Nov 30, 2015 Necro would be best. However as someone who had a 50 Cabby on Uth lemme say solo farming is an awful way to make money. Raids is where its at, DF diamond seals especially. There will be a group of people out there who will want this realm to be entirely Mythic-like.
The purpose of the beginner Necromancer guide is to provide you with a buildand item recommendations that will reliably carry you from leveling, through thepre-Torment difficulties and get you into low Torment farming, without requiringspecific legendary or set bonuses. The guide also includes a page for SeasonalNecromancers, explaining how best to take advantage of the free set fromHaedrig's Gifts.
About the AuthorThis build is presented to you by,one of the very few professional Diablo 3 players.Deadset regularly publishes video guides onandstreams on, where you cansee how this and other builds play out in practice. Why choose the Necromancer?Choose the Necromancer if you relish in the practice of dark arts —crushing bone with your grim will and sharpening it against your enemies,spilling blood in calculated dosage to empower your spells, and all the whileraising massive hordes of the dead from their very graves. With debilitatingcurses and ample ways to control the battlefield, you are the embodiment of thecommander in Diablo 3. Leveling and Fresh 70 Build 3.1. Beginner Build Active SkillsSudden Impact Singularity 1 Potency 2 Scent of Blood 3 Frenzy 4 Devouring AuraPassive Skills. Note that while the skills and runes recommended in the build arespecifically chosen to be available at an early level and remain a solid pickthroughout the leveling and early character progression, you will have totemporarily work with other skills as the build gradually unlocks. Tofamiliarize yourself with the class, experimentation is stronglyencouraged.
RotationThe primary dynamic of the leveling and fresh 70 build revolves aroundbuilding up power through Corpses and releasing it through minion summons.Weaving into the constant Corpse consumption fromDevouring Aura will top your Essence off at regular intervals andallows you to dump your entire reserve into powerfulSingularity summons. In the meantime, sic youron larger, more resilient targets and enfeeble as manytargets as you can with the curse. Remember to reposition asneeded with to stay safe from the minion frontline. Skills, Runes and PassivesThe basis of every build lies in its chosen damage dealing skills. As theyinvariably require resource or cooldown management mechanics of some sort, andsuch are scarce for low level and less geared characters, you will focus onfewer damage dealing abilities early on. The typical early game build willfeature a dominant damage dealer, a mobility skill, buffs and/or shields, andresource generators (either active or passive). The recommended split is:.
Slot 1 — Damage dealing ability: Playing into the class fantasyof a powerful summoner, the leveling Necromancer build leans on the power of theminions for the bulk of its damage. You acquire the baseas early as level 5, and rapidly acquire the majority ofits runes by the mid-leveling point.
While you can experiment with them as yousee fit, it is recommended that you swap to Singularity as soon as youacquire it at level 29. This rune enables the resource buildup and dump interplayand results in fewer, but mightier summons — a better strategy for thequestionable pet AI in the game.
Slot 2 — Generator: Essence is not the easiest resource to comeby, as it does not replenish on its own and has no passive sources ofregeneration from skills or items. Thus, it is recommended that you keep anactive genertor on your bar. While any of the three Necro generators will do,has a long reach, indomitable 24 Essence per cast, andsome great utility runes to boot. You get at level 1 andacquire the stun rune Sudden Impact at level 6, ensuring a solid start.You can swap this rune later into leveling for Path of Bones' superiordamage (level 43), or experiment with Purity of Essence atlevel 51. Slot 3 — Mobility skill: The Necromancer's solitary movementskill is — a long range, blink ability most closelyresembling the Wizard's.
It will take some time unlocking,as the base skill comes all the way down at level 30; up until that point, youcan bolster your summon army with Flesh Golem. Oncebecomes available, you can look forward to unlocking itsfirst rune, Potency, at level 34. Using it strategically can provide youwith a toughness spike that will invalidate most hard hitting attacks coming yourway. Significantly later on (level 60), look into the Metabolism rune tofurther speed up your leveling. Slot 4 — Supplementary Damage: Cementing your mastery over thedead, will provide some very needed single target DPSand a grunt frontline to protect you.
Acquired at level 9, the skeletons requireno upkeep, except when called for — you can sic them on a target of yourchoosing, instilling the skeletons with Frenzy at level 19 for evenbetter damage output. Slots 5 and 6 — Utility: Corpses are one of the core resourcemechanics of the Necromancer class, and you can either focus on using them fordamage or utility. This Necromancer leveling variant chooses the latter, slottingwhen it unlocks at level 16. This turns Corpses into a massivesource of Essence sustain, one you can practically automate at level 38 withDevouring Aura. If you do not mind a proactive approach at the cost ofconvenience, the rune Cannibalize (level 53) comes with the highestrecommendation.
Finally, the Necromancer's signature curses are a no-brainerinclusion; slot the offensive at level 22, and augment itsutility with pets with Scent of Blood at level 26. Passives: Your earliest synergistic passive comes at level 10 in theface of — even though you will starting slightly later, this passive offers invaluable movement speedto speed up the leveling process. Depending on your confidence, you can evenkeep it over the safety of the cheat death, acquired atlevel 41.
You then get a string of minion passives in the early 20s, and werecommend both (level 20) and especially(level 24) to get the most out of your summons. Atlevel 30, swap out forto further empower your Singularity mages.You will all but finalize the leveling build's passive selection by level 38,when you get to add to the benefits of yourcurse.3.4. Gear and Stats PrioritiesAs the leveling process in Diablo 3 is relatively quick, specific legendaryrecommendations are impossible.
During leveling finding upgrades is frequent, soyour gear will be swapped in and out within the span of a few minutes. Followingthe in-game comparison system and the stat priorities outlined in the tablesbelow will result in a solid character throughout the leveling journey.Note that skill damage and elemental damage recommendations only apply if themajority of your damage is done through that skill or element. For altcharacters however, sockets take priority above all other attributes, since youcan slot high level gems and benefit massively from their stat increase.
For thepurposes of an alt character, leveling a to level 25 andsocketing it in a level 70 weapon will be the single biggest boost you canprovide to the leveling process. GemsYour armor sockets should be taken up by the highest tier Topaz gems you canafford at the time, while the helm is usually best filled by a Diamond gemfor a boost to Cooldown Reduction. The weapon is best fitted with an Emerald.When you stumble upon jewelry with good primary stats and a socket, you shouldstart dabbling into Legendary Gems. The Legendary Gems to consider forNecromancers are, in order of importance:. — staple multiplicative damage increase.
Notethat the gem is self sufficient, proccing itself when fighting in melee range,and is otherwise easily triggered by the Necromancer's myriad slows. is a priority gem for Necromancers, a classic summonerarchetype in the game. The build is an adaptation of the Pestilence Greater Rift build, whichexchanges the essence-stacking focus of the progression variant for the steadydamage bonus of a poison-stacking spec and CDR-related speedfarming staples.
Youwill be gambling and cubing with priority tocater to the set's aptitude for, and prioritizeand as your next key items.Activate as soon as it comes up, ideally with completeoverlap as your CDR improves and your resets come at a greaterspeed. This can be accomplished with as low as two elite kills within a singlewindow, given the focus on CDR on gear.Once you obtain (likely from upgrading two-handed rarescythes in the Cube, a very effective shortcut for this weapon), you will bestacking its power with a combination of Dislocation,Blighted Marrow and Ricochet. Note that youwill have to manually cast at least one Ricochet, since theauto shots from the Pestilence 2-piece will not count towards the bonus.With the help of, your next priority item, youwill be able to use Blighted Marrow for cooldown resets when theones from do not line up properly. Do not rely on this attackfor DPS, it is strictly there for the CDR with the Zodiac ring.Last but not least, continuously spam Cannibalize to sustainyour health and get free Ricochet shots from the Pestilence2-piece. Move around with Molting.
— (1h sword);(2h scythe); (shoulders);(bracers);,(rings); (amulet);(belt).5. Other Set Starter BuildsWhile you get a fixed free set at the start of every Season, it is notunreasonable to assume you will attain other sets in quick succession. If youare interested in switching around your playstyle, take a look at the beginnerpoints for other sets below, and note to which endgame builds they point youafter. Inarius Starter Build Active SkillsAura of Frailty Molting 1 Close Quarters 2 Dislocation 3 Flesh Golem 4 Frozen LandsPassive Skills.
The starter Inarius set build is almost identical to a higher tier Corpsemancerbuild, using the close range synergy of the Inarius set andClose Quarters. This high damage, Corpse-consuming skillwill be boosted by and fed by,both of which are very important and easy early gambles for the build. (Naturally,to make use of both items you will need to cube the weaker one and wear the other,replacing a piece of the Inarius set while completing its bonus via the Act Icache legendary.) As usual, needsto make its way into an Inarius set build, as the radius of its swirling bonetornado will dictate the area where your damage and defenses will be heightened.Use the Dislocation rune to gain an extra proc for another cornerstoneNecromancer item,. Mobility is an aspect of any farming build that cannot be ignored, and youwill do well to include the solitary Necromancer movement skill —— along with the Corpse-generating Molting runeto supplement your Corpse-consuming main source of damage.Bolstering your Corpse generation needs, you will be takingfor the active component of the Flesh Golem rune,providing you with an instantaneous source of burst damage via the 8 generatedcorpses. Offsetting its tremendous power with a massive cooldown, you will alsobe including Frozen Lands for unhinderedspam. This signature Necromancer skill dictates theinclusion of an as early as you can to improve its uptime.Curses are an important aspect of the class, and you can reinforce yourearly farming potential with the staple Aura of Frailty.
You caneasily attach a defensive aspect to this offensive curse by equipping the commonbelt.You will maintain some of your leveling passives, particularly the extramovement speed of and the cursed enemy bonuses of. Finish up your passive roster with the substantialtoughness boost of (since it is a near pet-less build) andto have the active componentup more often.The build above is specifically created not to require any additional sets orlegendary items.
In order to transition to a late game-oriented spec using thesame set, we have a rough list of high priority items to obtain, as well as alink to the build they pertain to. — (1h Scythe);(gloves); (pants);(1h sword);,(rings); (amulet); (belt).5.2. Trag'Oul Starter Build Active SkillsBlood Sucker Life Support 1 Cannibalize 2 No rune chosen 3 Freezing Grasp 4 Aura of FrailtyPassive Skills. The starter Trag'Oul set build is a slight modification of the starting setupand the standard summoner Necro builds, as it still leans on thestrengths but adds a blood spending angle to it with theLife Support rune.
Always keep in mind the necessity to include a lifespending attack, as the Trag'Oul set specifically empowers those skills. If youfocus down on obtaining the Jesseth Arms set ( and), which is a very efficient gearing path for this set,you can also keep in the build and play around with theirutility runes. Most notably, as soon as you obtain, swaptheir rune to Freezing Grasp for an extra proc of the ring.You will not only keep the mobility tool, but augment itwith the Trag'Oul set 2-piece bonus — netting you all its runes for free.This is a massive boon to the build, as you gain the double charges ofMetabolism, the protection of Potency and healing ofTransfusion, on top of removing the cost via Hemostasis.While it is not necessary to do it from the get-go, we highly recommend thatyou get used to a manually cast. With respect to endgame, runechoices like Cannibalize offer significant benefits over the lazier, butstripped down Devouring Aura.Curses are an important aspect of the class, and you can reinforce yourearly farming potential with the staple Aura of Frailty. You caneasily attach a defensive aspect to this offensive curse by equipping the commonbelt.Your final active skill slot should be occupied by a generator skill early on,particularly Blood Sucker to balance out Essence and healthcosts simultaneously. As you cube key legendaries likehowever, this can be swapped for the synergy with Dislocationand you can transition into a generator-less setup.You will maintain some of your leveling passives, particularlyfor the extra s duration and theextra speed of.
To augment the health interplay of theTrag'Oul set however, you should complete your passives with related choiceslike and.The build above is specifically created not to require any additional sets orlegendary items. In order to transition to a late game-oriented spec using thesame set, we have a rough list of high priority items to obtain, as well as alink to the build they pertain to.
— Jesseth Arms set ( and); (1h Scythe);(gloves);,(rings); (amulet);(belt).5.3. Rathma Starter Build Active SkillsSudden Impact Singularity 1 Metabolism 2 Scent of Blood 3 Dark Mending 4 CannibalizePassive Skills. The starter Rathma set build is a natural continuation of the leveling andfresh 70 Necromancer build, as the set's pet theme falls perfectly in line withthe summon-heavy beginner build.You will maintain and, as thesummons will be responsible for the bulk of your damage reduction from the Rathmaset 4-piece bonus. Will also empower itself and yourskeletons through the 6-piece bonus. Coming full circle,are also able to empower the mages in return if you obtain the Jesseth Arms( and ) — a highpriority set to farm and gamble. Since 's role as adamage skill will diminish the further you progress the build, you can increasetheir utility greatly by swapping to the Dark Mending rune.In earlier farming difficulties, you can make a judgment call of the enemies'threat level and either stay with the Potency rune of,or change to the superior mobility of the Metabolism rune.You will need to make a second judgment call in the curses section; whether tostay with the all-out offense of the Scent of Blood, or dramaticallyincrease your toughness with Wither.
Curses are especiallyimportant defense-wise due to the common Necro-specific belt.While it is not necessary to do it from the get-go, we highly recommend thatyou get used to a manually cast. With respect to endgame, runechoices like Cannibalize offer significant benefits over the lazier, butstripped down Devouring Aura.Passives can remain the same as your leveling build. If you opt for an earlycraft (recommended), you can experiment withinstead of to enjoy a great boost toyour resource management.The build above is specifically created not to require any additional sets orlegendary items. In order to transition to a late game-oriented spec using thesame set, we have a rough list of high priority items to obtain, as well as alink to the build they pertain to. — Jesseth Arms set ( and); (2h Scythe);(gloves);,(rings); (amulet);(belt).6.
FollowerFor more information regarding followers, we advise you to read our, which contains detailedadvice for choosing the skills and the gear of your follower. Changelog. 23 Aug. 2019: Updated for Season 18.
16 May 2019: Updated for Season 17. 18 Jan. 2019: Updated for Season 16. 20 Sep. 2018: Updated for Season 15.
14 Jun. 2018: Added the Season 14 Pestilence starter build. 22 Feb.
2018: Added the Season 13 Inarius starter build. 08 Nov. 2017: Added the Season 12 Trag'Oul starter build. 27 Jun. 2017: Added the guide.+ show all entries - show only first 2 entries.
Well, this guide is for people who are sick of instances in catacombs or can't run catacombs client due to bad GFX card or something.A lot of impatient characters ask for powerleveling. Mythic makes this difficult. All things considered, the best XP is with a group around your level (although it is nice to have someone two levels above). What does work is good gear; ask nicely and check the guild vault.Our experince of power leveling is: ten mins of good xp until the 'lowby' gets hits by an add; or the 'lowby' stays out the way and does nothing (how was it for you darling?). In my opinion the game is about the journey to 50, not rushing as fast as possible to get those levels. Enjoy the game, do quests, kill tasks, and groups, and the XP will flow in.1-4 Anything for God's sake. There is either a choice of Mag Mell or Grove of Domnan.
There's a nice spawn of skellie minion/pawns south east of mag mell that'll keep you full of mobs without running around too much. While there is loads of mushrooms just outside the Grove of Domain.5 Beetle collector north of ardee, also south of Mag Mell near the Blackthorn. Watch for the named beetle Klik (Clik??) When he's got his mob of beetles with him he's mean. Kills many a newb. There are also various beetles on the island in the river by Connla.There is also frogs and wolves on the hills south west of Mag.6-8 Beetle, north of ardee. Blackthorn and Lunan between MM and TNM. For the low lvl, these drop great loot, including armor and weapons.Mudmen are also easy targets.Nice Ghouls, Toads, and Spragonoll in Connacht at 45, 27 just west over the bridge from the Basar.9-11 wolf, red wolfhound, and badger south of mag mell, the hill before Tir Na mBeo.
More Blackthorn and Lunan. You can start looking into the curms at their wagon in this area, and at night, the ghastly Siabre.12-15 The shoreline from Mag Mell toward the parth farm provides everything you could need once you're tired of that valley behind TNM. In the following order: Curms.
Roane Maiden. Fishing Bear Forager. (The Sheerie are a bit further down the coast than the rest of these (almost to Nock's camp), but con red at 14 and go down like oranges. Much better/safer than red parths at this lv, and you can take them to 20 no problem, skipping the more dangerous parths altogether.) Near Ardee you can find Bantam Specs.
Usually plenty of these to go around, but I wouldn't count on camp bonuses here.There Muire Tomb also starts at this level. The trick is not to aggro the middle mummy hag - she will alway bring her mates and handbags.14-16 there are Anger Sprites north of the Ardee bridge on west side of the river (across from Drum Ligen). Cliffs of Moher.
Grass sheeries and Gales are your primary targets. They die fast and are susceptible to heat nukes.
Mostly orange at 14, half orange at 15 and mostly yellow at 16.16-17 Parthanan, take the horse from Ardee to east Lough Derg. Nice if you can get a druid in your group to heal disease. These BAF, so now you can really start taking advantage of pbaoe if you've got it. You can do these as early as 14, but they're tougher than other mobs of the same con, cast that nasty disease, and can be unpredictable. Recommend waiting to 16. Some people stay here until as high as lvl 21.Personally, I found these a pain as then agro alot.
Try east across the river from Howth (watch the hills there is some higher level beasties there).or curmudgeon camp south of parths. You can pull the hog, and the hog and a campkeeper will come.
With the group bonus you are going to level quickly, and it is safe.18-19 Fishing bear, north of ardee by the bridge. Giant Ant in Lough Gur and Shannon Estuary.20-21 Water Badger in Shannon Estuary. Take the horse from Mag Mell to Howth, jump horse at Ardagh. Swim across the sea to the island.
Or you can hunt Irewood Sapling north of Ardee, run all the way to the north, pass DL, You will see those Irewood sapling. Or, make your debut in Spraggon Den. You can solo here to 25.Spaggon Den is good for high teens and twenties, particularly if you have patience and good group; some good drops here too (Bracers from the worms)20s do Fairy Drakes just East of Caille.
Orange to 20. Send pet after about 6 of em, stack them up and pbae, qc pbae and they are all dead. They seem to be weak to the pbae damage cuz they die faster than other mobs doing this. No down time and constant pulls.Also Darkness falls (DF) is do able, from high teens right up to 50; with the benefit that high levels will usually rez you on their way to the deep levels.20-23 Clurichuan farm directly west from north gate of TNN.
From the north enterence of TNN (not the Mag Mell side), go directly West up to the top of the hill then turn slightly North. You will go by a group sharp rocks stuck in the ground and should quickly see the 'Barns'. There are 10+ of these guys running around the buildings constantly. They are orange/red at 20.
Rarely do you pull more than 1 and they have nice bonuses. Also, they drop Hedge Weed armor pieces, (+6 Int on robe). And, right behind the buildings are some Irewoods that are red/purple at 21.22-23 Giant ants down in Lough Gur. Take a horse to Innis, there are tons of giant ants in the forest. Dampwood Mites are excellent exp as well, located in various places around Lough Gur.
The Mites can take you to as high as 26/27 if you're patient enough.22-25 Connla's Well, mermen and water badgers. Ants are nearby to the SW for variety.24-25 Young Irewood, same place you hunt Irewood Sapling, but you need to go north a bit further. No merchant around, you can only level here, you can't pick up any loot since you'll become overloaded.24-25 alternatives.the linked faerie horse/steed groups by the toer on the way to druim cain. A couple of nice drops from them (cloak/jewelry don't remember stats) and they always give a group bonus. Will be blue-orange at 24.25 East of the Basar in Connacht is a sweet spot for a group26-27 Mist Wraiths, Wraith Sprite in Cliffs of Moher. Town to the left, you will find a bunch of these.28-29 Fog Wraith in Cliffs of Moher.
At the town nearby, on the right you should see a bunch of small bushes. There are quite a few of Wriath there. On the left of the town, you can find some too, but you will need to walk farther.Soloing the entrance to TC (Treihb Caillte dungeon in Lough Gur) is a good option.29-31: Siog Seekers near the Coruscating Mines. There is a fairly large group of them near the edge that drops down into the valley that leads to DC. At level 30 they range from yellow to orange with a rare red thrown in.Also east of Basar, just below Drum Ligne, some Alps and Pookas that are yellow, oj, and red to level 30 (don't agro much).30-33 Tons of mobs like Aughisky, Cliff Beetle(some might con high purple.),Greater Zephyr in Cliff of Moher. When you get to the town of Cliff of Moher, across the road you should see a hill. They are up there.
If you think the following is safe.you can go to Mount Collory to fight Aughisky. Just go straight, pass the grovewood trees, you should see a pond. Tons of Aughisky there. Or you can fight Gorge Rats in Cruachan Gorge.
Beware of invader though.can be great exp and loot (they drop money only, sometime as much as 95 silver per rat).Perhaps better than any of this, solo the entrance of TC.33-34 solo Ollipheists, big dinosaurs in Shannon Estuary, WEST of connla. They are agro so you have to be somewhat careful. But the good thing is they spawn all in the same area. Most are orange, but some are red at 33.34: Solo the entrance of Coruscating Mines (CM).
Fights take a while but the xp is great especially at off hours when you can still get a camp bonus.34-35 Find a group in Treibh Caillte, you NEED those items.Bog Creeper in Bog of Cullen for solo. Great exp will be Far Darring or Dull group in Innis.Soloing the Pookhas between Basar and DL is good. There are some blue/yellow (to me at 36/light chantress) and some blue to orange Amadan toucheds.34-38: Daemhan Aeirs in Silvermine Mts.
Head east out of Howth, across the river. Go straight east from the area where Hazzard/Enchanted Lucraduines spawn up into the hills. About 20 aeirs spawn very very fast and are caster mobs with puny hp. Weak to light.
The essences they drop can be turned in to a merchant in Howth for 4.2 mil xp a piece.36-37 outside of Kaolinth Mines, you will find Cliff Dwellers. At the town of Cliff of Moher, at the back of the town you will see a beach. Go down there, you will see a bunch of cliff dweller. Go further, you will see some gray colored hills. There are some cliff hanger there too.38-39 If you are BRAVE enough, you can try those chicken looking mobs in Cliff of Moher. At the town of Cliff of Moher, go to the left. You will see a lot of chicken looking mobs running in circle.
They are surround by some small gray stones. Their attack speeds are INSANE. And they can outrun your sprint. (Recent reports state the mobs no longer attack at high speed, but lower speed and greater dmg, meaning your pet's dmg shield will not be as effective L )The other spot is Grovewoods outside of Kaolinth. They can root and self heal!Also. Greenbarks in the Bog are pretty safe.
By the zone wall. You pretty much cannot miss that place if you go straight out from innis and pass the tower. However, if you go deeper from that spawn spot, THEN it is dangerous.Awesomely safe place to get great XP.
2 Camps as well, so switching from one to the other gets good camp bonuses. When it's all gone the safe Lesser Banshee camp is right near there too '38-40 - Emp guardians/elders in Bri Leith near Druim Cain gate, Grovewoods in Cliffs of Moher near Koalinth Caverns40-45 At this point groups are your best bet, but40+ Toa has good benifits, if you can get a group. Hulks on the island south east of Stygia Haven can easily hit 50 million a kill. Prone to camping, and you will need several high 40s to keep going.
Watch the crocks when swimming across.41. There is an awesome spot in mid right next to our portal keep. The mobs are named iseulet or something like that, and are on the right hand side of the path. Cant miss em. Just down from the keep. They drop 1-2 gold per kill and with the new compatriot you can just about non stop kill them.
(they are high orange/low red at 41 and all orange at 42)41-43 Corybantic Skellies by the str relic keep. Another good spot is in the frontier near the green barks. A little farther down you will find ghostly invaders. We have a nice bonus to hit these (+) and they go down pretty quick.42 Right outside of Crunchy fort their are little mobs (grannies?) that are high orange/low red that are not bad at all to kill. If you rvr a lot, hunt here awaiting a Crunchy attack.43-44 Far Darrigs outside Innis.