, your health still randomly drains with that green poison effect.
The only things keeping me alive are spamming health potions, Blood Mist, Endurant Faith, and Teleporting Reap. My gear is decent—Glyph 120 and a simple +Blood charm. Endurant Faith (either on gloves or a charm) is a must.
I’d even recommend taking your blood pressure pill before fighting him, because watching your health bar go up and down over and over, is scarier than any horror game. Fighting him with a Barb or Sorc will probably be easier I guess.
My build focuses on using Reaper and Shadow Mage, and Blood Wave to stack overpower. My Talisman is using Black Shroud set and has a sixth slot available. I have both Bloodless Scream and Red Blessing unique charms.
The question now lies in which of the charm should I use? Black Shroud has emphasis on Darkness damage, which BS charm would help out, but my spec benefits a lot from having overpower (Frailty/Dominate).
I'm currently pushing T125 Pit with this build. T12 bosses and content are pathetically easy.
My problem now to get higher than T125 is damage. Surviving is a non issue. It takes alot to
kill me. What changes would you recommend to increase my damage?
I just got my first mythic seal. While it rolled really nicely (I use bone skills) it's still inferior compared to the legendary one I had.
The unique effect, which reduces the number of charms needed for a set feels useless. I don't any build that wants to swap out a unique charm for a different set. If I could add another unique charm then yeah, it would be really good, but sadly I can only equip one..
What are your opinion on this? I saw a guy on the top Necro leaderboard have this exact mythic seal and be able to equip two unique charms. How is that even possible?
Reading this in the stat sheet, how does it work for my minions? Do they add together? Is the sum of them capped at 100%? What numbers do I need to see to maximize Cult Leader?
Why do the popular seasonal Minion builds, like Maxrolls, recommend a 2-hand Scythe over a 1-hand weapon with a shield setup. I can't figure out how that is better than being able to run another legendary aspect, transfiguration bonus roll(s), and item rolls on a shield. Am I missing something?
A major reason Skeletal Warrior builds are meta for Minions right now has to do with the crazy AOE Reapers are generating. It turns out that the Deathgrip text "Warriors cleave with their attacks" is NOT redundant with standard Reaper cleave attacks; it is ADDITIVE, so Reaper attacks cover a HUGE area, as seen in the video. This is reminiscent of S11 and S12, where Ring of Mendeln fell out of favor in Hand of Naz builds in part because its AOE was so small compared to loading up on Shadow damage for the higher-range Naz Shatter mechanic.
Hi all,
I am looking at https://mobalytics.gg/diablo-4/builds/necromancer-mages-necro-guide?ws-ngf5-1=activeVariantId%2C1 and it mentions using Tidal Aspect to boost overpower stacks and damage but I don't see that aspect in the build itself. Am I missing something?
no fixes to amounts of +minions from hand of naz/deathgrip
no change to overpower glyph, still provides 10x more additive damage as any other glyph (its over +4000% with all increased op stacks, my fully maxxed out skeleton mage glyps give +300% ad example) in the game; makes in mandatory for every endgame build
amount of gem fragments unchanged, so if u wanna push high pits/towers you have to farm for gems by killing a certain bugged boss for like 30 hours+
Hello! Been having a blast with the Minion Necromancer and i just hit my first wall at T10 Mephisto. I cant keep my minions alive, thats pretty much the issue. Phase 1 Akarat destroys my skeleton warriors and i cant bring them back up efficientely. Would appreciate tips from my fellow Necromancers.
This is the build i'm using: https://maxroll.gg/d4/build-guides/minion-necromancer-guide#introduction-header
I'm using the "endgame" setup gear wise, since i got Heir of Perdition. Very similiar gear stats and all my chamrs have Minion or Darkness skills. Still using Bloodless Scream as the Unique charm aswell.
Skill tree is still at the "midgame" setup because i dont really understand the transition to overpower/blood wave.
The build mentions using the Dominate Glyph but doesnt say where or what i should change in the paragon board, so i didnt transition. Would appreciate tips on this issue aswell.
Thanks!
I've tried several ways, either without Selig (500 essence) or with Selig (1000) essence.
Bone spirit still hits like a wet noodle.
Unless there's a stealth cap to how much damage it can get from essence, I should be sitting at 3000 multiplicative damage when I cast bone spirit.
I'm lucky to see hits in the low billions though.
I have fallen back in love with my Necromancer after the update. Really enjoying the head cannon of my build concept which is that my Necromancer is actually a Vampire Lord. It’s a blood skill based build. I enjoy my minion army.
Now, I’ll be quick to admit I haven’t even scratched the beginning of end game yet. I only this past week even got my first character to LVL70, my Necro, which before update was only LVL35. So, this is all new to me on top of all the changes of the new crafting system. I can be humble and admit I really need help and don’t know much yet about end game and crafting.
It’s worth noting I won’t have the game expansions for a few more weeks.
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So….I would like all and any tips, tricks, suggestions etc on how to take my Necromancer as far as I can into my concept. I’m thinking of it as near Immortal due insane max health, healing, etc. Maybe Thorns? Minion DMG+
Alternatives I’m open to are chasing an Overlord flavored build ala Ainz Ooal-Gown head canon.
Need some advice on which weapon to use. El'druin has +7 to skills and seems obvious choice, but not really seeing the increase in damage on training dummies. Unfortunate roll of phys during transfig.
If I try to roll off my lucky hit chance does it get rid of the GA?
Pact of Bone specifies that "Your Minions gain +[30 - 35%] Attack Speed and Critical Strike Chance". Yet the critical strike chance increase also applies to Army of the Dead despite AotD only having the Summon tag, not the Minion tag.
I have just about everything I need stats-wise to be t12 viable, but shadowblight just doesnt seem to want to do enough damage even when supplemented by corpse explosion. I'm really sad about it, but I'm at paragon 250 now with as good of gear as I'm likely going to get and I just can't stand getting hard stuck in t10 anymore.
Is bloodwave doing good?