TL;DR
Necromancer Wizard
The Necromancer Wizard is a strong foundation for any necromancer build. It offers powerful undead minions and necrotic damage spells, which are rarely resisted in the game [3:7]. The School of Necromancy Wizard subclass focuses on creating and enhancing undead minions, making it a staple for those looking to play as a necromancer
[3:10]. While some players suggest that necromancy isn't the strongest school in tabletop D&D, it remains viable and fun in Baldur's Gate 3
[3:5].
Spore Druid
The Spore Druid is another excellent option for a necromancer build. This class provides additional summons and battlefield control through its fungal abilities [1:2]. Combining Spore Druid with Necromancer Wizard allows for a diverse range of summons, including both undead and non-undead creatures
[4:2]. The Spore Druid's unique abilities can complement the necromancer's toolkit, providing versatility in combat
[2:4].
Death Cleric
Although not available in Baldur's Gate 3, the Death Cleric is often mentioned as a desirable class for a necromancer build due to its synergy with necrotic spells and healing capabilities [3:6]. In the absence of this class, players can still achieve a similar effect by multiclassing with other cleric subclasses or focusing on necromancy spells that offer healing benefits
[5:1].
Multiclass Options
Multiclassing is highly recommended for a necromancer build to maximize versatility and effectiveness. Popular combinations include:
Gear and Items
Certain gear can enhance a necromancer build. Key items include the Circle of Bones, Abyss Beckoners, and Phalar Aluve, which provide bonuses to summons and necromancy spells [4:3]
[4:8]. Additionally, the Weave Set and Sporekeeper armor are recommended for Spore Druid builds
[4:2].
Considerations for New Players
For first-time players, it's advisable to start with a single class to learn the mechanics before experimenting with multiclass builds [5:9]. Summon-heavy builds can be challenging to manage due to the complexity of controlling multiple characters and the potential for longer combat turns
[5:5]. However, they offer a rewarding and thematic gameplay experience for those willing to invest the time and effort.
Hello boys and ghouls, I’m looking to start a solo playthrough as a necromancer but I’m a bit unsure of what to build. Every guide I find online isn’t super helpful, it often tells me to take spells that are locked to Cleric as well as spells that straight up do not exist in this game. For better or for worse, I trust Reddit to be more helpful. Any recommendations? Nothing is off the table, so please feel free to give me everything from race suggestions to level up spells.
My vote goes to spore Druid for sure. No one controls the battle field better than Druid. And spore Druid gets to sprinkle in a large dose of zombie. Druids woodland being summon is my favorite summon in game and elemental upcasted I think comes close to the clerics planar ally.
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Your solo necromancer is gonna be dogshit until they get to animate the dead no? Since Danse Macabre is patched as well.... A bleak prospect.
If the combat is too easy on tactician why not install tactician plus mod? With party limit begone mod added to that, you get complex fights and constant banter, win win.
Is spor druid or necromancer wizard or a mix of both the best necromancer build in the game
Pure wizard is the better necromancer for most of the game, but at level 12, spores 6, necro 6 is best.
I disagree with the 6/6 respec. The fungal zombies are "decent enough" in Act 1/1.5, but fall off the moment you set foot into Act 2. Act 3, their main contribution is blocking all your own characters from positioning well due to their abysmal initiative and inability to do anything useful.
I'd roll Spore 2 for the act 3 armor, maybe 4 at best for a feat. 6 though? Eh. I'd rather get Cleric levels or another feat off Wizard.
Oh actually? I thought the fungal zombies would be really good as meat shields, good to know though.
Depends largely on how you define best necromancer but imo there's never much of an incentive to take Necromancer Wizard past level 6, so definitely a multiclass.
6 Spore Druid / 6 Wizard (most popular and gets you the most undead)
6 Cleric / 6 Wizard (fewer summons but you get access to aid which is fantastic on summons and you can grab spirit guardians, as well as level 6 features)
4 Cleric / 8 wizard (same as above but you trade level 3 spells, a channel divinity charge, and level 6 subclass features for more wizard prepared spells and a feat)
6 Swords Bard / 6 Wizard (fewest summons of all of these but you can attack alongside your summons with extra attack, without sacrificing the quality of the summons)
To add to awspear's recommendations:
Wizard 6/Cleric 4/Spore 2: same deal as wiz 8/cleric 4, but trades a feat for sporekeeper armor access.
Oathbreaker 9/Wizard 2/Cleric 1: control undead generally gives higher quality "summons", many of which Aura of Hate can affect. Div Wiz guarantees your control. Can buff summons with Crusader's Mantle. Cleric 1 for produce flame access.
If you're on PC and don't mind (tedious) cheese, you could also outfit the Skele-squad with Shadow Blades, which makes them hella strong and aura of hate-able.
https://www.reddit.com/r/BG3Builds/s/THN3IAbyiO
Oathbreaker 6/Wizard 6: Necromancer 6 gives stronger summons and makes their damage meaningful w/o cheese. Can drop an Oathbreaker level for Cleric 1.
Trickster 3/Wizard 6/Cleric 1/Spore 2: A good sign I should leave the kitchen. Main draw is using a cheesed mage hand to hold Phalar Aluve, get perfect positioning d/t invisibility, and not die d/t sanctuary. You could already do that with the Oathbreaker holding PA, but this tricky friend also gets skill expertise
Like best class, feats, spells, etc to play as a necromancer? Is it even possible to use necrotic/necromancy spells exclusively?
Necromancy wizard is a great subclass. I imagine Larian will nerf the whole zombie army aspect of it a bit but hopefully it should still feel strong. It is possible to use exclusively necrotic spells but I would advise not doing that. Not all the necromancy spells are the best options and if you did go for wizard you'd wanna pick up stuff like Fireball, haste, disintergrate, chain lightning ect. You could still focus mostly on necromancy spells. A necro wizard is all about undead minions.
Circle of spores druid will be in the game and is also a great option for necromancy though.
I agree. Wizard allows myriad versatility as far as general magic wielding goes. So you can still be a necro but not have to lean too much into necro spells to be considered as such. I like a little evocation or even abjuration with my undead sidekicks.
tbh necro in TT isn't even that great, so I can't imagine it'll be fantastic here. Still my first pick but it seems much more debuffy.
The necromancy school isn't great but the necromancy wizard is still one of the better wizard subclasses because having a bunch of meat shields is always useful and necro wizard gets better ones/more. Plus necrotic damage is rarely resisted, obviously for a cleric radiant damage is better and spells that do radiant are usually stronger but necro wizard is still very viable and can be pretty strong.
If you go necro wizard here's my view of the necro spells. The great thing about wizards is scribing which means you don't have to be super selective about picking spells so you could also pick up weaker/more situational ones if you wanted.
Chill touch: This is a pretty great centrip as it stops enemies from regaining hit points and gives undead disadvantage. It's situational but these aren't uncommon situations and healing enemies are the worst.
False life: great in tabletop but in tbe EA there's so many ways to heal it feels a bit useless. Maybe it will be stronger in the final version of the game. It gives temporary HP which is generally great in 5e but again there are so many potions and other ways to heal in the EA.
Ray Of Sickness: the problem with this one is that con saves are common as is poison resistance. It's still a good spell sometimes and has good damage.
Ray Of Enfeeblemeng: Situationally great if you manage to successfully use it against an enemy that hits hard. It takes concentration though so it's more for like bosses or just strong enemies.
Animate Dead: Bread and butter of a necromancy wizard. It's a great spell and necro wizard gets more use out of it so for them it's an amazing spell. As I said I'm unsure how necromancy wizard will be implemented as it can get pretty nuts in 5e but you get more/stronger undead with this spell as a necro wizard. I'm sure they will keep that, they might put more limits on it than 5e does.
Bestow curse: the issue with this one is the touch range. It already requires concentration and gives the target a save every turn. Situationally it could still be useful but I don't see myself using it much.
Vampiric touch: Pretty good, you do damage and heal yourself. The down side is that it's touch range and you have to concentrate (which is harder at touch range cos of checks). Still you can use it multiple times it's a great thing to pull out if you get pinned down.
Feign death: I mean this one feels more like a spell for role-playing/story but it's in the game so maybe there will be uses for it. I've never used it.
Spells they have said they are adding
Circle of death: It's considered weak because other comparable spells do more damage but it does have a huge AOE and necrotic is a rarely resisted damage. In tabletop it also has a component cost. I'd probably cadt other damage spells more but this one isn't as bad as some say. Plus a necro wizard benefits from killing enemies with necro spells so that's another reason to use this. Create undead: Pretty good, stronger undead Eyebite: good spell the sleep and fear effects are useful.
I didn't see Blight on their list but they said the list wasn't everything, if they implement that it's decent single target necrotic damage.
Sadly Death Cleric isn’t an option, because Death 1/Necro X is one of my favorite combos in DnD 5e
Necromancer subclasses so far are spore Druid, necromancy wizard, oathbreaker paladin. That’s basically the official subclasses that I’m aware of the deals with undead. And yes it’s entirely possible to exclusively use necromancy spells.
Got me considering Oathbreaker/Necro wizard multiclass, dumping int and using the Warped Headband of Intellect since it fixes the issue with being an exceptionally MAD build
You need 13 in Str, Int and Cha each just to take this combo.
Kinda wish we go full Lich Lord like in Pathfinder and kill the "good" companions and res them as minions.
There's a School of Necromancy Wizard I imagine that'll be your best bet
Mods will include everything and more eventually.
I’ve ALWAYS wanted to play a necromancer in this game. But I wanted to ask people here that have actually done it a few questions. Like is there any gear that you absolutely need before the build becomes viable? And is there a certain amount of levels you need before the build will function well enough? Also I’ve heard the corpse management can be tedious and was wondering if anyone could share their experience with that. I will be looking for the strongest necromancer build I believe that’s the spore necromancer gonna have to check YouTube. Also happy Saturday! Lol
Most gear for it is the Weave Set with Sporekeeper armor if you do the Spore Druid Necromancer. There's two kinds of builds: Max Summons, and Thematic. Max Summons leans more into Spore Druid, and has more non-undead Summons. A 6/6 Necro Wizard - Spore Druid gives more Undead, but fewer base Summons.
Early game, Reverb gear or anything that increases spell save DC.
Core Items are Circle of Bones in Act 2, Armor of the Sporekeeper (If you go straight Spore vs Wizard and Staff of Cherished Necromancy in Act 3.
Honorable mentions are gloves of Dex, death do us part ring, and ring of Exalted Marrow. Abyss Beckoners also an option
I’m using the gloves of dex rn I tried the abyss beckoners but the madness is too annoying for me to deal with. I’m only lvl 7 atm so I’m full wiz rn but I’m definitely gonna try and respec for spore necro soon a lot of people are saying it more powerful.
For sure. I loved doing 6/6 Spore Druid Necromancer. Extra Undead AND level 6 spells is so fun. Gloves of Dex are better here since you have to prioritize Intelligence and Wisdom.
Abyss Beckoners works better late if you're 12 Necromancer because by then, you're summoning ghouls that are immune to madness.
But yeah, Necromancy of Thay, Extra Undead, Planar Ally, plus Druid summons is such a fun experience
And is there a certain amount of levels you need before the build will function well enough?
6 Necrowiz is the bare minimum for it to function and, from what I can see, the max that you should invest in the class. You have several options after, depending on some factors:
• 6 Necro 6 Spore: INT caster and ultimate deadlord kinf of vibe. You will have several summons at your disposal and an infinite meat shield. If your bring alongside you a War Cleric with Aid, Phalar Aluve and Crusader's Mantle, they'll be suddenly doing a LOT of damage and have a fuckton of health.
• 6 Necro 6 War Cleric: squishing in the same build the concept I was talking about before. Goes quite hard with Wyll's Rapier being able to squeeze a bit more melee damage. You might want to take Resilient: Con.
• 6 Necro 6 Swords Bard: Archer with its own little army to defend him. Good because Swords Bard is broken.
• 6 Necro 6 Vengeance Paladin: your resident Lich King build. Start Paladin for heavy armour proficiency, then take Wiz. You'll be a INT based spellcaster. Obviously good with Helmet of Arcane Acuity + Band of the Mystic Scoundrel and the many good enchantment spells you'll have access to with the Wizard's spellbook, just not Command as it'll scale on your poor Charisma. A bit MAD, gets better if you are ok with Elixirs or just not care about spell casting and just smite, smite, smite. Also you'll have Shield, so you'll be absurdly tanky.
For necro spore why phalar aluve? That’s the sword that does extra damage to inanimate objects iirc
You misremember: Phalar Aluve is the weapon that shrieks, granting quite the boost to everyone of your summons.
As for items to look for, Circle of Bones from Balthazar is absurdly good. Another good but a bit finnicky to use are the Abyss Beckoners in the Zhentarim Hideout. Check out the wiki to know more about their passive, Demonspirit Madness.
Love the shield of thralls application there. And yeah, stun is definitely the key CC vs Ansur. Saved one of my runs in a bad spot in that fight (via mind blast in that case).
Wizard necromancer, there's the abyss beckoner gloves or whatever they're called in the Zhent hideout, which are really good late game, when you'll be summoning ghouls and flying monstrosities
Is necromancer painful to run in terms of having to set up between rests and managing lots of characters/making fights take for ever? I wanted to try it but seems like it will be a grind. Similar for throwing characters they are super powerful but pain in the ass with clunky throw/return mechanics.
I’m surprised. I found returning pike with hill giant pretty straightforward for tb thrower having to manage but I’m also pretty early game that may be why. As for the set up it does sound like too much of a grind tho it’s a shame they didn’t do anything to make necro a little more appealing. I’m going to give it a try tho and c if it’s worth it I’m mainly going for it for the theme tbh.
Yeah it's like they need macros or something so you can cast several preset spells in a row.
On the throwing it was just 1) the extra button press to select the thrown weapon on every throw and 2) the issue where if you don't wait long enough the item might not return, sometimes you have to backtrack to find it. Just a minor annoyance mainly but enough to make me not want to put up with it for a whole run.
Hello so I’m playing baldurs gate for the first time and I would like some help in making a build where my character can heal and use necromancy any ideas on how I go about it? I have never played a game like this and would appreciate some help.
Three classes can be used mono mixed: necromancy wizard, death cleric, or spore druid.
They are all viable. I enjoyed making a 6-6 death cleric/necro wizard but it is challenging to manage the casting stats. I chose to build wizard as the prime class and rely on INT.
It's fun. Experiment with what each class gives you.
Thank you will try it
If you want a pure build, then 12 Death Domain Cleric or 12 Spore Druid fits this need.
If you want to multiclass, then 6 Death Domain/6 Spore Druid is pretty fun.
Thanks will try it out. Is it better to multi class or keep a pure build ?
It purely depends on how you like to play. If this is your first time - then I’d recommend monoclassing as you learn mechanics.
In general, you'll need to buff your summons and debuff your enemies during combat. Otherwise your summons will just run towards your enemies for 2 turns and then waste another turn by missing their attacks. Or they'll just die in the first turn.
6 wizard buffs the animate dead spell. 6 death cleric buffs necro damage spells. Spore druid has weak zombies that can create it's own zombies.
Thank you new to this my friends play it and wanted to join them it feel like the deep end of a pool without a tube
Definitely wouldn't do a necromancer if you're playing with friends. Summon builds make combat take forever. It would end up being something like everyone gets 15 seconds of making a move, then they all sit through 5 minutes of you moving your summons and enemies moving before they get another 15 seconds of having a turn. It's way too selfish of a play style to play with friends
Good luck. Just beware that it can be an annoying playstyle for your first time. Your summons will have trouble following you, they'll get stuck in places, they'll refuse to jump over obstacles. So you'll need to manually control them when you are outside of combat.
In combat they can block your path, the turns will take really long because you'll have extra allies.
You may also need to carry some corpses around. Either keep them in your warrior's pocket or store them in a container.
If it gets too annoying, dont be afraid of switching to a different build. It's quite easy.
If you want lots of pets, go for 6 Necromancy Wizard and 6 Spore Druid.
If you want to cast spells, go for 6 Necromancy Wizard and 6 Death Cleric.
If you want melee combat, go for 7 Oathbreaker and 5 Death Cleric or Spore Druid.
Thank you I have a felling this won’t be my only play through
6 necro/6 death cleric. Use ghouls, as they are immune to the madness effect of Abyssal Beckoners, essentially making your summons resistant to everything but psychic. Upcast aid gives them even more extra HP. Meanwhile, you're walking around with necrotic spirit guardians and dropping inflict wounds or vampire touch as applicable.
Its a pretty fun build, but ladders will make you hate life.
Getting to the end of Act 2 and I already wanna make a second character. I noticed a LOT of good necromancy based items and spells along my way and wanted to go that route.
Should I go Sorcerer or Wizard? I want to go Sorcerer solely to separate myself from Gale, but I dunno if Wizard would be better or if they have access to the same spells.
For my necro/dk dark urge playthrough I’m doing oathbreaker + gale as necro. Aura of hate from oathbreaker with his minions & gale’s minions. Like warcraft 3 death knight aura
Do you mind sharing more details about the build? Is the split Paladin 3 / Wizard 9, and what about ability points and feats?
Oh sorry! I meant my pally is oathbreaker & i have a separate companion as necro. I just went full pally. It prob be optimized better but animate dead is late anyways for oathbreaker
Wizard has a subclass dedicated to Necromancy while Sorcerer doesn't. Wizards get more mileage out of a single Animate Dead.
Out of curiosity, what kind of items for Necromancy did you come across? I wanna make one too
Gotcha.
And I noticed a good few necklaces in my travels that give extra Animate Dead casts and one Necromancer boss in Act 2 that gives you an item to summon his Flesh Golem if I remember right, but I haven’t used it yet.
Sick, thanks and happy corpse-raising
I recently killed that boss and he also dropped a circlet that gave resistances to nearby undead minions
Wizard and it's not even close. Wizard has an entire subclass devoted to necromancy. At lvl 6 you can animate a second corpse and your undead add your proficiency bonus to their damage rolls.
This. Bear in mind that your zombies can infect enemies and produce more zombies (although weaker and temporary). A localized zombie apocalypse in a certain creche was absolutely glorious! The gith never stood a chance :)
And like that i now know how i can beat that place. Some specific choices later and im totally stone walled on getting to the intended NPC there. They want my head so bad. Only way is to take those self righteous zealots out.
I know what im doing tonight after work!
Wizard subclass literally named Necromancer?
Spore Druid and necromancer wizard
What is a good build for a Necromancer?
https://d3.maxroll.gg/guides/tragoul-death-nova-necromancer-guide
https://d3.maxroll.gg/guides/lod-death-nova-necromancer-guide
https://d3.maxroll.gg/guides/rathma-army-of-the-dead-necromancer-guide
https://d3.maxroll.gg/guides/lod-corpse-explosion-necromancer-guide
https://d3.maxroll.gg/guides/inarius-death-nova-necromancer-guide
https://d3.maxroll.gg/guides/lod-poison-scythe-necromancer-guide
https://d3.maxroll.gg/guides/masquerade-bone-spear-necromancer-guide
https://d3.maxroll.gg/guides/inarius-poison-scythe-necromancer-guide
https://d3.maxroll.gg/guides/inarius-corpse-explosion-necromancer-guide
https://d3.maxroll.gg/guides/lod-skeletal-mage-rat-necromancer
https://d3.maxroll.gg/guides/pestilence-corpse-lance-necromancer-guide
Next season (S27) rathmas for rgk in group play and trag'oul for solo or in comb with support barb. Guides for these are on the Maxroll.gg website.
Rathma Army is going to be really good in S27.
I made a novel build. It's LoD CE CL SoJ.
Trag Fang Grasps of Essence Corpsewhispers Aquila Andariel's Johnstone Lacunis Lost time Krysbins or CoE (best rolled) SoJ Steuarts Blackthornes Vigilante
Common sense on stats but CDR>all as this is a speed build and very thirsty for cooldown. With perfect rolls you can get +100% to all 3 Necro elements. It doesn't matter which one, just pick the same for all 5 elemetal slots.
Cube: Messerschmitt Leoric Your leftover of CoE/Krysbin's
Gems: Obviously diamond in helm and emerald in weapon Your choice on body/legs Bane of the Trapped Legacy of dreams Gogok/Molten Wildebeest/Stricken/Zei
I use the Molten Wildebeest as my primary source of life is life per second since I do a lot of blood stuff as a Necro. Not sure how Stricken would work as it's a speed build so it shouldn't come into play.
Abilities:
Blood rush Metabolism Gets us around quicker and bleeds us more to proc Blood is Power
CE close quarters Most powerful base damage of the skill
CL Brittle touch Stack up crits and also misc damage with leftover corpses if LotD is down
Bone armor thy flesh sustained A good -20% health to push for BiP and also stacks with MWG to give you life per second in the range of 400k+ if you prioritize it as a defensive over vitality and life%. Combined with taking armor as your secondary defensive, the shield is very powerful and your bleed skills won't hurt you and will heal instantaneously.
Frailty aura
LotD frozen lands
Passives:
Stand alone Spreading malediction Final service Blood is power
You can run this with zero vitality if you use Molten Wildebeest Gizzard. Your vit stat will be 147 while your intelligence is in the tens of thousands and you'll be fine.
Decided to do a necromancer character but I need guidance with the builds. What is the best endgame build?
I’m playing for the first time in a long while, most likely wrong lol but I’m having fun. Just hit paragon 90 and have been relying on minions and curse. 15 minions, Iron Maiden spam, blood nova for oh shit/heal and army of the dead. Steam roll through most everything. I know it’s not optimal but I enjoy
Im doing ok in T2 with a minion/shadow build. So many dark corpse explosions its unreal, for me I struggle with wanting an all shadow mage or have all my minions out. Currently I have a total of 14 (counting bone golem), its pretty fun but struggles in a lot. Farming for ancestral eq on T2 is annoying
Don’t follow the build they currently have as s tier for shadowblight on mobalitics. The non uber build is shit. I’m redoing my build to p4wnyhof mobalitics build tomorrow and hoping for a better outcome
I highly recommend the Minion Necro build.
I was thinking on that; I am working toward the shadowblight but haven’t gotten an ebonpiercer - I think I have a mendeln and maybe a naz I will have to check; but I think I swapped out a service and sacrifice aspect for blight so may have to find that again. I don’t know I want to see how the shadowblight goes after I get an ebonpiercer
Do you know where I can find the specifics of that?
I guess Macro means this build : https://maxroll.gg/d4/build-guides/minion-necromancer-guide
Word on the street is Shadowblight, Shadow Mage, and Bloodwave are S tier.
Minion has also shifted to S-Tier
What kind of build would you suggest for necromancer? I started as inquisitor and chose only me to spells like bloodsucker, decaying touch and mosquito swarm. But I can’t decide should I mix with melee options like twohanded, sword&shield, daggers or stay just pure necromancer . Also I don’t know does this magic school has synergies with others, like blood spells and ice spells, or blood spells and summoning etc. I dropped all my points to Intelligence, right now it’s 15 and I have 4 free points, so should I drop it all to INT or chose some other attributes and decide which weapon to use? Right now it’s just random one handed weapon and shield. Which option is most comfortable to play?
Stack warfare and only have enough necro to unlock your spells. When you can't stack more warfare you start doing huntsman and scoundrel. Put the majority of your points in Intelligence and Wits, with a few points in memory.
I like doing it on Sebille with elemental affinity for free action points. Savage sortilege is a must later on.
Beware the build is ridiculously overpowered when you get to about level 12 or so and becomes ridiculous after that. I oneshot the decay beast and Alice Aliceon with the build.
It's really weak in Act 1 though.
I like picking up Slaine's sword or the other +1 warfare sword. Drop 1 point into strength, 2-3 points in constitution (to use shields) and funnel the rest into int.
Corpse Explosion and teleport are probably your best two skills. Otherwise, just level warfare because necro skills scale off of warfare. Making an Elf a necromancer is amazing because flesh sacrifice creates a blood pool at your feet, synergising with elemental affinity.
My necromancer is human, but I’m not sure maxing only INT, because if all my spells aren’t available I could do only small amount of melee damage
You can't be effective with both melee and spells, sadly. If you split your attributes, you'll be mediocre all around.
Necro does feel limited in the amount of spells you have early, but as you level up, this problem fixes itself. One way to account for this is to take a few points in Summoning early. This not only lets you use Bloated Corpse and Incarnate, but gives you Elemental Totems as well that you can use every turn to help fill in those gaps early.
Necro deals an obscene amount of damage per spell. Rather than trying to work around having no spells, think about how to make those spells end a fight. Leave consistent dps to other party members.
What does the rest of your party look like? Necromancers synergize best with physical parties (huntsman, warfare, scoundrel, etc)
High INT is best for necros, but high Warfare is needed. Ideally you'd use a 1h weapon And shield. Take some CC skills (battering Ram, battle stomp, chicken claw from poly, etc). You'll do shit damage, but the being able to CC any enemies your front liners missed is invaluable.
Act 1 necros are rough, they don't have enough skills to reliably do damage. Usually I start my "Necro" characters as full summoners with a point in Necro for the debuff skills. Summon your Incarnate on blood surfaces for increased phys damage
By Act 2 I respec to Necro (enough to cover skill usage) and VERY high warfare. The increase phys damage of warfare will increase your Necro skill damage
You can do plenty of damage in Act1 with a full necromancer build, even spreading your skill points as thin as the necromancer has to, your damage will be fine.
Obviously you need INT as your main stat. Be an elf, use Elemental Affinity talent combined with flesh sacrifice. CON just high enough to equip shields (and to not fall under shield CON requirement when you Flesh Sacrifice. Look for any gear with INT, warfare, pyro, hydro, or necro to help save yourself those valuable skill points to allocate into warfare.
Use skills from several schools
Shield throw scales on warfare+shield physical armor and hits multiple targets.
Battering ram+battlestomp for knockdown.
Hydro: restoration combines with decaying touch for good, cheap physical damage at 1 AP each. Also in Act1 there are tons of undead enemies which are dealt physical damage whenever you heal them. Restoration and scrolls of restoration scale with your INT against them, maybe also scale with your Warfare since you’re dealing Physical damage (i’m not sure on this one).
Pyro+Necro: Corpse explosion deals absurd damage for 1 AP.
Necro: infect, decaying touch, mosquito swarm all deal good ranged physical damage. Learn the recipes to craft scrolls of infect and decaying touch—both have plenty of materials to carry you through act1 if you know where to look.
Gloves of Teleportation: deals AOE damage at destination. Scales with INT and warfare. Many applications. Teleport a corpse into a group of enemies then cast corpse explosion; teleport an enemy into a group then corpse explosion. Teleport an enemy then shield throw. Teleport an enemy then follow with a group knockdown effect.
Later on you can put 2 puts into AERO to get rid of the Gloves of Teleportation.
Build around the above spells/items and your Necro will have plenty to do every turn.
So what should I do now? Where to drop my 4 free points? Int for me to damage or Str for sword and shield? Or maybe memory for more slots? Also, I’m on lvl 3, and I have both warfare and necromancy at 2, should I now drop to summoning for incarnates? Or 1 to hydro for blood rain?
I do a pure necromancer. It’s rough early on with limited skills, but get a point in pyro and combine a pyro book and a necro book for corpse explosion and you’re on your way. A point in hydro to get blood rain is also important. The rest of your points go into warfare.
Equipment wise I like hammer and shield. It does less damage than a staff or wand, but the shield gives a decent attack with shield bounce as it does not scale with STR while the hammer is good for battle stomp. Ideally you defeat Dallis at the gate, and then on the ship to get her hammer and shield which are perfect for a necromancer.
In my current party, my Necromancer moves second after my glass cannon Ranger. Between the two of them, the battles are usually over before the other 2 get a chance.
I've tried Blood rain as base lvl Hydro and find the radius disappointing. Do you know if extra Hydro makes the area bigger?
You do NOT approach the gate at level 2. Instead you take the ladder to the right. That way you can gather party members and get to lvl 5 before you engage her. It’s still tough but it’s doable. Since I’ve fought that battle a few times, I now skip it by dropping a barrel of death fog. It kill’s Alexander and she flees with his body.
Just got done doing the challenge rift which was a Necromancer build. I enjoyed play it and now thinking of building one for Season 16. What’s everyone’s opinion on this build. Are there better builds to follow.
Rathma + Jesseth mage build is pretty good, you can get to GR80 pretty quickly.
Pestilence set still tops for now, looks like. Much different playstyle.
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Might want to look at a Legacy of Nightmares build for next season, that might be amazing with the new buff.
I've played a cold-based Rathma + Jesseth build all season and it's really fun.
I topped out at about GR75, so it's not as able to push as singularity mages, but it's also easier to play, in my opinion.
Thanks
Yep I think I’ll be running a Necro next season. Thank you all
Yes it’s a solid build. It fills two of the four spots in the current meta for high level, speed GR grinds, and is a very capable solo GR progression build. It will fall slightly behind pestlance on solo GR but not by enough that it’s not viable. Some 4 man groups will carry a rathma for progression, however the current meta favors an Inarious thrones RGK.
Any rathma build guide will point you in the right direction, however the jesseth variation, although easier to learn and play, does suffer from a lack of survivability at higher GR’s. You’ll eventually want a bone armor / scythe of the cycle variant to push with.
Mages right? It’s one of the good builds from necro. Usually there is always something better. But singularity mages is fucking great.
best baldurs gate 3 necromancer build
Key Considerations for a Necromancer Build in Baldur's Gate 3:
Class Choice: Start with a Wizard, as they can specialize in the School of Necromancy, which enhances your necromancer abilities.
Race Selection: Consider races that provide bonuses to Intelligence, such as:
Ability Scores:
Key Spells:
Feats and Skills:
Equipment:
Recommendation: Aim for a build that balances offensive spells with summoning abilities. Use your minions to distract enemies while you cast powerful spells from a distance. This strategy allows you to control the battlefield effectively while dealing damage and maintaining your survivability.
Experiment with different spells and tactics to find what works best for your playstyle!
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