D2R PTR 2.4 Mage Necromancer Build Guide - Attributes, Necro Gear, Skill Points & More

2/3/2022 5:23:52 PM

Trying to find the best Necromancer build for 2.4 PTR in Diablo2 Resurrected so you can assemble an army of undead soldiers, mages and golems to crush any demons that stand in your path? Check this guide and we are going to be covering the PTR patch 2.4 Mage Necromancer in Diablo 2 Resurrected. 


Diablo2 Resurrected 2.4 Mage Necromancer Build Guide

This is a build that people are very excited to play, just the thought of casting an army, full of these guys, shooting cold fire and poison damage, lightning damage, people were really pumped. Unfortunately, the change that they made really don't change too much and especially the fire golem too with an almost perfect gear up character, the fire golem is still kind of like questionable. Now let’s explain the attributes, Necro gear, merc gear, skill points, chaos runes, and more about the Mage Necromancer build D2R 2.4 PTR.


Attributes

  • Strength: 16

  • Dexterity: 90

  • Vitality: 506

  • Energy: 62

So enough strength to equip the gear, nothing dexterity, everything else in vitality. 


Skill Points

Curses Tree

Max Lower Resistance at 1 hard point and damage, switch between lower resistance, then corpse explode, the whole idea of using lower resistance is it supposed to off the damage of these guys. But you can actually just use amp and there's no difference because they don't kill anything. 


Poison and Bone Tree

Put 20 hard points into Corpse Explosion.


Summon Tree

Put 1 hard point in Raise Skeleton, max skill to Skeleton Mastery, max skill to Raise Skeletal Mage, then have 1 hardpoint into Fire Golem and then buff a bunch of Golem Mastery and Summon Resist. You could pump more points into Fire Golem for more fire damage, but there's so many fire mewns that give him more life and resistance, either way it doesn't make a difference, it's not like a Fire Golem's gonna be killing stuff with 2k fire damage in the chaos sanctuary.


Necro Gear

  • Darkforce Spawn Bloodlord Skull

  • Harlequin Crest Shako

  • Enigma

  • Mara’s Kaleidoscope Amulet

  • The Stone of Jordan Ring

  • Arachnid Mesh Spiderweb Sash

  • Trang-Oul’s Claws Heavy Bracers

  • Marrowwalk Boneweave Boots

  • Graverobber’s Grand Charm

  • Annihilus Small Charm

  • Hellfire Torch Large Charm

  • Shimmering Small Charm

  • Craverobber’s Grand Charm Of Greed

  • Craverobber’s Grand Charm Of Maiming

  • Shimmering Small Charm Of Good Luck

Archon Plate

Sale [15ED]

Enigma

30-Ber6-Ith31-Jah
+2 To All Skills
+45% Faster Run/Walk
+1 To Teleport
+750-775 Defense (varies)
Sale [+775 Defense]
+ (0.75 Per Character Level) +0-74 To Strength (Based On Character Level)
Increase Maximum Life 5%
Damage Reduced By 8%
+14 Life After Each Kill
15% Damage Taken Goes To Mana
+ (1 Per Character Level) +1-99% Better Chance of Getting Magic Items (Based On Character Level)




Stone of Jordan

Stone of JordanRequired Level: 29
+1 To All Skills
Increase Maximum Mana 25%*
Adds 1-12 Lightning Damage
+20 To Mana
(Spawns In Any Patch)

Chaos Runs

Cast a couple amps, a couple little reds and switch to amp corps explode. It's not really any different than a standard Necro, hit the first kill, so stamp corbs explode. Another one to do is repeat this run by using amp damage with mages and then repeat the run again without using mages just to show emphasize and reiterate that they're just not really doing anything. So we'll get some mages and we'll use amp instead. For the same partial run, use amp damage for a curse instead. So amp damage no lower resistance, so that's gonna nuke the amount of damage the skeletons do and you're gonna see no change. Click Here to find more details. 


Diablo 2 Resurrected PTR Patch 2.4 Necromancer Build Tips

Chaos runes do give some benefits like tanking for crowd control and whatnot, they need a big damage buff. If you were to try and run this build without corpse explosion, it would take ages to kill stuff, your mercenary would be killing everything and the mers the ages are just like cannon fodder. We don't think that the mages need to be turned into 15k fireball sorceresses, but at least see doubling their current damage and still not making a big substantial difference and this is with all plus killers, level 47 skeleton mage, 49 mastery with a max lower resistance curse support and an infinity mercenary. So you can just imagine what it would be like with no gear.

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