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Necromancer Endgame S14

Curses / Dark Pact Necromancer

by Odealo · 5 h ago

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Introduction

This Necromancer stacks Curses on packs and detonates them with Dark Pact for Magic Damage. It shines when mapping dense packs and is slower against single bosses.

Skill Allocation

Dark Pact 20Curse Mastery 20Iron Maiden 20Decrepify 10Weaken 10Blood Warp 1Bone Armor 1Amplify Damage 1Lower Resist 1

How to spend your points

  1. Early on, your mercenary and golem carry fights until Curse Mastery lets several Curses stay up at once.
  2. Max Dark Pact, Curse Mastery and Iron Maiden first.
  3. Then push Decrepify and Weaken, since they boost Dark Pact and make packs easier to control.
  4. Take Blood Warp and Bone Armor at one point each as soon as they become useful.
  5. Spread the remaining points over Curses and one-point utility depending on your party needs.

Recommended Breakpoints

39% (minimum)Faster Hit Recovery
56% (recommended)Faster Hit Recovery
75% (minimum)Faster Cast Rate
125% (recommended)Faster Cast Rate

Stat Allocation

Strengthenough for gear
Dexterityenough for gear
Vitalitycomfortable life pool during progression
Energymost remaining points in endgame setups

Pros / Cons

  • Magic Damage avoids most elemental immunities
  • Multiple Curses give strong control and party utility
  • Energy-scaled Bone Armor physical protection
  • Fast clears in dense maps
  • Several Curses must be reapplied constantly for maximum damage
  • 125% FCR can restrict high-end gear choices

Gear

Weapon
Blackhand Key best all-round pickObsession two-handed alternative
Shield
Darkforce Spawn
Helm
Harlequin Crest balanced choiceCursing Circlet offensive magic option
Body Armor
Skin of the VipermagiAtma's Wail more defensive
Gloves
Trang-Oul's ClawsMagefist for Mana regeneration
Belt
Arachnid MeshSiggard's Staunch more defensive
Boots
Silkweave Mana after each killWaterwalk more life
Amulet
Cursing AmuletMara's Kaleidoscope resistances
Rings
The Stone of JordanBul-Kathos' Wedding BandWisp Projector

Charms

Charms
Large Charms with +3% Magic Skill Damage maximum endgame damageCurse Skillers more balanced approachHellfire Torch starting charmAnnihilus starting charm

Mercenary

Act 4 Light Mercenary with Sanctuary Aura

Weapon
Insight
Weapon
Mang Song's Lesson
Helm
Harlequin Crest
Helm
Steel Shade
Helm
Andariel's Visage
Body Armor
Skin of the Vipermagi
Body Armor
Shaftstop
Body Armor
Innocence
Gloves
Magefist
Belt
Arachnid Mesh
Belt
Verdungo's Hearty Cord

Final Thoughts

Suits players who like fast rotations in dense maps and don't mind reapplying Curses constantly. It is less suited to bosses and single targets.

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