2h Melee Necro

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kolyeah8
Thunder Beetle
58 | 0
what does overlord do on
Leviathan
Leviathan
Necromancer Scythes

'Taha'
Runeword Level: 100
+(172 to 200)% Enhanced Damage
+(111 to 135) to Maximum Damage
+(8 to 27) to Overlord
Slow Target (21 to 25)%
(31 to 50)% to Strength
(31 to 50)% to Dexterity
Physical Resist (11 to 15)%
?
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Giu
Grubber
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kolyeah8 wrote:what does overlord do on
Leviathan
Leviathan
Necromancer Scythes

'Taha'
Runeword Level: 100
+(172 to 200)% Enhanced Damage
+(111 to 135) to Maximum Damage
+(8 to 27) to Overlord
Slow Target (21 to 25)%
(31 to 50)% to Strength
(31 to 50)% to Dexterity
Physical Resist (11 to 15)%
?

Summon that increase max necro summons by 1
kolyeah8
Thunder Beetle
58 | 0
so "overlord" is the same as "summon overlord" ?
wasn clear to me :D
Lorath
Imp
4 | 0
Better to use a shitty eth raptor scythe or go for best normal base u can craft? thx
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Giu
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Lorath wrote:Better to use a shitty eth raptor scythe or go for best normal base u can craft? thx

Raptor, you can do the math yourself.
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Giu
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kolyeah8 wrote:so "overlord" is the same as "summon overlord" ?
wasn clear to me :D

yea, useless.
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Seikun
Destroyer
7 | 0
1) I wonder, what does aurhor of the guide think about
Dux Infernum
Dux Infernum
War Axe (Sacred)

One-Hand Damage: (115 - 128) to (140 - 156)
Required Level: 100
Required Strength: 581
Item Level: 120
Strength Damage Bonus: (0.18 per Strength)%
+30 Second Cooldown to Jinn
15% Chance to cast level 60 Jinn on Melee Attack
+(4 to 5) to All Skills
+(150 to 180)% Enhanced Damage
Adds 1000-2000 fire damage
0.5% to Fire Spell Damage (Based on Character Level)
+1 to Jinn
+200% to Summoned Minion Life
Maximum Cold Resist -2%
+200 Life on Attack
Socketed (6)
as on-switch weapon for this build? +(5-6) to all skills is neat, having between 50% and 70% (depending on clvl) fire spell dmg is good if you use
Nero
Nero
Belts

'Auhe'
Runeword Level: 100
10% Chance to cast level 14 Fortress on Melee Attack
Adds 7-25 damage
+150% Damage to Demons
Adds 125-250 fire damage
+(16 to 20)% to Fire Spell Damage
2% Deadly Strike
+(7 to 12) to Path of Flames
+(115 to 143)% Enhanced Defense
and its Path of Flames,and there's also Jinn summons that effectively let Necro use two uberskills at once.

My main concern with Jinni is whether they stay after you place Dux Infernum to your inventory, or not. Generally, do item-granted summons vanish once you move the item out of its equipment slot? I remember having
Leviathan
Leviathan
Necromancer Scythes

'Taha'
Runeword Level: 100
+(172 to 200)% Enhanced Damage
+(111 to 135) to Maximum Damage
+(8 to 27) to Overlord
Slow Target (21 to 25)%
(31 to 50)% to Strength
(31 to 50)% to Dexterity
Physical Resist (11 to 15)%
in MXL 2012, Overlord it let me summon would die very quickly... in towns. I can't figure out what was the case - Overlord skill working that way by concept, or it being bugged, or the sudden death syndrome of item-granted summons. Can anyone educate me on this?

2) Why not use Blood Skeletons as 1-pointer mid- and lategame? Are they so weak and their aura so useless that they don't deserve a single point investment?

3) What about
Tzeentch
Tzeentch
Necromancer Scythes

'Shaad'
Runeword Level: 100
5% Chance to cast level 27 Singularity on Kill
20% Chance to cast level 40 Punisher on Striking
+(146 to 174)% Enhanced Damage
Adds 63-125 damage
(31 to 50)% Bonus to Buff/Debuff/Cold Skill Duration
(17 to 21)% Mana stolen per Hit
Hit Causes Monster to Flee +5%
and
Craton (Xis)
Craton
Boots

'ChXis'
Runeword Level: 120
7% Chance to cast level 7 Shower of Rocks on Melee Attack
5% Chance of Crushing Blow
+50 to Strength
+50 to Dexterity
+60 to Vitality
+50 to Energy
Physical Damage Reduced by -(50 to 70)
(21 to 30)% Chance of Uninterruptable Attack
Total Character Defense (41 to 50)%
Cannot be Unsocketed
? Do they have any use lategame?
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Giu
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Seikun wrote:1) I wonder, what does aurhor of the guide think about
Dux Infernum
Dux Infernum
War Axe (Sacred)

One-Hand Damage: (115 - 128) to (140 - 156)
Required Level: 100
Required Strength: 581
Item Level: 120
Strength Damage Bonus: (0.18 per Strength)%
+30 Second Cooldown to Jinn
15% Chance to cast level 60 Jinn on Melee Attack
+(4 to 5) to All Skills
+(150 to 180)% Enhanced Damage
Adds 1000-2000 fire damage
0.5% to Fire Spell Damage (Based on Character Level)
+1 to Jinn
+200% to Summoned Minion Life
Maximum Cold Resist -2%
+200 Life on Attack
Socketed (6)
as on-switch weapon for this build? +(5-6) to all skills is neat, having between 50% and 70% (depending on clvl) fire spell dmg is good if you use
Nero
Nero
Belts

'Auhe'
Runeword Level: 100
10% Chance to cast level 14 Fortress on Melee Attack
Adds 7-25 damage
+150% Damage to Demons
Adds 125-250 fire damage
+(16 to 20)% to Fire Spell Damage
2% Deadly Strike
+(7 to 12) to Path of Flames
+(115 to 143)% Enhanced Defense
and its Path of Flames,and there's also Jinn summons that effectively let Necro use two uberskills at once.

My main concern with Jinni is whether they stay after you place Dux Infernum to your inventory, or not. Generally, do item-granted summons vanish once you move the item out of its equipment slot? I remember having
Leviathan
Leviathan
Necromancer Scythes

'Taha'
Runeword Level: 100
+(172 to 200)% Enhanced Damage
+(111 to 135) to Maximum Damage
+(8 to 27) to Overlord
Slow Target (21 to 25)%
(31 to 50)% to Strength
(31 to 50)% to Dexterity
Physical Resist (11 to 15)%
in MXL 2012, Overlord it let me summon would die very quickly... in towns. I can't figure out what was the case - Overlord skill working that way by concept, or it being bugged, or the sudden death syndrome of item-granted summons. Can anyone educate me on this?

2) Why not use Blood Skeletons as 1-pointer mid- and lategame? Are they so weak and their aura so useless that they don't deserve a single point investment?

3) What about
Tzeentch
Tzeentch
Necromancer Scythes

'Shaad'
Runeword Level: 100
5% Chance to cast level 27 Singularity on Kill
20% Chance to cast level 40 Punisher on Striking
+(146 to 174)% Enhanced Damage
Adds 63-125 damage
(31 to 50)% Bonus to Buff/Debuff/Cold Skill Duration
(17 to 21)% Mana stolen per Hit
Hit Causes Monster to Flee +5%
and
Craton (Xis)
Craton
Boots

'ChXis'
Runeword Level: 120
7% Chance to cast level 7 Shower of Rocks on Melee Attack
5% Chance of Crushing Blow
+50 to Strength
+50 to Dexterity
+60 to Vitality
+50 to Energy
Physical Damage Reduced by -(50 to 70)
(21 to 30)% Chance of Uninterruptable Attack
Total Character Defense (41 to 50)%
Cannot be Unsocketed
? Do they have any use lategame?

1) Iiirc they unsummon if you cast a buff, even if they stay they'll die pretty easily.

2) Too fragile to be worth keeping alive for aura.
3) Nope, other options simply perform better.
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Seikun
Destroyer
7 | 0
Summons being fragile shouldn't be a problem when they're invincible under Rathma's Chosen buff. Then again, guide suggests to use darklings who aren't any more durable (I may be wrong about that) but don't have aura.
Maybe I'm missing something...

Also, what about Overlord summoned via
Leviathan
Leviathan
Necromancer Scythes

'Taha'
Runeword Level: 100
+(172 to 200)% Enhanced Damage
+(111 to 135) to Maximum Damage
+(8 to 27) to Overlord
Slow Target (21 to 25)%
(31 to 50)% to Strength
(31 to 50)% to Dexterity
Physical Resist (11 to 15)%
? Does this one have any use?
User avatar
Giu
Grubber
345 | 24
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Seikun wrote:Summons being fragile shouldn't be a problem when they're invincible under Rathma's Chosen buff. Then again, guide suggests to use darklings who aren't any more durable (I may be wrong about that) but don't have aura.
Maybe I'm missing something...

Also, what about Overlord summoned via
Leviathan
Leviathan
Necromancer Scythes

'Taha'
Runeword Level: 100
+(172 to 200)% Enhanced Damage
+(111 to 135) to Maximum Damage
+(8 to 27) to Overlord
Slow Target (21 to 25)%
(31 to 50)% to Strength
(31 to 50)% to Dexterity
Physical Resist (11 to 15)%
? Does this one have any use?

You use then to cast Bane, and no.