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So based on what you said, I could have a necromancer character with a wand and shield since they will be at range. Dump all my points into intelligence with many necromancer skills.
Then with my other character have them as a 2 handed physical build and pump warfare and poly and constitution?
Before that, necro (mage) is not very interesting because it has limited damage spells.and like you say if you use a weapon you're not really going to hit hard from level 6-7 compared to other builds.
That's why many players play the first 12 levels as a summoner, which allows you to cast spells based on intelligence and deal good damage via summoning. At level 12, summoner points are removed and put into Warfare.
That's why, for me, it's not the most powerful build because without the summoner trick, it's less effective than many other builds for almost a third of the game.
As has been said, either you build a knight with necro support spells or a summoner.
I'd still recommend having a melee weapon on the Necro for using the knockdown skills from Warfare. You only need the Necro skill up to what you need for equipping the spells, Warfare scales your damage still.
Never pump Con on anyone though. Only take enough for equipping a shield if you want to use one, nothing more. Ever. Con is next to worthless. In fact, there's a few moments in the game you can trade Con for other stats and its always worth it unless you use a shield. This game favors damage over defense.
I don't understand though because if necromancer damage scale from intelligence, why am I putting points into strength & warfare instead of intelligence?
Warfare is how ALL physical damage scales. If your character deals physical damage, they want a high Warfare score, including characters like archers and Necromancers (don't invest weapon skills for weapon users unless Warfare is capped). Putting points into Necro only increases the amount of lifestealing your attacks do, it does nothing for damage. So early on you'd only need 2 points of Necro to learn the spells for the first half of the game. You don't need Necro 3-5 until level 16 when the strongest spells become available.
A lot of players actually go Summoner for the first half of the game since it falls off later game and then swap to Necro around level 10-12 when Necro starts to get powerful since it can be a bit lackluster early on. Its still viable, just takes a bit of know how to get it going until midgame when you can start really using Source.
A caster necro can either use a melee weapon purely for the utility as described above, and this is optimal for a purely physical damage party, or play full caster with another element alongside necromancy. The latter splits your focus but it can work in a mixed-damage party.