Necromancer Class Overview in Diablo Immortal
The Necromancer is one of six classes available to play as in Diablo Immortal, and although they may be a practitioner of the dark arts themselves, the Necromancer seeks to help balance the scales against the forces of Hell. Be it through summoning minions, afflicting their enemies with powerful curses, or empowering themselves with the bones of the fallen, the Necromancer embodies the power of a battlefield commander willing to cross many boundaries to succeed. Here you will find a breakdown of skills, legendary items, gems, and the stat priority for this class.
Choose the Necromancer if you relish in the practice of dark arts — crushing bone with your grim will and sharpening it against your enemies, spilling blood in calculated dosage to empower your spells, and all the while raising massive hordes of the dead from their very graves. With debilitating curses and ample ways to control the battlefield, the Necromancer embodies the summoning commander in Diablo Immortal.
- With control over the forces of life and death — as well as the ability to summon the very bones of their enemies to do their bidding — Necromancers are one of the most resilient classes in Diablo Immortal. The ability to envelop themselves and their allies in impenetrable shells, as well as the endless supply of minions ready to throw themselves in the enemies' path, make Necromancers durable beyond expectation.
- The talents of Necromancers are surprisingly multifaceted and can be adapted to a vast array of situations — from pure damage dealing (both single-target via and , as well as multi-target via ), to tanking with the burly , to supporting your teammates with damage immunity and crowd control.
- Necromancers are an amazing backbone addition to PvP teams, with a triple-threat crowd control in the face of , -enhanced , and the almighty (empowered by and ).
- While it comes with the territory, Necromancers are a heavily pet-dependent class for much of the content you will be doing, and (surprisingly or not) pet AI can be unreliable. This forces you to babysit your summons if you want to get the most out of them, and to be very strategic with their use.
- Necromancers frequently expose themselves to more danger than his ranged counterparts, the Demon Hunter and the Wizard. Necromancers lack options to fight from afar, as most of their arsenal operates in mid-to-melee ranges — and the supporting legendaries encourage this daredevil playstyle.
- Furthering their problems with range, Necromancers are very limited in terms of mobility; their solitary skill for the purpose is , and it comes with considerable drawbacks — like lackluster mechanics and legendaries in very competitive slots.
Below, you will find a list of all Necromancer builds we currently have on the site:
- Necromancer Leveling Build
- Necromancer Command Skeleton Bounties Build
- Necromancer Skeletal Mage Dungeon Build
- Necromancer Command Golem Challenge Rift Build
- Necromancer Bone Armor Support Build for Raids
- Necromancer Bone Spear PvP Build
You can also see an overview briefly explaining all of these builds on the guide below.
Early on, you should focus on trying out the skills that get added to your arsenal, and equipping better gear as it drops (the in-game cue comes from the flashing bag, indicating an upgrade piece). Your gear can be improved at the Blacksmith at a material cost — and while it starts out small, it quickly scales to a hefty amount. Make sure you pick up all items you come across (the auto-pickup option in Settings helps), and salvage them in town.
Upgrading your equipment is a central part of power acquisition in Diablo Immortal; never hesitate to upgrade a piece, regardless of its stats, since its upgrades will carry over to its eventual replacement for free. Upgrading all Primary gear pieces to level 6 before moving forward to level 7 on any of them is advised, since you gain an additional attribute at that level.
During leveling, you will occasionally hit experience walls (accompanied by the message "You must reach level X before continuing.") as you do the Main Story. To quickly get over the Experience hurdle, your most efficient route is to complete Battle Pass activities — namely, repeatedly grinding out Dungeons, with Bestiary turn-ins and Tasks mixed in. To mitigate the amount of time spent grinding, as well as to (likely) enjoy the game more, you can purposefully seek out Hidden Lairs and complete Tasks as they open up during the storyline completion. While this will slow down your questing, it will pay off later down the line as it diminishes some of the grind walls.
Pay extra heed to the Battle Pass tracker, as it unlocks consumable bonuses along the way, as well as a Legendary Item early on in the leveling process. Legendary items are potential gamechangers for every character, so you ensure you pick the one that will benefit you the most.
Legendary items are exceedingly rare gear pieces that provide unique bonuses — enhancing or altering an ability's powers altogether. When you come across one, especially for a slot where you still have Rare or lower tier items equipped, replace it immediately. Legendaries innately roll superior stats to lower tier items. Feel free to experiment with your newfound Legendary and the skill it enhances; once you no longer need it, extract its power at the Essence Transfer NPC in Westmarch. This allows you to overwrite subsequent Legendary items (likely with better stats) in the same slot with the extracted power, retaining the legendary bonus. Extract as many Legendary powers as you can, so you can easily adapt from one build to another whenever you need. Of course, feel free to salvage duplicate Legendary items that you have already extracted.
Similarly to all Diablo games, gems will make a huge difference to your character in Diablo Immortal — so make a point to hunt down Normal Gems in Hidden Lairs, and Legendary Gems in Elder Rifts (they get a chance to drop if you use a Crest consumable). Additionally, you should follow the quest line to unlock the Helliquary activity as soon as it becomes available at level 41. This is done in order to receive thecurrency while doing Bounties.
When you turn in Bestiary pages, you will receive a class-specific consumable. For Necromancers, this item is the, which summons a Soul Keeper to recharge an empty resurrection stone. This is a very underwhelming consumable; still, it can be occasionally useful, so don't hesitate to use it.
Skills and Legendary Items
Skills are your primary means to defeating enemies, and their interaction with skill-enhancing or skill-altering Legendary Items are what forms the synergies that define the success of your character. The power of Skills is enhanced by Charms, and the power of Legendary Items can be increased when they are Awakened. The game limits you to the use of five Skills — a Primary Attack and four Active Abilities that have some form of limitation to their use (charges, cooldowns). Primary Attacks are not limited in their use, and charge up an Ultimate bar as they are used. When it is fully charged, you are able to use the Ultimate version of that Primary Attack. Below, you will find a breakdown of all Necromancer skills (divided by categories), as well as some advice for their general use.
— Available at lvl 1. Throw a ball of Soulfire that explodes when it strikes an enemy, inflicting damage to the target and 25% as much to all other nearby enemies. Its Ultimate is — Enhance for 12 seconds, instead launching multiple greater bone spirits that seek out enemies and deal damage. Targets hit multiple times simultaneously take 75% cumulatively reduced damage. Charms increase damage from 2 to 10%, growing in 2% increments.
Advice:is an AoE-oriented Primary Attack that detonates upon impact, damaging enemies in proximity to its main target. Its homing nature and splashing effect make it the preferable choice for PvE environments, especially for content where farming speed trumps other considerations. This Primary Attack also contains the supremely powerful Ultimate, which is quite competent for both AoE devastation as well as burning down singular targets.
- (Off-hand) — now bounces to 1 additional target, but deals 30% decreased damage to subsequent targets. Awakened effect: damage increased by 10%.
— Available at lvl 34. Shoot a piercing Bone Spear forward to inflict damage, and pierce up to 2 additional enemies. Damage reduced 50% for each additional enemy pierced. Its Ultimate is — Enhance for 12 seconds, instead swinging a massive scythe that deals damage to all nearby enemies and knocks them away. Charms increase damage from 2 to 10%, growing in 2% increments.
Advice:is a long-range, precisely targeted Primary Skill whose piercing projectile and additional knockback properties (inherent to its Ultimate) make it suitable mostly to PvP environments. has great synergy with enhanced by , which — despite the legendary effect wording — does ignite the bones, resulting in a potent DoT combo that controls PvP arenas very efficiently.
- (Main-hand) — also poisons enemies hit for X damage over 3 seconds. Awakened effect: damage increased by 10%.
— Available at lvl 47. 0.5 second base cooldown (channeled skill). Unleash a continual barrage of , dealing damage to enemies. Using slowly consumes its energy, which recovers while is not in use. Charms increase damage from 2 to 10%, growing in 2% increments.
Advice:is a hard-hitting ability that is hampered by its channeling nature, as it unfortunately clashes head-on with the mobility issues of the Necromancer class. It is somewhat viable when used in groups, since you can rely on your party members to draw attention away from you and/or keep you alive, but is otherwise hard to fit in a soloing setup.
- (Main-hand) — damage increased by 10%. Awakened effect: consumes energy 10% slower.
— Available at lvl 1. 8 second base cooldown. Passive: Raise a skeletal champion every 8 seconds to a max of 4. Skeletal champions deal X damage per attack. Active: Command your skeletal champions to charge to a location and increase attack speed by 80% for 4.5 seconds. Charms increase damage from 2 to 10%, growing in 2% increments.
Advice:have the undeniable advantage of a targeted summoner ability, allowing you a great deal of control over the behavior and enemy prioritization of your minions. There are several notable supporting legendaries for the skill — , , and especially — but it's worth mentioning that the base, un-enhanced skeletons are excellent on their own, and are a source of massive single-target damage to any summoner setup.
- (Head) — Your Skeletal Champions are replaced with Skeletal Archers. Awakened effect: cooldown decreased by 10%.
- (Head) — now causes your Skeletal Champions to explode at their destination, damaging all nearby enemies. Awakened effect: summons Life increased by 10%.
- (Head) — now raises a single powerful Skeletal Captain that ccan be ordered to Whirlwind at a location. Awakened effect: damage increased by 10%.
- (Main-hand) — damage increased by 10%. Awakened effect: summons Life increased by 10%.
- (Off-hand) — 10% of all damage you take is taken by your Skeletal Champions instead. Awakened effect: summons Life increased by 10%.
- (Off-hand) — Decrease time required to raise new Skeletal Champions by 30%. Awakened effect: cooldown decreased by 10%.
— Available at lvl 3. 1 second base cooldown. Detonate all corpses in the target area, each corpse dealing damage to all nearby enemies. Enemies struck by multiple simultaneous explosions take 40% cumulatively reduced damage for each additional hit. Charms increase damage from 2 to 10%, growing in 2% increments.
Advice:has the potential to be your hardest-hitting damage dealer, provided you can supply it with a steady stream of its one decisive resource: corpses. As a result, performs excellently in scenarios where you comfortably outscale, or are just about equal, to the difficulty of the content you are doing — and drops off hard in content with singular, tough enemies.
- (Shoulders) — no longer detonates corpses, causing them instead to release blight on the area that poisons enemies for continual damage. Awakened effect: damage increased by 10%.
- (Shoulders) — now also inflicts a stacking Chill, which can freeze enemies when stacked. Awakened effect: damage increased by 10%.
- (Shoulders) — now also causes corpses to pull themselves toward the nearest enemy before exploding. Awakened effect: damage increased by 10%.
- (Main-hand) — damage increased by 10%. Awakened effect: damage further increased by 10%.
— Available at lvl 38. 1 second base cooldown. Summon projectiles from nearby corpses that impale the target and other random nearby enemies. Each corpse summons 3 lances that each deal damage. Multiple hits on the same target deal 20% cumulatively reduced damage. Charms increase damage from 2 to 10%, growing in 2% increments.
Advice:hits reasonably hard, but is unfortunately hampered by several factors: its over-consumption of corpses, with a meager payoff of 3 lances shot to 1 corpse consumed; its unwieldy mechanics and inherent randomness of affected targets; and finally, its increasingly reduced damage with repeated attacks against a chosen target, which deny its potential as a single-target damage dealer.
- (Legs) — damage is increased by 10%. Awakened effect: damage further increased by 10%.
— Available at lvl 1. 9 second base cooldown. Slash with a summoned scythe, dealing damage to all enemies in front of you. Each enemy hit generates a corpse, up to a maximum of 2. Maximum of 2 charges. Charms increase damage from 2 to 10%, growing in 2% increments.
Advice:is a decent damage skill with a built-in corpse generation aspect, but its melee range and lack of supporting legendary items make it hard to recommend for any build over stronger, more robust options.
— Available at lvl 20. 24 second base cooldown. Summon an immobile Skeletal Mage for 13 seconds that throws bolts of Soulfire in a direction, each dealing damage to all enemies in the bolt's path. You may not command more than 6 total Skeletal Champions and Skeletal Mages. Charms increase damage from 2 to 10%, growing in 2% increments.
Advice:s are hard-hitting summons whose stationary nature is both a blessing and a curse. With a respectable cast of supporting legendaries and a solid, item-independent baseline effect, they are a strong addition to any summoner-heavy skill lineup. They have an especially beneficial impact on farming builds with the ability to hold a position, and finish off stragglers as you leave for the next fight — keeping kill streak bonuses going. Careful placement of summons is imperative to make the most out of this ability.
- (Off-hand) — now summons a powerful Grim Reaper, but has a longer cooldown. Awakened effect: Life increased by 10%.
- (Head) — duration increased by 20%. Awakened effect: cooldown decreased by 10%.
- (Shoulders) — damage increased by 10%. Awakened effect: Life increased by 10%.
— Available at lvl 8. 12 second base cooldown. Summon that erupt from the ground, Stunning enemies for 2 seconds and dealing damage. Charging increases range and damage. Charms increase damage from 2 to 10%, growing in 2% increments.
Advice:is a hard-hitting damage dealer with an equally respectable crowd control element, and you can choose to enhance one or the other of the skill's aspects. It's a solid addition to most PvP setups, either as a main damage dealer with an enhancement from , or as a crowd control tool with a boon from .
- (Shoulders) — range increased by 20%. Awakened effect: damage increased by 10%.
- (Head) — now also causes enemies to Bleed for additional damage, but no longer Stuns them. Awakened effect: cooldown decreased by 10%.
- (Head) — no longer charges up and instead immediately summons three forward-moving spikes that knock enemies away. Awakened effect: damage increased by 10%.
— Available at lvl 28. 14 second base cooldown. Conjure a wall of bones for 9.2 seconds that blocks the movement of all enemies and allies, and also blocks all enemy projectiles. Maximum 3 charges. Charms increase damage from 2 to 10%, growing in 2% increments.
Advice:requires precise positioning and understanding of its mechanics, as it is able to hamper the progress of your allies just as much as you enemies. Once mastered however, it can be the deadliest skills to add to a Necromancer's PvP arsenal, with some PvE applications to boot. has a vast array of supporting legendaries and can be adapted for numerous situations — from pure support and crowd control, to a devastatingly effective DPS skill.
- (Off-hand) — can now be ignited with soulfire, dealing X damage over 8 seconds to nearby enemies. Awakened effect: cooldown decreased by 10%.
- (Chest) — now summons a line of skeletal soldiers that charge forward in formation, damaging and knocking back enemies. Awakened effect: Life increased by 10%.
- (Chest) — instead summons a pillar of rotting corpses that knocks targets into the air, damaging them and then Slows all nearby enemies. Awakened effect: cooldown decreased by 10%.
- (Chest) — now creates a circular wall of bones that traps targets within it, but no longer has multiple charges. Awakened effect: cooldown decreased by 10%.
- (Legs) — duration increased by 25%. Awakened effect: cooldown decreased by 10%.
— Available at lvl 50. 36 second base cooldown. Summon a bone golem for 24 seconds. When summoned, it will deal damage to all nearby enemies and Stun them for 2 seconds. While it is active, you can order the golem to leap to a nearby location, where it will deal damage and force all nearby monsters to attack it for 6 seconds. Charms increase damage from 2 to 10%, growing in 2% increments.
Advice:is one of the Necromancer's most versatile tools, with the ability to be adapted into tanking, crowd control, pure damage dealing, and anything in between with the plethora of supporting legendaries. Don't underestimate the baked-in crowd control aspect of the skill, which can be used at range to temporarily disrupt any group of enemies. The follow-up Taunt is just icing on the utility cake, and can make the difference between life and death in progression content.
- (Main-hand) — now summons a Skeletal Golem that consumes and gains power from all nearby corpses, and which damages all enemies in its path as it leaps. Awakened effect: cooldown decreased by 10%.
- (Main-hand) — now summons a Molten Golem that continually Burns all nearby enemies, instead of forcing them to attack it or Stunning them. Awakened effect: damage increased by 10%.
- (Main-hand) — now summons a Stone Golem that throws boulders at enemies, and rolls through them instead of leaping. Awakened effect: cooldown decreased by 10%.
- (Off-hand) — damage increased by 10%. Awakened effect: summons Life increased by 10%.
- (Off-hand) — Your Bone Golem will split into two smaller Bone Golems when it dies. Awakened effect: damage increased by 10%.
- (Head) — duration increased by 20%. Awakened effect: cooldown decreased by 10%.
— Available at lvl 44. 12 second base cooldown. Curse all enemies in the area, dealing damage to them over 6 seconds and greatly reducing their vision. Charms increase damage from 2 to 10%, growing in 2% increments.
Advice:has a somewhat underwhelming power at first glance, although it can be quite annoying in PvP situations even as-is. When loaded up with legendary powers however, the solitary curse of Immortal's Necromancers becomes a fearsome tool to behold — ranging from the DoT of , to the replica of , to the frenzied effect of — coveted by all summoners.
- (Shoulders) — duration increased by 30%. Awakened effect: cooldown decreased by 10%.
- (Legs) — no longer decreases enemy vision, instead causing your minions within the area to frenzy, increasing their attack and movement speeds. Awakened effect: cooldown decreased by 10%.
- (Legs) — now curses the ground in an area, causing enemies within it to take continual damage. Awakened effect: damage increased by 10%.
- (Legs) — now causes enemies to explode on death, but no longer decreases enemy vision. Awakened effect: cooldown decreased by 10%.
— Available at lvl 15. 9.4 second base cooldown. Transform into a wraith, gaining 50% increased movement speed and invulnerability for 2 seconds. During this time you cannot attack. Charms increase damage from 2 to 10%, growing in 2% increments.
Advice:is the solitary movement ability available to Necromancers, but it has some unwieldy mechanics that greatly diminish its usefulness. Its invulnerability aspect can be useful for dodging Raid mechanics or getting nuked down in PvP (especially in combo with ), but is otherwise hard to recommend. Contrary to the ability tooltip, you are able to attack while in Wraith form; it will simply cancel its effect prematurely, so you need to be careful with skill spam throughout its duration.
- (Chest) — Generate corpses as you move during . Awakened effect: cooldown decreased by 10%.
- (Legs) — now causes enemies you touch to flee in Fear and damages them. Awakened effect: damage increased by 10%.
— Available at lvl 41. 20 second base cooldown. Protect yourself and nearby allies with a shield of bones that absorbs X amount of damage for 12 seconds. Charms increase damage from 2 to 10%, growing in 2% increments.
Advice:provides an excellent survivability boost as a baseline, and its group-wide effect make you a welcome addition to any party — especially during progression-oriented content like Challenge Rifts or Raids, as well as nuke-prone PvP matches. can be further tailored to your needs, most notably with crowd control immunity enhancement from , the charge-based immunity of , or the DPS inversion of .
- (Shoulders) — now also grants immunity to all effects which knock you out of position. Awakened effect: cooldown decreased by 10%.
- (Chest) — now also damages nearby enemies when activated and increases their damage taken for a short time, but no longer shields party members. Awakened effect: cooldown decreased by 10%.
- (Chest) — instead summons three bone spikes that orbit you and damage any enemies they strike. Awakened effect: damage increased by 10%.
- (Chest) — now grants you and all nearby party members charges of damage immunity, each of which prevents all damage from a single hit. Awakened effect: cooldown decreased by 10%.
- (Legs) — duration increased by 25%. Awakened effect: cooldown decreased by 10%.
Improving your attributes in Diablo Immortal generally revolves around increasing the total amount of Combat Rating, or CR. Every primary attribute point (Strength, Fortitude, Vitality, Willpower, and Intelligence) grants you 1 point of CR.
The priority attribute for Necromancers is Intelligence, which gives +0.3 Damage per point; given otherwise identical options, use the one with higher Intelligence to increase your DPS. Second in the priority order is Fortitude, which adds to your Armor Penetration — indirectly increasing damage dealt by also improving your crit chance. This attribute suffers from diminishing returns due to crit caps, but is still quite valuable. Third in the priority order is Vitality, which simply increases your Life total; the longer you can stave off death, the better.
Stat priority order and stat benefits for Necromancers are as follows:
- 1. Intelligence — Grants +0.3 Damage to Necromancers, and +1 to your total CR.
- 2. Fortitude — Grants +0.1 Armor Penetration, which affects your crit chance. It also grants +0.1 Armor; Armor increases your Block chance, and blocking attacks mitigates 20% of the damage dealt. More mitigation is never amiss, and even more so when dealing with riskier content like the Helliquary. It also adds +1 to your total CR.
- 3. Vitality — Grants +3 Life; the more you can add to your total health pool, the better. With a reasonable investment in Vitality, an already durable class like the Necromancer can become unstoppable. This attribute also adds +1 to your total CR.
- 4. Willpower — Grants +0.1 Potency and 0.1 Resistance. Potency increases the duration of harmful effects that you inflict on your foes. Resistance lowers the duration of harmful effects inflicted by your enemies on you. This attribute also adds +1 to your total CR.
- 5. Strength — Grants +1 CR. This attribute does nothing else for Necromancers, and should be avoided as much as possible.
Secondary (Special) Attributes
You should not put an emphasis on Special Attributes when considering between gear pieces. This is due to the overpowering importance of Primary Attributes and your CR total. That being said, the better Special Attributes are the two Crit Stats (Critical Hit Chance and Critical Hit Damage), Cooldown Reduction, Beneficiary Effect Duration, and Movement Speed. You can also consider Increased Damage to Players for PvP gear.
Pieces of Primary Gear that you upgrade at the Blacksmith attain up to three additional Bonus Attributes for Reforging at Ranks 6, 11, and 16. These Bonus Attributes belong to "families" (outlined and ranked below); a Family Bonus can be unlocked if all three Bonus Attributes are from the same family. Multiple Primary Gear pieces can have the same Family Bonus to improve your proc chance. The process of Reforging is done with the Reforge Stone consumable. Note that only Primary Gear pieces can be reforged; Secondary Gear pieces cannot. For Necromancers, priority Bonus Attributes are:
- 1. offers summoner-oriented innate attributes that are of great use to a minion-oriented class like the Necromancer. Its Family Bonus requires enemies to be slain to proc, significantly diminishing its usefulness when doing progression content like Challenge Rift bosses and Helliquary.
- 2. is mostly valuable due to its innate attributes, as it brings valuable Critical Hit Chance to the table. The Hydra summon from the Family Bonus is mostly an extra minion to soak up damage.
- 3. brings a single target-oriented Family Bonus that becomes increasingly important as you push the difficulty of the content you are doing, i.e. Challenge Rifts. Its ability to enhance all damage dealt with a Primary Attack proc is an excellent boon to any build.
- 4. has a Family Bonus that brings some much needed mitigation to Necromancers, as they fight at a much closer range than other ranged classes. The absorption shield is paired with some excellent innate attributes like Damage Taken Decreased and Block Chance, which further reduce incoming hurt.
- 5. offers situationally valuable bonuses; it has Beneficial Effect Duration Increased as an innate attribute, which is decent for groups, and a Cheat Death proc which is never amiss when soloing content. Its Family Bonus brings soft CC to attackers, which is decent mostly for PvP.
- 6. offers some marginally useful bonuses when doing PvP, but since its (otherwise excellent) Family Bonus only functions in melee range, it is all but lost on Necromancers.
The Awakening mechanic further increases the power of a Legendary Item and is done by socketing a Rank 10 Legendary Gem inside the item and using theconsumable at the Master Jeweler. Awaken with 1-Star Gems early on, sacrificing higher ones as necessary later. Prioritize Awakening legendary items that provide straight bonuses (increased damage) to your most frequently used skills, and ones that enhance the strengths of those build-defining skills (such as cooldown- or energy cost- reduction). For Necromancers, priority Awakenings are:
- 1. Shoulders: , ,
- 2. Legs: , ,
- 3. Off-hand: , ,
- 4. Chest: , ,
- 5. Main-hand: , ,
- 6. Head: , ,
Normal and Legendary Gems
As per tradition for Diablo games, socketed gear allows you to insert beneficial gems according to your needs. In Diablo Immortal, gems are divided between Normal Gems (socketable in Secondary Gear) and Legendary Gems (socketable in Primary Gear).
Normal Gems can only be socketed in Secondary Gear. Normal gems are divided into Red, Blue and Yellow sockets, and their priority is listed below. Priority-wise, gems are decent power increases to your character, but should never come at the cost of Primary Attributes and your CR score. Go for Red and Blue gems over Yellow if possible, as they provide a stronger bonus overall.
- Red Sockets: Prioritize Tourmaline as it provides a straight Damage increase. Ruby is also decent for the Life increase, but only if you lack Tourmalines.
- Blue Sockets: Prioritize Sapphire, which increases your Armor Penetration, and your Critical Hit Chance stat as a result. Note that Crit Chance provided from Sapphires has diminishing returns, capping out at 33%; when benefits from ArPen get too insignificant, swap to Aquamarine. Aquamarine provides Armor, which is a decent source of damage mitigation.
- Yellow Sockets: Prioritize Citrine for the Potency gains, increasing the duration of harmful effects you inflict on enemies; however small its benefits, they trump the Resistance effects provided from Topaz.
Legendary Gems can only be socketed in Primary Gear. They provide unique and very powerful bonuses on top of a robust stack of stat increases. Legendary Gems are found in Elder Rifts enhanced by the Crest consumables, as well as through crafting at the Jeweler in Westmarch.
Early on in Necromancer character progression, you should use common, 1- and 2-Star Legendary Gems like:
- — Can be obtained from the Battle Pass, saving you some Crests. Provides a stacking damage increase against a target with successive attacks; great for single target damage.
- — Half of the Primary Attack-Ultimate combo, this gem increases the speed and damage of Primary Attacks, getting you back quickly to spamming the supremely powerful .
- — The other half of the Primary Attack-Ultimate combo, this gem increases the duration and damage of Ultimate skills, allowing for unparalleled uptime of .
- — For the mere cost of a critical hit, this gem inflicts a considerable DoT and an Attack Speed increase to boot. Even at a low quality, this gem starts off with incredible stats and fits nicely from the get-go.
- — This is a great early game gem, especially during farming where you usually pull hordes of enemies to maximize your AoE skills. It amplifies your damage the more enemies you fight, encouraging chaining fights together.
- — This gem increases damage dealt at the cost of an increase in damage taken. For most of the farming PvE content, this is a reasonable trade-off that you can feasibly mitigate with the Necromancer's ample sources of mitigation.
When perfecting your character for endgame content, the 5-Star Best-in-Slot Legendary Gems for Necromancers include:
- — With its Damage and Movement Speed increases, it is largely considered to be the best legendary gem in the game for pretty much all forms of content.
- — The value of this gem scales with the number of attacks you inflict, fitting well into -enhanced builds. With a considerable damage proc and a spreading effect, it is one of the best additions to your legendary gem lineup.
- Frozen Hearth — With percentage-based mitigation against ranged damage, this is one of the strongest defensive legendary gems you can support your character with.
- — This gem has a percentage-based chance to spawn Shadow Clones that inherit some of your abilities and — perhaps more importantly — will draw some of the enemy's attention away from you, allowing for short periods of uninterrupted slaughter of your foes.
- — Triggered off Primary Attacks — a constantly spammed aspect of Necromancer builds — this legendary gem supplements the mid-range barrage of the class with a hard-hitting, long-ranged proc.
- Chip of Stone Flesh — This is a PvP powerhouse of a gem, inflicting hard CC and increasing damage dealt on affected targets. It also provides decent value for progression content.
Paragon Points are character-specific progression system that allows you to advance in power after you reach maximum level. Each level gives you a Paragon point to spend into currently available nodes on the five Paragon Trees. While Paragon Trees are specialized for certain tasks, you should always keep in mind the tenets of character building — increasing damage and mitigation as much as you can. With that in mind, focus down the Vanquisher tree first, pick up the experience bonus from the Treasure Hunter tree, pick up whatever is useful from the Gladiator tree, and finish off with the group powerhouse of the Soldier tree. Always keep in mind that the (circular) Persistent Attributes are always active once leveled, but the (square) Specialization Skills are only applied when their respective Paragon Tree is active.
- Vanquisher Tree: The offense focus of this tree makes it the best starting point for all characters. It is recommended that you start with the middle row, maxing out Damage and picking up Zeal. Go down the bottom row, maxing out Damage and picking up Wrath. Finally, go along the top row, maxing out Potency, putting the point in Exorcism, and finishing off with Deeper Pockets and Heart of Wrath. This puts you at Paragon level 49.
- Treasure Hunter Tree: This tree unlocks at Paragon 50 and focuses on rewarding you more for your grinding efforts, making it an attractive mid-progression pickup. Go through the middle row, maxing Armor to attain Swift Learner. Then go on straight by maxing out the Damage node. This puts you at Paragon 70.
- Go back to the Vanquisher Tree. Max out the Life nodes in the mid row that follow Zeal, and put one point in Judgment to finish off that row. Then, go to the bottom row and put 3 points into Armor Penetration, which puts you exactly at Paragon 99.
- Right around this point, you have a decision to make. If you focus on PvE content, you should divert your attention back to the Survivor Tree — the other tree unlocked by default. Start out by maxing Life, picking up a point in Unyielding and progressing downwards. Max out Armor, then through the middle row — taking Escape Artist, additional Life, and Precognition along the way. Finish off with the coveted Damage increase. If you focus on PvP content, you should focus on the Gladiator Tree instead; this tree unlocks at Paragon 100, and offers brawling-oriented bonuses. Start off with maxing Armor Penetration, picking Uncontrollable right after it and continuing upwards. Max out Life, attain Quick Witted, and go into maxing Resistance and the second Life node. Get the Cheat Death right above the Life node. Finish with the consistently desirable Damage.
- At this point, you are hovering around the Paragon 180-185 point. One thing to consider is going back to the Vanquisher Tree to finish off the bottom right Armor Penetration node. You can also divert to the Treasure Hunter Tree to grab Gold Find and its subsequent Armor Penetration node. Alternatively, if you group up a lot, you can tab over to the Soldier Tree. This tree unlocks at Paragon 150 and is focused on grouping bonuses and provides tremendous utility for most modes of play. Take Hold Formation and head down to Resistance, then even further down into Damage. Attain the full bottom row — Battle Morale into Armor Penetration into Sacrifice. Then, finish off the middle row with Combat Veteran and Potency. Finally, go through the top row of Life and First Aid.
It is important to reiterate that your utmost priority is picking up all the damage nodes you can, deviating into one tree or another only to further that goal. Secondary valuable pickups are found in Armor Penetration and Life nodes. Once you are done with leveling all the Damage nodes, you are free to fill out Paragon trees as you see fit, as well as to activate specific Trees for the needs of the content you are doing.
In summation, the Necromancers are the go-to class for players that want to execute the summoner character fantasy in Diablo Immortal, with devastatingly powerful minions and death-tinged powers to boot. The class is unparalleled at dispersing crowd control across the battlefield, rendering the demonic hordes in PvE helpless and disrupting enemy ranks in PvP. Necromancers are no slouches as supports as well, with the Bone Armor bulwark to protect their comrades. Enjoy the Necromancers, and welcome among the Priests of Rathma!
- 30 May 2022: Guide created.
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