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Necromancer Corpse Explosion Guide
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== Viability / Purpose of the Build == Corpse Explosion is one of the best mapping skills there is (imho). It clears the whole screen from early to endgame.<br> Since Season 11 you do need a Line of Sight, so keep that in mind.<br> <br> [https://youtu.be/PNQMKDBsclM Watch the video guide here] == Skills == See picture for skills. Max Corpse Explosion, Desecrate, Revives and Amplify Damage. Can choose to put the rest of the points into Bloodwarp, Bone Armor or Blood Golems.<br> <br> [[File:PD2 necromancer corpse explosion skills.jpg]] == Attributes == Get str/dex for gear, rest in vitality. You can prepare for a Darkforce Spawn which needs 106 str. == Gear == Early game you can stick with 75 FCR, but mid and endgame prioritize 125 FCR. Since you don't need to snapshot anything you can have CTA on swap. === Early Game Gear === This gear consists of a +3 Corpse Explosion Wand with White runeword and +3 Corpse Explosion Necromancer shield with Splendor.<br> Add a +3 Poison and Bone amulet and you end up with +12 to Corpse Explosion. A Wormskull, Magefist and Spirit Forge armor can add another +5. === Mid Game Gear === Midgame we can go with an upgraded Skull Collector staff, Shako, +1/FCR armor like Viper/Atmas and random Arachnid Mesh. Biggest damage increase will be an Infinity on your mercenary!<br> Instead of the staff you can also use a random Deaths Web and Darkforce Spawn. Easiest way to increase damage is plain Poison and Bone Grandcharms and a Torch. === End Game Gear === This is where we end up, +1 Death Web, +1 Darkforce Spawn, 3 Socket 15% Ormus all socketed with Fire Facets are a good base. A -15 Fire Kiras with 3 Sockets is a good options as well.<br> For 125 FCR you might need to get either a +2/20FCR circlet or FCR slams on rings/Deaths Web if do use Kiras. <br> If you manage to get a decent Mang Songs you need less FCR on gear but you will need to find other spots for MAEK/LAEK/Resists.<br> <br> End-Endgame you can chase the Unicorn. Maybe you craft or find a rare wand with +5/+6 to Corpse Explosion or the Necromancer shield with +5 to Corpse Explosion. But good luck finding those and then slamming +1 AND getting two sockets.<br> == Skillers vs 3% Fire Large Charms == Initially is best to start with Poison and Bone Grand Charms, at some point the 3% Fire Large Charms will do more damage but this is dependant on your gear and how much +skills you have.<br> Issue with Large Charms is missing out on resistance Small Charms, so there is no real way to tell which you should use.<br> <br> Advice is to keep two plain ones and check when upgrading gear if the two Large Charms are more damage overall than the Poison and Bone skiller. Try to keep your resists up too ofcourse. == Mercenary == Act 2 for is ol' reliable. Early on give him an insight polearm. Try to upgrade to an infinity as soon as possible.<br> Act 4 Dark for Amplify Damage is nice early even though you have Amplify Damage yourself, give him an insight staff, stealth runeword armor and another piece of gear with 10fcr for 75fcr. == Leveling == I would avoid leveling with Corpse Explosion, rather do Clay Golems for Travincal farm or Mages/Revives for other farming spots. == Farming == Early game gear can easily farm T1 maps like Sewers or Royal Crypts.<br> Midgame gear can farm T2 maps like Ancestrial Trial and River of Blood.<br> Endgame can basically farm any T3 map as long as it doesn't have Fire and Physical immunes. == Patch Notes/Changelog == Created for Season 11. == Acknowledgments == TDL (and lots of other people from the Discord)
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