Goldfinding skellynec guide, v1.0. Note: this is the first draft, please feel free to add some comments. please try to be constructive. cheers mephiztophelez. - - - - After reading many of the "how do i build a goldfinding barb" threads in the barb forums, i thought i'd share my thoughts on a goldfinding necro. Why Goldfind? well, if you've ever been faced with 1.5million gold repair costs for a runeword armour, the ability to rake in a huge wodge of gold quickly becomes attractive (especially if, like me, you prefer to use your Ral/Ort runes for crafting purposes). another path to take in e-wealth creation (beyond countless meph/andy/etc runs) involves Gambling for items. one NPC in each act (to whit: Gheed, Elzix, Alkor, Jamella, Nihlathak or Anya) offers the choice of being able to gamble an item. gambling allows you to select the base-item you wish to gamble and there is always a chance of gambling a Rare or Unique version of that base item. for example, that Coronet you gamble on Ladder might just turn out to be a Griffons Eye. Popular items to gamble are basically any item type for which a rare can be the most "omfgodly" item in it's class. Amulets, Rings, Circlets and assassin claws (blade talons especially) all fit this catagory. Boots and Gloves might also be possible. Why a Necro? Summon necs are essentially completely gear-independent, meaning pretty much every gear-slot can be devoted to piling on as much +goldfind gear as possible. incidently, most of the nice goldfind gear also packs some significant %MF in with it too. Its also a great character to start your D2 playing (or start a new ladder season with). they are gear independent. you can run anywhere you like, naked if you like. so for cheap, cheerful and effective PvM play, it really doesn't get much better than a skelly'nec. you can happily start put with simply gear you find along the way and slowly trade-up (or simply find yourself) some of the better goldfinding kit available. not to start a flamewar with the goldfind barb-lovers amongst us, i rekon a necro can clear out the primo goldfind area of Hell Travincal faster than any high GF barb can, meaning we can do more runs in less time, imho: finding more gold and generating more MF boosted drop chances along the way. bottom line is: both a necro and a barb can do goldfinding duties quite happily. i just happen to prefer my neccy to a barb for this purpose. so, whats the build? It's basically you standard Fishymancer build, kitted out with lots of +% Goldfind gear. skills: max: raise skeleton, skelly mastery, Corpse explosion. One point to all curses, one point to the golem of your choice, golem mastery, bone armour, bone wall and revive. you should wind up with a basic army of ~9 skelly's, a Golem and a Merc. this is plenty to be able to kill everything in hell (with the possible exception of those rare monsters with unbreakable physical immunity) this leaves a lot of points left over for you to customise your necro to your own tastes. some will choose to max out mages, some will choose to max out revive, some will choose to max out Dim Vision. any of these variations will work just fine. one note: some might like to max out Golem Mastery with a view to making either an Insight or Infinity Iron golem. while i havn't done this myself, it can work just spiffingly. however you lose the ability to recast your golem in an advantageous position. if you go down this route, i suggest dopeing up HEAVILY on as much +summoning skills gear as you can get your hands on prior to actually turning that Insight or Infiinity stick into a golem. after summoning your mana/conviction golem, make sure you have no GOlem summons hotkeyed lest you inadvertantly summon some other golem and lose you runeword polearm (ethereal preferably). Also do not be afraid to TP back to town if he's getting low on health. beware of Iron Maiden. stats: the basic 1.10 stats spend guide is the reccomended one here: str & dex: enough for gear energy: base vit: as much as possible. personally, i don't feel i need maxblock on my neccy, if you choose, you may get max-block if you wish. gear: we're looking for +% Goldfind first. summon necs are lucky in that they don't need huge amounts of +skills gear to be effective. +skills is nice, +goldfind is better. here are some cheap options to get you started. you can upgrade later, most of my gear has arrived via being gambled. helm: a Crown of Theives will get you going with from 80-100% goldfind on it. ideal is some sort of helm with the Of Wealth suffix and two sockets (80% goldfind). this is what I use. Amulet: again, look for something with the Of Wealth suffix. if you can get teleport charges AND the Of Wealth suffix on a rare, your golden. in the short term, basically any ammy with res or skills can be used. another option could be a Rising Sun amulet, which turns council Hydra into healing fountains. Belt: A goldwrap is the simple solution, with 50-80% goldfind on it. also viable, and potentially better, is a rare with the Of Wealth suffix and useful other mods. rings: #1 choice is Dwarfstars!!! 100% goldfind each and some handy Fire absorb which takes the sting out of council Hydra's. rare/magic rings can get from 25-40% goldfind and potentially come with other nice mods. however, dwarfstars are cheap. weapon: a Blade of Ali Baba with 2x Lem runes in the sockets is pretty hard to go past, it also gives some nice MF boost. it's a lot cheaper than a 6-Lem crystal sword which is the other (much more expensive) option. Armour: Wealth (Lem + Ko + Tir) gives us a mighty 300% extra gold! make it in a low-reqs armour is the preffered choice. if you can't scrape this up, just go with whatever armour you can find until you can afford to make it, a 4 p-topaz Dusk Shroud is perfectly serviceable (and very cheap). shield: i use a Lem'd Homonculus myself, the stats on it are pretty hard to go past. Rhyme (Shael + Eth) in a nice neccy head could also serve well. i do NOT reccomend things like 4x Lem monarchs (more on these and 6 x Lem swords later). Gloves: Chanceguards are the pick of the bunch, 200% goldfind, yes please. they also pack some incidental %MF. Rare gloves can only get up to 80% goldfind, but if you have those and don't have chancies, go for it. boots: Infernostride uniques are nice, coming with from 40-70% goldfind and 20 FRW. they also have +10% max fire res which can be great OF you have the overall resists to take advantage of it. Rares can get up to 80% goldfind and are potentially the best boots you can get for this purpose. if you have neither, look for FRW and resists. switch weapon/shield: if you lack teleport charges from anywhere else (circlet/amulet), a staff with tele charges should go here (Naj Puzzler set staff is easy to get and has tele charges). a CtA is nice if you have a spare one, but is totally superfluous. if you use a CtA, pair it with a Sigons Shield, Lidless Wall or Splendor shield for an extra +1 to Battle Orders (you shouldn't have the 156 strength needed for a spirit) charms: we can get up to 40% goldfind on Grand Charms, 10% on Small Charms and 22% on Large Charms. hopefully these charms will have a useful prefix like: +summon skills (GC's), or +resistances (any size). A Gheeds unique grand charm can get up from 80-160% goldfind and should be high on our wish-list. if you can get a necro torch cheaply enough, by all means use it, it doesn't need to be perfect by any stretch of the imagination (mine is 10/11 from memory). if your rich and have a spare anni, go wild. How much %Goldfind is "enough"? or Why not 6x Lem Swords and 4x Lem shields? the main advantage of this build is that it's CHEAP. personally, i don't see the point in spending up big on a character that's supposed to generate e-wealth. my build has a total of 6x Lem in it (2 in helm, one in armour, 2 in weapon, 1 in shield). Another reason is the nature of how +%goldfind works. lets say a monster drops a base of 100 gold. if I have 2000% goldfind, thats suddenly 2100 gold falling out of it. if i have 2500% goldfind, thats 2600 gold falling out of it. an extra 500% goldfind starts to not look so good when we already have oodles of it. as a "nice-round-number", shoot for somewhere in the realm of ~1500% goldfind, at this point you can start looking for extra survival mods. thoughts on resistances, %DR and survival mods: there have been numerous credible accounts of summon necro's soloing their way to Guardian status, naked. between our meat-shield of skeletons and judicious use of various curses (Amp, Attract and Dim Vision being the main ones) we should be pretty safe with even very low resists. that said, if you can get your resists positive, thats always nice. given that the most profligate droppers of gold are Hydra casting Council Members (as found in Travincal, on Durance 3 by Meph and Wave 3 of Baals minons), having at least positive Fire resists should be a priority. Champion monsters (of any type) can drop similar quantities of gold to council members, but they don't always spawn in the same place. in short, get some res if possible, if they are all negative it merely requires you to be a little more careful in your gameplay. the longer you play this build, the more likely you are to happen across nice goldfind gear that also includes resists. Your Mercenary: love thy merc. he does most of the initial corpse providing, giving you ammunition to start up a Corpse Explosion chain reaction that clears out areas in very short order. I suggest an Act 2 NM Might mercenary. for gear we want him to have some life-leech (to stay alive), a hard hitting weapon (to kill things) and the Cannot Be Frozen mod (so he doesn't slow down from cold damage). if you can swing some iDR/mDR or %DR for him, so much the better. there's no need to dope him up on Goldfind gear, seeing as he doesn't really do a lot of the killing beyond the first couple of corpses. the only thing i really advise against here is Cold Damage. Cold Damage should be avoided if possible as it shatters the occasional corpse, denying you ammunition for your Corpse Explosion. some people don't mind a little cold damage on their skelly'necs merc, personally i hate it. here are some suggestions for gear: helm: Tal Hat, Crown of Theives (it has life leech on it), Andy's Face (if your rich) or some rare with life leech. armour: Duriels Shell or Gladiators Bane both provide the CBF mod. G-Bane also comes with some nice iDR/mDR turning your merc into a tank. weapon: an e-Insight elite polearm is my choice, but basically any hard hitting weapon will suffice here. if your making a habit of Boss-Walking with your neccy, then perhaps you might like to keep some kind of Crushing Blow weapon handy for him (an e-obedience would be super and i'd use one all the time if not for the cursed cold damage). playstyle: there is nowhere in Hell mode this character cannot go safely. but here are some tips. Dim Vision: this curse shuts down ranged attackers a treat (especially Slingers by Shenk and Souls in the Worldstone Keep) Attract: causes other monsters to attack the one tagged with the curse, very useful little spell and one i encourage you to practice with. Amp Damage: Corpse Explosion is 1/2 physical and 1/2 fire damage, so Amp boosts our CE damage nicely. It also boots the overall damage output of our army and our merc, giving us that first corpse quicker, meaning we get the CE howitzer working sooner, meaning we clear out a given area faster. good stuff, use liberally. Decrepify: if your off to wallop Baal, i suggest a point here. tagging Baal with decrep stops him from teleporting all over the place and also stops him from summoning his double. nice. Lifetap: can be useful to occasionally tag Mephisto with this curse to help keep your Merc alive. the Pindlegarden: once you rescue Anya, she opens a portal to Nihlathak's temple. the area outside the temple is littered with corpses when you first enter. after a few seconds, they wake up and start caning on you. a little secret is that you can summon a skeleton out of these corpses BEFORE they wake up, meaning a quick visit to the pindlegarden is where i choose to start my runs. once i've cleared that out, it only makes sense to wallop Pindleskin (who can drop almost any item in the game) while your there. in order to keep this portal open in games created by your necro, DO NOT tag the Halls of Pain Waypoint. you're welcome to go thump Nihlathak if you like, but killing Nihl AND tagging the waypoint causes the portal to close. not good. Areas to Run: my basic run is Pindle/Eldritch/Shenk/Travincal. i've also been known to walk through Durance 2 to Mephisto (picking up a tidy amount of gold along the way), The Pits in act 1 and clearing out the River of Flame. a walkthrough of the WSK is also very profitable. this is the secret to making this build work for you. it's not a boss-runner, its an AREA clearer. it's not a mad 105fcr tele to Meph/andy, rinse & repeat type of character to play. its more of a sedate pace, killing everything and picking up oodles of gold while you're about it. FHR/FCR/IAS etc: no need to worry overly about any of these stats in my opinion. some extra FCR is nice for throwing Curses about, some FHR is nice if you get hit, but overall, surplus to requirements imho.