Xbow Necromancer

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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
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 / [email protected] / 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
51 | 0
for weapon switch worth to mention (besides
Blackheart
Blackheart
Grim Wand (4)

One-Hand Damage: 7 to 10
Required Dexterity: 15
Required Level: 11
(Necromancer Only)
Dexterity Damage Bonus: (0.1 per Dexterity)%
+1 to Necromancer Skill Levels
15% Cast Speed
15% Hit Recovery
10% Bonus to Buff/Debuff/Cold Skill Duration
+50% Damage to Undead
+1 to Dark Power
+(6 to 9) to Summon Darklings
+(16 to 20)% to Summoned Minion Damage
+0.0875 Life Regenerated per Second (Based on Character Level)
Socketed (1)
One-Hand Damage: 11 to 18
Required Dexterity: 23
Required Level: 29
(Necromancer Only)
Dexterity Damage Bonus: (0.1 per Dexterity)%
+2 to Necromancer Skill Levels
25% Cast Speed
25% Hit Recovery
20% Bonus to Buff/Debuff/Cold Skill Duration
+50% Damage to Undead
+2 to Dark Power
+(12 to 16) to Summon Darklings
+(31 to 40)% to Summoned Minion Damage
+0.1125 Life Regenerated per Second (Based on Character Level)
Socketed (2)
One-Hand Damage: 17 to 26
Required Dexterity: 46
Required Level: 47
(Necromancer Only)
Dexterity Damage Bonus: (0.1 per Dexterity)%
+3 to Necromancer Skill Levels
35% Cast Speed
35% Hit Recovery
30% Bonus to Buff/Debuff/Cold Skill Duration
+50% Damage to Undead
+3 to Dark Power
+(20 to 26) to Summon Darklings
+(51 to 60)% to Summoned Minion Damage
+0.1375 Life Regenerated per Second (Based on Character Level)
Socketed (2)
One-Hand Damage: 20 to 31
Required Dexterity: 92
Required Level: 55
(Necromancer Only)
Dexterity Damage Bonus: (0.1 per Dexterity)%
+4 to Necromancer Skill Levels
40% Cast Speed
40% Hit Recovery
40% Bonus to Buff/Debuff/Cold Skill Duration
+50% Damage to Undead
+4 to Dark Power
+(32 to 36) to Summon Darklings
+(71 to 80)% to Summoned Minion Damage
+0.15 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 Dexterity: 55
Required Level: 7
+1 to All Skills
+1 to Sorceress Skill Levels
+1 to Druid 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 Dexterity: 81
Required Level: 24
+(1 to 2) to All Skills
+(1 to 2) to Sorceress Skill Levels
+(1 to 2) to Druid 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 Dexterity: 170
Required Level: 42
+2 to All Skills
+2 to Sorceress Skill Levels
+2 to Druid 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 Dexterity: 353
Required Level: 51
+2 to All Skills
+2 to Sorceress Skill Levels
+2 to Druid 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: 1%
Required Dexterity: 436
Required Level: 100
(Necromancer Only)
+(50 to 100) Energy Factor to Spell Damage
4% Chance to cast level 21 Lifeblood on Kill
-30% to Enemy Poison Resistance
+1 to Thundergod
+(7 to 12) to Rotting Flesh (Necromancer Only)
+(7 to 12) to Graveyard (Necromancer Only)
+(100 to 150) to Vitality
Maximum Poison Resist +(2 to 3)%
Total Character Defense 50%
Socketed (4)
- very nice oskill

or just
Shamanka
Shamanka
Long Staff (Sacred)

Two-Hand Damage: 56 to 58
Required Dexterity: 203
Required Level: 100
Dexterity Damage Bonus: (0.1 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 (31 to 40)%
Lightning Resist +(50 to 70)%
Fire Resist +(50 to 70)%
Socketed (4)


gloves -
Visegrip
Visegrip
Light Gauntlets (4)

Defense: 29 to 56
Required Strength: 52
Required Level: 6
5% Chance to cast level 5 Crucify on Melee Attack
+(3 to 4) to Maximum Damage
(4 to 5)% to Strength
2% to Dexterity
Socketed (1)
Defense: 120 to 176
Required Strength: 76
Required Level: 24
6% Chance to cast level 10 Crucify on Melee Attack
+(6 to 7) to Maximum Damage
(8 to 9)% to Strength
(3 to 4)% to Dexterity
Socketed (2)
Defense: 273 to 381
Required Strength: 161
Required Level: 41
7% Chance to cast level 19 Crucify on Melee Attack
+(8 to 9) to Maximum Damage
(12 to 13)% to Strength
(5 to 7)% to Dexterity
Socketed (3)
Defense: 375 to 522
Required Strength: 333
Required Level: 50
8% Chance to cast level 30 Crucify on Melee Attack
+(9 to 10) to Maximum Damage
(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: 7 to 10
Required Dexterity: 15
Required Level: 11
(Necromancer Only)
Dexterity Damage Bonus: (0.1 per Dexterity)%
+1 to Necromancer Skill Levels
15% Cast Speed
15% Hit Recovery
10% Bonus to Buff/Debuff/Cold Skill Duration
+50% Damage to Undead
+1 to Dark Power
+(6 to 9) to Summon Darklings
+(16 to 20)% to Summoned Minion Damage
+0.0875 Life Regenerated per Second (Based on Character Level)
Socketed (1)
One-Hand Damage: 11 to 18
Required Dexterity: 23
Required Level: 29
(Necromancer Only)
Dexterity Damage Bonus: (0.1 per Dexterity)%
+2 to Necromancer Skill Levels
25% Cast Speed
25% Hit Recovery
20% Bonus to Buff/Debuff/Cold Skill Duration
+50% Damage to Undead
+2 to Dark Power
+(12 to 16) to Summon Darklings
+(31 to 40)% to Summoned Minion Damage
+0.1125 Life Regenerated per Second (Based on Character Level)
Socketed (2)
One-Hand Damage: 17 to 26
Required Dexterity: 46
Required Level: 47
(Necromancer Only)
Dexterity Damage Bonus: (0.1 per Dexterity)%
+3 to Necromancer Skill Levels
35% Cast Speed
35% Hit Recovery
30% Bonus to Buff/Debuff/Cold Skill Duration
+50% Damage to Undead
+3 to Dark Power
+(20 to 26) to Summon Darklings
+(51 to 60)% to Summoned Minion Damage
+0.1375 Life Regenerated per Second (Based on Character Level)
Socketed (2)
One-Hand Damage: 20 to 31
Required Dexterity: 92
Required Level: 55
(Necromancer Only)
Dexterity Damage Bonus: (0.1 per Dexterity)%
+4 to Necromancer Skill Levels
40% Cast Speed
40% Hit Recovery
40% Bonus to Buff/Debuff/Cold Skill Duration
+50% Damage to Undead
+4 to Dark Power
+(32 to 36) to Summon Darklings
+(71 to 80)% to Summoned Minion Damage
+0.15 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 Dexterity: 55
Required Level: 7
+1 to All Skills
+1 to Sorceress Skill Levels
+1 to Druid 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 Dexterity: 81
Required Level: 24
+(1 to 2) to All Skills
+(1 to 2) to Sorceress Skill Levels
+(1 to 2) to Druid 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 Dexterity: 170
Required Level: 42
+2 to All Skills
+2 to Sorceress Skill Levels
+2 to Druid 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 Dexterity: 353
Required Level: 51
+2 to All Skills
+2 to Sorceress Skill Levels
+2 to Druid 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: 1%
Required Dexterity: 436
Required Level: 100
(Necromancer Only)
+(50 to 100) Energy Factor to Spell Damage
4% Chance to cast level 21 Lifeblood on Kill
-30% to Enemy Poison Resistance
+1 to Thundergod
+(7 to 12) to Rotting Flesh (Necromancer Only)
+(7 to 12) to Graveyard (Necromancer Only)
+(100 to 150) to Vitality
Maximum Poison Resist +(2 to 3)%
Total Character Defense 50%
Socketed (4)
- very nice oskill

or just
Shamanka
Shamanka
Long Staff (Sacred)

Two-Hand Damage: 56 to 58
Required Dexterity: 203
Required Level: 100
Dexterity Damage Bonus: (0.1 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 (31 to 40)%
Lightning Resist +(50 to 70)%
Fire Resist +(50 to 70)%
Socketed (4)


gloves -
Visegrip
Visegrip
Light Gauntlets (4)

Defense: 29 to 56
Required Strength: 52
Required Level: 6
5% Chance to cast level 5 Crucify on Melee Attack
+(3 to 4) to Maximum Damage
(4 to 5)% to Strength
2% to Dexterity
Socketed (1)
Defense: 120 to 176
Required Strength: 76
Required Level: 24
6% Chance to cast level 10 Crucify on Melee Attack
+(6 to 7) to Maximum Damage
(8 to 9)% to Strength
(3 to 4)% to Dexterity
Socketed (2)
Defense: 273 to 381
Required Strength: 161
Required Level: 41
7% Chance to cast level 19 Crucify on Melee Attack
+(8 to 9) to Maximum Damage
(12 to 13)% to Strength
(5 to 7)% to Dexterity
Socketed (3)
Defense: 375 to 522
Required Strength: 333
Required Level: 50
8% Chance to cast level 30 Crucify on Melee Attack
+(9 to 10) to Maximum Damage
(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
Cultist
24 | 0
@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
Cultist
24 | 0
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
Dart Thrower (Sacred)

Two-Hand Damage: (279 - 305) to (332 - 358)
Required Strength: 395
Required Level: 100
(Necromancer Only)
Strength Damage Bonus: (0.26 per Strength)%
Flametail Shot Only Gains 1 Projectile per 7 Base Levels
4% Chance to cast level 28 Flametail Shot on Striking
+3 to Necromancer Skill Levels
60% Attack Speed
+(170 to 200)% Enhanced Damage
Adds 50-100 damage
Enhanced Weapon Damage +(31 to 50)%
+150 to Strength
-50 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

Cube Reagent
Cube with Any Weapon to Add Bonus
+15% Enhanced Damage
+20 to Strength
Adds Strength Bonus to Damage
2% Chance of Crushing Blow
+10 Required Level
or just deadly strike?