Xbow Necromancer

Moasseman
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titan015 wrote:Just reached Hell difficulty untwinked with xbow necro.
For those who wants to level with Widowmaker right from the start you can use Stillwater TU to solve all your mana problems till Hell(I got lucky and looted one in act1). As for attack rating problems early on you can temporarily slot your weapon with perfect amethyst gems or use Attack Rating TUs like feather claw, wormtongue and zealot rush.


Yea, I'm currently writing an alternate Widow route for leveling from like 30-40~ onwards. Few mana leech MOs on the weapon or Perf sapphires or TU Bonehelm you mentioned will let you do it
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matdoo
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sebneo wrote:
Moasseman wrote:
sebneo wrote:Hi

First at all Ty for guide this nec is really fun to play

I need advice /Tips for Kabraxxis

I'm lvl 122 with 10k life / 78@ / 25k ar and full end game stuff ( not do all jewel and mo atm)

I have all 120 Charm but impossible to kill kabraxxis i try many playstyle but i failed each time

Any tips for kill him ?


And other Question Burning veil is really usefull ? i think it boost only allies dmg not ourself dmg.


For Kabraxis, it helps immensely if you cap your poison resistance to 90% (I used to have a Lazarus' Chasuble body armor with 6 perfect turquoises in it just for Kab) or as close as possible.

Other than that, keep on circling Kab a medium distance away. He will pounce on you if you go too far or out of his line of sight (and sometimes randomly). He also has Teleport on struck, so he will randomly by teleporting around. If you know that he is going to pounce you, then spam widowmaker on YOURSELF. This way as soon as he pounces you, he will start taking damage and the 4 skeletons he summons will die right away. High movement speed helps a lot in the fight too (remember to use your sprint)

For punisher barrage, just drink a potion as soon as you get badly poisoned. If you run out of potions, tp to town and buy more and come back.

Do note that Kabraxis heals about 7.5% of his life every time he gets a kill (including minions), so summons are off the table. The less you die the faster the fight goes too, don't panic.

And yes, Burning Veil buffs any friendly unit that runs through it, you included.


Ty for explanation i try quickly at lunch time with laz chasuble and 89 poison resist but die i will make some try tonight with 90 poison resist and much time to kill him :P

Also will Mo and add missing jewel in my stuff

I

I'm new this game as you, I was able to kill him without 90% poison res cap.

I stacked lots of MS for farming purpose and high MS helped me a lot to kill kab. When he using pounce, you can easily escape that area with high MS.
I died a lot ofc, but it's not impossible thing if you kite him in right way.
Watch out for nuclear attack+pounce combo. Sprint away to safe place when he uses punisher barrage then pop potion right away if you poisoned.
Unnamed
Thunder Beetle
55 | 0
for weapon switch worth to mention (besides
Blackheart
Blackheart
Grim Wand (4)

One-Hand Damage: 6 to 8
(Necromancer Only)
Required Level: 11
Required Dexterity: 15
Item Level: 1
Dexterity Damage Bonus: (0.06 per Dexterity)%
+1 to Necromancer Skill Levels
15% Cast Speed
15% Hit Recovery
+50% Damage to Undead
+(6 to 9) to Summon Darklings
+1 to Dark Power
+(9 to 10)% to Summoned Minion Damage
+1 Life Regenerated per Second (Based on Character Level)
Socketed (1)
One-Hand Damage: 11 to 17
(Necromancer Only)
Required Level: 29
Required Dexterity: 23
Item Level: 31
Dexterity Damage Bonus: (0.06 per Dexterity)%
+2 to Necromancer Skill Levels
25% Cast Speed
25% Hit Recovery
+50% Damage to Undead
+(12 to 16) to Summon Darklings
+2 to Dark Power
+(16 to 20)% to Summoned Minion Damage
+1 Life Regenerated per Second (Based on Character Level)
Socketed (2)
One-Hand Damage: 17 to 26
(Necromancer Only)
Required Level: 47
Required Dexterity: 46
Item Level: 51
Dexterity Damage Bonus: (0.06 per Dexterity)%
+3 to Necromancer Skill Levels
35% Cast Speed
35% Hit Recovery
+50% Damage to Undead
+(20 to 26) to Summon Darklings
+3 to Dark Power
+(26 to 30)% to Summoned Minion Damage
+1 Life Regenerated per Second (Based on Character Level)
Socketed (2)
One-Hand Damage: 20 to 31
(Necromancer Only)
Required Level: 55
Required Dexterity: 92
Item Level: 77
Dexterity Damage Bonus: (0.06 per Dexterity)%
+4 to Necromancer Skill Levels
40% Cast Speed
40% Hit Recovery
+50% Damage to Undead
+(32 to 36) to Summon Darklings
+4 to Dark Power
+(36 to 40)% to Summoned Minion Damage
+1 Life Regenerated per Second (Based on Character Level)
Socketed (2)
)
Cloudladder
Cloudladder
Spiked Shield (4)

Defense: (102 - 116) to (203 - 230)
Chance to Block: Class%
Required Level: 7
Required Dexterity: 55
Item Level: 10
+1 to All Skills
+1 to Druid Skill Levels
+1 to Sorceress Skill Levels
+(41 to 60)% Enhanced Defense
+20 to all Attributes
+10 Life Regenerated per Second
Socketed (1)
Defense: (372 - 414) to (629 - 699)
Chance to Block: Class%
Required Level: 24
Required Dexterity: 81
Item Level: 36
+(1 to 2) to All Skills
+(1 to 2) to Druid Skill Levels
+(1 to 2) to Sorceress Skill Levels
+(71 to 90)% Enhanced Defense
+30 to all Attributes
+20 Life Regenerated per Second
Socketed (4)
Defense: (920 - 1007) to (1503 - 1645)
Chance to Block: Class%
Required Level: 42
Required Dexterity: 170
Item Level: 51
+2 to All Skills
+2 to Druid Skill Levels
+2 to Sorceress Skill Levels
+(101 to 120)% Enhanced Defense
+40 to all Attributes
+30 Life Regenerated per Second
Socketed (5)
Defense: (1443 - 1687) to (2346 - 2743)
Chance to Block: Class%
Required Level: 51
Required Dexterity: 353
Item Level: 85
+2 to All Skills
+2 to Druid Skill Levels
+2 to Sorceress Skill Levels
+(131 to 170)% Enhanced Defense
+50 to all Attributes
+40 Life Regenerated per Second
Socketed (6)
(tu2 with +2 skills is enough) - more darkpower
later
Homunculus
Homunculus
Preserved Head (Sacred)

Defense: 1215 to 1300
Chance to Block: 2%
(Necromancer Only)
Required Level: 115
Required Dexterity: 436
Item Level: 120
Graveyard: +2 Additional Projectiles
4% Chance to cast level 21 Lifeblood on Kill
+(50 to 100) Spell Focus
-30% to Enemy Poison Resistance
+(7 to 12) to Graveyard (Necromancer Only)
+(31 to 44) to Arachnomancy
+(100 to 150) to Vitality
Maximum Poison Resist +(2 to 3)%
50% Bonus to Defense
Socketed (4)
- very nice oskill

or just
Shamanka
Shamanka
Long Staff (Sacred)

Two-Hand Damage: 56 to 58
Required Level: 100
Required Dexterity: 203
Item Level: 105
Dexterity Damage Bonus: (0.15 per Dexterity)%
+(3 to 6) to Sorceress Skill Levels
45% Cast Speed
45% Hit Recovery
+50% Damage to Undead
+(21 to 25)% to Fire Spell Damage
+(21 to 25)% to Cold Spell Damage
+(21 to 25)% to Poison Spell Damage
+(6 to 16) to Bloodlust
Maximum Life +(10 to 13)%
Fire Resist +(50 to 70)%
Lightning Resist +(50 to 70)%
Socketed (4)


gloves -
Visegrip
Visegrip
Light Gauntlets (4)

Defense: 29 to 56
Required Level: 6
Required Strength: 30
Item Level: 10
5% Chance to cast level 5 Crucify on Melee Attack
+(3 to 4) to Maximum Damage
(21 to 50)% Bonus to Attack Rating
(4 to 5)% to Strength
2% to Dexterity
Socketed (1)
Defense: 120 to 176
Required Level: 24
Required Strength: 60
Item Level: 31
6% Chance to cast level 10 Crucify on Melee Attack
+(6 to 7) to Maximum Damage
(75 to 100)% Bonus to Attack Rating
(8 to 9)% to Strength
(3 to 4)% to Dexterity
Socketed (2)
Defense: 273 to 381
Required Level: 41
Required Strength: 210
Item Level: 51
7% Chance to cast level 19 Crucify on Melee Attack
+(8 to 9) to Maximum Damage
(105 to 125)% Bonus to Attack Rating
(12 to 13)% to Strength
(5 to 7)% to Dexterity
Socketed (3)
Defense: 375 to 522
Required Level: 50
Required Strength: 420
Item Level: 77
8% Chance to cast level 30 Crucify on Melee Attack
+(9 to 10) to Maximum Damage
(130 to 150)% Bonus to Attack Rating
(14 to 15)% to Strength
(8 to 10)% to Dexterity
Socketed (4)
isn't better? - ar problems gone, and big boost to str
Moasseman
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Unnamed wrote:for weapon switch worth to mention (besides
Blackheart
Blackheart
Grim Wand (4)

One-Hand Damage: 6 to 8
(Necromancer Only)
Required Level: 11
Required Dexterity: 15
Item Level: 1
Dexterity Damage Bonus: (0.06 per Dexterity)%
+1 to Necromancer Skill Levels
15% Cast Speed
15% Hit Recovery
+50% Damage to Undead
+(6 to 9) to Summon Darklings
+1 to Dark Power
+(9 to 10)% to Summoned Minion Damage
+1 Life Regenerated per Second (Based on Character Level)
Socketed (1)
One-Hand Damage: 11 to 17
(Necromancer Only)
Required Level: 29
Required Dexterity: 23
Item Level: 31
Dexterity Damage Bonus: (0.06 per Dexterity)%
+2 to Necromancer Skill Levels
25% Cast Speed
25% Hit Recovery
+50% Damage to Undead
+(12 to 16) to Summon Darklings
+2 to Dark Power
+(16 to 20)% to Summoned Minion Damage
+1 Life Regenerated per Second (Based on Character Level)
Socketed (2)
One-Hand Damage: 17 to 26
(Necromancer Only)
Required Level: 47
Required Dexterity: 46
Item Level: 51
Dexterity Damage Bonus: (0.06 per Dexterity)%
+3 to Necromancer Skill Levels
35% Cast Speed
35% Hit Recovery
+50% Damage to Undead
+(20 to 26) to Summon Darklings
+3 to Dark Power
+(26 to 30)% to Summoned Minion Damage
+1 Life Regenerated per Second (Based on Character Level)
Socketed (2)
One-Hand Damage: 20 to 31
(Necromancer Only)
Required Level: 55
Required Dexterity: 92
Item Level: 77
Dexterity Damage Bonus: (0.06 per Dexterity)%
+4 to Necromancer Skill Levels
40% Cast Speed
40% Hit Recovery
+50% Damage to Undead
+(32 to 36) to Summon Darklings
+4 to Dark Power
+(36 to 40)% to Summoned Minion Damage
+1 Life Regenerated per Second (Based on Character Level)
Socketed (2)
)
Cloudladder
Cloudladder
Spiked Shield (4)

Defense: (102 - 116) to (203 - 230)
Chance to Block: Class%
Required Level: 7
Required Dexterity: 55
Item Level: 10
+1 to All Skills
+1 to Druid Skill Levels
+1 to Sorceress Skill Levels
+(41 to 60)% Enhanced Defense
+20 to all Attributes
+10 Life Regenerated per Second
Socketed (1)
Defense: (372 - 414) to (629 - 699)
Chance to Block: Class%
Required Level: 24
Required Dexterity: 81
Item Level: 36
+(1 to 2) to All Skills
+(1 to 2) to Druid Skill Levels
+(1 to 2) to Sorceress Skill Levels
+(71 to 90)% Enhanced Defense
+30 to all Attributes
+20 Life Regenerated per Second
Socketed (4)
Defense: (920 - 1007) to (1503 - 1645)
Chance to Block: Class%
Required Level: 42
Required Dexterity: 170
Item Level: 51
+2 to All Skills
+2 to Druid Skill Levels
+2 to Sorceress Skill Levels
+(101 to 120)% Enhanced Defense
+40 to all Attributes
+30 Life Regenerated per Second
Socketed (5)
Defense: (1443 - 1687) to (2346 - 2743)
Chance to Block: Class%
Required Level: 51
Required Dexterity: 353
Item Level: 85
+2 to All Skills
+2 to Druid Skill Levels
+2 to Sorceress Skill Levels
+(131 to 170)% Enhanced Defense
+50 to all Attributes
+40 Life Regenerated per Second
Socketed (6)
(tu2 with +2 skills is enough) - more darkpower
later
Homunculus
Homunculus
Preserved Head (Sacred)

Defense: 1215 to 1300
Chance to Block: 2%
(Necromancer Only)
Required Level: 115
Required Dexterity: 436
Item Level: 120
Graveyard: +2 Additional Projectiles
4% Chance to cast level 21 Lifeblood on Kill
+(50 to 100) Spell Focus
-30% to Enemy Poison Resistance
+(7 to 12) to Graveyard (Necromancer Only)
+(31 to 44) to Arachnomancy
+(100 to 150) to Vitality
Maximum Poison Resist +(2 to 3)%
50% Bonus to Defense
Socketed (4)
- very nice oskill

or just
Shamanka
Shamanka
Long Staff (Sacred)

Two-Hand Damage: 56 to 58
Required Level: 100
Required Dexterity: 203
Item Level: 105
Dexterity Damage Bonus: (0.15 per Dexterity)%
+(3 to 6) to Sorceress Skill Levels
45% Cast Speed
45% Hit Recovery
+50% Damage to Undead
+(21 to 25)% to Fire Spell Damage
+(21 to 25)% to Cold Spell Damage
+(21 to 25)% to Poison Spell Damage
+(6 to 16) to Bloodlust
Maximum Life +(10 to 13)%
Fire Resist +(50 to 70)%
Lightning Resist +(50 to 70)%
Socketed (4)


gloves -
Visegrip
Visegrip
Light Gauntlets (4)

Defense: 29 to 56
Required Level: 6
Required Strength: 30
Item Level: 10
5% Chance to cast level 5 Crucify on Melee Attack
+(3 to 4) to Maximum Damage
(21 to 50)% Bonus to Attack Rating
(4 to 5)% to Strength
2% to Dexterity
Socketed (1)
Defense: 120 to 176
Required Level: 24
Required Strength: 60
Item Level: 31
6% Chance to cast level 10 Crucify on Melee Attack
+(6 to 7) to Maximum Damage
(75 to 100)% Bonus to Attack Rating
(8 to 9)% to Strength
(3 to 4)% to Dexterity
Socketed (2)
Defense: 273 to 381
Required Level: 41
Required Strength: 210
Item Level: 51
7% Chance to cast level 19 Crucify on Melee Attack
+(8 to 9) to Maximum Damage
(105 to 125)% Bonus to Attack Rating
(12 to 13)% to Strength
(5 to 7)% to Dexterity
Socketed (3)
Defense: 375 to 522
Required Level: 50
Required Strength: 420
Item Level: 77
8% Chance to cast level 30 Crucify on Melee Attack
+(9 to 10) to Maximum Damage
(130 to 150)% Bonus to Attack Rating
(14 to 15)% to Strength
(8 to 10)% to Dexterity
Socketed (4)
isn't better? - ar problems gone, and big boost to str


Cloudladder is useful for the +2 it provides. Homunculus I haven't bothered with (Thundergod is imo useless) and someone told me the nova won't work after you weapon swap back to your main weapon.

Bloodlust we get from merc's Qarak's will, tho I did mention Shamanka as a weapon switch option.

Visegrips can be used for early bosses but for clearing it does practically nothing and later on we don't have any AR issues with bosses.
ojejku
Jungle Hunter
28 | 2
@Moasseman thanks for the great guide, I skipped all previous median releases since I drew my attention into other games like PoE (full time), and now I'm doing my best to try out as much builds as I can to learn all mechanics on my own (that's my preferred way of learning things rather than just reading someone else's stuff), since I got pretty burnt out and mostly waiting for 4.0. Sadly, wiki is not at PoE wiki level (I'm missing quite a bit information there), but it's a nice knowledge base at least.

Having said that, with my limited knowledge, I also think Visegrip is just BiS unless you manage to get this 20k+ AR and still at this point they are competitive and might be even better for some other gear setups which do not allow you to have 20k+ AR (and you can just mindlessly invest all points into strength right away from lvl 1). I tested those gloves already on 5 melee/range attack characters and all I can say they are simply a game changer compared to how much you need to invest to stack decent amount of AR.

Anyway, I made some decent craft with just one shrine charge, nothing special but at least upgrade from TU considering I'm still learning median, still low-level and I didn't succeed with other char crafts:
Image
Moasseman
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ojejku wrote:Having said that, with my limited knowledge, I also think Visegrip is just BiS unless you manage to get this 20k+ AR and still at this point they are competitive and might be even better for some other gear setups which do not allow you to have 20k+ AR (and you can just mindlessly invest all points into strength right away from lvl 1). I tested those gloves already on 5 melee/range attack characters and all I can say they are simply a game changer compared to how much you need to invest to stack decent amount of AR.


Visegrips for farming are a horrible idea. If you completely ignore AR, you're gonna have like <50% chance to hit enemies for longest of time and since normal enemies don't tend to take too many hits to kill, you're adding an extra step for yourself (initially hitting them few times to stack the -defense)

Visegrips have a place in most WDM builds, and that is early boss killing (things like Kabraxis have relatively large defense so they're phenomenal if you've just hit 120 and go straight there). Other than that, you're far better off using actual gloves (like Geleb's which conveniently gives us access to Wolf stance without having to sacrifice more than a boot slot for it) and getting some AR on jewels. Once you get to 120/125+, you'll get plenty of dex from your charms and need 0 base points in it to reach 20-25k AR.

Further than that, if I'm solo farming (as I imagine most people tend to be since finding p8 games is a pain) then damage is not what limits my clearspeed but movement speed instead is.
ojejku
Jungle Hunter
28 | 2
Just to be clear, I didn't say fully ignore AR, you need some decent amount of AR (invest into %AR) for trash mobs but you don't have to invest so much, especially for bosses. I also didn't say that ultimately, once you get all charms @125 they still worth to use, considering you will have a decent amount of dex at that time, as you mentioned anyway. However, before you get that, I strongly believe they are best in slot, as I said this is based on my tests with other melee/range characters I've done so far, including this, so maybe it's worth to put them in the guide afterall.
Moasseman
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I could throw em in midgame gear as a suggestion for few specific fights but outside of like 2-3 boss encounters, I don't see a reason to use them. Once you get access to Wolf stance, it's just straight up better for every boss.
sebneo
Thunder Beetle
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Hi again

I have a question i use
Hwanin's Hwacha
Hwanin's Hwacha
Needle Crossbow (Sacred)

(Necromancer Only)
Required Level: 100
Required Strength: 244
Item Level: 105
Innate Fire Damage: (80.0% of Strength)
Alchemic Preparation: Flametail Shot gains +1 Projectile per 4 Base Levels
Flametail Shot Inherits Catapult Shot's Fire Damage
4% Chance to cast level 24 Flametail Shot on Striking
+5 to Necromancer Skill Levels
60% Attack Speed
Adds 250-350 Fire Damage
(5 to 12)% Innate Elemental Damage
+150 to Strength
-100 to Dexterity
Socketed (6)


Best way for upgrade it is to oil of luck for 20ed or lottery for ignorance ennemy defense (i think lottery for fautz etc but want to be sure)
aquafresh
Imp
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Hi which mo is better for weapon?
Larzuk's Round Shot
Larzuk's Round Shot
Mystic Orb

Right-Click to Apply
+10% Enhanced Damage
2% Chance of Crushing Blow
Weapon Physical Damage +30%
+20 to Strength
+10 Required Level
or just deadly strike?