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You mentioned that Laz can socket crystal sword, longsword and broadsword but you didnt mention NOT to socket crystal as it can get 6 sockets. Only socket Long and Broad swords at Laz in act 5 as they have a max socket cap of 4 which is perfect for that first spirit sword.
Just one addition I found helpful, necro heads count as shields and can have 2 sockets so for lower levels finding one like I did(+3 to summon skeleton) and tossing splendor into it for additional +1 to all, 10% FCR and some MF is nice.
As far as final tips when trying to raise skeletons...go through Anya's portal because there's like 20 corpses right off the get-go. Summon and leave. You can get almost all of your summons in about 10 seconds instead of running around act 1 trying to get your golem and merc to kill things.
If your merc has a good enough weapon it shouldn't take that much time to kill two mooks in frigid highlands for example; these guys don't have FI so after amp and 2x CE the whole pack is dead
Here's some "budget runewords"... "beast & enigma" wow.. yeah i have enigma, no shot ill get a ber again on single player for another 6 months playing as a necro main lol.
@@XShmokeenigma is optimal, not budget. Budget is the Stealth runeword, which is very very easy to get. Same with Beast, an optimal piece of gear. Spirit is the budget
You don't need to max out clay golem. It gets a massive lifepool that is more than enough with a modest skillpoint investment. Additionally, you can only slow down bosses so much (I forget what the limit was, might be boss dependent). With all the +skills you will be getting from gear, clay golem + decrep will easily reach this limit without investing so much into CG.
I didn’t know you can have so many skeletons! Looks super cool. I just got to act 2 and killed Radament. I really like this game but I’m a beginner to this genre.
For people who have trouble with bossfight in normal due to weaker early invoc, take iron maiden curse, put in on the boss and spam ur clay golem, they will kill themself !
Two things i would add to your nearly perfect guide is change the merc weapon to "pride" for more damage on your minions. And the easiest way to revive if you already have act5 is to ressurect the corpses when you enter the portal to go to pindle, instant full army without having to kill anything.
Feel like most of your dmg comes from Merc first kill + Corpse Explosion. Skeles are just tanks that do tiny dmg. Using pride makes your merc just an aurabot idk about doing this
@@Deeejy Its only like that on regular hell difficulty clearing out trash, when you do ubers or bosses the damage increase is highly noticable. Dont forget that the aura also applies on your merc too... And skeles do put out quite a bit of damage together with revived minions. With a good base Ethereal weapon he still dishes out a ton of damage. I run mine with a cryptic axe atm. The kill time is substantially higher without a pride.
Faith is better than Pride for Merc. Pride adds cold damage to Merc preventing you from using corpses if target shatters. Faith adds Fanaticism, increasing damage + attack speed to allies.
Summoner Druid rules. Do you play the werebear (shockwave) build? Stuning the enemies and your wolves + merc do the rest? I love them both necro and druid summoner. Maybe they are not the best (killspeed wise). But i am not one of this "i want to kill everything in 0.005 seconds players. Have fun with your druid. :-)
@@nathandark4995 yeah thats the nice thing about druid 3 points in bear form and 1 in mall youre an instant tank and dmg dealer. Leaving you free to invest in your preferred summons after. I'm a max spirit wolf, and bear kind of guy, with oak sage backup and a few in dire wolf for health %. This gives max attack rating defense, and dmg for summons.
Once you get to act V and finish most of Anya's quest you can get your skeletons from Nihlathak's temple portal. Just run in, raise a bunch and you're on your way. That Pindleskin is right there is just a bonus.
Thanks for all the guides :) recently replayed divinity 2 with some friends and your guides were so helpful with all the changes they've made over the years! Hoping you get around to the Riftsin for Assassin :) think it's the most flashy Sin build and it's also a bit confusing to explain to newcomers!
I personally found summon necromancer to be the easiest and fastest build to complete normal difficulty with the only character that I didn't have to teleport back to town a single time for any of the bosses and I only play solo so I didn't have any help with any of them actually Diablo sent me back to town twice summon more minions but other than that there was no other time all of my minions were wiped out entire solo normal playthrough, I think at the point I was fighting Diablo in normal difficulty I had a total of about seven skeletons plus my ACT 2 mercenary and clay golem, definitely think you would have a way harder time completing normal using a bone build
As someone who has played d2 for years and years there are some things I'd do differently or things I'd be more specific about than this guide lays out. For main weapons instead of beast or hoto and spirit shield you want an arm of king leoric and an upgraded homonculus. You can switch to call to arms to buff your army but I usually don't bother because its usually just overkill and a hassle to constantly maintain. You could do better with a splendor necromancer trophy instead of upgraded homonculus, but finding the right skills on the right 2 socket necro head is like winning the lottery. Use an act 1 hire with ethereal bramble armor, faith great bow, and ethereal crown of thieves. There's no real reason to use bul kathos outside of its what you've found, use SoJ whenever possible. For boots you want marrowalks with +2 to skeleton mastery or you can get some fantastic stats on crafted wyrmhide boots that can justify sacrificing the skeleton mastery. Instead of a shako look for a good 2 socket rare necro circlet, rare circlets can be upgraded. Look for magefists with perfect enhanced defense then upgrade them. Crafted caster necro amulets can be A LOT better than mara's. When looking for circlets, crafted caster amulets, possibly crafted boots, consider strength. The more strength you can get on these the less points you'll need to put into strength to equip an enigma dusk shroud. For helm and shield sockets you have options, but you should probably be looking for a faster hit recover + all resist jewel for your wand. For grand charms you want summoning + life, and small charms you want life + all resist.
agreed, golems are a 1pointer for me, necros can easily wear +15 to summon skills equipment at no detriment and keeping a golem alive is easy. but at that point you probably have about the same in +curses, so i say drop 1 point in bone shield and the rest in bone wall because it has better return for damage absorb, and lets you play a little quicker and more recklessly. feels like a 6 in one hand, half dozen in the other type of thing.
Adding points to amp damage only increases radius. You only need one point. You get enough points from gear and skillers for amp damage to cover the entire screen. Don't waste points on it
My build: *Summoning Skills* Skeleton Mastery: 20 Raise Skeleton: 20 Skeleton Mage: 20 Clay Golem: 1 Blood Golem: 1 Iron Golem: 1 (aura runewords actually work for this thing, a cheap one might be worth it) Revive: 1 (with +skills i could easily get 15, in the end i had 18 or so with only a few skill charms, had problems keeping those up) Golem mastery: 1 Summon Resist: 1 *Poison and Bone Skills* Teeth: 1 Bone Armor: 1 (i had skill point left, and even so, it's just 1) Corpse Explosion: 20 (with +skills it pretty much deals damage to everything on screen. *Curses* Amplify damage: 1 Depending on your weapon, if you use Ume's Lament you can skip the other skills as it has Decrepify on it, if not; Weaken: 1 Terror: 1 Decrepify: 1 Skill points used without Ume's Lament, 91/110, you can put the remaining 19 points in whatever, maybe just master golem mastery, then again, you probably won't become lvl 99 :) For equipment, i used (for me at least) Weapon - Ume's Lament - with an all res + life jewel on it Shield - Cubed elite Homunculus + um rune W-Weapon - Call to Arms W-Shield - Homunculus Helm - Harlequin Crest + um rune Armor - Enigma Belt - Arachnid Mesh Boots - Marrowwalk Gauntlets - Cubed elite Magefist Ring 1 - Stone of Jordan Ring 2 - Stone of Jordan Amulet - Mara's (couldn't really get a good rare) Charms - A few + summoning skills to round up that 1 extra skelly to summon and some +life and a little all resist I managed to get +75 all res on hell in the end, build doesn't seem to have any weakness, it was a joy. It's pretty similar to the build in the video, but how else you gonna build a summoner necro :P
A few things: - Confusion is worth getting. Especially when building your army, having the increased damage and massively reduced threat levels is amazing. I was using gear closer to your endgame recommendations, except for the weapon rune words. However, at least for me it worked out better to use a prayer merc with insight (Cure helm incoming once the ladder season ends), for the extra mana for me and healing for everyone. - I also moved to full Trang set because I've found that initial corpse production dictates the pace of the run, and when it's just you, your clay golem, and your merc, confusion plus an alternating stream of firewalls and meteors works wonders for this.
at lvl 90, 19 hard points into Clay is hardly necessary. +skill gear will boost clay enough, via mastery and the skill itself. putting points into bone armor+bonewall, and 1 to lower resist would be a far better use of skillpoints. bone armor can save your life when you accidentally teleport on top of Bone Fetish and your minions instakill a few of them (it's gonna hurt) or you teleport on top of a group of archers/javelin throwers...Bone Wall is good for blocking projectiles and aggroing monsters. For example, as soon as u enter a fresh cow level, you can create a ring of BW around the portal, which will likely aggro all nearby cows to your location; now you can cast confuse, which will aggro even more cows, cancel confuse with amp, wait for a corpse or two, and go ham with corpse explode. maximum efficiency per explosion since all the cows are crowded together around the bone ring.
yeah I really disagree with the diluting summon with bone wall and prison. Follow your blocking is what I say to everyone when playing my summonnecro. The skeletons do a really good job of setting up a line, on cows in particular, and the clay golem can be cast to anchor the outside edge. Putting up bone wall or bone prison around the portal is a straight up P1 move. Clay golem is pretty great for getting monsters to mob it and split the monsters up, as in keeping them from concentrating their attacks. At level 90 you should have some form of teleport on your necro be it a wand on your weapon swap or an ammy. At level 90 you're not hurting so hard for that at most +3 to summon skills that using a tele ammy is going to break your build. Also if you wanna agro monsters that are on the edge of the screen drop a curse on them. It'll work just fine.
Summon necro has been my favorite character for years, but only recently have I begun to experiment with him. If you're willing to invest a lot of time and effort into exceptional gear, this character can get really fun. I made a Bramble runeword for my Merc, who was already using the Might Aura, and then equipped him with a Pride polearm so that with just him, my skeletons and minions get a Might, Concentration, and a Thorns Aura. Then once putting a Beast Runeword into my characters weapon slot, I swapped from Clay Golems to Iron golems and made them from Insight Runewords for the Meditation Aura. VERY expensive to do, but also very fun to watch your army murder everything.
@@joakimdam9723 Okay, I've tried posting several links about 3 separate times now but the comment keeps getting removed. Not entirely sure why, but whatever. Just Google the question and you'll find lots of sources explaining that the various Aura effect do stack.
@@joakimdam9723 "Sorry buddy but might and concentration doesn't stack." Yeah they do... I think the problem you have is that your Merc is not triggering Might aura because concentration aura is so good. Yeah Act 2 merc has a tendency not to trigger Might Aura if he is killing monsters easily without it. Same Auras do not stack different auras do.
I feel like Necro summoner build can nicely be maxed out around clvl 50 and then can start building to either Poison Nova or Bone Spear to compliment your summons. Bone Spear can be especially nice because (a) it is magic damage, which is very rare immunities against and (b) narrow areas like Maggot's Lair, where a Summoner will struggle, can be much easier with maxed Bone Spear to shoot down the corridors. Beyond 50, I like getting CE to about 5-6 yards (slvl 8-11), 1-3 points in Revive and then dump everything else into either BS or PN and it's contributors.
don't see how the math adds up for level 50 being a maxed out summonnecro. At level 50 you have... 58 skill points. You should have 20 skeleton, 20 skeleton mastery, 1 clay, 1 blood, 7 into curse to get to low res, 1 teeth, rest into corpse explosion. CE should be maxed out. It's one of the most powerful spells in the game and it's AOE is unrivaled when it comes to eliminating mobs of monsters. On 8 person hell cows I can eliminate entire giant mobs of cows with CE+amp damage.
I reset my skill tree and totally ditched revives. I use skels ,skel mage,golem and a bad merc. The merc has BOTD. I use CE and decripfy. I am having more fun without the revives. Since the revive only last 180 seconds and skel could last indefinitely once they are healed in town. Tweak your build and what you feel most comfortable with and the most fun for you. That’s why we play games. I showed my father Battfield 4 and 5 and he loves them!! He said it was amazing how fast the games would play. I said that is why video games are so popular.
Awesome video man! Was happy to see I was naturally already doing most of this but still learned a ton! Got a sub out of me man! Great speaking voice btw, relaxing and informative for the win!
i didnt have a faight in a minion master, but i'm starting this build. already at level 27. it's working much better than i thought. but i spent a few points on skeleton mages. they are the worst. cant wait to respec. in act 2, to get to the summoner was quite a challenge, because skeletal mages would go in front and block the rest from attacking the monsters.
Very good guide. I take a bit if a different approach by only putting 1 point into revive. With all the + to skills you still get between 15 to 20 revives. Then I put 1 point in all curses. 10 points in corpse explo to get a 11 feet radius which is enough for me. Max skeleton and skel mastery of course. Then dump the rest in golem mastery and iron golem. This makes the Golem have gazillions of life. At that point, but only if you have enigma, you can create an iron golem from a Pride polearm. That way you get fanaticism from beast, concentration from the golem and might from the mercenary. It also frees your mercs weapon up for smth that actually does damage (no damage roll on pride so if you give it to the Merc he will do potato damage) or for an insight on the Merc which also does better damage than the pride RW. If you play a little carefull you won't die and due to enigma keeping your minions close (teleport) your golem won't just wander off and suicide itself into nothingness
For Teleport charge buy or get one with the most charges because the cost of charges decreases the more you have them. One charge from Naj puzzler costs 1000g if I remember correctly while for level 1 teleport (32 charges) its over 5000g this means that as long as you pickup items and gold on hell or even late NM acts you don't actually lose any money or rather you will always get return on the investment.
bro i have question: Pride (runeword) weapon for the mercenary,gives concentration aura is better for endgame!? +mighty aura + fanaticism aura to buff your pet! btw all your endgame builds video really good,continue good mmo/rpg news and builds thx! xD
It’s a bit overwhelming, but just make sure when you get to nightmare you have enough levels to play around so when you get to hell you can reset and have a chance
Cheers for the guide tho personally I don't like your choice of merc weapon. 1. It has cold damage, increasing the chance to turn a corpse into ice which can't be used for corpse explosion. 2. It doesn't have an aura to synergize with your minions. I like infinity but ymmv. ETH upp'd hone sundan is good too
I'd recommend saving your den of evil resets to play around with attribute distribution to decide what gear will suit your playstyle best for example getting 156 strength for a spirit monarch might seem like a good idea at first but then you might find a necromancer only item that gives plus two to skills then you would have wasted all those points you put into strength
@@m0sys220 I'm struggling with this. I don't really want to loose my 60 all res from my um'd homu, but without spirit my fishymancer is only at 50 fcr, trangs(Wich I'll be switching to magefists soon hopefully..) one fcr ring and arachnids.. I heard tho that some people will just use their cta and spirit to tele around.. maybe I um my shako and switch to beast Spirit anyway... Thoughts? My Merc is bellow basic atm, mid range insight, duriels shell( which I want to switch to duress for Ubers, and G Face.
I distinctly remember Iron Golem being way more powerful than Clay one. Sure you might need to craft some weapons to recast it, but its way more useful.
Combat Necromancer eVeil of Steel or CoA, Sacred Enigma, Grief Pb / Spirit Aegis, double upped bladebuckle or tgod's Vigor, marrow walkers, I recommend bladebuckle. rings, fcr / hp or mana regeneration. Fire Golem and keep enchant stick (Demon's Limb) in Cube. Ar / Dex or Ar / Max Damage Gcs.
My summonmancer is OP Being a summoner you only really need to max a few skills, and you have alot of supporting skills that you pretty much HAVE to put points into. At any rate this build is pretty simple to understand. Summoning Spells Tree: 20 - Raise Skeleton 20 - Skeleton Mastery 20 - Skeletal Mage 1 - All other summoning skills Poison and Bone Spells: 20 - Corpse Explosion 1- Bone Armor, Teeth, Bone Spear, Bone Wall, Bone Prison, Bone Spirit Curses: 1 - All curses with the exception of Attract and Confuse
I’m only lvl 36 atm. Do mage skeletons get any stronger later, because out of 9 skeletons and 4 mage skeletons, my mages are always dying with every encounter with a blue or yellow bar boss when my skeletons warriors never die. Wonder how useful revive would be with a stronger golem vs mage skeletons.
@@prominence687 ok I won’t go 20 into that I’ll do 20 into clay golem instead. Just need to get my skeletons stronger because now I’m Lvl 51 in nightmare and bosses are kinda a pain in the butt and clearing trash mobs are extremely slow. Which curses should I be using, right now I use life tap and the slow one starts with D
Just started a Necro on normal. Excited to see where I finish. After act 1 I’m almost lvl 20. I remember playing this as a kid and barely reaching level 12 so I think I’m doing ok lol can’t wait to get to nightmare. Can you do a video on how to get to the secret cow lvl? It’s been so long I forgot how. Thanks! Subbed for sure!
Get wirts leg from tristram. Buy a tome of town portal from Akara. Finish normal (kill baal). Then open a normal game (not nightmare). Put the leg and tome of town portal into the horadric cube and click transmute. Portal should open. Remember you can only open a portal in a difficulty level that you have beaten. And also wirts leg has to be from the correct difficulty level as well.
Silly question can I do hell difficulty without the +summon charms or are they essential? I have gone straight from nightmare to hell difficulty not had too many problems yet just had a harder time with the first act boss, great video really helped me.
Arm of King Leoric + Homunculus is superior to HoTo + Spirit. Not sure why that was not recommended. Also Trang Gloves are significantly better than Magefist.
The auto bone prison has killed me more than once. It's a terrible wand for playing in a party. A godlike combination is a barb running full IK and their battle orders and summonnecro. I wouldn't be able to do that with leoric. It's a garbage wand. I'd much rather have a vendor bought +2 necro skill wand than that thing. I run a spirit sword and hom. I swap to my tele staff. I'll change spirit to deaths web when Iget it.
@@kubbakubbikula3292 HAHAHAHAHA well put. Honestly level 32 skeletons is pretty epic. Oh man garbage FCR and trying to raise that skeleton army. Wait a sec still trying to get skeletons. GUYS WAIT STILL CASTING. WTF guys what you mean baal's dead and you're leaving for a new game?
@@nicholastrickel6917 They both have 20 fcr. so comparing other stats Trang = 30 cold res, + 2 curses Magefist = mana regen, + 1 fire skill How is it even a debate?
max skels, max skel mastery and 1 point in the rest of the summon tree. 1 in amp. then you max the bone spear with 1 point in bone armor. next you max bone wall or bone prison because that feeds the bone armor and the bone spear. umes lament is a fine wand that has decrep on it. frw isnt really important if u want your revives to keep up and you lack an enigma. Necro is my pet and much of this video is correct in my opinion short of the wasted points in curses and a wildly inflated clay golem. beast and pride is sexy stuff but atm im using an a1 merc with edge and my skels kinda like it, she doesnt run into the frey and get damaged like a a2 merc will. I farm the halls in a5 with confidence w/o an enigma.
it's only 7 points to get to lower resist. Inflating clay golem is great with decrepify. One reason is that it can freeze bosses. So you cast clay golem next to baal and then hit him with decrepify. Pretty good combination. Also helps when monsters are mobbing like cows or chaos. I run fortitude, crown of thieves, and insight and pretty much don't have problems with my merc getting clobbered. Also I run a teleport staff on my weapon swap which works out great. Also revives are kind of problematic when you use teleport cause they don't move right after you teleport. Skeletons do. I run three of the trangs gear so I got fireball and firewall for direct damage. So I don't need to "waste points" on bone spear and bone wall. I can instead up my decrepify or my amp damage and get more bang for my buck.
@@funtimenetwork not sure what happen but when u put decrepify and clay golem on boss. The boss just completely stop attacking and can't even teleport at all just sitting there to be killed.
Good overall, I just didn't like that you never mention other options such as Treachery, Infinity. Also, Iron golem was never brought up here. You could easily resolve mana issues if you put a cheap insight on the iron golem, and max out golem mastery over Clay Golem. In the end, it's preference on what a person does/chooses how to play.
Would it be worth it to forgo clay golem all together for iron golem late game. Max IG and a few extra points in golem mastery if you want a solid insight golem?
@@nicholastrickel6917 the simple answer is yes, because you will save on mana issues, but summoner setup doesnt really need much mana to begin with. if you do, use a garbage base for the insight imo
@@andymcg8795 asking because teleporting so mana extensive. And without insight I know I'd be at a loss. Maybe I should just try and get a soj currently using wisp and a fcr resistance ring.
Why spirit over Homunculus. Homunculus gives better blocking to go for max block if you choose, along with +2 to curses, +2 to all skills, +20 to energy, regenerate mana and 40 All rez. It's more rez then spirit, better block rate then a monarch shield, lower strength requirement (58) so more points for vitality, and more/equal skills to spirit (2 all 4 curses). its a way better shield then spirit
Another setup can be Beast, homun, 20fcr circlet, mara, arach, 2xfcr ring, magi or trang glove, sand or boneweave or etc, enig. u can have 80fcr, 75%block, 75all res Perfectly balanced all round summon nec. Then add infinity to merc with master slele mage for extra fun
Around 2 mins, when you talk about the hellfire torch and annihilus charm, you say "expensive" and and to upgrade when you have more money. What do you mean? How can you upgrade the rolls?
if you have cajones of steel you make an iron golem from that Beast so you can equip hoto. Better max out Iron Golem though(pass on revives) and have at least 10+ skills added to golem mastery. Tele out of trouble if its health gets low. also dont sweat it if you cant get Infinity, this build will rock without it.
@@vincentkealy I hear the caveat is that you give up running chaos because the curse of iron maiden will insta kill your IG. I want to switch too but I'm nervous about it.
Don't you lose Skeleton DPS with Beast at the higher ends compared to wands? I mean according to Pet calculators and even testing it seems Beast is viable early game however once your Might Merc gets high might aura the + 3 summon wands let alone Arm of Leoric outperforms in Skele dps and once you get Pride on Merc then Beast is put into dust compared to + wands. 20 Raise skeleton + 20 Skeleton Mastery + 10 Might aura + 9 Fanatacism from beast gives 251 - 256 dmg to your skeltons. +3 summon wand gives 23 Raise skeleton + 23 Skeleton Mastery + 10 Might aura and gives 259 - 262 dmg to your skeletons. And the more might Aura goes up the worse is for Beast lvl 9 Fanaticism and once you get Pride with concentration aura you will be losing alot of damage for your skeles if you use beast compared to + summon wands. At that level Arm of Leoric will give you almost + 100 more damage then Beast. If I equip my Necro with Beast the skeleton will do 959 - 968. With Arm the skeleton will do 1149 - 1157 With just a +3 summon wand that you can buy easily at Drognan the skeleton will do 1031 - 1039. So yeah... Better to Iron Golem it it seems.
I'm running a similar build which is really effective but having trouble with Diablo who quickly obliterates the skeletons with the AOE leaving me out of corpses and having to chip at his health slowly with the mercenary (and going back to revive it multiple times). Any tips dealing wth him ? I don't have any damaging spells with points in them and no weapons to speak of.
I actually like to summon the iron golem (thorn dmg) with iron maiden curse. This could lead up to 350% dmg return on lvl 1 only. The only downside to this, is that u have to bringg some stuff with u so u can throw it to the ground to summon the golem. The optimal is actually getting the iron maiden curse on diablo right at the start, when u have all of your minions, so he gets all the dmg returned. Its not the best of ways, but this is how i actually deal with all boses
Diablo won't follow you into the hallways where you activate the crests and fight the mini-bosses. I'll get a few hits in, run back into the hall and pop a potion or a portal and then run back in. Rinse and repeat. He won't regain health if you portal back to town also.
You're wrong. first 30 skill points are raise skele, skele mastery and some assortment of amp damage, teeth, corpse explosion, bone armor. And towards 40, put some in summon resist to combat diablo's ring of fire.
if you want to do Ubers, best necro build would be summoner. since ubers have a gigantic healthpool, your merc and necro will have to be decked out. your merc will definitely need as Crushing Blow stat (comes from gear) as possible without sacrificing survivability. 2nd thing you will likely want is reviving Udars (the big Ogre guys with giant maces) before the fight with the Ubers. Udars have crushing blow, so if you stack 20 udars on top of a boss, you'll see the healthpool of the boss drop fast.
Almost, except iron golem is better because you can get another aura with him by turning an item with an aura into a golem. Pride, faith, beast, or on a budget ik maul or insight are good options. With iron golem route only 1 point into iron golem and rest into golem mastery...yw
Been like that since back in the day. Apparently its to do with the AI pathing of the revives. You have to either move very slowly or get and Enigma armor and use teleport to keep them close to you. Its just the way it is. Maybe they will patch it. Who knows.