You wont be getting gear like that on single player(assuming thats what you mean by casual) All that gear is very easy to get by trading on bnet but virtually impossible in SP w/o mods or hacks/editors
Unfortunately, that's correct, =/.
However, this build is not really dependent on the gear, but more so on your skills. Simply having your large army with some curses should be enough. Don't get me wrong, having the gear helps tremendously, but it is most definitely not required, especially if you're just looking to play SP.
Grim Ward is, essentially, crap; don't bother with that one.
Summoners are fun for the first while, then you just get bored watching everyone doing the work for you. It's kinda the same with Bonemancers, but Bonemancers still give you the feel of power. Many would disagree, I'm sure.
Why are you putting that much in the Mages? Synergies are a way better place to dump all those points in, honestly. I also wouldn't use an Enigma since realistically speaking, no one will even get to you when you get powerful and capable enough.
I'm gonna take my Bonemancer all the way through level 99, and remove all the tweaks that I did on him using my Hero Editor.
Yeah, but then again, the other classes would be pointless as well. The only really viable classes for summoners would be the Necro and Druid.
I didn't see any point in adding to Summon Resist, as my Summons can easily be resummoned, there's no need to up their resists. A 1 point wonder, if I may say so myself. With that in mind, I was able to beef up my Skele Mages (damage for the most part), by maxing them out.
I'm glad it's going to help, ;). I really enjoyed playing this character, it's my current main. I like the whole Summoning concept; i'm considering making a Summoning Druid next, which I think would be a lot of fun. From there, I was thinking about making builds with other classes built around summoners: Amazon's Valkyrie, Assassin's Shadow Master, and the Barbarian's Grim Ward, ;). As far as the Paladin goes, you could use Conversion... Sorceress is out of luck.
This thread is for discussion of the Necromancer in Diablo II. [/HR]
The most recent character that I have played on the normal servers and have fallen in love with, is the Summoning Necromancer. PTR Patch 1.13 brought about some buffs which really helps define the damage done from the Necromancer himself, and also helped solve some problems as far as what skills to choose aside from summons.
Official Blizzard Quote:
-Blood Golem - Removed negative shared life effect (player no longer loses life when golem takes damage).
-Corpse Explosion - Increased base damage dealt from 60% - 100% to 70% - 120% of corpses health.
-Poison Nova - Increased base damage by 15%.
Strength: This depends on how rich you are in-game. However, as of now, you can respec your character if you overfill your Strength. Basically, you only need enough Strength to use all of your items.
Dexterity: This also depends on how rich you are in-game. However, as of now, you can respec your character if you overfill your Dex. Basically, you only need enough Dexterity to use all of your items. Max block isn't a big deal here, you won't be tanking at all. If you happen to take damage, you'll have Bone Armor on.
This leaves us with 3 skill points wherever you want. We don't have Bone Wall or Bone Prison, but we receive the Bone Wall charges from our boots. You could put them in Bone Spirit or Bone Spear, but our damage will be coming from Poison Nova and Corpse Explosion, with Teeth for psn immunes. With that in mind, you could either put the last three into CE, Bone Armor, or you could complete the Curse tree by getting Dim Vision, Confuse, and Attract. If you are looking to save points you can take a few out of CE, though with 10 points in CE, it should clear a room out due to it's large radius.