Returning player. Hammerdin is too clunky
Movement feels clunky, no satisfying kabooms. No exceptional visuals other than jumping around in arbiter form.
Any non clash / zeal builds worth checking out which are satisfying to play and can hold T12 ?
Movement feels clunky, no satisfying kabooms. No exceptional visuals other than jumping around in arbiter form.
Any non clash / zeal builds worth checking out which are satisfying to play and can hold T12 ?
Hi Everyone,
I’m playing Blood Wave in Eternal and currently pushing T11/T12 (I didn’t find this season all that interesting, so I stayed on Eternal). I have a few questions:
Hi Everyone,
is there any viable way to generate blood orbs other than relying on skellies as described in maxroll guide here ?
https://maxroll.gg/d4/build-guides/blood-wave-necromancer-guide
Been doing a minionless run, replacing skeletons with tendrils for extra fun. Currently at T4.
However I can't figure out on how to bridge the gap of generating orbs for health/essence.
Me and my couch co-op buddy are jumping into S13 in a couple days and I’m looking for a fun Necro build, both leveling and later endgame
We’re planning an “unholy alliance” duo — Necro + Paladin — and I want something that actually feels different from the usual meta stuff.
Constraints for the Necro:
- No minion builds as it tends to overwhelm the screen in co-op.
- Prefer ghost/frost vibes (lich king ??)
Looking for ideas that:
- Synergize well with a Paladin (auras, buffs, frontline support)
- Aren’t just copy-paste meta builds
- Feel fun in co-op, not just solo-optimized
Thanks!