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Bone Spear Necromancer Guide

Bone Spear Necromancer

Introduction

The Bone Spear Necromancer Guide covers everything you need to know to devastate the demons of Sanctuary with overwhelming magical might. Combining the Magic Damage of bonespear and the ability to lock down almost every monster with boneprison, you have no trouble farming any content your heart desires.
Additionally, this build has access to corpseexplosion which brings large Area of Effect (AoE) Fire and Physical Damage to supplement your kit. Having three different Damage types gives us tools to deal with any monsters the game can throw at us.

What really makes this build so strong is the fact that most monsters in the game have very little Magic Damage Reduction, and only a handful are actually Immune. This means bonespear and teeth's damage are more effective on most monsters than the majority of other Skills.

Ideal Standard Variant

Bonespear

teeth

Corpseexplosion

boneprison

This build guide assumes you have a Character at Level 75 before transitioning to it. It follows the progression of our Necromancer Leveling Guide and our General Leveling Strategies to reach Level 75.

Incredible Survivability ✔
Beginner Friendly Playstyle ✔
Access To Three Damage Types ✔

❌ High Average APM
❌ Low Top End Potential
❌ Key Gear Pieces are Rare


Sunder Charm Setup

Patch 2.5 introduces a new way of breaking Immunities: Sunder Charms. Any enemy that would be Immune to your damage type is reduced to 95% Resistance instead, before any other Resistance reductions apply. (e.g. Conviction, Lower Resist) The Charm also reduces YOUR Resistance against the sundered damage type! Check out our post on Sunder Charms to learn more about these new Charms. The following setup optimizes the use of Flame Rift, allowing you to farm anywhere you want.

Sunder Charm Setup

Gear Changes

The Bone Spear Necro doesn't gain anything from Black Cleft we don't have any further ways to decrease Monster's Magic Resistance. BUT using Flame Rift breaks Fire Immunes so that our corpseexplosion becomes much more effective. Equip Infinity Giant Thresher on your mercenary to further reduce their Resistances and now you can pop monsters on higher Player Settings!

To offset the reduction to our Fire Resistance we swap our boots over to Aldur's Advance which also offsets the loss of Life from our Skiller Grand Charm.


Terror Zones

The new Terror Zone mechanic in combination with the Sunder Charms open up a wide range of areas for you to farm. The following list highlights the best and worst Terror Zones for this build on the Starter or Budget setup. With the Sunder Charm Setup, more Terror Zones become accessible on this build. Learn more about Terror Zones in our resource post and see how they stack up in our Terror Zone Tier List.

Best

The Secret Cow Level - High Density, No Immunities
Flayer Jungle ONLY - High Density, No Immunities
Jail - High Density, No Immunities
Pit - High Density, No Immunities
Frigid Highlands - Quick Access, Eldritch ONLY

Worst

Tal Rasha's Tombs - Trash Mobility, Immunities, Slow Access
Chaos Sanctuary - Slow Access, Tanky Enemies
Arreat Plateau - Low Density, Trash Mobility, Few Elite Groups
Kurast Bazaar + Ruined Temple + Disused Fane - Low Density, Trash Mobility, Immunities
Crystalline Passage + Frozen River - Trash Mobility, High Physical Damage, High Elemental Damage, Tanky Enemies


Skills

Put 1 Skill Point into each of the following Skills:
1. claygolem
2. decrepify
3. lifetap

Max out the following Skills in order of priority:
1. bonespear
2. boneprison
3. bonewall
4. bonespirit
5. teeth

Use the Scroll Bar to see Skill Point Progression

Damage

bonespear* deals large amounts of Magic Damage in a straight line which pierces through all targets. It has a decent projectile width, making it an amazing Skill for use in tight passages or choke points.

teeth* deals a good amount of Magic Damage in a wide spread. While it deals less damage than bonespear it can be very useful for clearing large groups of lower Life monsters in wide areas.

CorpseExplosion* deals Physical and Fire Damage in a circle around the body of a dead monster that is targeted. The damage is based on the original Life of the monster.

* Faster Cast Rate Skills (FCR)

Utility

boneprison* surrounds the target in walls of bone, which stop most projectiles and need to be destroyed for the target to escape. The walls overlap and fill in the entire screen if the Necromancer has high enough Faster Cast Rate.

ClayGolem* summons a tanky Golem with high Resistances, which applies a Slow Effect when striking and when struck. This can be summoned with no Cooldown even when already summoned. Note: Only 1 Golem may be summoned at a time.

AmplifyDamage* reduces the monster's Physical Resistance by 100%. This reduces monsters to negative Resistance (to a bottom cap of -100%).

bonearmor* grants the Necromancer a large Physical Damage shield. This can be recast, with no cooldown, so you can always have a full damage value after every hit.

decrepify* reduces Attack Speed, Movement Speed, Physical Damage, and Physical Damage Reduction of the target.

* Faster Cast Rate Skills (FCR)


Attributes

Note: This section provides you with the standard Stat Point allocation. Build Variants can require a different allocation!

Strength

Allocate enough Stat Points into Strength to equip all of your gear. Take into account how much Strength your gear provides when equipped.

Dexterity

Allocate enough Stat Points into Dexterity to equip all of your gear. Take into account how much Dexterity your gear provides when equipped.

Vitality

Allocate any remaining Stat Points into Vitality after meeting Strength, Dexterity and Energy requirements.

Energy

Don't allocate any Stat Points into Energy. This build gets enough Mana from gear, buffs, Charms, and Mana Potions.


Essentials

Gear Options

While every Stat in the Desirable Stats column is useful for this build, we highlighted the Priority Stats in Teal so you can easily identify the Most Important Stats on them.

Hover over any Item to see a pop-out with the full Item description.

SlotItem OptionsDesirable Stats
WeaponWhite Unearthed Wand
Spirit Crystal Sword
Heartoftheoak
Ume'slament
BladeofAliBaba
wizardspike
+ to Skills
+ xx% Faster Cast Rate

Elemental Resist +xx%
xx% Better Chance of Getting Magic Items
+ Attributes
+ xx% Faster Hit Recovery
Off-HandSpirit Monarch
trangoul'swing
homunculus
Splendor
Rhyme
ancient'spledge
+ to Skills
+ xx% Faster Cast Rate
Elemental Resist +xx%

xx% Better Chance of Getting Magic Items
+ Attributes
+ xx% Faster Hit Recovery
+ xx% Faster Block Rate
Weapon-SwapCall to Arms Crystal Sword
Naj's Puzzler
Long Staff of Teleportation
+x to All Skills
+x to battlecommand
+x to battleorders
+x to battlecry
Off-Hand-SwapSpirit Monarch+x to All Skills
HelmetsHarlequincrest
Rare Circlet
trangoul'sguise
PeasantCrown
Wormskull
Tarnhelm
+ to Skills
+ xx% Faster Cast Rate
Elemental Resist +xx%

xx% Better Chance of Getting Magic Items
Damage Reduced By xx%
+ Attributes
Body ArmorEnigma
trangoul'sscales
Thespiritshroud
Skinofthevipermagi
skullder'sire
bone
+ to Skills
+ xx% Faster Cast Rate
Elemental Resist +xx%

xx% Better Chance of Getting Magic Items
Damage Reduced By xx%
Teleport (From Enigma only)
+ Attributes
Glovestrangoul'sclaws
chanceguards
magefist
+x to Curses
+ xx% Faster Cast Rate
Elemental Resist +xx%

xx% Better Chance of Getting Magic Items
+ Attributes
Beltsarachnidmesh
trangoul'sgirth
goldwrap
+ to Skills
+ xx% Faster Cast Rate
Elemental Resist +xx%

xx% Better Chance of Getting Magic Items
Damage Reduced By xx%
+ Attributes
Bootsmarrowwalk
sandstormtrek
silkweave
aldur'sadvance
wartraveler
natalya'ssoul
+ xx% Faster Run/Walk
Elemental Resist +xx%

xx% Better Chance of Getting Magic Items
+ Attributes
Amuletsmara'skaleidoscope
Rare Amulet
Caster Crafted Amulet
+ to Skills
+ xx% Faster Cast Rate
Elemental Resist +xx%

xx% Better Chance of Getting Magic Items
+ Attributes
Teleport (From Charges)
Ringsthestoneofjordan
bulkatho'sweddingband
nagelring
Rare Ring
+ to Skills
+ xx% Faster Cast Rate
Elemental Resist +xx%

xx% Better Chance of Getting Magic Items
+ Attributes
Telekinesis (From Charges)
CharmsGrand Charm
Large Charm
Small Charm
+x to Skill [Necromancer Only]
+x% Faster Hit Recovery
+x to Attribute
+ Life
X Resist +x%
x% Better Chance of Getting Magic Items
Unique CharmsGheed's Fortune
Hellfiretorch
Annihilus
Flame Rift Grand Charm
+x to Necromancer Skill Levels
+x to all Attributes
All Resistances +xx%

Better Chance of Getting Magic Items
Reduces all Vendor Prices x%
Monster Fire Immunity is Sundered

Farming Spots

The areas below are efficient farming locations that make use of the build’s strengths. Other farming spots might not be as effective due to Immunities or bad layouts. These areas are strong without a Sunder Charm.

Anything that has a in the "Starter" column can be farmed with the Starter Variant.

Act 1

AreaStarterRewards
MausoleumAll Item Types
Max Area Level
Leveling
The Countess-Runes
Key of Terror
The PitAll Item Types
Max Area Level
Leveling
AndarielUniques
Sets
Jewelry
The Secret Cow LevelRunes
Runeword Bases
Charms / Gems / Jewels

Act 2

AreaStarterRewards
Stony TombsAll Item Types
Max Area Level
Leveling
Ancient TunnelsAll Item Types
Max Area Level
Leveling
Maggot Lair-All Item Types
Max Area Level
Arcane Sanctuary
(Specters/Super Chests)
Runes
Charms / Gems / Jewels
Jewelry
SummonerKey of Hate

Act 3

AreaStarterRewards
Arachnid LairAll Item Types
Max Area Level
Lower KurastRunes
Runeword Bases
Charms / Gems / Jewels
Jewelry
Temple RunsAll Item Types
Max Area Level
Travincal-Gearing
Runes
Charms / Gems / Jewels
Gold
MephistoUniques
Sets

Act 4

AreaStarterRewards
City of the Damned-All Item Types
River of Flame-All Item Types
Max Area Level
Leveling
Chaos Sanctuary-All Item Types
Max Area Level
Leveling
Diablo-Uniques
Sets

Act 5

AreaStarterRewards
Eldritch the RectifierGearing
Gold
Leveling
Shenk the OverseerGearing
Gold
Leveling
PindleskinGearing
Gold
Leveling
Nihlathak-Key of Destruction
Leveling
Worldstone Keep / Throne of Destruction-All Item Types
Max Area Level
Leveling
Baal / Waves-Uniques
Sets
Max Area Level
Leveling

Mercenary

Your Mercenary serves an incredibly important role to the overall success of your build. They can be a front line tank, provide a pivotal Aura, and/or deal Physical Damage to kill enemies with Immunity to your Skill set.

Act 2 Desert Mercenary

The Act 2 Desert Mercenary is hired from Greiz. He can be equipped with a Spear or a Polearm, a Body Armor and a Helmet. 
Every Act 2 Mercenary has access to an Aura and uses Jab as his base Attack. The Aura activates once the Mercenary has engaged in combat and remains active between traveling to and from town. The Auras available are based on what difficulty you hire the Mercenary from.

Holy Freeze Insight

Insight, Holy Freeze

Use a Desert Mercenary with Holy Freeze Aura for its powerful Crowd Control. A Mercenary with Might Aura isn’t used, since we don’t rely on his damage or benefit from the Physical Damage increase.
Equip him with Insight for the high Mana Regeneration provided by Meditation Aura.

Gear Progression

Early-GameMid-GameEnd-Game
Insight
(any Polearm)
Insight
(Elite Polearm)
Insight Thresher
Smoke
(Any Body Armor)
Treachery
(Any Body Armor)
Fortitude
(Preferably Ethereal)
Any Helmet
with Resistance / Life
Tal Rasha's Horadric CrestAndariel’s Visage
(Preferably Ethereal)

The Mercenary is hard to keep alive until you have the minimum gear recommended in this guide. Remember you can drag Healing Potions onto the portrait, or shift + 1/2/3/4 to directly feed them a Healing Potion from your Belt. The Mercenary also gains bonus Resistances from Thawing Potions and Antidote Potions.

If your Mercenary dies in battle, you can revive them from any of the Mercenary NPCs in each Act. This does come with an increasing cost, capping at 50,000 Gold. Keep that in mind and decide if the Mercenary is currently worth the cost.

Playstyle

General

  • Bonespear deals damage in a straight line, with a decent width, and pierces every target to the end of it's trajectory. You want to have monsters in tightly packed areas, preferably bottlenecked in corridors.
  • For areas that you cannot funnel monsters, Boneprison allows you to artificially create corridors by boxing monsters into place and allowing you to pick off big packs at your leisure.
  • For Magic Immunes, or monsters packs that are stuck BUT wide spread, you can employ corpseexplosion to deal wider AoE Physical and Fire Damage.
  • Tip: Make sure to cast amplifydamage before casting corpseexplosion to maximize your Physical Damage.
  • Note: boneprison can box you into some dangerous scenarios by cutting off your ability to maneuver. It can also trap you inside its inner ring with dangerous monsters. Familiarize yourself with boneprison's radius to get a good sense of when and where to use it.
  • Note 2: boneprison and bonewall cause monsters to aggro from much further away than they typically would. This does help to wrangle up more monsters to increase farming speed, but may draw in unwanted attention from highly dangerous monster types. The most notable example would be Gloams which cast high damage lightning and can catch players unawares.
  • claygolem is an amazingly sturdy speed-bump and a 1 point wonder, as Golem stats scale with increasing difficulty.
  • Without Teleport you cannot remove yourself from inconvenient or dangerous scenarios caused by being boxed into your boneprison.

Immunities

  • Decrepify drastically reduces Attack speed, Physical Damage, animation speed, and Physical Damage Reduction of affected monsters. amplify damage has an even larger impact on Physical Damage Reduction.
  • loweresist reduces enemy Resistances, most notably, their Fire Resistance which can break their Immunity. This allows our corpseexplosion Fire Damage component to kill otherwise Immune monsters.
  • Flame Rift Grand Charm allows us to never face Fire Immunes while farming, and increases our effective corpseexplosion damage.

Late-Game

  • With teleport you can safely reposition if and when you close yourself into a boneprison. Once you are at a safe distance and monsters are locked into place, you can continue to cast boneprison as long as needed to round up targets for bonespear.
  • Using teleport brings your Mercenary to your position, so you can save them from dangerous situations.
  • Intentionally boxing in other players with boneprison is considered griefing, and should be avoided when possible.
  • For Uber farming lifetap is best used on a team that is dealing damage with weapon attacks. decrepify is a great option if your team is primarily using spell-based attacks.

Breakpoints

Breakpoints in Diablo 2 are the minimum values required to reduce the frames of an action. Below are the important breakpoints considered for this build. For more information on the mechanics involved, check out our in-depth Resource: Breakpoints.

Faster Cast Rate (FCR)

Faster Cast Rate speeds up your casting animation for spells. Aim for at least the 125% FCR Breakpoint. Note: FCR only controls the animation speed of the Character, and not any internal Cooldowns spells have.

Frames1514131211109
FCR0918304875125

Faster Hit Recovery (FHR)

Faster Hit Recovery increases survivability. Aim for at least the 86% FHR Breakpoint.

Frames13121110987654
FHR05101626395686152377

Hardcore

For all Hardcore gameplay, your primary concern is increasing your Resistances, Damage Reduction, Chance to Block and Maximum Life. This can mean sacrificing overall power level for a more secure playstyle.

This build can become Hardcore viable with key changes to the Skills, Stat Point allocation, and items. Review the changes below before building this character, as they may differ significantly from the normal build.

Stat Point Changes

  • Allocate 171 Stat Points to Dexterity at by Level 99 for 75% Chance to Block for Stormshield.
  • Allocate 128 Stat Points to Dexterity at by Level 99 for 75% Chance to Block for Homunculus Hierophant Trophy.

Item Changes

  • Use Stormshield to maximize Physical Damage Reduction, Resistances, and Chance to Block.
  • Use Homunculus to maximize Resistances, Chance to Block and Faster Block Rate.
  • Use of Shimmering Small Charm of Vita for more Maximum Life instead of Better Chance to Find Magic Items.
  • Use String of Ears or Verdungo's Hearty Cord for + xx% Damage Reduction.
  • If using the Flame Rift Grand Charm, replace your boots with Aldur's Advance.

Build Variants

Starter

Setup

This set of gear represents the minimum you need to effectively play the Bone Spear Necromancer build. With +5 to all Skills in total, and the 75% Faster Cast Rate Breakpoint, you can easily farm all the areas tagged with "Starter" from the Farming Spots section. You are also overcapped on Resistances at this point thanks to ancient'spledge, as well as the Charms which are representative of a larger collection of weaker Charms that you would have accrued throughout the 1-75 leveling process. You also have a Staff of Teleport on your secondary weapon slot for mobility. Note: When swapped, your Resistances and Faster Hit Recovery will be greatly diminished so stomp wisely. As you become accustomed to the build and your gear improves, feel free to explore all farming locations.

Mercenary

At this point your Mercenary is a tank and Meditation source. The talrasha'shoradriccrest and treachery provides great survivability and a decent increase to Mercenary DPS.

Skills

Put 1 Point into each of the following Skills:
1. claygolem
2. decrepify
3. lifetap

Max out the following Skills in order of priority:
1. bonespear
2. boneprison
3. bonewall
4. bonespirit
5. teeth

Attributes

Invest enough points into Strength to equip your gear and invest the remainder into Vitality.

Standard

Setup

This Variant is using the best possible piece of gear in every slot. You will reach the 125% Faster Cast Rate Breakpoint and have the largest +x to All Skills for your bonespear. This also gives you access to teleport without swapping, which opens up your swap for calltoarms to prebuff. This setup carries a good amount of Magic Find with a prioritization on clear speed. Your Resistances are all overcapped about 120%. This will counteract any conviction Aura you encounter.

When using Flame Rift Grand Charm swap to Aldur's Advance to offset the loss of Fire Resistance and Life.

Mercenary

Your Mercenary is a tank and Meditation source. The andariel'svisage and treachery provides a great amount of survivability as well as a boost to Mercenary DPS.

When using Flame Rift Grand Charm swap the Mercenary to Infinity Giant Thresher to maximize your damage output!

Skills

Put 1 Point into each of the following Skills:
1. claygolem
2. decrepify
3. lifetap

Max out the following Skills in order of priority:
1. bonespear
2. boneprison
3. bonewall
4. bonespirit
5. teeth

Use the Scroll Bar to see Skill Point Progression

Attributes

Allocate enough Strength to wear all of your gear. This lets us add all of our Stat points to Vitality.

Hardcore

Setup

For Hardcore gameplay we prioritize having high overcapped Resistances to maintain maximum Resistances when affected by conviction Aura. We achieve 75% Block Chance, 7 frame Block Rate, 7 frame Hit Recovery, 50% Damage Reduction, while maintaining the 75% Faster Cast Rate Breakpoint and high +xx to All Skills on gear. This along with BoneArmor and BonePrison give an amazing amount of survivability and Crowd Control. We also prioritize having Shimmering Small Charm of Vita over the Shimmering Small Charm of Good Luck.

When using Flame Rift Grand Charm swap to Aldur's Advance to offset the loss of Fire Resistance and Life.

Mercenary

Your Mercenary is a tank and Meditation source. The andariel'svisage and treachery provides a great amount of survivability as well as a boost to Mercenary DPS.

When using Flame Rift Grand Charm swap the Mercenary to Infinity Giant Thresher to maximize your damage output!

Skills

Put 1 Point into each of the following Skills:
1. claygolem
2. decrepify
3. lifetap

Max out the following Skills in order of priority:
1. bonespear
2. boneprison
3. bonewall
4. bonespirit
5. teeth

Use the Scroll Bar to see Skill Point Progression

Attributes

To reach the maximum Chance to Block of 75% we need to invest 171 Dexterity points at Level 99. This requires less Dexterity at lower Levels. Put the rest of the Stat points into Vitality.


Mechanics

Teleport

  • teleport allows a Player to select any square within the total range of the visible screen and teleport to that location, bringing any Mercenary or Minions with it. (Other than Traps).
  • You are able to teleport an even farther distance by holding down right click and opening either the Attributes or Inventory screen and dragging your mouse to the edge of the screen in that window, while casting.
  • Teleporting is not obstructed by walls or other impediments but can fail if your cursor is not completely passed those impediments when cast.
  • In single player, clicking the Escape key after teleporting can give you enough time to determine if you are in a safe location before continuing. If you teleported into a sticky situation, consider Save and Exiting and try again.
  • Depending on Minion type, your Minions/Mercenary becomes “stuck” to the spot you have teleported, so you often have to move from this spot to allow your Minions to spread out. Get into the habit of moving backwards after every teleport to give your Minions this opportunity.

bonespear

  • The speed of this Skill is based on Cast Rate.
  • Fires a projectile in a straight line which pierces and deals Magic Damage to any target within its path until it expires

Scaling:
Mana Cost:
The Mana Cost increases with each Skill Level:

Mana Cost = 0.25 * slvl + 6.75

Example slvl = 20:
Mana Cost = 0.25 * 20 + 6.75
Mana Cost = 11.75

Base Damage:

Minimum Magic DamageMaximum Magic Damage
Skill Level 1-88 * slvl + 88 * slvl + 16
Skill Level 9-169 * slvl9 * slvl + 8
Skill Level 17-2212 * slvl - 4813 * slvl - 56
Skill Level 23-2818 * slvl - 18019 * slvl - 188
Skill Level >2824 * slvl - 34825 * slvl - 356

Example slvl = 20:

Minimum Magic Damage = 12 * slvl - 48
Minimum Magic Damage = 12 * 20 - 48
Minimum Magic Damage = 192

Maximum Magic Damage = 13 * slvl - 56
Maximum Magic Damage = 13 * 20 - 56
Maximum Magic Damage = 204

A slvl 20 Bone Spear has a base Magic Damage range of 192-204.

Synergies:
Synergies increase the base Magic Damage by 7% per Base Level (blvl). They work as a singular multiplier:

+% Magic Damage = 7 * (Teeth.blvl + Bone Wall.blvl + Bone Prison.blvl + Bone Spirit.blvl)
Example, assuming all Synergies have a blvl = 5:
+% Magic Damage = 7 * (5 + 5 + 5 + 5)
+% Magic Damage = 140

Note: Synergy Skill Levels that come from + to Skills do NOT count towards the blvl!

Total Damage:
Taking the values from above we have a damage range of 192-204 and +140% Magic Damage which equals a multiplier of 2.4.

Minimum Magic Damage = int(192 * 2.4)
Minimum Magic Damage = 460

Maximum Magic Damage = int(204 * 2.4)
Maximum Magic Damage = 489

Conclusion:
Our slvl 20 Bone Spear with 20 Skill Points in Synergies deals 460-489 Magic Damage per projectile. Each cast costs 11.75 Mana.

teeth

  • The speed of this Skill is based on Cast Rate.
  • Shoots out a number of projectiles in a cone-shaped arrangement in the direction of the cursor. The closer your cursor is to the Character, the wider the spread of the projectiles. Going far away concentrates them heavily.
  • Each target can only get hit by 1 projectile. A projectile hitting a target is destroyed, while the remaining projectiles pass that target without colliding with it.
  • Teeth causes a Next Hit Delay timer of 4 Frames (0.16 seconds) in which no Next Hit Delay Skill can damage that target.

Scaling:
Projectiles:
The number of projectiles increases by 1 per Skill Level. This scaling is capped at 24 and starts with 2 projectiles at Skill Level 1.

Number of projectiles = min(1 + slvl, 24)

Example slvl = 20:
Number of projectiles = min(1 + 20, 24)
Number of projectiles = min(21, 24)
Number of projectiles = 21

Since 21 < 24, the number of projectiles at Skill Level 20 is 21.

Mana Cost:
The Mana Cost increases with each Skill Level:

Mana Cost = 0.5 * slvl + 2.5

Example slvl = 20:
Mana Cost = 0.5 * 20 + 2.5
Mana Cost = 12.5

Base Damage:

Minimum Magic DamageMaximum Magic Damage
Skill Level 1-81 + slvl3 + slvl
Skill Level 9-161 + slvl1.5 * slvl - 1
Skill Level 17-221.5 * slvl - 72 * slvl - 9
Skill Level 23-282 * slvl - 182.5 * slvl - 20
Skill Level >282.5 * slvl - 323 * slvl - 34

Example slvl = 20:

Minimum Magic Damage = 1.5 * slvl - 7
Minimum Magic Damage = 1.5 * 20 - 7
Minimum Magic Damage = 23

Maximum Magic Damage = 2 * slvl - 9
Maximum Magic Damage = 2 * 20 - 9
Maximum Magic Damage = 31

A slvl 20 Teeth has a base Magic Damage range of 23-31.

Synergies:
Synergies increase the base Magic Damage by 15% per Base Level (blvl). They work as a singular multiplier:

+% Magic Damage = 15 * (Bone Wall.blvl + Bone Spear.blvl + Bone Prison.blvl + Bone Spirit.blvl)
Example, assuming all Synergies have a blvl = 5:
+% Magic Damage = 15 * (5 + 5 + 5 + 5)
+% Magic Damage = 300

Note: Synergy Skill Levels that come from + to Skills do NOT count towards the blvl!

Total Damage:
Taking the values from above we have a damage range of 23-31 and +300% Magic Damage which equals a multiplier of 4.

Minimum Magic Damage = 23 * 4
Minimum Magic Damage = 92

Maximum Magic Damage = 31 * 4
Maximum Magic Damage = 124

Conclusion:
Our slvl 20 Teeth with 20 Skill Points in Synergies deals 92-124 Magic Damage per projectile. Each cast costs 12.5 Mana.

boneprison

  • The speed of this Skill is based on Cast Rate.
  • Creates a circle of walls around a selected target. Gaps can occur when obstacles or units are in the way, allowing the target to escape.
  • The walls collapse, when either one segment is destroyed or when it expires after 24 seconds at all Skill Levels.
  • Walls obstruct the pathing of all monsters except for flying monster types such as Wraiths, Willowisps, etc. It also blocks most ranged attacks. Exceptions are piercing projectiles and Throwing Spear attacks, like from they monster type Slinger.
  • After being damaged, they regenerate 2 Life per second.
  • Despite being "summoned", the walls are not considered pets, therefore Summon Resist won't apply, and they take 100% damage from bosses (Andariel, Duriel, etc.), not 400%.
  • Auras and Buffs from party members do not apply.
  • Conviction and other hostile Auras do apply.
  • Life and Mana stolen per hit don't return anything from walls. They also can't be chilled as they are immobile.
  • Cannot be cursed, however, Battle Cry and Cloak of Shadows do apply when used.
  • Monsters that are killed by Iron Maiden don't grant experience.
  • Surrounding monsters are drawn to the Bone Prison from off-screen. Be aware of this!

Base Stats:
The base stats of Bone Prison change depending on the difficulty they are used:

StatNormalNightmareHell
Level74073
Life19147431
Defense35174334
Damage Resist0050
Cold Resist709090
Poison Resist70200200

Scaling:
Life per Skill Level:
Each Skill Level adds +25% Life to the base Life of Bone Wall. +% Life from Synergies is added to this value before it is applied to the base Life.

+% Life = 25 * slvl - 25

Example slvl = 20:
+% Life = 25 * 20 - 25
+% Life = 475

Synergies:
Synergies add +8% Life per Base Level (blvl). The blvl is the amount of Skill Points that have been put into a Skill. The bonus is added to the +% Life from Skill Levels in Bone Prison before it is applied to the base Life.

+% Life = 8 * (Bone Armor.blvl + Bone Wall.blvl)

Example, assuming all Synergies have a blvl = 5:

+% Life = 8 * (5 + 5)
+% Life = 80

Total Life:
As mentioned above, the +% Life from Skill Levels and Synergies are added up before they are applied to the base Life of Bone Prison. Taking the values from the examples above, we have 475 + 80 = +555% Life, which is a 6.55 multiplier. The total Life value calculated is rounded down. Using the base Life values from the table above, we get the following calculations per difficulty:

Life = Base Life * 6.55

Normal:
Life = int(19 * 6.55)
Life = 124

Nightmare:
Life = int(147 * 6.55)
Life = 962

Hell:
Life = int(431 * 6.55)
Life = 2823

Conclusion:
Our slvl 20 Bone Prison with 10 Skill Points in Synergies will have 124 Life in Normal, 962 Life in Nightmare, and 2823 Life in Hell.

Amplifydamage

  • The speed of this Skill is based on Cast Rate.
  • Affected monsters will have their "Physical Resistance" reduced by 100% at all Skill Levels (slvl). This effect is reduced to 1/5 on monsters that are Immune to Physical.
  • Amplify Damage will affect Undead type monsters before Sanctuary.
  • Will be overwritten by any other Curse.

Scaling:
Amplify Damage will affect a circular shaped area around the cursor. The radius scales with the Skill Level (slvl).

Formula:
Radius (in yards) = (4 + (2 * slvl)) / 3

Example with slvl = 12:
Radius (in yards) = (4 + (12 * 12)) / 3
Radius (in yards) = 49.33

The affect duration scales with the Skill Level (slvl).
Example shown use slvl = 12:

Formula:
Duration = 5 + (3 * slvl)

Example with slvl = 12:
Duration = 5 + (3 * 12)
Duration = 41 seconds

corpseexplosion

  • The damage dealt is split 50%/50% between Physical and Fire Damage. This means only 50% of the damage benefits from Amplifydamage.
  • Monsters with an Immunity to either Physical and Fire Damage can still receive damage from the other damage type of corpseexplosion.
  • Each Skill Point in corpseexplosion increases the radius, with the Fire Damage having a slightly larger radius than the Physical Damage.
  • This damage is not blocked by Physical obstacles.
  • Damage is calculated using the base Monster type's average maximum Life. This means the player count and Champion/Unique/Super Unique status do not increase the damage dealt. Damage does NOT scale with Player's count making corpseexplosion less efficient in Multiplayer.
  • If the Character's Level (cLVL) is less than the Monster's level (mLVL) of a targeted corpse, the damage dealt is multiplied by a variable (cLVL/mLVL) which reduces the total damage dealt.
  • corpseexplosion is considered a Fire Skill for items which give + to Fire Skills, but not for items which give +% Fire Skill Damage or Fire Mastery

Summary

  • bonespear is your bread and butter, learn how to maximize the number of monsters hit per Spear to maximize DPS potential.
  • bonespear works best in corridors or funnels, so use boneprison to artificially create these scenarios if the farming area does not have any.
  • Filling the screen with boneprison when all else fails, typically gives you the time you need to make decisions. Watch out for Ghosts and monsters whose projectiles are not stopped by Bone Prison.
  • Getting stuck in a boneprison can be a death sentence. Make sure to have a source of teleport before you start making brash decisions.
  • teeth and corpseexplosion bring more diversity to your damage kit and can help smooth out certain farming situations.

After you master the direct damage style of bonespear, and the Crowd Control of boneprison, there are no places the Bone Spear Necromancer can't go! Have fun smashing the legions of Diablo with Magic, the best damage type in the game!

Good luck! In bocca al lupo!


Credits

Written by MacroBioBoi
Reviewed by Teo1904


Changelog

Sep 18th 2022
Updated to Patch 2.5 - added Terror Zone and Sunder Charm Section - Updated Hardcore Section - Updated Build Variants

Apr 23rd 2022
Updated to Patch 2.4 - added gear options - updated Farming Spots