Summomancer need improvements

class in general with summoning ability need a physic colliding problem solving … like minions stuck where only 1 minion attack so many mobs in short spaces like :" larvas cavern-arcane sanctuary etc etc … or just they stay back while you run on enemies with 2-3 of 20 skeletons

that’s why I only put a few points in summon and the rest in skeleton mastery.
first time I played a Necro, same thing happened; I got caught in the larvae caverns with an army that couldn’t move.

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btw can anyone lend me a good guide for summon necro pls? cant find any not outdated

ok is it a bit weird that after d3-poe etc etc u pretend to serve a game that’s the same just with enhanced graphic ? solve something like colliding i think’s a bit easy … like the one for druid crows… it work well.

just buy a stick with teleport charges. then you can telestorm the bosses with concentrated attacks

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I only usually get skeles. The rest are crap. Revives are okay in specific situations.

get urself a staff with teleport charges (act 2) and reposition frequently
this spec is all about positioning, search for telestomp if you do not know what that means

deal with it.in original my soummons killed my brother against a multi-blizzer in hc couse he cant move.thats funny

the game’s almost the same with my old summomancer i’m ok … stat-skel-etc etc all the same … now depend wich necro u want play … for a good sm u need 20 on raise skel and his augment … no need any stat except life … only str at lvl 30 for some items … if u want to put some mana it’s ok but not necessary … anyway u need help at all difficoult with diablo … cuz he oneshot all minions instantly … skel take more dmg from aoe and he almost oneshot your armies … for what’s left the necro is slow but powerfull … his armies don’t need attk rating so u can’t miss … if u want u can use too the argilla golem to tank a bit but they tank good by themselves … a tip … at first don’t use mage skell… they die easy and do less dmg if not maxed with the right curse … u need the first curse for almost double the skel dmg … but as this post explain … don’t take them to short ways they stuck …
if you use the mageskels they stuck the normal ones for attk … that’s ridicolous

just get enigma and your summons can be made to follow your command

“Outdated”? If you find a guide from 5 years ago - it is still valid :slight_smile:

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Farm and grind for an Enigma, it is pretty much a must for summoners.
Before that use a Teleport staff with charges. Ormus in Act 3 normal sells them very often (level 24 req, 33 charges).

Summoners have always had problems in tight spaces. That is one of their weaknesses. YOU have to figure out how to think and strategize how you are going to overcome that weakness. Every character has its struggles. That is part of why this game was and is so good. It isn’t just easy. Diablo 3 is easy if you like that mindless torment.

Summoners sort of want Enigma/Telestaff for your skellies and summons to target what you want them to target, and be in the right position.
Additionally, Summoners care about specific items a lot. You definitely want an Act 2 merc with Might and Pride for auras, additionally, Wisp Projector is great for Heart of the Wolverine for additional damage.
…But regardless, summoner necro is very bad in regular D2 due to how slow it actually is at everything.