why would u run max vit instead of int? since ur spells cost % life u also lose more
That's all about getting more thorns damage with the Heart of Iron in the cube ('Gain Thorns equal to 300% of your Vitality').
This was debunked in season 5 bro. You only gain 10% total increased dmg. Thorns scales off main stat first and foremost. The means the 300% is a mere fraction of the main stat multiplier. Why do you think for LoN bomb or Invokers people either go Rubies or diamonds. Its either raw DPS or damage mitigation.
why would u run max vit instead of int? since ur spells cost % life u also lose more
That's all about getting more thorns damage with the Heart of Iron in the cube ('Gain Thorns equal to 300% of your Vitality').
This was debunked in season 5 bro. You only gain 10% total increased dmg. Thorns scales off main stat first and foremost. The means the 300% is a mere fraction of the main stat multiplier. Why do you think for LoN bomb or Invokers people either go Rubies or diamonds. Its either raw DPS or damage mitigation.
Just answering the question... not stating my life's philosophy or anything. Haha. That's why the original poster is (most likely) maxing his vit.
why would u run max vit instead of int? since ur spells cost % life u also lose more
That's all about getting more thorns damage with the Heart of Iron in the cube ('Gain Thorns equal to 300% of your Vitality').
This was debunked in season 5 bro. You only gain 10% total increased dmg. Thorns scales off main stat first and foremost. The means the 300% is a mere fraction of the main stat multiplier. Why do you think for LoN bomb or Invokers people either go Rubies or diamonds. Its either raw DPS or damage mitigation.
Just answering the question... not stating my life's philosophy or anything. Haha. That's why the original poster is (most likely) maxing his vit.
I'm just clearing up a sadly common noob mistake.
Another way of saying it is:
300% of vit + thorns = new thorns
Example:
Constants: 300k thorns, 8600 mainstat, 3000 vit,
bunch of other mulipliers = Z
Increase Vit. Say you have 3000 vit + 5 Amethyst = 4400. HoI in cube = 13200 bonus.
(8600%+1) * 313200 * Z = effective dmg
27,248,400*Z
Increase main stat = flat multiplier increase. If you have 8600 int and you socket 5 topaz in gear you get 10k int. this translates to 10k% multiplier.
(10k%+1) * 309000 thorns * Z = effective dmg.
31,209,000*Z
(3.12-2.72)/3.12 = 12.8% difference in power.
this means having main stat gems socket in gear gives you approximately 13% more power than amethyst.
I dont have beta but Bone Spirit looks awesome. Hope they add it to range dps set and give use leg to buff it, maybe add charges and boost attack speed? Remove essence cost?
Well, after seeing the sets, I was right... The Meleemancer set is the way to go for me.
I'm thinking a Generator build could actually work well.
LClick: Grim Scythe (Dual Scythes) Assuming this hits twice for 150% each, seems the best damage rune for a generator build. If not I'll probably use Blood Scythe for the healing.
RClick: Bone Armour (Vengeful Armaments) 200% increased damage, yes please!
1: Frailty (Volatile Death) Explode ALL THE THINGS.
2: Leech (Transmittable) This should mean you only need to cast the curse once, then murdering that target will spread it to everyone that's been gathered by Dual Scythe.
3: Command Golem (Bone Golem) AoE Stun that deals 2000% weapon damage over the duration? Who could say no to that!
4: Blood Rush (Transfusion) Any melee build will need a movement ability. One that heals on use is just a bonus.
P1: Stand Alone. Even with my Golem, that's still a 90% increase to armour.
P2: Swift Harvesting. 15% ASp for Scythe is always good.
P3: Eternal Torment. Perma Curses and they're cheaper.
P4: Reaping. 1% Health and Essence on kill, not great but eh... The passive selection isn't amazing for MeleeMancer.
Then I'll use the full Bone Armour set, Simplicity's Strength, Depth Diggers and fingers crossed they'll release a few legendaries that will work well with that build. Maybe something to buff the damage on Grim Scythe.
Had a Thought:
Replace Grim Scythe: Twin Scythe with Grim Scythe Frost Scythe, replace Bone Golem with Frost Golem, then equip Frostburn and Rimeheart. go for an AsP heavy build and try to get the most procs from Rimeheart, assuming the whirlwind can proc it?
I was always a big fan of the summoner back in the day - current build I'm working with is all about keeping 10 mages up permanently.
1 - Devour (aura rune)
2 - Command Skeles (attack speed rune)
3 - Command Golem (Bone)
4 - Army of the dead (Death valley)
LC - Siphon Blood (aoe globe eating rune)
RC - Mage (The one that leaves corpses)
Passives: Life from death (makes globes when corpses get eaten), Extended servitude (mages last longer), commander of the dead (cheaper skele nuke/golem stun), Overwhelming essence (extra padding for initial skele summons)
Bone set - Convention of the Elements, Obsidian Ring of the Zodiac, and reaper's wraps. When its out, the phylactery that gives another second to skele mage will be vital.
Cube: Furnace, Tasker & Theo, (jewelry idrk, I just use star of azkaranth)
Topaz in helm, prioritize resource cost reduction rather than CDR.
Upcoming notes: Furnace may be replaced by the one that fires free death novas when you eat corpses, or the one that gives a free random curse when minions hit stuff. Main hand I wont know until we get the legendary powers revealed, im currently just using a high dmg roll witchwood.
Basically I just nonstop spam-cast skele mages, walking around to eat corpses and occasionally left clicking to suck up every globe in the room to fully fill health/essence.
Full Rathma's Set: Helm, Shoulders, Gloves, Armor, Pants, and Boots
Traveler's Pledge Set: Amulet and Ring #1
Circle of Nailui: Ring #2 (Gives 2 skeletal mages per cast)
Parthan Defenders: Bracers
Dayntee's Binding: Belt (Increases damage reduction of Decrepify)
Bone Ringer: Off-Hand (Increases skeleton damage)
Hack: Weapon (Thorns)
Cube: Convention of Elements, Heart of Iron and Spear of Jesseth for Thorns
Gems: Bane of the Trapped, Enforcer, and Boyarsky's Chip
Rathma's Set gives you increased damage to your skeletons and Army of the Dead for each active skeletal mage. Getting 2 mages per cast is huge. I have been able to run with 6 to 10 active mages for a great damage boost at all times. I try to keep my distance and let my skeleton army do most of the damage. I have thorns on all my gear to add to the damage done by my skeleton army.
I also played a Grim Scythe/Bone Armor build with the Grace of Inarius set. It was fun, but didn't seem as powerful so far.
I wish the sets weren't the same items. If one or more of the sets had a belt or off-hand item or amulet, you'd be able to do 2 sets.
I'd love to be able to try a 2 piece Grace of Inarius with the Pestilence Master's Shroud 6 piece. 1000% Bone Armor bonus and 1000% Bone Spear. It would make the Bone Spear build a lot better.
I was always a big fan of the summoner back in the day - current build I'm working with is all about keeping 10 mages up permanently.
1 - Devour (aura rune)
2 - Command Skeles (attack speed rune)
3 - Command Golem (Bone)
4 - Army of the dead (Death valley)
LC - Siphon Blood (aoe globe eating rune)
RC - Mage (The one that leaves corpses)
Passives: Life from death (makes globes when corpses get eaten), Extended servitude (mages last longer), commander of the dead (cheaper skele nuke/golem stun), Overwhelming essence (extra padding for initial skele summons)
Bone set - Convention of the Elements, Obsidian Ring of the Zodiac, and reaper's wraps. When its out, the phylactery that gives another second to skele mage will be vital.
Cube: Furnace, Tasker & Theo, (jewelry idrk, I just use star of azkaranth)
Topaz in helm, prioritize resource cost reduction rather than CDR.
Upcoming notes: Furnace may be replaced by the one that fires free death novas when you eat corpses, or the one that gives a free random curse when minions hit stuff. Main hand I wont know until we get the legendary powers revealed, im currently just using a high dmg roll witchwood.
Basically I just nonstop spam-cast skele mages, walking around to eat corpses and occasionally left clicking to suck up every globe in the room to fully fill health/essence.
im using almost this same build, except with revive in slot 1. its lots of fun.
I know that most of us didnt get into the Necro beta. But for those who did whats your favorite build so far?
I personally enjoy the pets
My skills are
Bone Spikes > Path of Bones
Frailty > Scent of Blood
Blood Rush > Transfusion
Command Skeletons > Dark Mending
Revive > Purgatory
Command Golem > Decay Golem
Passives:
Commander of the Dead, Grisly Tribute, Aberrant Animator, and Extended Servitude
Im using a LoN build with thorns as my main damage.
Cube:
Convention, Heart of Iron, and Furnace
For my paragon Im 922 and just went for max Vit over Int
My leg Gems are Enforcer, Trapped, and Boyarsky's Chip
Just looking for anyone elses fun build!
How is the thorns damage? What level torment/GRifts are you running consistently?
"Son, you got a panty on your head..."
The thorns is quite strong, i can do GR 55 now, trying to get 60
My gear isnt spec'd for physical so it can be better
Cant wait to test it out myself
In general I'm liking the look of Golem builds...
But I'm waiting to see what the sets are like. I have high expectations for the Meleemancer build.
"Son, you got a panty on your head..."
Just answering the question... not stating my life's philosophy or anything. Haha. That's why the original poster is (most likely) maxing his vit.
"Son, you got a panty on your head..."
Another way of saying it is:
300% of vit + thorns = new thorns
Example:
Constants: 300k thorns, 8600 mainstat, 3000 vit,
bunch of other mulipliers = Z
Increase Vit. Say you have 3000 vit + 5 Amethyst = 4400. HoI in cube = 13200 bonus.
(8600%+1) * 313200 * Z = effective dmg
27,248,400*Z
Increase main stat = flat multiplier increase. If you have 8600 int and you socket 5 topaz in gear you get 10k int. this translates to 10k% multiplier.
(10k%+1) * 309000 thorns * Z = effective dmg.
31,209,000*Z
(3.12-2.72)/3.12 = 12.8% difference in power.
this means having main stat gems socket in gear gives you approximately 13% more power than amethyst.
I dont have beta but Bone Spirit looks awesome. Hope they add it to range dps set and give use leg to buff it, maybe add charges and boost attack speed? Remove essence cost?
"Son, you got a panty on your head..."
Well, after seeing the sets, I was right... The Meleemancer set is the way to go for me.
I'm thinking a Generator build could actually work well.
LClick: Grim Scythe (Dual Scythes) Assuming this hits twice for 150% each, seems the best damage rune for a generator build. If not I'll probably use Blood Scythe for the healing.
RClick: Bone Armour (Vengeful Armaments) 200% increased damage, yes please!
1: Frailty (Volatile Death) Explode ALL THE THINGS.
2: Leech (Transmittable) This should mean you only need to cast the curse once, then murdering that target will spread it to everyone that's been gathered by Dual Scythe.
3: Command Golem (Bone Golem) AoE Stun that deals 2000% weapon damage over the duration? Who could say no to that!
4: Blood Rush (Transfusion) Any melee build will need a movement ability. One that heals on use is just a bonus.
P1: Stand Alone. Even with my Golem, that's still a 90% increase to armour.
P2: Swift Harvesting. 15% ASp for Scythe is always good.
P3: Eternal Torment. Perma Curses and they're cheaper.
P4: Reaping. 1% Health and Essence on kill, not great but eh... The passive selection isn't amazing for MeleeMancer.
Then I'll use the full Bone Armour set, Simplicity's Strength, Depth Diggers and fingers crossed they'll release a few legendaries that will work well with that build. Maybe something to buff the damage on Grim Scythe.
Had a Thought:
Replace Grim Scythe: Twin Scythe with Grim Scythe Frost Scythe, replace Bone Golem with Frost Golem, then equip Frostburn and Rimeheart. go for an AsP heavy build and try to get the most procs from Rimeheart, assuming the whirlwind can proc it?
I was always a big fan of the summoner back in the day - current build I'm working with is all about keeping 10 mages up permanently.
1 - Devour (aura rune)
2 - Command Skeles (attack speed rune)
3 - Command Golem (Bone)
4 - Army of the dead (Death valley)
LC - Siphon Blood (aoe globe eating rune)
RC - Mage (The one that leaves corpses)
Passives: Life from death (makes globes when corpses get eaten), Extended servitude (mages last longer), commander of the dead (cheaper skele nuke/golem stun), Overwhelming essence (extra padding for initial skele summons)
Bone set - Convention of the Elements, Obsidian Ring of the Zodiac, and reaper's wraps. When its out, the phylactery that gives another second to skele mage will be vital.
Cube: Furnace, Tasker & Theo, (jewelry idrk, I just use star of azkaranth)
Topaz in helm, prioritize resource cost reduction rather than CDR.
Upcoming notes: Furnace may be replaced by the one that fires free death novas when you eat corpses, or the one that gives a free random curse when minions hit stuff. Main hand I wont know until we get the legendary powers revealed, im currently just using a high dmg roll witchwood.
Basically I just nonstop spam-cast skele mages, walking around to eat corpses and occasionally left clicking to suck up every globe in the room to fully fill health/essence.
Im trying to get a MeleeMancer to work, i can only do a GR60 ATM within 10min for my best time (trying to get GR60 to 7min).
With the new weapons i'm trying a poison meleemancer IDK if its better than blood tho.
I have been using a pet build with Skeletons and Army of the Dead
SKILLS
Left click: Bone Spikes (I have been trying different runes like Sudden Impact or Path of Bones)
Right Click: Skeletal Mage - Life Support
1: Skeletons - Frenzy for increased attack speed
2: Army of the Dead - Unconventional Warfare
3: Decrepify - Dizzying Curse for damage reduction and bonus from bracers
4: Blood Rush - Potency
Passives: Extended Servitude, Aberrant Animator (Thorns), Grisly Tribute, and Spreading Malediction
GEAR
Full Rathma's Set: Helm, Shoulders, Gloves, Armor, Pants, and Boots
Traveler's Pledge Set: Amulet and Ring #1
Circle of Nailui: Ring #2 (Gives 2 skeletal mages per cast)
Parthan Defenders: Bracers
Dayntee's Binding: Belt (Increases damage reduction of Decrepify)
Bone Ringer: Off-Hand (Increases skeleton damage)
Hack: Weapon (Thorns)
Cube: Convention of Elements, Heart of Iron and Spear of Jesseth for Thorns
Gems: Bane of the Trapped, Enforcer, and Boyarsky's Chip
Rathma's Set gives you increased damage to your skeletons and Army of the Dead for each active skeletal mage. Getting 2 mages per cast is huge. I have been able to run with 6 to 10 active mages for a great damage boost at all times. I try to keep my distance and let my skeleton army do most of the damage. I have thorns on all my gear to add to the damage done by my skeleton army.
I also played a Grim Scythe/Bone Armor build with the Grace of Inarius set. It was fun, but didn't seem as powerful so far.
I wish the sets weren't the same items. If one or more of the sets had a belt or off-hand item or amulet, you'd be able to do 2 sets.
I'd love to be able to try a 2 piece Grace of Inarius with the Pestilence Master's Shroud 6 piece. 1000% Bone Armor bonus and 1000% Bone Spear. It would make the Bone Spear build a lot better.
Been working on my blood build. i feel like i only got beta invite cuz they knew id play it. ill edit and post build later on tonight
Poison build that I am having a blast with http://www.diablofans.com/builds/91466-rathmas-nuclear-meltdown
Been running this build so far with a lot of luck.
http://www.diablofans.com/builds/91757-skeleton-militia-rathmas-without-army-of-the-dead
Can handle T13 fairly well.