View Full Version : Unorthodox Melee Necro
The Most Unorthodox Build for Necro in Classic
So its gonna be melee
Skills
Raise Skeleton
18
Skel Mastery
20
Mage
17
Summon Resist
10
Revive
15
And Equipments
Not too fancy, not much +skill levels
Weapon
Culwen's Point/Shadowfang/Soulflay
Belt
Anything would do
Armor
Silks of the Victor/Rattlecage
Boots
Tearhaunch/Treads of Cthon
Gloves
Frostburn
Helmet
Wormskull/Undead Crown
Shield
Sigon's Shield
Ammy RIngs
Anything with +skills would do
So you basically summon lots of soldiers for you to fight and you basically go melee while they take damage for you, you slice them apart
grShaman
18-07-2005, 14:58
I don't get it. :rolleyes:
fredsta54
18-07-2005, 15:00
for some reason i dont think this will work, and i doubt you have played it. If you have did you get past nm?
Fred
for some reason i dont think this will work, and i doubt you have played it. If you have did you get past nm?
Fred
I'm sure he put tons of work into making this build, doing research to make sure he has enough attack rating and damage.
as you can see he used only the godliest weapons and armor for this necro.
and I might add that this char would be almost unstoppable in PvP.
Bravo! Bravo! I wonder why no one thought of this before... or do I? ;)
fredsta54
19-07-2005, 02:12
Lol. Nice try kid but no cigar. Its basically a weak summoner with a weak, laughable melee attack.
Commandomancers on xpac are viable, they also melee besides their ammy, that is with beast + crazy runewords and shifted into a bear tho ~~
no hard feelings.
Fred
Hmm build sounds interesting, I might give it a try lol..I know I'd be casting a lot of Amp/Decripify for amplified dmg/slowed..I would really use different skills..
20 skeletons/mastery
Blood Golem- Tanks and life leeches
Few revives..10 maybe, and a few points in either amp or decrip for longer duration times, sucks if you have to keep casting and I'm sure your mana won't last that long with all that casting.
fredsta54
20-07-2005, 18:49
Mabye the idea isnt that bad, a commandomancer on classic, i think the main thing he messed up on was gear selection, id rather use a nice big grim sychthe :) theres no other weapon choice for a melee necro ;)
only 18 pnts to skelly?
2 much into revives and summon resist. Mages arent that good when coupled with skellys cuz they just get in the way. And skellys are stronger for sure.
I would go
20 rs
20 mastery
few sum resist and revives
a nice irongolem made out of a bonesnap for crushing blow
a few to corpse explosion, a decent bone armour synergized by bonewall or prison.
a couple to amp of course, 1 decrip for bosses.
the necro would use melee gear and a nice big fat damaging grim sychthe with ias and life//mana steal.
Sounds cool. Make sure you use a bone helm and grim sychthe tho, the visuals outwiegh all :)
mabye it will work.... err.. yeah.
Fred
Wouldn't a cool stilleto w/ poisen dagger be a good alternative of a grim sythe? they can have over 100 dmg and have good AR from poisen dagger and also have the shield slot free for a good shield.
Well I started one up, it's lvl18..pretty decent..I do about 117 max dmg, +amp it's doubled so..238, +my skellies..it's workin well, I'm sure it will survive normal definitely. My gear is..
Sigon Helm+Gloves
Complete Hsarus set
Angelic Ammy/Ring/Armor
Civerb Cudgel
Why sighelm+gloves? 30ias/10ll/AR based on charlvl
Hsarus? +10 str, cannot be frozen, AR based on charlvl +res mods and life
Angelics? AR, +1 all skills, dex, life and 100MF and 50 to fire res.
Civerb..low lvl weapon with maximum dmg, will switch with a better weapon, bhammer maybe.
I'll continue posting about char and modifications when I get to NM.
Immortality
20-07-2005, 19:30
I have a level 36 nec in hell difficulty, he kills somewhat slow but I can still kill :D
Skeles really dont get that strong.
fredsta54
20-07-2005, 20:01
well, i have beaten the game with a naked skelemancer once before so the build IS viable, just needs a lot of improvement.
@murrogh: w/ lots of minions and bone armour, you wont really need a shield. Also poison dagger and synergies would take up 2 many skill pnts, grim sychthe's are so cool, and their not bad either (very fast, range 5, nice damage) I think this build is based around physical damage.
I am intrigued about this build, and although the author obviously had no idea about what he was talking about, an auraless, viable commando in classic would be 1337 :)
Fred
Fearlessone
22-07-2005, 03:41
I am intrigued about this build, and although the author obviously had no idea about what he was talking about, an auraless, viable commando in classic would be 1337 :)
Before 1.10, a partial meleemancer in the right group, was quite good. I used to do csruns with mine, a lvl 89, with amp curse, and back in the days where u could find a fanatic paladin. So the attack rating and speed and damage were quite good. It was easy to get that first corpse and then raise a minion or use corpse explosion. I was good at killing Oblivion Knights in the cs, now their decrep slows me down too much.
Slow melee damage means u need poison damage, I guess a wormskull is necessary.
What would be nice is a meleemancer with a cracked simitar, and lower resist curse. Why? Well then he could get a super hi lvl enchantress to give him like 1600 fire damage. Paired with an foh pally, this type of MeleeMancer would be uber, especially with his cracked simitar :worship:
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