D2R My Fav Builds - Fire Necromancer (Infernus)
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- Опубліковано 8 бер 2024
- Hello Guys and Gals Today I am going to go over the Fire necromancer I created this season, That uses Fire Golem, Enchant Merc, Negative Fire Resistance, Lower Res, Corpse Explosion, Revives, and Mang Song's Lesson!
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This is awesome love how you find a way not only for Mang Songs lesson but an Act 3 Merc too! Very creative
Love this build idea! Already started a nec. Thanks man.
17:12 Good stuff on leashing minions AND I now know what/how "telly stomp" works. Thanks much, GGM.
Super interesting build man. Around 2:15 in the video the golem runs behind you and it makes it look like the necro is in flames, very cool effect. That's the way auras should look.
Love your unique builds.
Love seein mang gettin a lil love. Good ish ginger
Should be called the Pyromancer
lol I like it
Its literally just corpse explosion
This build is bad even with skillers seemingly.
no It's not just corpse Explosion, and I have killed everything in the game with it including ubers.
So why don't you quit being an idiot Jeff
I forgot Fire Golem existed lol
Hey, I have a suggestion for you :)
My physical/cold/thunder/ poison/ magic assassin :)
Merc : holy freeze, reaper's tool, treachery, cure in a helm.
Assassin : harlequin crest, duress, chaos & shadowkiller claws, nosferatu for belt, TO gloves, WT for boots.
Raven frost et dwarf star rings, amulet with res et 2@ skills.
Cold sunder charm :)
Max phenix strike, blake shield, venom, thunder claws.
TP in a group of monsters : cold dommages + frozen aura + decrepify + nosferatu belt (-10%)
Your blade shied deal dommages, charge phenix strike, and dragon claws for massive thunder dommages and cold paralysis :)
Sorry, I'm french, hope I have been understood :)
Nice build my friend :)
Leveling this fire necro has been amazing. And i was using only melee skellys until level 60
It's a fun build, very powerful
"Im a Necro Player at Heart" No kidding.. Very Sick Build man. Brilliant use of act 3 merc and enchant. Your Summons Slay!
Necromancers look at theyr resistance page and laugh, To Battle!
For your build, I could suggest to use TO gloves and belt, you could cast fireballs :)
I tried it early on, I talk about it during the video. It's ok I guess, I opted for the +2 skills instead.
Oh that’s some nice build 🔥💀
Nice 🔥
Oh I didn't know the sunder charms applied to necromancer summons.
Yes they do =}
@GGMentor cool! Does this effect the mecrs as well??
no, the merc doesn't gain your sunder charm.
I ended up with a somewhat similar build. But I use 3 parts of TO Set (armor, belt, gloves) to cast firewall... also I got an infy iron golem and my merc wears bramble armor. I dont use mages at all tough... they're unfortunately not worth it. Such a fun and stylish build
I have loved this build concept for a very long time. I think there is a lot of potential to make this a viable build-path before super late-game with a couple adjustments from the devs. the biggest of which would be to allow mages to be toggleable to only summon one type on cast (this should include Archers imo but that's another video). additionally I could see a synergy system rework between CE, Fire Golem and Mages, but that's probably out of the scope of changes for D2R at present.
Personally I think its a massive shame that Full Trangs doesn't play well into this build. the Fire Mastery bonus as the capstone of the set should empower this build greatly though at present the bonus isn't enough to even make this build viable midgame. Turning up the Fire Mastery bonus, as well as verifying that it worked on CE, FG and mages would go a long way to helping move this into viability.
Personally I like the Infinity variant over the Enchant variant for solo, but for group play this build would absolutely smash. thanks for showcasing it.
aye, I think for group play this variant is far superior to the traditional necro.
@@GGMentor the biggest drawback to the build is the A3 merc not having any way to regen life. by intentionally pairing it duo with a Prayer merc (insight into infinity) you totally alleviate that concern.
Like you said in the video, an off-meta pairing of Druid or Zon would make this build sing.
Prayer/insight regen doesn't apply to Mercs. Also It doesn't matter if the A3 merc dies as his enchant lasts for 1152 seconds as of current. Which means even after he's dead the enchant persists for a long time after. But speaking of the A3 merc dying, he rarely does. Since he is a back line fighter and I have an entire army for him to hide behind he rarely ever dies tbh.
Also I talked about Infinity as well, as the inferior option to this.
Conviction is by far superior to Lower resistance and enchant when it's active. But Convictions main issues are thus, Short Radius, and bad activation time(Not always active). Because Conviction works on a Timer activating every 2-3 seconds it's mostly inactive when teleporting about, as well as mostly inactive when in group play as the small radius means it's not on all the time on all of the monsters.
Meanwhile Lower Resist hits the entire field of play, and Enchant hits the entire army, all your friendly players, and their armies.
So the real comparison here is this.
400% Attack Rating, 376 Fire Damage(To everyone and Every thing), and -65% Lower Res that's always Active, and hits multiple screens away.
Vs -83% Enemy Defense(Half Vs Bosses -41.5%) & -85% Enemy Resistance on a 13 yard Radius that pulses every 2-3 Seconds and is not always active.
I can speak from Experience this season, the Always Active > The sometimes active.
I have been playing a Conviction Paladin, and a Lower Res Necro.
So I have seen both sides of the coin. The Fire Necro Provides more to the team then the Conviction paladin. and that's a full level 25 Conviction not the baby level 12 version.
@@GGMentor I didn't realize that other mercs didn't benefit from prayer regen, playing solo it doesn't often come up.
Necro has always had great support utility in group play. Running Enchant on top of an already functional Summoner makes for a solid build path, especially now that sunders keep Fire viable. You can run the core of this on a ton of builds, as it can be as low as a 40 point investment, so its got a lot of applicability as well.
Summoner has already been my go-to for early season TZs so at the cost of a Vex you can get this build 80% of the way online. Totally worth trying out for a season.
The mages change would really take it over the top.
lol not even the Merc that has Prayer Aura doesn't get the regen unfortunately. It's a compatibility issue with the way Merc Regen works.
Haven't you ever notice players don't Regen without + Regen Equipment.
However Mercs do Regen without Regen Equipment.
Mercs have their own innate regeneration mechanic separate from players. So +Regen in any form doesn't work on them.
I tried this last year, but failed. Nice to see you succeded. I dont recommend putting any points into mages :P
(without sunder charm its a pain vs fire immunes)
Like #173 ❤
And i love this video among all others too. (But i like the Enchantress better 😂🤣😅).
Need more duping/rune exploit seed video. That was dope. Watching this one for now
lol, Season start kinda put a halt to that testing but we will get back to it eventually
I love my teleport/+1 Necro Skills amulet. It frees up my armor slot for better equipment than Enigma. I've noticed how slow a full-Trang's necro opens jars. It's like opening jars is affected by your slow FCR or FHR when you're a ghoul. So much time is wasted.
Yup, than I could use Chains of Honor or something else. Would fix my resistance issues too
You inspired me to make a Fire + Poison Melee Necro:
Character Gear
=============
{WEAPON #1} Plague (Runeword Phase Blade)
{SHIELD #1} Trang-Oul's Wing + Fire Rainbow Facet (Set Cantor Trophy)
{WEAPON #2} Harmony (Runeword Hunter's Bow)
{HELM} Andariel's Visage + Fire Rainbow Facet (Unique Demonhead)
{BODY ARMOR} Bramble (Runeword Archon Plate)
{GLOVES} Trang-Oul's Claws (Set Heavy Bracers)
{BELT} Trang-Oul's Girth (Set Troll Belt)
{BOOTS} Wraith Tread (Rare Demonhide Boots) - +30% FRW, +16% Cold Resist, +31% Lightning Resist, +29% Fire Resist, 14% Level 5 Nova Struck
{AMULET} Mara's Kaleidoscope (Unique Amulet)
{RING #1} The Stone Of Jordan (Unique Ring)
{RING #2} Bul-Kathos' Wedding Band (Unique Ring)
{CHARM #01} Necromancer Hellfire Torch (Unique Large Charm)
{CHARM #02} Annihilus (Unique Small Charm)
{CHARM #03} Flame Rift (Unique Grand Charm)
{CHARM #04} Rotting Fissure (Unique Grand Charm)
{CHARM #05} Graverobber's Grand Charm Of Inertia (Magic Grand Charm) - +1 Summoning Skills, +7% FRW
{CHARM #06} Graverobber's Grand Charm Of Inertia (Magic Grand Charm) - +1 Summoning Skills, +7% FRW
{CHARM #07} Graverobber's Grand Charm Of Inertia (Magic Grand Charm) - +1 Summoning Skills, +7% FRW
{CHARM #08} Graverobber's Grand Charm Of Inertia (Magic Grand Charm) - +1 Summoning Skills, +7% FRW
{CHARM #09} Graverobber's Grand Charm Of Inertia (Magic Grand Charm) - +1 Summoning Skills, +7% FRW
{CHARM #10} Graverobber's Grand Charm Of Inertia (Magic Grand Charm) - +1 Summoning Skills, +7% FRW
{CHARM #11} Graverobber's Grand Charm Of Inertia (Magic Grand Charm) - +1 Summoning Skills, +7% FRW
Merc Act3 (Enchant)
=================
{WEAPON} Last Wish (Runeword Crystal Sword)
{SHIELD} Spirit (Runeword Monarch Ethereal)
{HELM} Flickering Flame (Runeword Diadem)
{BODY ARMOR} Ormus' Robes + Fire Rainbow Facet (Unique Dusk Shroud) - +3 Enchant
110 Skill Points
==============
20 Raise Skeleton
20 Poison Dagger
20 Poison Explosion
15 Fire Golem
10 Skeleton Mastery
10 Bone Wall
1 Summon Resist
1 Lower Resist
*1 Prerequisites
505 Stat Points To Assign (585 Total)
===============================
STR: 65 (15 BASE)
DEX: 200 (25 BASE)
VIT: 295 (15 BASE)
NRG: 25 (25 BASE)
Key Binds
=========
{Left_Click}: Attack
{Mouse_4}: Bone Armor
{Mouse_5}: Fire Golem
{Z}: Raise Skeleton
{X}: Corpse Explosion
{C}: Bone Wall
{A}: Lower Resist
{S}: Amplify Damage
{D}: Decrepify
{F}: Life Tap
{1}: Super Healing Potion
{2}: Super Mana Potion
{3}: Full Rejuvenation Potion
{4}: Scroll Of Town Portal
I wonder if (p)rebuffing with Rain’s Cyclone Armor would help. Not sure how “worth it” it would be to add elemental absorb of 208?
•💀 Oath with a heart of wolverine would open up a slot for a shield.
•1 point in skeletal mage cuz it looks cool
This may be a valid summon build. Outside of pure poison, I really don't use the necromancer.
Edit: plus a reason to use Act 3 merc 😅
You have + to fire skill damage Iv noticed if you have + fire skill damage that add huge portions of numbers to the totals of corpse explosion I think that’s part of why it feels like it does more damage because well you have at least plus 10% more damage
I thought there's no build left which I didn't think of, apparently I was wrong.
I assume this build is not strong, but it's not weak. And it's hella fun!
It actually is very strong, have no issues with just about anything in the game, and I have killed Uber Diablo with it quite easily.
Love it. I have same build just very low budget. Any idea if Trange's fire mastery do anything to the minions that are enchanted ? Guy on d2jsp clamed trang's fire mastery don't apply to CE or minions.
It doesn't seem to
I just wish that minions persisted after recreating a game. It's such a chore to have to resummon everything when farming.
Would swapping to phoenix weapon and trangs gloves belt shield and helmet for the fire mastery give more total fire damage? Also fireball for lulz. You do lose the self flickering flame, though.
Edit: I'm a dummy, I forgot the mastery is full set bonus. Nvm, no budget option.
Unfortunately you need Full trangs for the fire mastery bonus which just takes away too many skills and negative res options.
Interesting, however i run skele/mage/mastery/corpse exp/lower res with 1 pointed revives. Full caster settup like a bone necro for max skills, summon lifer gcs, pnb lifers, e pride, e fort, e andy merc, and my merc can 1 shot p8 mobs with prides conc aura and 1 pointed amp dmg while summoning, once i get skeles and mages only, its insta clearing fast balancing lower res and amp dmg. Pretty sure im 40+k dmg with all of them not including corpse explosion which clears the screen of packs. Its even fast clear without corpse explode. And fighting bosses you decrep for slow/weaken and amp and it smokes them fast. And a really deadly route, pure black soul revives on the way to baal then only using lower res for them and mages lol.
Super cool build. It's so rare to see a new build using new mechanics and it's actually awesome and viable. I've wanted fire golem to be good since I was a kid 😅😂
same
Demon: You seem to be running on fumes and you just got here.
Infernus: It would seem that way.
Demon: Yet you'd face us in this state? Why? Where's your Mana?
Infernus: My Mana? Oh its over there.
- points to a roided out Fire Golem -
Demon: Oh. Ooooh...shi-
Fire Golem: Fire Golem smash?
Infernus: Yes, Fire Golem smash.
Does your negative fire res works on the enchant from your merc?
And could it not also make sense to wear infinity yourself?
The negative fire res works on the minions, not on the enchant.
When the enchant is cast on the minion they get that negative res.
Infinity has no negative fire res, it does however have conviction which would apply to the monster.
However as conviction only applies at full strength to non immune monsters and most monsters are fire immune, the -20% from Mangs is stronger vs immunes.
I started ladder with a fire necro. I just use skeletons with amp dmg and corpse explode. Shreds through cows for super cheap.
Not much difference with this build either. Just Lower Res and CE isntead of Amp and CE. Instead of a might Merc you do the enchant merc.
Practically the same build just slight differences in the setup.
Is there a beastly fire item to summon Iron Golem from it and replace the fire golem?
quick question...does +Fire Damage % and minus Res vom Items scale with Minions? In the Maxroll Calculator it does not...so wondering why you are unsing -Res gear :)
For corpse explosion alone.
+Fire Damage does not apply to the minions no, but Negative Resistance does apply to minions.
This was in several of the earlier patches. Including the one that allowed Assassin traps which also technically count as minions to gain -ELR
Fire Sunders, Bone Break, Ect also likewise apply to your minions as well.
So The minions are getting my -35% Fire Resist + Fire Sunder that applies to the Enchant Damage, Fire Golem Damage, and Mages.
The + Fire Skill Damage of Which I have very little of applies to my Corpse Explosion.
However the + Fire Skill Damage on the merc applies to his Enchant which makes the Fire damage spread to the army more powerful.
So In Recap Fire Sunder + -EFR Applies to
Fire Golem,
Skeletons
Skeleton Mages,
Corpse Explosion
Any Enchant Fire Damage Applied to any of the above.
+FSD Applies to
Corpse Explosion
Enchant (FSD on Merc) Upon casting
I don't think +fire works for CE because of the way the damage is precalculated based on monsters health,I ran into that when trying to optimize CE barb build.
-res works with minions and traps now as of a couple of patches ago. My fishymancer uses a phys sunder with amp and cruises through p8 phys immunes.
Any way to make the act 3 merc cast enchant faster? Waiting alot for him to cast it 😬
Nice build is it good for budget set gear?
probably not. Going to find out soon enough ;)
How did you acquire the fire golem wand ? If shopped was it worth the time ?
Traded for it on traderie
You said enchant would work with a second summon necro. Would it also work on all a druids summons ?
yes he enchants everything, might be less effective on a druid summoner due to the limited number of summons.
22:12 would be great if they assigned 4 different hot keys for the mage's.
Does this kill bosses faster than a summoner nec?
Off topic.. if I were to duel wield Death and Oath. Do I get both summons or can I only summon from one weapon at a time? The 2 weapons give me iron golem, blood golem and heart of Wolverine. Thinking it would be fun to summon both golem.
Only one golem at a time, only one type of each summon at a time.
Soa golem and wolverine work together.
But you can't have two different golems ect.
Max corpse explosion and spam it. You will be a happy man. :)
They should normalize the skeletal mages. They should always deal fire damage and benefit from +fire skills. I've been singing this lament since LoD.
Question, if you have wealth of high runes, would a plague sword work for the Merc? He can cast the lower resistance curse and you can do like decrepify curse instead? Just wondering
can't have two curses active at the same time, also it requires him to be hit to activate the curse which isn't good for a mage type merc.
Ah thank you. I was confusing with grim dawn mod after posting this. Sorry about that.
I guess you could buff the summons of a druid summoner also
What if you put a Flickering Flame on the mercenary? I'm sure it improves the build
So, plus Fire Skill Damage increases the enchant damage.
But negative resistance does not.
While flickering Flame does have -15% EFR it does not have +fire skill damage.
Also, + Fire Skill damage doesn't really help the necromancer, but does greatly benefit from -EFR.
So having an extra Facet on the fire Merc means more enchant damage which multiplies nicely.
It works out math wise.
Perfect setup for max fire enchant damage is Hexfire+fire facet, Harlequin Crest + Fire Facet, Enchant Ormus 15% Fire + Fire Facet, and Spirit shield.
This gets you the maximum Plus skills with as much plus Fire skill damage as you can muster.
5+5+5+15=30% fire skill damage
2+3+3+2 = +10 Enchant
Flickering changes it slightly to more attack rating but less fire damage.
Being 5+5+15 =25% Fire Skill Damage
And 3+3+3+2= 11 plus skills.
So you sack 1 skill for 5% more skill damage and it does raise the damage number higher as a result.
It might seem small, but multiplied out across all the minions it adds up nicely.
15 Skeletons + Golem + 21 Revives = 37
Alternatively you can just slap the Flickering flame on the Merc and not care about the damage output.
It's not going to kill the build, but it's also not the better choice
Ok what about full on aura Hoj, double Dragon, FF on yourself and Infinity, Dragon and Dream on Act 2 Merc?
Dream, dragons, and HoJ are absolutely Worthless without synergies or lighting/fire mastery.
I wish they would overhaul the skeletal mage skill. I hate the skill.
It needs a rework for sure. So much potential for Skeletal Mages.
Nice build again 😉
Some question about it:
1. Ur (-) element resist on build affect mages dmg?
2. The best mage dmg is? Light? Fire? Cold? PSN😂?
3. Don't remember last question 😅
PEACE ✌️
negative res affects the mages yes, The best mage is either Fire or Lightning but most likely Fire if you are build Fire.
@@GGMentor ok thx a lot 😉
But do u think a doom Cold mages Can works ? Nightwing, or tiara... Or the dmg is low compared to light/fire mages?
@@MrTr4d3r mages do not do significant damage alone.
The Fire works because there are other things that do fire damage on Necro.
Fire golem, Corpse explosion, enchant, ect.
There is no ice golem, no ice explosion, or ice enchant.
This character works because of the sum of all of the parts.
Not because of one individual part.
@@GGMentor yeah, it's just because I Saw another Guy (bustamante) making fire nec, and light nec with mages.. and was pretty viable 😉
Now maybe u Can reach only medium dmg with this kind of build 😁
I doubt they were viable.
In my testing the mages themselves do not do enough damage to do anything.
It's usually something else that makes it work.
Or to put it another way, the mages make it seem like they actually do damage but it's almost always something else doing the bulk of the damage. Merc, Skeleton warriors, Revives, Corpse Explosion, Golem, ect.
I have an entire live stream where I tested the mages for hours.
The results were lackluster even under optimal conditions.
wonder if a self weilder infinity is worth trying with this build for more W key runs
losing +5 skills is a pretty big hit. Also infinity requires you to be in close proximity to the monsters which isn't advisable on necro he is a squishy boy
@@GGMentor teleport should be big enough distance but i was also not sure about the 5 skill hit could be a lot of damage reduced but might make up for it not need LR so you could teleport in and use AD while having lr effects from conviction
I don't think it's worth it, you lose a lot for very little gain.
Conviction will help you kill non immunes faster, but you lose killing capacity against immunes.
Killing non immunes has never been the issue. Those are easy already, so I focus on the immune to fire killing capacity
@@GGMentor awesome thought. Thanks for the responses and letting me pick your brain on the build. Started the season with a necro and I’m gonna try this fire build. Keep up the vids bro
Also my damned nightsmoke is eth and I hate it. Eth belts or items that can't be worn by mercs should *NEVER* roll eth (boots, belts)
Its 8pl???
Make hardcore builds man
Fire necromancer/
Also... fire is the most resisted element isn't it? I can get/make two of those easily but that H Crest and that armor... bit much...
Que hagens and a flickering flame work fine on the merc I went extra
Why use the fire golem instead for a iron one?
Why would I not use the fire golem on a build centered around fire damage?
I am very confused as to why you think an iron golem is the correct choice here
3 part trang and lower resis?
I tried it, took too much away from the build for minimal impact skills.
The fire ball and firewall were meh damage wise. It was better to focus on the enchant.
For comparison Enchant is at 376 Fire damage per monster.
The fireball was 250 Fire damage per shot.
Enchant was winning by miles especially when you factor in the number of monsters I have.
Wheres the fire sunder buddy, (its worth it... I do this very similarly with enchant sorc almost every season.)
It's in my inventory buddy, I even hover over it and show it off.
Did you afford this build thanks to all those free ber runes?
Actually the build was pretty cheap with exception to the enigma. But my funding came from the sale of a perfect 20/20 sorc torch that sold for 30 Jah runes.
why dont you summon with mang song, then swap to your off hand, and YOU rock the infinity. Infinity + lower res, vs 20+ level 40+ enchanted minions, yay!
I would lose too many summons, they die on swap.
I would lose -EFR which is more important than conviction.
I would lose my FCR as well
I think it's a bad choice
why do you not rebind the skill keys for asdfzxqwerc instead of f1 to f8 like we're in 2001
You need better things to care about.
look at you projecting all over the internet. Bad vj BAD
I like f1-f8 I don't hit them by accident.
This looks horrible
I have cleared everything in the game with it including Ubers. It does so quite fast as well.
I guess looks can be deceiving
very bad build seems boring too
it's actually very fun, and quite powerful.
@@GGMentor when it's fully charged maybe but it takes some times unlike the hammerdin for exemple and the build cost seems alot idk
@@axelrose6902 A Tiny visit to Pindle and your mostly done building your army.
what in the build is expensive lol? It's mostly cheap junk no one wants.
@@GGMentor I didnt know enigma was cheap junk lol I'm one sur rune away from getting enigma in solo and it's such a grind for an armor that unlocks the potential of 3/4 of diablo 2 classes but yeah... junk for sure
@@axelrose6902bro whent to hammerdin 😂 try something fun for ones