LoD Singularity Necromancer Skills and Runes
On this page, we explain how to choose and use your skills when playing LoD Singularity Necromancer in Diablo 3. Updated for Patch 2.7.8 and Season 34.
Active Skills |
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Passive Skills |
Rotation
The build begins its runs by activating Bone Armor, both for its
protective value as well as the damage buff from
Scythe of the Cycle.
Note its duration consumption from your regular summons, and recast it as
needed. Keep up the
Devour casts throughout the rift to replenish
Essence consistently, and fuel its Corpse needs with
Land of the Dead on
cooldown. Ideally, you will be casting
Simulacrum in sync with your
Land of the Dead resource spikes, since the
Reservoir rune will
greatly empower the following summons. To that end, make sure to summon your
Skeletal Mage
Life Support at or as close to full Essence as you can,
since the spell depletes your entire current reserve (due to the free
Singularity from the worn
Razeth's Volition), and scales its
damage based off the consumption accordingly. Depending on your purpose (high
end GR pushing or lower tier speeds) you will either be cursing the enemy
packs ahead with
Frailty
Scent of Blood, or
Blood Rushing to
reposition throughout the Rift.
Skills and Runes
Your main damage-dealing skill is Skeletal Mage, greatly empowered
by synergistic items such as
Scythe of the Cycle,
Circle of Nailuj's Evol and
Razeth's Volition. The latter will
provide the strongest damage dealing rune
Singularity for free;
its unique property consumes your entire resource reserve for 3% extra damage
per Essence spent. This results in 1860% extra damage per full resource dump
on a reasonably equipped character. With the strongest rune added for free, we
recommend taking
Life Support as the rune on your bar, since it is more
forgiving with its extra duration. Note that your
Skeletal Mages will
match your target (whatever you are currently attacking or mousing over), so
make sure to position and pick priority targets accordingly.
When starting out with this build — or depending on your preferences
for mobility in general — our basic recommendation is to take
Blood Rush. The solitary movement skill of the Necromancer gains some
extra resource generation utility with the rune
Molting, which grants
an extra Corpse at your original location — but still well enough into
the range of
Devour. You have other viable options for the slot; you
can alternate the rune (either to the safer
Potency or the all-out
double charges of
Metabolism), or switch the skill entirely to a curse
in high-end GR progression, i.e.
Frailty
Scent of Blood. Taking a curse
into the build will allow you the safety of
Dayntee's Binding, at the
expense of greater mobility options (see this build's gear page for more information).
In order to take advantage of the massive Scythe of the Cycle bonuses,
you will need to take
Bone Armor into the build. Besides its base
damage reduction bonuses, we recommend that you take the rune
Dislocation for its two-second stun, which provides an additional,
consistent way to proc
Krysbin's Sentence in every battle. You can
viably alternate this rune to
Harvest of Anguish to improve mobility
throughout the Rift.
In order to fuel the constant Essence demand of your main damage dealer, you will construct the majority of your remaining skillset to replenish resources and empower your build.
Your Essence restoration hinges on a core Necromancer mechanic: consuming
Corpses, which are a unique Necromancer resource that is generated largely
through combat. You will be using Devour with the
Cannibalize
rune to double dip on bonuses, Essence restoration and Health restoration, and
their interaction with the
Requiem Cereplate bonus will result in an
even greater, snowballing effect. Note that due to the skill's lack of casting
animation, you are free to spam as much as you need.
A major source of Essence generation depends on Devour, but
empowers it greatly.
Land of the Dead supplies you with an infinite
amount of Corpses throughout its short duration, allowing you to replenish
Health and Essence almost instantaneously. During its uptime, you will be able
to get the maximum number of
Skeletal Mages, all at their maximum
power, for a great boost of damage. Note
Land of the Dead's massive
cooldown and try to time it with advantageous situations, like engagements
with multiple Elites or the Rift Guardian. The rune
Frozen Lands will
ensure the powerful
Krysbin's Sentence proc on all enemies on the screen
for an even better damage output.
Your final skill slot will be used for Simulacrum
Reservoir, another
one of the Necromancer's longest cooldowns — thankfully now made
permanent with the revised powers of
Haunted Visions. The
Simulacrum summon will mimic your secondary skill
(
Skeletal Mage, in this case), and will double your Essence reserve
through the
Reservoir rune—an immensely powerful effect with the
Singularity rune in mind.
Passives
Similarly to the reasoning behind Simulacrum
Reservoir, you will be
taking the flat Essence increase of
Overwhelming Essence—all to
empower the
Singularity mages.
To play to the strengths of your equipped Reaper's Wraps and the
constant spam of
Devour,
Life from Death will provide you with a
consistent supply of Health Globes. This will greatly improve both the rate
and the average power of your
Singularity summons.
Blood is Power is the Necromancer's take on passives such as
Evocation and
Beacon of Ytar—along with the significant
drawback of needing to lose your health reserve equivalent to trigger it.
Since it counts off pre-mitigation values however, this passive will trigger
from the very flow of gameplay (constant, high damage hits) in any meaningful
Greater Rift progression difficulty. With an overarching goal of reducing
Land of the Dead and
Simulacrum downtimes,
Blood is Power
finds a deserving place in your passive selection.
You have some freedom in your final passive slot. Our basic recommendation
is Final Service, the Necromancer's cheat death, a chance to evade a
lethal outcome once every 60 seconds, along with a 10% healing proc per minion
currently active. If you prefer utility over excessive safety, you can also
try
Fueled by Death in the same slot, or if you went with a curse in
your active skill selection, you can increase damage via
Spreading Malediction.
Changelog
- 20 Jan. 2025: Skills and passives reviewed for Season 34.
- 22 Oct. 2024: Skills and passives reviewed for Season 33.
- 10 Jul. 2024: Skills and passives reviewed for Season 32.
- 10 Apr. 2024: Skills and passives reviewed for Season 31.
- 10 Jan. 2024: Skills and passives reviewed for Season 30.
- 13 Sep. 2023: Skills and passives reviewed for Season 29.
- 22 Feb. 2023: Skills and passives reviewed for Season 28.
- 26 Aug. 2022: Skills and passives reviewed for Season 27.
- 14 Apr. 2022: Guide reviewed for Season 26.
- 08 Dec. 2021: Reviewed for Season 25.
- 22 Jul. 2021: No changes required for Season 24.
- 01 Apr. 2021: No changes required for Season 23.
- 19 Nov. 2020: Revision of skill, rune, and passive recommendations.
- 02 Jul. 2020: Revised the build to account for Razeth's Volition changes.
- 12 Mar. 2020: Revised priority recommendations for gear to better reflect the meta for high-end runs.
- 22 Nov. 2019: Skill page reviewed and approved for Season 19.
- 23 Aug. 2018: Skills were reviewed and approved for Season 18.
- 17 May 2019: Guide was reviewed and approved for Season 17.
- 17 Apr. 2019: Guide added.
More Necromancer Guides
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This build is presented to you by Deadset, one of the very few professional Diablo 3 players. Deadset regularly publishes video guides on Youtube and streams on Twitch, where you can see how this and other builds play out in practice.
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