TL;DR
Minion-Based Builds
Minion-based builds are a popular choice among necromancer players in Diablo 4. These builds focus on summoning a large number of minions to overwhelm enemies. A common strategy is to leverage passive nodes that increase ward per second, armor, and HP regeneration based on the number of minions [4]. For example, some players use a combination of mages and skeletons to hit the 20 minion cap easily, providing both offensive and defensive benefits
[4:4].
DoT and Bleed Builds
Damage over Time (DoT) builds are favored for their single-target damage potential. Players often stack attributes like vitality to enhance minion DoT effects [4:8]. Bleed builds are particularly effective, utilizing layers of damage reduction and synergy between various attributes such as endurance and intelligence
[4:1]. These builds can be tanky and provide consistent damage output without requiring constant active skill management
[4:2].
Skill Tree and Passive Interactions
The necromancer skill tree offers numerous interactions that can enhance minion effectiveness. Some players have suggested incorporating elements from other games, like Last Epoch's skill trees for minions, which offer more specialized options [3:4]. In Diablo 4, focusing on passives that scale with vitality or those that increase minion damage can significantly boost your build's performance
[4:8].
Unique Build Variations
For those looking to experiment, there are quirky builds like the "Necrotic Crit Bone Curse Death Knights," which combine spell casting with minion support [5]. This type of build emphasizes creativity and personal enjoyment over meta-shifting power. It allows players to explore different synergies and refine their setups based on individual preferences
[5:1].
Recommendations Beyond Discussions
While these discussions provide valuable insights, it's important to tailor your build to your playstyle and the challenges you face in-game. Experimenting with different combinations of skills, gear, and attributes can lead to discovering a unique build that suits your needs. Additionally, staying updated with patches and community feedback can help optimize your build further.
Check out my song and comment what you did and I will do the same for you. Lets help each other out
https://open.spotify.com/track/5LYGIN4UldjlT6rKOZYoPE?si=jo_OlqXpQqCtucQgYKe-Gw
https://open.spotify.com/track/3XaPlrhd9KUP1SE5Ip2L27?si=zO6kyKjkQoGS43zsVa4BNQ
'Wildfire' is my story of struggle and strength. It’s about resilience ,the fire inside me that won’t go out, no matter how tough things get. I hope it connects with anyone battling their own storms and inspires them to keep pushing forward
Thanks for sharing your voice sounds great
Melodic rap from Scotland if you like be sure to add to your playlists!
i didnt folllow any endgame build just went with sever/blight leveling build and built off that
Did you find it or craft it?
crafted it off the mythic box for 50k at the black smith
Random crafting uses your sparks which are hard to get and you might end with a mythic not needed at all so be careful with it. Better crafting with runes or farming hard.
NECRO here. Got the grandfather from a mythic cache. Save it until you have enough runes to build the shroud of death or heir of perdition. I’m not sure why but attack power seems not as important
Are those spider corpse minions? That’s fuckin sick
That build was awesome in D3 just corpse spiders filling the map, that or the bloodmage necro build where your skeletal mages were blood mages and they were just Vulcan cannons going around the map absolutely shitting on everything
Yeah it’s a variant of corpse explosion in Diablo 3 basically you cast it on a corpse and a corpse spider forms and chases enemies and explodes
D4 has a version of this.. but it felt underwhelming compared to the corpse spiders from D3.
Dude how could I forget that. Was so dope. What a perfect upgrade from the corpse explosion from 2. 4 literally goes backwards.
Man, I stopped playing D3 too soon.
Revive. D2 invented it, PoE2 (and 1) has 100s more monster types than D4 and has it (raise spectre). Necromancers are masters of reanimation and I think the lack of revive is a strong example of the lower design scope of D4 that has bugged me since 1.0.
Would really like skill trees for necro minions, with there own core skills etc you can use to specialise in one minion. Imagine book of the dead being a mini skill tree with passives, ultimates etc just for a minion
Last Epoch has some pretty fun skill trees for minions. Be cool if D4 could adopt some of that.
Yeah the ability of choose in Lash Epoch is much better than Diablo’s anemic “Skill Tree”
Poison nova and more curses. Paladin with fist of the heavens and hammer of God and shield charge.
Revive skill to get more minions and/or add skeletal archers to the army
Depends on your view of best. I've been testing a lot of minion setups since 1.3 started, and in my experience DoT builds have the best single-target damage, while ranged minion builds have the best clear. My favorites right now are:
Fire (Ranged): https://www.lastepochtools.com/planner/QnWNjzKB
You can do a cold variant as well with mostly the same setup, swapping Wraiths/Zombies/Fire Res/Monument of Protection for Cold AoD/Archers/Cold Res/Apogee of Frozen Light.
Bleed (DoT, Melee): https://www.lastepochtools.com/planner/Br2N91lB
Decent clear, very good at bosses and super tanky. Have taken this one to 1000c.
Edit: Example of the builds in action, if anyone is wondering what it looks like in practice:
Tanky you say?!
You got my attention there, I'd really like to play a tanky necro with minions. I don't even mind if it's not super duper clear, as long as it doesn't feel straight up bad.
I've been wanting to try the beastmaster with frogs, but I so so do not want to have 3-4 skills to always press (frenzy totem, warcry, leap, swipe/blessing).
The Bleed minions variant you got there seems right up my valley, with apparently no active skills to press lol. Not even transplant.
And while all of the skills seem to be fairly straightforward, I did want to ask a few questions if you don't mind.
Mages: any particular reason you're not sparing a point on making them a teleport skill?
Wraiths: I'm not arguing against them or anything, but just wondering, what made you choose them over for example a Golem?
Wraiths: more importantly, what's the reasoning behind the Flame Wraith + Putrid Wraith spec? To make them ranged? For the double +10% damage multiplier? And do you run flame wraiths, or putrid wraiths, or one of each? Or the regular ones?
Thank you!
P.S. Of course, if there's any more color or things to consider with that build, I'd love to hear about it :)
Teleporting mages is a viable option. I prefer not to as there's a couple issues: first it caps at taking 9 minions with you, and this build has more than that. If one of the minions you didn't teleport was the one with Dread Shade on it, you end up in a weird spot, missing a ton of both damage and defenses. If you really want to run a teleport, you'd have to swap one of the affixes on the boots with the experimental "minions transported with traversal skills" affix.
The other is that while they fixed snapshotting gear stats to minions, it doesn't apply to items that change your minion count, so you can swap your weapon to Blight of Lachesis to summon 2 extra Mages/Death Knights, then swap back and keep them around. You don't have to take advantage of this for the build to work, but if you do, you don't want to resummon them after taking the staff off, or it will update the minion count and get rid of the extra 2.
I tested the damage of every minion when optimizing the build, Golems are just very weak compared to basically every other minion. They do less Bleed damage than a single Death Knight (due both to slower attack speed and lack of enough More Damage multipliers) and you only get 1 (potentially 2~3 more with Aaron's Will, but that's a huge investment for very little payoff). Comparatively, Twin Spirits Wraiths do about 3x the damage of a DK, so it's roughly equivalent to having another 6 of them.
The Double Wraith conversion spec is an optimization to abuse the fact that those nodes give you very little chance to actually get the Wraiths they're supposed to give, but you still get the damage bonus regardless of which Wraith gets summoned. You just keep resummoning Wraiths until you get 2 regular ones in a row. Melee Wraiths are better than the other 2 for this build as they attack faster, which means they stack Bleed faster. It's also easier to keep melee minions together, and the other 2 are ranged.
For the build defenses:
Even though the skills themselves didn't really change, all of the new items and passives create a ton of new interactions with Necromancer, and these builds are taking advantage of several of them.
Even without Pale Ox, the bleed build has several layers of damage reduction. We're going for DoT, so we stack VIT for the new "+1% More Minion DoT per VIT", we stack Endurance for the T-Rex "+% More Minion Damage per Endurance" modifier and we stack INT for Aura of Decay's Poison Resist reduction.
There's a lot of synergy with those stats. First, since we have so much VIT, taking the Martyrdom node in Dread Shade just gives you about another ~3500 flat Armor while standing inside Dread Shade. That's boosted by all %Armor modifiers, so you end up somewhere in the 10~15k Armor range.
A huge item for us now is Face of the Mountain. It's an item you'd never think about before, but it's a Shield that scales Block Chance with Endurance. Since we have *way* overcapped Endurance for the T-Rex, this just gives us 100% Block Chance with 0 additional investment. As a bonus, it also gives a big chunk of Physical Resist, which is important to mitigate AoD reducing your own Phys Res, and it gives more Endurance. Since we don't need any shield affixes for capped Block Chance, we have the room to run a T7 "Reduced Damage Taken On Block", which adds a ton of survivability. It's also an item that's pretty easy to get LP on, so that's a bonus.
The Decayed Skull converts 20% of void damage taken as physical, which both takes advantage of our high Armor and the Shield's "less Physical Damage taken on Block". Since we have so much armor, we also get a ton of value out of its '% More Armor' and '% Armor Applies to Damage Over Time'.
Monument of Protection gives more damage reduction on Block, more endurance and a Parry chance, for another DR mechanic.
The 'Reduced Bonus Damage Taken from Crits' mod is very specifically placed on the gloves so that the Julra's Obsession special modifier makes it also apply to your minions.
The new 3-point bonus for Reaper on the Lich tree gives Dodge rating scaling based on both your INT and your VIT, and we have a lot of both of those. It ends up essentially being a 4-point passive investment that give you another ~30% DR. Some attacks can't be dodged, but our boots convert Dodge Chance to Endurance Threshold while not moving, so we actually can still use that for better survivability even against un-dodgeable attacks. This also synergizes with us stacking Endurance.
There's also another Lich passive for '+% Health Regen per VIT', which we take since that node itself also gives VIT, and we end up with an extra 200ish health regen for very little cost.
Put all of that together and Necro is pretty tanky now, if you take advantage of all of it.
> Necromancer, Level 100 (Beneath Ancient Skies / 1.3)
>
> ---
>
> ^(Class:)
> ^(Acolyte (21) / Necromancer (82) / Warlock (10))
>
> ^(General:)
> ^(▸ Health: 3,043, Regen: 53.04/s)
> ^(▸ Mana: 983.93, Regen: 12.72/s)
> ^(▸ Ward Retention: 102%, Regen: 16/s)
> ^(▸ Attributes: 37 Str / 14 Dex / 51 Int / 14 Att / 50 Vit)
> ^(▸ Resistances: 277% / 58% / 58% / 56% / 109% / 126% / 76%)
>
> ^(Defenses:)
> ^(▸ Endurance: 179%, Threshold: 609)
> ^(▸ Dodge Chance: 2% (56))
> ^(▸ Armor Mitigation: 45% (2,649))
> ^(▸ Block Chance: 85%, Mitigation: 52% (2,179))
>
> ^(Used skills:)
> Summon Skeletal Mage) / Dread Shade / Summon Wraith / Chaos Bolts / Infernal Shade
> Necromancer, Level 100 (Beneath Ancient Skies / 1.3)
>
> ---
>
> ^(Class:)
> ^(Acolyte (31) / Necromancer (52) / Lich (30))
>
> ^(General:)
> ^(▸ Health: 3,154, Regen: 145.14/s)
> ^(▸ Mana: 351.4, Regen: 10.24/s)
> ^(▸ Ward Retention: 160%, Regen: 4/s)
> ^(▸ Attributes: 22 Str / 23 Dex / 80 Int / 22 Att / 103 Vit)
> ^(▸ Resistances: 54% / 56% / 56% / 124% / 137% / 177% / 169%)
>
> ^(Defenses:)
> ^(▸ Endurance: 178%, Threshold: 631)
> ^(▸ Dodge Chance: 24% (816))
> ^(▸ Armor Mitigation: 40% (2,234))
> ^(▸ Block Chance: 90%, Mitigation: 63% (3,507))
>
> ^(Used skills:)
> Summon Skeleton) / Summon Skeletal Mage / Summon Wraith / Aura Of Decay / Dread Shade
Really like your Bleed Build, tyvm!
Not to advertise or anything but you can try my build? Im running around with 7 mages while i summon skeletons which the mages blow up which then summon zombies. So i hit the 20 minion cap quite easy. Im around 500c atm and it does good damage. Survivability is 5k ward+ health sincr alot of minions die you get health back from death rattle and ward from the passive tree and skeleton skill tree. I still die once in a while, but im surviving decently among all the bugged out damage monsters.
You can even swap out chaos bolt for another minion since im only really using it for extra damage for mages and to proc more ward.
Its still more minions then running around with just Abom, which is also a solid replacement for chaos bolt
Necromancer, Level 93 (Beneath Ancient Skies / 1.3)
☑ This character build is verified
^(Class:)
^(Acolyte (20) / Necromancer (81) / Warlock (5))
^(General:)
^(▸ Health: 3,001, Regen: 47.77/s)
^(▸ Mana: 415.97, Regen: 10.4/s)
^(▸ Ward Retention: 211%, Regen: 125/s)
^(▸ Attributes: 40 Str / 28 Dex / 65 Int / 18 Att / 28 Vit)
^(▸ Resistances: 74% / 95% / 69% / 62% / 99% / 285% / 85%)
^(Defenses:)
^(▸ Endurance: 23%, Threshold: 600)
^(▸ Dodge Chance: 4% (112))
^(▸ Armor Mitigation: 45% (2,569))
^(Used skills:)
Summon Skeleton) / Dread Shade / Summon Skeletal Mage / Summon Volatile Zombie / Chaos Bolts
Tyrants skull with a bunch of minions feels really nice. Even going through monos. Definitely falls off without a singular focus on anything, but bleed/poison stacking is probs best
There's a ton of minion DOT support on the necro tree. More minions = more stacks. Go for the passive that makes minion DOT scale with vitality and start stacking.
As a plus, you get to scale vitality so you will have a large health pool to either use outright or convert to ward.
A profane oblation focused build usually has pretty decent clear on low end game (300~500 corruption) in previous leagues too.
My eyes popped out of their socket when i weaver willed it with a rune. I would use a solid 2 hand staff with mana, mana spend as ward, then flat minion spell on both prefixes. If you want to go entwinned legends, u seal a set affix first. I was using a staff like that first before switching.
IF you dont care about snap shotting, u can use any blight of lachesis staff, summon mages till 7 and then swap in your dmg staff, you will not lose the extra 2 mages. Only if they die, which they shouldnt be doing if you build proper defences for them.
Hey all, I’ve been cooking up this build off and on for a long time. So long that it started out as a Necromancer before Warlock was even added! It has zero chance of shifting the meta but I love it and really enjoy cooking up my own silly little builds.
I always like the idea of a death wizard type character that primarily cast spells and is supported by minions. I made some big changes recently and the build is now comfortably pushing towards 200+ corruption. I could use some help refining it from here though. I'll put a link and share some thoughts on the build below. Any advice is appreciated!
Build Core
Over many iterations, the main idea has remained to trigger Bone Curse with minions and self cast spells. BC is one of the better ways for minions to contribute damage without scaling them with stats. Warlock coming out with its curse synergies was such a boon for what I’ve been doing here. With my current set up I'm able to maintain 5 curses; Bone Curse, Acid Skin, Marked for Death, Torment, and Anguish. I could potentially add Penance with the Pearls of the Swine amulet but I haven't had a chance to test that out yet.
Gear and stats
Crit necrotic damage with curse synergies. My resistances are a bit scuffed right now, I don't love the ivory ring that's equipped, and my idols are mostly trash. Other than that though I feel like my gear is decent. I recently learned the glory of Twisted Heart, especially with the Spirit Leech passive. For the Death Knights, they're fairly resilient and I'm able to maintain all 3 most of the time. Though, they will stand in damage and get themselves taken out in boss fights. They count for +Nectrotic Spell Damage per Skeletal Mages so I'm looking to take advantage of that affix where I can. I'm looking for a Wheel of Torment to test out but I'd be losing a lot of crit between my wand and catalyst. I suspect utilizing it would call for some more major changes to my build.
Skills
Bone Curse (necrotic conversion)
Damage, slow, armor shred, Mark for Death, and kill threshold at 12%. A very straight forward part of this build. Chaos Bolt takes care of casting it for me most of the time.
Summon Skeletal Mage (death knights)
There is a surprising amount of utility that this brings to a non-minion build. It serves as a traversal skill that repositions the minions, which helps with keeping them alive through some boss fights. The DKs apply Armor Shred with the Aegisfall Necromancer passive. They grant additional necrotic spell damage and apply marked for death with gear and idol affixes. Also can't forget that they do a good job of proccing Bone Curse with their attack speed and chance to gain frenzy. I'm not prioritizing any minion stats on my gear outside of shared necrotic damage/crit, which I'm not convinced is even doing a whole lot for them. The skills points are stretched a bit thin but I'm always considering shuffling one or two around.
Chaos Bolts
I have this set up to cast bone curse, refresh curses, and extend Fissure's duration. The hit rate here really works great with BC. I pathed through the ignite node and frost conversion to support Exult in Misery with frostbite. I currently have an idol giving me some bleed chance for that as well. This is what I spam against bosses and some rares.
Cthonic Fissure
This skill does a lot to glue the whole build together. It applies the Torment and Acid Skin curses, the latter adding crit chance. It shreds necrotic resistance. It has a chance to cast CB. I set it up with ignite chance to get the full modifier stack from Exult in Misery on CB. All those spirits and CB casts proc BC at a good rate. I've tried the double rift thing with Of Gloom and Flames but the mana cost gets pretty brutal. I'm unsure if supporting that would be worth it.
Soul Feast (frontal cone)
Damage is prioritized over ward gain or other utility. This was formally the primary spell of the build but CB has taken mostly that role. It still earns it keep as being more consistent than CB against mobs and smaller bosses/rare in some cases. The build is able to maintain five different curses to take advantage of Bones of the Accursed. The Infernal Hunger node turns this into a real big button to weave into boss fights. I've always wanted to build around that node so I'm glad it's working out here. This is also set up to apply Wither stacks on hit, increasing curse damage.
What I’m looking for now
Are there efficient ways I could improve minion resilience? Any passives or gear that would be worth taking a look at?
Any oversights with my skill trees and passives? Like I said I just made some big changes so I definitely could have missed something.
Advice for further gearing; stats to prioritize, uniques to consider? I'm definitely working on getting resistances capped again.
TL;DR: What are the ways I can refine this build without just taking better skills?
I feel like I'm one round of polish away from a build worth a full guide write up. Just while making this post I spotted a couple points to move around. Thanks for any help getting me there!
Warlock, Level 93 (Beneath Ancient Skies / 1.3)
^(Class:)
^(Acolyte (21) / Necromancer (19) / Warlock (66))
^(General:)
^(▸ Health: 2,098, Regen: 34.32/s)
^(▸ Mana: 154.97, Regen: 9.6/s)
^(▸ Ward Retention: 166%, Regen: 110/s)
^(▸ Attributes: 14 Str / 14 Dex / 56 Int / 1 Att / 29 Vit)
^(▸ Resistances: 100% / 101% / 76% / 72% / 128% / 228% / 77%)
^(Defenses:)
^(▸ Endurance: 30%, Threshold: 493)
^(▸ Dodge Chance: 18% (552))
^(▸ Armor Mitigation: 34% (1,649))
^(▸ Crit Avoidance: 153%)
^(Used skills:)
Chaos Bolts) / Bone Curse / Soul Feast / Summon Skeletal Mage / Chthonic Fissure
It would be great to see a gameplay video :)
Nice work! You could to stack int instead of necrotic or spell damage, it'll give you generic damage and also life for your death knight
I have a similar one in my head that I'd like to try. But as a necromancer, with as much death knight I can have and the affix for increased spell damage per skel mage. Maybe even t8 for 260% increased PER skeletal mage with a t7 on helmet.
And the idols for a bit of flat damage on top
This might sound like a rant, but I am genuinely puzzled at the design. I did some pits, 105-106 with mages/bloodwave, and those are kind of the only 2 builds that make sense. Shadowblight got a big number slapped on it, but it's uglier than last season's Lightning Spear. Multipliers are cancer of this game, but it makes necro especially unpleasant. Every build is supposed to collect blood orbs around, consume corpses, put undesirable darkness-tagged stuff on the bar, put cursed aspect on boots, use AHU/Qax and LOH restore essence, and the list goes on.
Key passives are beyond stupid, and the paragon board is even worse. Minions are so terrible for anything else except minions, that you just gotta sack them. And when you do, physical and dots get less multipliers. If you want dots, they don't do damage, crit procs do instead. If you wanna play bone and crit, you gotta make it overpower, except it can't really overpower. But it can be shadow! And it still sucks. If you want blood core overpower - that's the first cool design that plays well, except the base damage is really bad and it kinda kills the experience. Minions experience comes down to minions hitting stuff randomly and all your buttons are just multipliers you gotta rotate.
Why does reapers pursuit exist? Why can't minion actives have blood/darkness/corpse/bone tags? Why doesn't Shadowblight apply a dot? What the hell is affliction anyway? Why are the ultimates so bad?
Am I the only one frustrated with this stuff? Tbh I'm gonna shelf this class until the next expansion hits at the very least.
Ok I bite, to a degree I kinda feel like that about all classes. All of them have certain mechanics you scale to the moon and that's the top build, like Balazan, Azurewrath, Earthquakes, etc.
Some seasons there is overpowered aspects that rule the classes, like Deathtrap, Blood wave, Hydra, etc.
And on the other hand currently it seems most build are kinda capable in their way too (most variety), but I played most skills I like and I am kinda just waiting for new skills to be released, because that's the only thing that really would shake things up a bit.
Hi all...
Fairly new to the game. Having played for like 5-6 weeks I think, but almost exclusively as a sorc and only on eternal. I have been thinking about trying out seasonal play as well as a necromancer build but I'm not really sure how to go about it so I'm looking for some perspective and hope you guys can help out.
I guess I play a casual style but I do spend lots of hours in the game, meaning I don't aim to be 100% effective all the time but tend to just do what I like, even if it's not the optimal way of farming (could be doing helltides etc.) in order not to burn out as I've never been the big grinder.
I don't necessarily need to play the most OP build but I'd like to be able to hold my own in T4 of course - also against bosses. Pit pushing doesn't really matter.
I'm not into summoning builds, if it means I just have to stand around doing nothing while my minions kill the baddies. If I can be active as well, a summon build is fine.
I'd like if the build isn't that hard to gear up (as in does't need tripple crits and 3-4 GA mythics) as I need to start from scratch (no renown, no paragon levels etc.) and I don't like to get involved in trades all the time. I'll also probably be alternating a bit between eternal and season after some time to avoid potential burnout.
Any build(s) that fit these criteria? I was thinking about the poop wave build but only because I've seen it in play and I don't really know anything about D4 necros right now. Also...is it too late in the season to get started?
Summoner Necro checks all those boxes. Maxroll.gg has good guides that work through the gearing steps from leveling towards endgame. The only two Uniques that really make it sing are Hand of Naz and Blood Moon Breeches, though Ring of Mendeln also helps until you have the right passives/glyphs/aspects to spec fully into the "No Mendeln" version.
Ok thanks a lot, I'll definitely look into it. Starting my necro asap
Shadowblight is the other option. As soon as you get Blighted and/or Decay aspects it goes off. You kinda have a wide variety on skills to apply Shadowblight, but Blighted Corpse Explosions and Blight are a bit better. You still can do it with Sever and technically you can do it with none Darkness skill to with a few tweaks.
Ok thanks a lot, I'll definitely check out that build as well. Been leveling with minions so far and it's been pretty uneventful and after getting some aspects etc., it's starting to feel quite ok. I'm not really digging the seasonal quests (get x horadric knowledge, fetch this articact etc.) but I'll power through it, I like playing necro so far for sure.
What build I'll end up choosing may come down to what items I find first.
Edit: What makes the poop mancer a bad choice for me?
It's not a bad choice, it just takes a little while to do damage.
For leveling you can also go with Sever and Affliction or just Curses and Affliction, I was super surprised how much damage Affliction those in the beginning, but didn't like the feeling of the build that much, and could find a Cursed Aura aspect to automate it.
I maxed my fun with hydra sorc and want to start a necro. Send recommended build with links please. Not looking to push pits. Mostly speed farm, kill T4 bosses quick and get glyphs to 75 max is good enough for me
I’ve done builds for almost every unique/combo of them this season. My top 5:
HM) Shadow/Mendeln Mages (similar to #2) - easy, strong and incredibly simple gameplay loop. Heavy gearing and unique requirements and shadow is relying on a bunch of double-dips and some bugs (mages counting as skill casts, bone prison despawn activating a key passive). It’s a hands-off build and I use it to speedfarm the pit to level glyphs for a new build, or Belial farming. It is the perfect build for the “necromancer power fantasy” and you really feel like a hellbent commander. Minions are my favourite archetype, but it’s a build you graduate from after 20-30 hours as the combat just isn’t super engaging and you’re pretty railroaded to a build guide due to the double-dips making this build punch above its weight.
Two additional points, 1: I literally just saw that this was posted 3 days ago and you’re not going to see this comment but I spent 18 minutes on it so you’re getting it anyways.
And 2: You wanted build guides, I don’t really have them as I didn’t follow any (aside mages but those are literally everywhere). I do highly recommend spending some time learning the different skills, you can make some changes to the official build guides and get better results as you likely don’t have the gearing they do. An example of this, is that the official build guide for shadow mages will have the aspect of occult dominion on the boots and reanimating on the amulet - you can drop shadow damage to cursed enemies (-55%x) and move reanimating to a ring (-30%x) to a ring. This allows you to throw occult dominion on the amulet and res two extra mages (+27% mage output) and throw an aspect on to let your priests empower you to 75% effectiveness (+38%x damage, healing you for 50% max life), the extra mages also stack with the first shadow mage attribute (+6%x) and Kalan’s edict (+6%x, +6% attack speed) and gaining a 27% boost to your lucky hit opportunities. So basically, Cons: -201.5%x damage Pros: +196.9%x damage, +6% attack speed, +27% lucky hit procs, 50% life heal each time you res a corpse and better speed clearing due to the extra mages hitting more targets. The point of the aforementioned numbers: most of the build guides can be far better tailored to what you’re looking for, than a max pit push build. While the extra 5%x damage actually makes the difference at pit 104, it won’t for you at pit 80 when they’re 1-tapping everything in sight. Play with things to your liking, make a build your own and you’ll have far more fun with necro, especially if you’re not going to farm for max aspects and gear.
I appreciate the reply! Honestly this is very helpful. I started a rogue but this is helping me want to create and check out a necro so I’ll definitely come back to this, so it’s not going to waste. Hopefully others will see it as well.
The “pit 80 eating hamburgers” made me lol but I feel like that build would bore me. Server dash mages sounds the most appealing especially since I have a 4 GA shako so after rogue, I’ll likely go with that.
Thanks again!
Def give it a try! I’m glad you actually read it and got something out of it!!
Current endgame Minions setup via MacroBioBoi: https://maxroll.gg/d4/planner/dn67u087#5
Super fun speed farm variation by Operator Otter: https://maxroll.gg/d4/planner/2oi3a03j#1
Note: Otter is wrong about Mage glyph double dipping. I recommend Eliminator glyph instead.
Minion build mate. All the way. It’s so good
Run Shadowmages or if you want to run solo then it's Shadowblight.
Hi Guys,
First time playing necro. I’m lvl 41 now. Can I please get some input what’s considered the strongest end game build, looking for farming not pit push and what guide you followed?
I’m currently following maxroll shadowblight build fwiw.
Tia
Ebonpiercer shadowblight is pretty strong this season. Can easily do t4 content once your glyphs are levelled up.
Shadow bloodwave is probably the strongest but its not a speed farming build outside of pit pushing.
So you reckon just keep following the maxroll build?
Are you using this guide?
https://maxroll.gg/d4/build-guides/shadowblight-necromancer-guide
For QOL I would ensure Aspect of the Void is on one of your gear. Its just insanely good for speed running content.
Last night I was able to get my Bloodwave cooldown to 9 seconds and it's been really powerful. Before that I did minions, shadowblight, and bonespear.
They all have their pros and cons.
BW will be my endgame build Minions and Shadowblight were cool but I didn't spend much time with them Bonespear helped me get to all of these builds though. I ran it with bone storm and it gave me great bulk and decent damage to break through into the torment levels
It's easy to get lost in all the optimized builds, especially early on. I try to let the gear I find influence what build I use while I collect things for the more specific builds.
I think there are multiple very strong builds but they have their strengths and weaknesses.
Shadow blight - good for damage over time
Blood wave - good for nuking bosses and maybe pits
Shadow mages - personal favorite, seems fun and I'd love to see if it's as good as blood wave for bossing and pits.
Mage minions is very strong and relaxed build, so I'd consider that one too if it's your style.
Blight for some reason is the only thing I play, ever. I was stopped to all the buffs this season. I’m just too stubborn to play it with the bone prison variant. I hate relying on bone prison for a damage multiplier, but I know Im eventually going to have to breakdown and do it when I’m ready to start pit pushing.
Been trying out the new function of shadowblight passive with the reworked blighted aspect and changes to the scaling of the damage proc.
Feeling really good right now by just going for max damage outputs with max minions, shadow anomalies, blight and corpse explosion to proc as many shadowblight instances as possible.
Got me to t4 as soon as I got the night elements tempering manual (need the shadow damage to scale shadowblight). This feels like it's the build I've been trying to make work ever since they added torturous aspect and shademist aspect.
There are a lot of good aspects that make it run:
Decay - Blighted - Occult dominon - Shademist - Torturous - Aphotic -
All of these create constant damage instances, causing the blighted aspect to trigger very quickly.
Throw in some good attack speed and crit chance with aspect of the damned and spam a shadow skill like blight reap, or sever and it gets a lot of damage instances going. It's a cool direction for shadowblight imo and I'm happy to be able to use minions for something other than direct damage. I don't imagine it's very high tier but fun with very good quality of life (works for walking/afk in t3 right now). There are probably similar builds that don't use minions but I like the gameplay and idea of using them to generate max damage procs so I'll keep messing with it.
Will be trying a lot of different stuff over the next couple days around this. Anyone else trying something similar or another shadowblight build?
(Edit for formatting)
I've been doing an affliction build and its so much fun. Almost a no button build except blight on elites.
Just running into mobs insta gibs them.
Im at t2 now so it might not scale well into the endgame but its so much more fun to stack on movement speed and just run through mobs.
That's similar to what I was doing until I got the tempering manual for shadow damage. It also felt really good but like it was going to cap with the way I was playing. It did make me think a build scaling affliction directly could also be good, want to try that at some point.
I started wondering if you can’t get enough instances of shadow damage fast enough to make shadowblight pop without ebonpiercer? For me I think it’s wise to just stick with basically the same build except using affliction because it just seems very effective at least right now - I always figured I would just focus on making it to t1 and see what drops I get;
I just happened on this working toward the shadowblight build but right now at lvl 50 with affection and cursed aura it’s just walking into everything and it explodes and cast a blight or corpse explosion; before I stopped playing just now I switched a couple things around to boost my movement speed; the rogue last season spoiled me and it just feels so slow now
Had this kind of build last season. Hit a wall at T3 and switched to bloodsurge.
Affliction is a very good build for leveling. I still don't have the right gear for it sadly enough.
This season they buffed it back after nerfing it last season. I'm sure I can get it to work well into T4 outside of pits.
I'm very slowly leveling with a shadowblight build. My hope is to build into a lucky hit based version with either black river, x'fal, or just a 2h with the weapon temper. I figure the procs from LHC combine nicely with shadowblight itself
best necromancer builds for diablo 4
Key Considerations for Necromancer Builds in Diablo 4:
Playstyle Preference: Decide if you prefer a summoner build (focusing on raising minions) or a spellcaster build (focusing on direct damage spells).
Skill Trees: Familiarize yourself with the Necromancer skill trees:
Key Skills:
Gear and Stats: Look for gear that enhances your primary skills, increases your minion damage, or boosts your survivability. Prioritize stats like Intelligence, Critical Strike Chance, and Damage Reduction.
Synergies: Consider how your skills work together. For example, using curses to weaken enemies before hitting them with powerful spells can maximize damage output.
Recommended Builds:
Summoner Build:
Bone Spellcaster Build:
Blood and Shadow Hybrid Build:
Final Tip: Experiment with different combinations of skills and gear to find what suits your playstyle best. The flexibility of the Necromancer allows for various effective builds, so don't hesitate to adapt as you progress through the game
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