Hi.
After reconsidering my original classic commando guide gear choices, i decided to update it, being much more in-depth this time
Classic Commando necros are basically fishymancers (skeleton based summoner) except instead of standing back and watching, they get into the fray and kill alongside their dead minions.
This build is good, as pure summoners cant solo the game. Why? They have no way to get the original corpses without hybradizing with weak bone spells. Attracting a monster works, but its really slow, and this build is stronger than pure summoner, anyway.
This is a pvm build
They can be played untwinked, are VERY safe (hc fans rejoice!), and are rather unique. They can also kill extremely fast while playing the game through norm and nm, and are viable in hell.
Anyhow, the setup that will never change-
angelic rings and ammy- (no +% ar bonus now that the pdagger bug is gone, these are needed, no rares here)
Deaths partial- (resists, needed ias, cannot be frozen, nuff said)
Gob toe- (your main role is to provide crushing blow, along with open wounds, these are essential)
Wormskull- (the diffirence between lvl 20 and lvl 21 raise skelly is an additional skelly, it also looks cool and gives psn dmg)
20 raise skeleton- tanks, and your main source of dmg
20 skel mastery- obvious
*1+ golem mastery
*1+ clay golem
*1+ summon resist
*1+ amp
1 ba
*1+ corpse xplosion
20 bw
Originally, i suggested to use a big hurty 2h weapon(40 ias grim sycthe), in conjunction with boneflesh
Although this kills fastest(not due to its higher phys dmg, but to the 11 fpa speed), it has no shield, ~700 life at lvl 80 (bad) and awful resists. After making a commando in hc, i laughed at this.
I soon realised that physical dmg does not matter at all on your weapon as a commando. Your goal is to provide crushing blow//open wounds//amp while the skellys do the hard physical dmg. This also allows you to kill bosses faster, and have blocking and resists. My new suggested setup? (after looking over ALL the possobilitys)
Same gear that will never change (duh)
Gnasher hand axe- 20% cb AND 50% open wounds, the best choice by far
Twitch- ias needed to reach the next breakpoint, more block, fhr, its a great piece of armour for all builds, and this is no exception
High res shield- 3 pdiamond large shield is your best bet
Your endgame stats using my suggested gear should be- 45 base strength, base dex, all to vita.
You may have noticed that their are still plenty of left over skill points. What to do?
One thing is to pump bone prison for more bone armour (not suggested as this build is alredy practically untouchable if played right)
Get more minions- such as revives, or max skel mages
Or, as i reccomend, pump the skills marked with a * as you see fit.
The general pvm strategy, raise an army, amp the monsters, get into the fray and wack em! Once the monsters are weakened, use corpse xplosion to finish em off.
Erm, i cant really think of anything to add.
I hope after writing this, i will inspire somebody to make a classic commandomancer
Phew, this build is finally perfected after many hours of testing diff setups//skill pnt allocation
and, finally, credit (not credits, credit)
Goes to kbob for his excellent expansion commando guide, which inspired me to convert it to classic, with much sucess!
Fred