Necromancer Guide Bg3 Detailed Guide and Build
Vložit
- čas přidán 26. 06. 2024
- #baldursgate3 #baldursgate3builds
Become a member today!
/ @blood_ronin
0:00 Intro and Why Necromancer Over Other Summon Classes
02:33 Zombies
04:08 Skeleton Archers
07:20 Ghouls
08:35 Mummy
11:10 Shadow Wraith
13:10 Necromancer Summon Items
15:20 Don't Use These Gloves
17:11 Aura of hate
18:53 Gearing
23:30 Dual Staffs For Extra Poison Application
26:10 Soul Harvest and How it Works
27:26 Spells I recommend
34:59 Leveling
40:11 Quest Chain for Cryptlord Ring and Staff of Cherished Necromancy - Hry
Melee Death Knight Version here czcams.com/video/0dcFrlwULA4/video.htmlsi=mqHTuOZB4clCETMy
What Minion is your favorite?
What would you want to see next?
"Death knight" isn't the best description as far DND lore goes, Death knights like liches is a undead monster template applied over the top of a class. Anti-paladin, Blackguard, oathbreaker is the typical fantasy trope for a necromantic fallen paladin or warrior. Generally seeking the undead status for power and or immortality, that or in service to a deity with affinity for undead, such as shar's affinity for shadows (which are a type of undead).
Nice guide and very informative. Now I have everything I need to know to create my own Necro build. Thanks a lot, Bro!!!
Thank you. Glad you liked it :)
This is basically what I did for my first playthrough! I was a Drow necromancer with dual-weilding staves. I also raided the grove and romance Minthara and took the netherbrain for myself. Good times.
Love it! My next playthrough is with Minthara evil.
I have to play “mostly evil”. There is too much lost content being completely evil!
Did these "minions" actually do an substantial dmg? From my experience they have horrific att, which makes them miss more then hit. Lvl 6 Deva for example is waste of spell slot, never hitting anything that matters. Maybe in lower levels at the start summons are oke maybe, but soon the just become obsolete.
@@AmbroRealityeh idk about that as a level 7 necromancer my zombies are fucking slaying. Especially when I buff and debuff. Had a zombie one shot a creature with 25 health then. Then it dodged like three attacks was great
@@charlesbryson7443 wait I’m doing evil my next play throug what do you miss 😭
Thanks for this! I was on the fence about playing a Necromancer for my next playthrough because I thought it might be uninteresting, but this video has convinced me to do it.
Appreciate you going over the rules and options of summoning undead.
(you can combine the ice melphits to make enemies prone, and then the ghuls fly in and can use 'devour')
The Abyss Beckoner's passive can be toggled on and off so you don't trigger the mad effect. Also your summons only roll if they didn't attack last round. You make a good point about range, but its actually very easy to avoid the downside of the item.
A few "summons" are actually immune to the madness effect, such as the spirit weapon or flaming sphere. Still debatable if its worth using though.
Spamming circle of death every turn to wipe rooms was so satisfying on my first playthrough. That staff was a game changer
It is so strong
I love the cheerful melody playing in the video as you raise an unholy army of destruction
Sorry I missed the live feed. Love your channel.
Thank you so much. I truly appreciate the support. ❤
We'll see you next time, senex!
Excellent video my dude. Thank you
Man, I love this game. 😁😁 thanks for this I'm about to make a playthrough with my friend as a necromancer and him as a spore druid. This video helps alot thanks bro!
Glad it helped
I just wanted you to know that you are the 🐐. Love your vids
This comment made my day
You didn't mention the most ridiculous thing about the Staff of Cherished Necromancy, which is that the Life Essence charges never get consumed. They just keep stacking up. As soon as you get a single one, you can cast any Necromancy spell for free, forever.
For anyone reading this, this was bug patched in patch 6.
@@sragland314 sad!
at level 12 the gloves are insane when paired with a cleric, they have a level 6 spell which gives your whole party advantage for wisdom saving rolls, my summons never turned mad.
looks fun. I have seen some builds that use cleric multiclass to cast AID. It looks like you can give your minions a lot more HP. Believe you can also use another party member to do this instead.
Yeah, I used a cleric at camp to buff 5~15 minions with max aid plus hero's feast. Makes Danse Macabre viable again.
I played essentially the exact same thing in my first playthough, except I was Gale (I didn't play the beta so I wasn't tired of playing Origin characters haha.) I didn't realize poison worked on spells!
Anyway, one thing I wanted to add is getting Deva on your Necromancer is a really powerful and important spell. It synergizes really well with Mummy (both can fear) and even though its a half-nakes Angelman, it has a Necromancy spell! (it can revive targets with 1 HP I believe) You're essentially getting Plantary Ally as a pure Mage, which is normally not possible. And since we're already hopping around with 9 Ghouls, Mummy, Myrmidon... might as well add a Deva to the mix!
This video is perfect! Thanks king! Ima subscribe
Appreciate you.
I like to go Necromancer6/Circle-of-Spores6 on my undead builds simply due to how powerful spore druids are in Act 3. You get to throw Hastening Spores which haste ALL of your summons with the Armor of the Sporekeeper you get a few free zombies, you gain some survivability and if you wear the crypt lord's ring you lose out only on the lackluster level 10 necromancer ability. Love how the staff and lantern combo looks but the staff and rapier are the better pick which is a real shame. I find that taking all the turns for the undead summons you have really bogs down combat for other people if you play with friends (which I do) so I rarely get to use Necromancer builds but I hope to enjoy this build in the future.
If you want to use these maddness gloves with your summons effectively, you need to equip and unequip them mid combat if your summons get out of hand. And you would benefit mostly to send your summons to attack only and then the one with the gloves hides in a safe spot, unequiping them after the summons did they damage and you want your main party to enter
You can also toggle it in passive
I actually did something funky with this setup with 6 levels draconic sorcerer and 6 levels necromancer wizard with more of a poison build because most undead are resistant if not immune to poison damage so I could cast a cloudkill and my undead could charge into it without a problem
Youd want to make the summons immune to mind affecting, charms, etc to use those... Or alternatively insanely high wis bonus or something. Im sure theres a way to make them usable.
Cambions, devas, or djinn can be affected by hate as they all use weapons. Keep in mins though, melee weapon attack is an attack type counter to ranged weapon attack, it doesnt necessarily need an actual weapon. (Unarmed strikes count as a melee weapon attack roll for example)
a Sorcerer 2/Wizard 10 can turn some of their slots into Sorcery Points, then use Cherished Necromancy and Twinned Spell to get 2 Mummies from the Crypt Lords Ring/Create Undead, in addition to 5 Ghouls from Danse Macabre and either 4 Skeletons or 4 additional Ghouls from Animate Dead place the Shadow from the Shadow Lantern for a total of 12 Undead which can then be farther buffed by having a Cleric with the Spellcrux Amulet cast both Heroic Feast and 6th level Aid. with both of those spells and the Undead Thralls passive, all of your Undead have respectable HP, including the Shadow. (Mummies will have around 130hp, Ghouls will have around 89hp, Danse Macabre Ghouls will have around 69hp, and the Shadow will have around 61hp)
Honestly, the best Necro Wizard build is Spore 6/Wiz 6, (using INT as primary stat, and scribing your spells for higher levels). You'll get all the spore druid goodies, the Sporekeeper armor, and free fungal zombies too.
It's pretty gross how good it is due to the scribing cheeese.
I thought of giving it a whirl, but seems maybe too strong. I'm also just a big fan of dual staffs. Without the hag hair I wouldn't get max intel and dual wielder feat.
@@Blood_RoninThen it looks like that Hag is gonna be bald!
Level 20 mod ftw!
Holy crap! Thank you!! I just realised I have the book of Thay on Astarion and I have him in armor that does a very similar effect to those gloves!! I WONDERED why the ghouls kept attacking eachother after failing an inexplicable check lol!! Damn, that armor looked so good on him too *sigh*.
Also, you meaaaanie!! Why does everyone use Astarion as a target dummy when Lae'Zel has one at her tent across the path lol.At least he gives no effs 😂😂😂
The dummy is useless, 'cause it doesn't show how much damage you deal, and cannot have status effects.
Good afternoon. your content is the best. I would like to see or hear from you some interesting build with dual weapons.
I have a couple of dw builds currently on the channel. But I have it requested again. I have a couple of fun ones that are being worked on.
I would LOVE to see a solo playthrough as a necro. It wouldnt have to be tactician either,, just normal play, it would be so cool
My 2nd run I decided go 6 necro wizard, 6 spore druid. Very fun although definitely finicky. Something I probably wouldn't do in coop personally.
I started using the Cherished Necromancy I am seeing how crazy good it is xD
There's one item Carrion doesn't drop when killed and must be purchased beforehand: Hood of the Weave which is a head slot with +2 to spell save DC.
For sure. When I explain the quest chain at the end for the ring, I mention it. But hopefully this comment will get some views so others can see (if they don't make it to the end of the video)
Can get hood of the weave on the floor under larroakan in the invulnerability spheres
Just killed Carrion and the hood dropped for me...ps5
@@aovin I wonder if it was updated with the newest patch.
@@gabriellamm2776 that's Robe of the Weave not Hood of the Weave.
Not me, imagining my BG3 crossing over Mt. Gagazete
Very nice, thats is what i want 😎
Glad it helped :)
Would be good to include "Necromancy of Thay" questline here as well. Since it gives 6 Ghouls without needing corpses.
it's 4 Ghouls unless you're a Necromancer. if you're a Necromancer it's 5 Ghouls, and they all benefit from Undead Thralls despite not being controllable.
I play honor mode and usually dont pass all the checks, is it then impossible in act 3?
Btw, ghouls are immune to madness so if you only dummon ghouls from animate dead and danse macabre you get to use the abyss beckoners without any risk
Best wand is the Bitter Divorce. A free zombie
Have u looked at the circle of bones helm? Do u think the weave helm is better than giving all ur undead damage ressistances?
you generally want the Bone Amulet on a more melee character, otherwise you're usually too far away to grant its bonus to all of your Undead.
I think I might go 6 wizard 1 sorcerer for the armour buff and 5 in warlock For eldritch blast
I have 250 hours in this game and am just learning about ‘skeleton squad’ really good to know 😂
Now ‘flying ghoul flock’???
I’ve been playing with half my power
Also the magic gear can be double summoned with meta magic
You mention pairing your necromancer w/a Warlock and Paladin but it's not clear to me why. Care to elaborate?
I'm also curious what sorts of good buff spells exist that can be applied to all your summons. You mentioned Aid and Longstrider - are you familiar with any others?
Thanks for putting all this great info together.
Warlock and oathbreaker paladin fit the "necro" theme imo. And they both can have access to undead as well. I thought it was fitting.
As for buffs for the summons, the main one is long strider. If you wanted to give them bless technically you can to help with attack hit rates. If you want them tanky the circle of bones helm really helps a lot (and with a paladin in the front lines, should be easy to keep the buff up)
@@Blood_Ronin thank you!
unless things have changed since i played my necromancer at launch, you're wrong about the danse macabre ghouls not being controllable.
additionally, they also get the buffs from being a necromancy wizard, meaning you get an extra ghoul, more HP and more damage.
you can also cast AID and feast on them for extra HP.
They sadly aren't controlled. You can summon and they will follow, but they are like risen zombies in terms of combat. They attack enemies but can't force it. In my dk version of this build I showcase it.
@@Blood_Ronin yeah i just looked and it seems that after the first patch they nerfed it, lowered their HP, made them uncontrollable and gave you less of them. thats a shame because i used to run with 6 ghouls from danse macabre and 4 flying ghouls from animate dead.
@@OldMayt the devs probably thought it too strong.
The Crypt Lord's Ring should 100% be used on your Necromancer. You can summon a Mummy FOR FREE. No need to use a *6th* level spell slot. That's kinda insane. Genuinely, it's much more valuable to use it, since I doubt you'll end up losing your mummy during your long rest. Even if it does die in that time, then you can summon another with your spell slot, which means you just get more value out of the ring, because it allows you to summon 2 of the mummies in a single long rest, tho only 1 at any given time.
The staff let's you cast 6th rank necro spells for free in general. You could use the ring, but I personally don't think it is necessary.
Is there any benefit to multi classing necro wiz with spore druid or chain warlock?
6 spore/6 necro, assuming you use scroll to learn most your spells will give some really powerful fungal zombies due to the necromancer bonus
Doesnt dance macabre work with create and raise? Pretty sure it worked in my 1st playthrough.
It scales with necromancer passives, but that is it. You can summon your own minions still though even with them active, you just can't control the Danse Macabre ghouls.
At what level do u get the 2nd summon for necromancy specialty? im 5 got the spell but still only 1 summon
Did you mean the ghouls? When you upcast it changes to more or a new type of summon
Ghouls are spell level 5.
When I use danse macabre on my necromancer wizard it makes five ghoul npcs, I'm not sure if this was changed or just a feature of undead thralls.
It's from undead thralls for the 2nd subclass feature at wizard lvl 6.
But could you, from your gaming experience, suggest some kind of multiclass for melee combat with necromancy and sumons. I realized that you can take a paladin or a sorcerer. But don’t specify how many levels and how it will be better. I want to make something like a knight with his officers)). thank you in advance. I repeat, your content is the most interesting. I’m not good at English, but I enjoy watching your videos and delving into your comments
I can for sure. *minor spoiler, but when I premiered live earlier I had a poll for a death knight esk build. Meaning a melee oriented build that uses a lot of minions. It is the one im working on next.
Oathbreaker 6/ necromancer 6 is the best I can think of.
Time to corrupt Gale! 😉
Heck yes.
I have a build I like for Asterion: Eldritch Knight 6, necro wizard 6. He gets some fun summons and still gets to mix it up in melee. He can also use Wyll's rapier for the cambion and focus his stats on int. It's pretty thematic especially if he breaks bad.
*Durge Approves*
I want to make Gale my personal Professor Lockhart
All that remains of him is a bloody hand
27:00 Maybe it can be BG canon that boxes have souls and you found an Easter egg 🤷♂️
Does Grim Harvest work on multiple enemies. For example lets say you use fireball at lvl 3.
I know if you kill one enemy it will give you 6HP.
But if you killed 10 enemys in a single turn would you get 60HP or 6HP.
Unless it has been changed, it only procs once per turn, even if done with aoe spells.
do imps/quasits count as fiends for hate?
Unfortunately not. They are fiends But it only affects melee weapon attacks, not claws for it.
The only issue I have with necromancer, is you can't mix and match ghouls/zombies/skeletons. It's only four of one of those things.
I have seen ppl summon one of those "death knight" skeletons? Is that a mod or something? (The skeletons you face in act 1-2, while in the Creche area for compaion quest. Ah "Death Shepherd" was their name
You can control them with control undead, but can't summon. That would be a mod.
can you check aura of devotion + abyss beckon gloves
I tested it. It helps but isn't 100% full proof.
Weird. I found an uncommon cloak of the weaver in act ii 🤔 really wouldnt mind getting another very rare version though ❤
They are very similar. The very rare version will just have the added benefit of spell save dc and attack rolls.
Am I wrong thinking that a conjuration wizard with the necro summon gear is arguably way better than necromancer? That was my takeaway from this video.
I would argue that you need to lean into necro spells. Vampiric touch, the necro melee spell is great for a necro build. There's also blight, and good old bone chill. But again, the really good spells are in other schools. Necro just doesn't have enough dd or aoe in the school to make it a great choice for the level 2 ability. The main draw is the number of summons.
One nitpick comment... unarmored caster can easily get 20ish ac, which is arguably squishy, but not "extremely, extremely" so.
Conjuration wizard is probably better. I'd be interested in your take on conjuration wizard, and maybe comparison thoughts.
Edit: Probably not a great video idea, but I'd genuinely like your thoughts. Happy to discuss here.
Unfortunately, the necromancer based spells are a little lacking compared to others. But as a wizard at least you can use other spells in general with scrolls learned. You can certainly use the necromancer gear as you said with other subclasses. I personally really like the level 6 bonus for extra damage and minions for the necromancer. It is the real draw to it, and makes multiclassing into it (say with ek Knight, bard, or Oathbreaker really fun).
*Edit, conjuration is one I need to play more before giving better thoughts, but the level 6 subclass feature to teleport does seem pretty fun.
@@Blood_Ronin The level 6 ability (in theory. I don't have a lot of conj playtime either) is cool, but create water, cause wet is so important in this game, and the level 10 Focused Concentration give it 2 vs. 1 really good subclass abilities over necromancer. There are a LOT of conjuration concentration spells that are really good, even if you were focusing on using undead summons.
I would agree with you that a 6 necro multiclass could make for some good fun, though, where conjuration... not so much for multiclass.
@@senexiratus973 There are a few things though. Zombies can make more free zombies. And all undead are poison immune, so you can drop a Cloudkill and your pets can fight in it without worry while the enemy may not. Also the ghouls can paralyze nearly anything, even bosses. And if you consider pets expendable, you can think of it as action/turn economy. If you consider that each hit on a pet is 1 less on you, it might make necromancers and spore druids the best effective "healers." But not in terms of restoring hitpoints, but in having completely expendable hitpoint pools. This isn't to say that 1 fireball couldn't take them out, but honestly how often do you fight enemies with huge AoE spells? Not that many. Conjuration is strong as well, so is the wet condition. But you don't have to be a conjuration or create water spell for that, you can just chuck a water jug and get the same thing. Now while necros may not 1 turn destroy enemies like sorcerers or paladins can, but they can have great battlefield control. Having pets make many difficult fights or quests easymode as well, such as the underwater rescue in act 3. Having expendable units make that task a breeze.
But a big part of this game is itemization/gearing. And there is simply so much more gear for dps minded builds and scant little for pet focused builds. So unless they add more item support for pets and the like, then the setups with better items will always win out. But its not as if the game is hard enough even on tactician mode to actually "require" any specific build. Only the first 4-5 levels are truly challenging, and the game gets easier the higher level you get.
Just my musings on the matter.
@@thatguy9088 I don't doubt the efficacy of the necro. I've just looked into both "summoner" classes, and the conj school has better benefits. Focused Conjuration is really good considering how many conj spells are concentration. Yeah, water is a bonus, but so is heals from the 2 necro spells in the game? I don't even know what necro 10 skill is, because it's not notable, I'm assuming.
I'm kinda with Blood_Ronin. Necro seems better to multi. I wouldn't want as many pets as a pure nec could get, I think. I don't know. If I do a pure wizard run, I'll probably try both. (Yes, I could respec anything. I get in a groove, though. Don't like to totally upset the boat with respec.)
Maybe it's better as a playstyle question, more than a direct comparison of the two subclasses. I don't know how a 10 or higher conj wizard plays. Just looks good on paper to me.
I mean the only difference is the subclass features you can get every conj spell as a necromancer. If you want summon armies the extra zombies and the extra damage and HP is huge. I think it applies to the danse macabre too. With the right gear you can basically only expend one level 4 spell slot to get your 4 skeletons or zombies than use the ring to animate dead and danse macabre. Nets you 9 summons with bonus HP and damage which is a huge shit in targets for the enemies vs a standard 4 player party. If you have a cleric, aid + feast or whatever its called can basically double the HP of all your summons too .
I think it really sucks that you have to have gale to get some of the really good magic stuff
whats the song thats playing at 23:35?
From FFX. I believe this one was the summoner daughter if I am not mistaken.
I knew it had to be from a game i already played because it was too familiar to ignore haha. thanks man
@@ballistic2527 I'm a big FF fan in general, X being my fav. I use a lot of the music in my videos. It hits the feels every time I hear it.
such a shame about aura of hate :( thinking of going a necromancer for my solo honor run build, dunno if spore-druid would be better?
Solo honour mode spore druid has more utility overall.
Spore Druid would be better for early game because necromancers don’t start to get good till level 6. Maybe consider respeccing or multi classing deeper in the game.
The best necromancy strat is to carry a corpse in your pocket lol
Haha so true. Gotta keep that ammo ready.
You're focusing on the player skills and spells but I just wanted to see what effect having a necromancer dark urge had on the game.
Now that I've played it through with a random one I know that there SHOULD be a lot of opportunities for a necromancer dark urge to chip in, be recognised and understand more of the story and subtext. Haven't tried it yet so high hopes 😋
I find the darker urge works better with the death knight version of the necromancer (more melee focused with minions) over a pure caster. The urge special items and forms are really fun.
Damn bro you sound so sick hahaha take care
I have been. I am finally feeling better though. I didn't want to wait another 2 weeks to release content, so hopefully my voice didn't bother too much.
You can turn off the demonspirit aura during combat and it will immediately end the combat. It really isnt that hard to manage.
I wonder does aura of hate work on astarion? 🤔
I wish. Sadly no.
and if your zombies turn on you with those madness gloves and your char dies, they turn to zombie and can’t be resurrected
That is actually kind of hilarious, but also awful mechanically >_
@@Blood_Ronin and also a bald faced lie. if your corpse is destroyed (such as with it being turned into a Zombie) a Soul Echo spawns near it that can used to resurrect you, and Withers can also still resurrect you.
Forgot to explain the most important thing: how to use undead in Act 3 without making the entire city go insane, running away and breaking quests.
Haha, it's funny you mentioned it. With zombies, (not ghouls) I had a party of 4 necros that crashed the game since I got too many people infected. All the refugees and civilians can get 1 shot from zombies and with the disease they turn. >_
@@Blood_Ronin yeah, it made me mad I was playing o consoles, I could not mod it, and it meant my entire dpec was useless for 80% of the act 3
They patched that out in patch 3 I believe it was.
@@scalpingsnake so now people won't be running away at the sight of undead? Or is the patch to just avoid uncontrollable zombies from killing civillians?
@@matheusmterra They don't care about undead or animals companions etc. They don't react at all in my experience.
imo you are totally missing the point of abyss beckoners gloves. you are meant to use them with ghouls. ghouls are immune to madness. combine this with bunch of protection spells like mage armor, blade ward, mirror image (these are only good because the range of the abyss beckoners is kinda low) and you are already kind of busted.
Imma say, velkranas spellbound makes this build s++
I sense south jersey/eastern PA/delaware in the accent 🤔
Close.
Does nobody else use the cloak of displacement? Best defensive cloak in the game and its never mentioned in build videos.
It is really good for sure. I just default to others since the cloak of protection is available earlier.
I was but it seemed like it was working although I didn't pay too much attention. I seemed to always have the buff even after getting hit but it didn't appear to be preventing me from getting hit.
@scalpingsnake two things. Disadvantage means roll two die and take the lessor. If you have horrible ac you're still going to get hit. By act three (especially on higher difficulty) enemies have high hit bonuses. So you need to have high teen ac minimum. Secondly if you play with karmic dice on you will still get hit no matter what ask it will try to balance our hit and misses by massaging the die. You should turn it off.
But you should have your entire part around 18-20 ac by the time they leave act one anyway.
@@logan9042 Am I right in thinking the buff should be removed once my character gets hit? Is it just a visual thing it says even after I get hit multiple times? I still have displacement during the fight well after I have taken damage.
@scalpingsnake my understanding is you are supposed to loose it after being hit only to have it reapply at the beginning of the next turn. However it seems to stack each turn. I would assume it's a bug but if it it isn't removed another stack is added. Almost like how mirror image has 3 stacks.
Too bad summons are yet another statistical probability that someone will not jump where you jump. I’m doing it this run through, but maybe not on my evil run
Time to negromance 🗣️💯💯💯🔥🔥
The Reddit BG3 groups seem to shun Necromancer as an overall bad build. I don't want to waste hours into a useless build. I'm interested because of the cast Ghouls, but then confused because many say it's mega-nerfed and useless.
the dipshits over on reddit don't appreciate just how effective the Undead summons actually are ESPECIALLY with Aid and Heroic Feast buffs. Mummies alone will have 130hp, and between Mummies Fear and Ghoul Paralysis, they're super effective at locking enemies, including bosses, down.
i disagree about the gloves, ghouls and mummies cant go mad so you can make your ghouls absurdly tanky for free
I suppose if you use them exclusively, but I don't. I like using the others as well. On a melee death knight I feel it would fit better since they would be in range of the aura.
@@Blood_Roninid also recommend grabbing blind, upcasting it for free allows you to disable so many enemies and its necromancy so their saving throw get disadvantage (this will also make it easy for both your summons and allies to hit them)
i thought those two details were worth mentioning, great video, imma have to try the dual weild combination
@@pjamie9693 this is a really good tip.
What do you mean ghouls and mummy can't go mad ? Are you sure ?
@@mdrlolcat in my Death Knight video I test it. They are indeed immune.
Wait…are you from Delco?? Lmao
Close.
i hate how necromancer in D&D never really feal right. You cant raise a large force, even in Diablo 4 you can summon more undead then in D&D
you must be playing DnD wrong because you can absolutely raise a large force.
your DM is an asshole then, because you absolutely can raise an army of Undead in 5th ed (3.5 the number you could have was based on the number of hit dice the Undead had and your class)
i really dont understand the point of a character thats is only good at the end of the game, im playing necromancer and about halfway through the 2 act and i only have 2 minions that do 10 dmg and often miss...and the only usefull thing about this whole class is that you have basically 2 chump bloquers to soak up all the dmg from enemies. dont recommend
If you're at least level 7 you should be able to upcast to get more than 2 minions.
Necromancers are basically wizards with pets. You shouldn't be solely relying on them for damage.
Please, please stop saying "actually" every minute.
please stop using that hideous ai 'art' for your thumbnails
Already did. This video is a little older. All my recent videos (for a couple months now) no longer use AI.