View Full Version : Making a Commandomancer...HELP PLZ!
Hi, Everyone!
I've been playing normal D2 for a little over 2 weeks now, and I'm thinking about making a Commandomancer, and I have a few questions. Can someone tell me what equipment I should get for a decent Commandomancer? Rich and poor version of the character are welcome.
Also, I'm trying to make a balanced PvP and PvM Commandomancer, and I need opinions on the kind of back up attack my Necro should have. I know Corpse Explosion is awsome for large crowds, and that Bone Spear/Spirit is excellent for PvP, but what about the Poison attacks? Can I solo on all difficulties while being able to fend off hostile players if I go Poison?
summoning necros (commandomancers) are not really viable in classic. You need to be able to build up an army really quickly and have lots of auras (which is not really possible in hell without lots of pallys in your party). You also need some way of getting that first kill in hell and since most of your skills are in summons and curses, there's no way for you to kill any monsters in hell in the beginning of each game to summon your minions. Mercs are basically useless as well.
I would suggest pure bone necro instead.
fredsta54
30-08-2005, 09:02
Commandomancers... are viable in classic. They kill fairly fast but the actual necro is fragile if his meat shields die.
You will have no merc, no auras (if u solo play), and only +1 skill (if you... make one correctly) Fortunately the +1 gets us an extra skelly, so its all good.
How i made mine, which got to baron solo btw, is as follows.
140 base strength
130 base dex
rest to vit.
I decided to have 140 strgth and 140 dex after gear b/c that is the req for a grim sycthe, which is, in addition to looking sweet on a nec, the (imo) best choice cuz of its speed.
For gear you will need 70 ias while using a grim sycthe to reach 11 fpa (and a 1h wepon is just not viable...) crushing blow and open wounds. If you dont want open wounds, play without it, then with. You will quickly make up your mind.
OK. Enuff BS. Im not gonna explain anymore cuz i dont feel i have 2. Here is what u should do.
Deaths combo
dual angelic rings and ang ammy.
The open wounds armour (i always forget the name)
Gob toe
40 ias grim sycthe with high % enhanced dmg. Try and get 1 with 40 ias and 175ed +. Traders will not ask a lot for this.
wormskull. (in addition to looking sweet with a grim sycthe and BA, the +1 gives us an extra skelly (assuming lvl 21 RS) psn dmg, and more ll)
OK.
As for skills, pretty basic.
20 rs
20 sm
amp dmg 1+
1 decrip for bosses
1 BA
20 BA synergy (doesnt matter which)
1 CE
a few to revives
The rest of the pnts can go to CE, or you can max mages for even more firepower. If you feel you are taking 2 many melee hits then mabye more to BA synergy is a good idea.
Classic commandomancers are basically summoners who raise their army themselves, and fight along them. Keep in mind that the nec himself, will kill about as fast as all 11 skellys at once. Lol.
Hope this actually helped u
Fred
Wow, that's actually a cool build I never thought of. Thanks, Fred! :D
ok sorry. My bad... there's too many different summon necro builds and keep on confusing them. :(
ok sorry. My bad... there's too many different summon necro builds and keep on confusing them. :(
That's okay, we all make mistakes. :)
For gear you will need 70 ias while using a grim sycthe to reach 11 fpa...
What does IAS and FPA stand for?
ChildOfGod
03-09-2005, 08:18
The open wounds armor Fred is referring to is boneflesh.
Fearlessone
03-09-2005, 12:36
What does IAS and FPA stand for?
ias: increased attack speed, this mod on weapons can be up to 40% on rares
fpa: frames per attack, there are 25 frames per second with diablo2, so u can swing a little more than 2x a second. Each character has an intrinsic swinging or attack speed with certain types of weapons. There are calculators and lookup tables for this.
Before 1.10, I had a commandomancer, sort of. He had medium level amp and CE. Never played solo, and used revives, mostly as a meat shield. He wore a 3-diamond tower shield for chaos sanct runs for resists (the build above has just awful resists) and used an ias hi dmg naga with -req with pois damage. He could, with some difficulty, make the first kill to get the minions going. And, of course, he had a golem, fire in this 1.09 case. With battle orders, he didnt need a hi lvl bone armor. Sigons instead of deaths for the ias, and no angelics. He didnt bother with gtoes, and his str was no higher than 103-125, dex was not high. He played with fanatic pallys, so he hit MOST time, with BIG damage, and high IAS. His specialty was taking out Oblivion Knights before they could kill other melee chars. Raising a poison mage skellie was helpful when facing monsters with hi hitpoints.
Like Fredsta54 makes clear, things have changed since then. It really is a whole new game here in 1.10. Hitpoints have been raised and its much harder to bring down a few first corpses for raising minions and CE. Even an Ignore Target Defense divine scepter with very high damage and poison damage is quite challenging, and good luck finding such a weapon... A single clay golem is nice for a variety of circumstance, they now have slowdown mod. Gtoes is very important. Fan pallys are rare, and even with that nearly ubiquitous conc aura, you will miss the big ias and ar. And OK's now have a powerful decrep, that only a smiter(good luck seeing one of those) or a warcrier(again, good luck..) can stop. So taking out those mages is much more difficult, but is sooo EZ with bone spirits nowadays.
I don't think that BA is effective against ranged elemental attacks, such as those u encounter all the time in the cs. So u might have to put on some resist rings/ammy instead of angelics sometimes.
Decrep is good for keeping ur minions alive, but amp gives a much higher lowering of the monsters physical resistance. The whole point of having more than 1 pt into amp is to avoid having to cast it repeatedly during a fight, thats all. However, like fredsta recommends, putting more than one pt into CE could be really important. The difference in how much damge u do to all the monsters on the screen between 1 pt and 10 is profound.
What does IAS and FPA stand for?
FPA= Frames per attack
http://forums.diabloii.net/showthread.php?t=127257
fredsta54
04-09-2005, 05:15
ias: increased attack speed, this mod on weapons can be up to 40% on rares
fpa: frames per attack, there are 25 frames per second with diablo2, so u can swing a little more than 2x a second. Each character has an intrinsic swinging or attack speed with certain types of weapons. There are calculators and lookup tables for this.
Before 1.10, I had a commandomancer, sort of. He had medium level amp and CE. Never played solo, and used revives, mostly as a meat shield. He wore a 3-diamond tower shield for chaos sanct runs for resists (the build above has just awful resists) and used an ias hi dmg naga with -req with pois damage. He could, with some difficulty, make the first kill to get the minions going. And, of course, he had a golem, fire in this 1.09 case. With battle orders, he didnt need a hi lvl bone armor. Sigons instead of deaths for the ias, and no angelics. He didnt bother with gtoes, and his str was no higher than 103-125, dex was not high. He played with fanatic pallys, so he hit MOST time, with BIG damage, and high IAS. His specialty was taking out Oblivion Knights before they could kill other melee chars. Raising a poison mage skellie was helpful when facing monsters with hi hitpoints.
Like Fredsta54 makes clear, things have changed since then. It really is a whole new game here in 1.10. Hitpoints have been raised and its much harder to bring down a few first corpses for raising minions and CE. Even an Ignore Target Defense divine scepter with very high damage and poison damage is quite challenging, and good luck finding such a weapon... A single clay golem is nice for a variety of circumstance, they now have slowdown mod. Gtoes is very important. Fan pallys are rare, and even with that nearly ubiquitous conc aura, you will miss the big ias and ar. And OK's now have a powerful decrep, that only a smiter(good luck seeing one of those) or a warcrier(again, good luck..) can stop. So taking out those mages is much more difficult, but is sooo EZ with bone spirits nowadays.
I don't think that BA is effective against ranged elemental attacks, such as those u encounter all the time in the cs. So u might have to put on some resist rings/ammy instead of angelics sometimes.
Decrep is good for keeping ur minions alive, but amp gives a much higher lowering of the monsters physical resistance. The whole point of having more than 1 pt into amp is to avoid having to cast it repeatedly during a fight, thats all. However, like fredsta recommends, putting more than one pt into CE could be really important. The difference in how much damge u do to all the monsters on the screen between 1 pt and 10 is profound.
Well this build isnt exactly a sora runner. In fact, it sucks so bad in players 8 i wouldnt consider it viable, unless you are patient. This build is made for playing the game solo, which is a lot of fun, and solo cs runs are nice...
Yes the resists stink. However, after making a balanced build with rare rings, ammy, boots, fhr resist life armour, etc., all the usual goodies, i changed my mind.
2 big reasons. With meatshields to absorb the elemental attackers, and bone armour to absorb the melee attacks (which are basically the only ones you take) And...
WIth the fix of the poison dagger bug, we can no longer rely on it to give us a nice fat ar bonus. So your only ar is basically what your gear gives you. Now you can see why dual angelics are nessecary, unless you have never played a melee build with >1k ar.
In fact, the reason i suggest boneflesh is so that even if you miss an attack, your damage stays fiarly consistent (ow) it also gives ll and ar.
As for 1h, my listed damage with a grim sycthe (~200 dmg) was only ~800 iirc. Of course with amp its a lot better, but i dread to think of how fast a 1h'r would kill.
Fred
Fearlessone
06-09-2005, 09:48
Also, I'm trying to make a balanced PvP and PvM Commandomancer, and I need opinions on the kind of back up attack my Necro should have. I know Corpse Explosion is awsome for large crowds, and that Bone Spear/Spirit is excellent for PvP, but what about the Poison attacks? Can I solo on all difficulties while being able to fend off hostile players if I go Poison?
You already know that you arent going to be able to melee attack any other player, except the weakest, even with summons. If you want to use poison, I've heard that pdagger is quite slow at high lvls, not sure about that. Pnova is nice, but needs to be a high lvl to bring the pkers and duelers down. So u need to be prepared to spend 40 to the full 60 synergy skill points to be decent. Only bone necros are super difficult to deal with, with their bprisons.
My recent necros have all been pnova's. They are good at holding their own against most players. I make alot of revives too, and have some points in skellie mast and summon resist etc... and a few in BA too. But I dont have enough skill points left over to do much minion damage, and certainly cant be a commandomancer, using melee to kill anything. The one area I always go into with my necros, delivering the biggest bang for the buck is CE/curses combo. Curses are great for your party. Any cursed pk'er or dueler is an easy target for most other players. Decrep, amp and lower resist all make them run scared, if u have some backup help.
You already know that you arent going to be able to melee attack any other player, except the weakest, even with summons. If you want to use poison, I've heard that pdagger is quite slow at high lvls, not sure about that. Pnova is nice, but needs to be a high lvl to bring the pkers and duelers down. So u need to be prepared to spend 40 to the full 60 synergy skill points to be decent. Only bone necros are super difficult to deal with, with their bprisons.
My recent necros have all been pnova's. They are good at holding their own against most players. I make alot of revives too, and have some points in skellie mast and summon resist etc... and a few in BA too. But I dont have enough skill points left over to do much minion damage, and certainly cant be a commandomancer, using melee to kill anything. The one area I always go into with my necros, delivering the biggest bang for the buck is CE/curses combo. Curses are great for your party. Any cursed pk'er or dueler is an easy target for most other players. Decrep, amp and lower resist all make them run scared, if u have some backup help.
I was thinking the same thing with the PNova Necro, but i figured that it would be too much of a hassle to undo what I've already done...I went with Fred's Build, and at level 30, this is what I have done with the skil points:
20 Skellies
10 Mages
1 Amp Damage
I haven't done Izzy's Quest on Norm yet, so that would net me another two points.
Since I've already gone this far, I might as well stick to the plan which involves putting one point into Bone Armor, then maxing out Bone Wall or Bone Prison. I was thinking....wouldn't Iron Maiden + Bone Wall be a good combo for dueling melee characters?
Fearlessone
07-09-2005, 05:49
Since I've already gone this far, I might as well stick to the plan which involves putting one point into Bone Armor, then maxing out Bone Wall or Bone Prison. I was thinking....wouldn't Iron Maiden + Bone Wall be a good combo for dueling melee characters?
Yes, I have seen even one point in IM +skills items do a good job on melee chars. You must be watching other players to have learned this trick. Melee players anymore in 1.10+ means whirlwind barbs. The best thing to do here is put on BA with the high level bonewall synergy and then surround urself with like 8 bonewalls in the shape of a big 'X'. Then the barb will start ww'ing u and the bonewalls. As soon as he starts the ww, cast IM on him. He will dieas in splat and u might not even take a hit! My barb right now is warcry, so he just jumps right next to the silly necro and yells away. Surprise, surprise, any curse wont scare him.:surprise:
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