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Rathma Skeletal Mages Necromancer

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On 31.10.2017 at 10:03 PM, Blainie said:

I'd put Dayntee's back for solo, Endless Walk for group.

Well just saw GR 100 clear with this current build setup so I guess I gotta get used to it and practise to avoid dmg like lava floor. 

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On 11/4/2017 at 8:33 PM, Kaelos said:

Well just saw GR 100 clear with this current build setup so I guess I gotta get used to it and practise to avoid dmg like lava floor. 

That's pretty much the way for Rathma. They've always been super squishy, but dishing out heaps of damage. Keep your distance from everything and let your pets do the work!

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1 hour ago, MadHat said:

There are several mentions to Decrepify in both the video and the text, but this skill doesn't show as being one of the skills for this build. Am I missing something?

https://imgur.com/a/UdT7r

No, you are not missing anything. The mention of DecrepifyDecrepify in the gear page is an oversight and will be fixed shortly. Thanks for letting us know!

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There is a 113 GR solo clear using pure Mages setup on Europe leaderboard, impressive to see around all these corpse lancers but seems like stronger than Command Skele and easier playstyle (1 dmg skill). I must say I'm not a fan of command skele mechanic, difficult to keep them buffed and targeting monsters precisely. 
Tried this setup, a lot more fun and easier to play. Can recommend. I miss skele in my army tho. Low survivability still masochistic and Bone Armor requires close range..

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Edited by Kaelos

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On 11/29/2017 at 2:50 AM, Kaelos said:

There is a 113 GR solo clear using pure Mages setup on Europe leaderboard, impressive to see around all these corpse lancers but seems like stronger than Command Skele and easier playstyle (1 dmg skill). I must say I'm not a fan of command skele mechanic, difficult to keep them buffed and targeting monsters precisely. 
Tried this setup, a lot more fun and easier to play. Can recommend. I miss skele in my army tho. Low survivability still masochistic and Bone Armor requires close range..

That's some crazy dedication to clear 113 with this build. It's known for getting decimated by a mob even looking at you in 4-mans, so I can't imagine how tough it must be to survive at 105+ while still popping Bone Armor. It's also pretty surprising given that you don't have a Barb to grab globes or a zNec for generator. 

You normally drop your generator because of the group, hence why you don't use Jesseth because you no longer have the Essence to support Skele spam. Will keep an eye on this and see if people continue to push with it.

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Hey guys. My first post here. I’m a PS4 player and I must say. This build is more respectable than the blood lance or pestilence lance build because this one actually requires more skill to pull off. 

Ive managed to reach GR103 with just 900 paragon. Mind you, like many of us I have a full time job and other things in life that I have to mandatorily do so I play the game about 30 hrs a week. 

Anyways, my gear is the rathma six piece, reapers wraps, dayntees binding for toughness, coe, haunted visions scythe of cycle and importantly I also carry the phylactery lost time. 

I focus my stats on CDR since in high level GR I rely on Lod frozen time and sim. Gogok of swiftness instead of Zeis stone of vengeance is more useful for me because I feel that it goes hand in hand with lost time. The speed is key. The more enemies I hit the faster my running speed gets and my CDR is at 53% normally and I can get up to 61% with this gogok of swiftness. In about 40+ seconds or so I can cast another Lod with sim and spamming frost spikes, which synergizes with lost time, my movement speed is greatly increased (this is great without blood rush). This compensates for this build being squishy.

I don’t know if anybody else uses Rathmas shield passive skill. I find it very useful because with it, when I use LOD and sim, I am immune to death for 4 seconds....if you really think about it I can be immune to death for a total of 8 seconds by using sim first and waiting for the first rath shield to disappear after four seconds and before it does I cast LOD right after. That’s 8 seconds total. I replaced the rath shield of extended servitude since I will cast mages every so often and with globes spawning left and right my essence isn’t an issue.

Patience is key in this build. 

BTW, I’ve tried this build alternatively with decrepify, borrowed time for cdr and the big difference is my movement speed will not change significantly as to frost spikes+lost time (which is what skill I replace in this case), but my cdr does...so I have to do a hell of a lot of dodging movements with this...but still works good but I prefer frost spikes over this. I will probably hunt for a good witching hour in the process for more power, but my wish is to get a primal vigilante belt. THIS BUILD THRIVES ON COOLDOWN....(in my opinion and experience)

Sorry I should be more specific with my build but if you guys have anymore questions let me know. Thanks. 

Once I reach paragon 1000+ I’m hoping to push GR110+ by the end of the season.

 

 

Edited by MKveteranJJ

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On 14/12/2017 at 5:14 PM, MKveteranJJ said:

Sorry I should be more specific with my build but if you guys have anymore questions let me know. Thanks. 

I'm mostly intrigued by your Gogok usage vs. Zei's - I assume you have pushed a bit since your comment. Do you find yourself lacking damage? I would expect the loss of Zei's at around 107+ will start to really make itself apparent.

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Guest Colyo

It should be noted that Land of the Dead no longer allows you to spam cast full singularity mages.

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Guest FallenOne

Have personally cleared GR90+ using the build recommended by the guide with only minor survivability issues (some mobs just hit too hard/attack over my mages' heads).  No need for max essence mages, and it's relatively easy to keep up 10 at once.  I'm not seeing where Singularity is "bad for Rathma."

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Guest tart1

so im really a lowkey player...and I've just come across these set ups so I wanna ask how do you have both land of the dead and command skeletons active? im on ps4 and it doesn't seem like it'll let me put them both on....unless its an effect from land of the dead but in all honestly im a little confused..im sorry if you've already explained this but I really don't know what im doing :c

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4 hours ago, Guest tart1 said:

so im really a lowkey player...and I've just come across these set ups so I wanna ask how do you have both land of the dead and command skeletons active? im on ps4 and it doesn't seem like it'll let me put them both on....unless its an effect from land of the dead but in all honestly im a little confused..im sorry if you've already explained this but I really don't know what im doing :c

You will need to enable Elective mode in settings.

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The Witching Hour is called out as a best in slot on the greater rift pushing build with stat priorities of Intelligence, Vitality, Armor and Life. It wouldn't make sense to use The Witching Hour unless you were seeking the Attack Speed and Critical Damage affixes. Are the stat priorities wrong or is Dayntee's Binding preferred instead, as a previous poster has suggested?

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Guest Evan
On ‎11‎/‎24‎/‎2017 at 2:26 PM, positiv2 said:

No, you are not missing anything. The mention of DecrepifyDecrepify in the gear page is an oversight and will be fixed shortly. Thanks for letting us know!

FYI This oversight is still there ?

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I have a question about Skeletal Mage - Singularity. Does this benefit from reduced essence cost at all? Like let's say you have 100 essence and 10% reduced cost, does that mathematically work out to like 110 essence, or am I crazy?

Reason I ask is for this build the devour rune that gives you reduced cost for 4 seconds would be pretty rad.

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Guest Xenith
12 hours ago, CircusFingers said:

I have a question about Skeletal Mage - Singularity. Does this benefit from reduced essence cost at all? Like let's say you have 100 essence and 10% reduced cost, does that mathematically work out to like 110 essence, or am I crazy?

Reason I ask is for this build the devour rune that gives you reduced cost for 4 seconds would be pretty rad.

Reduced resource cost with Singularity Mages only reduces the base cost of the skill. Since the base cost is 40 essence, whatever resource reduction you have is reducing only that cost, not the essence dump of any remainder in your pool. This has been evaluated and determined not to be a significant enough source of additional mage damage when compared to alternate stats on gear.

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Guest bfreakx
21 hours ago, CircusFingers said:

I have a question about Skeletal Mage - Singularity. Does this benefit from reduced essence cost at all? Like let's say you have 100 essence and 10% reduced cost, does that mathematically work out to like 110 essence, or am I crazy?

Reason I ask is for this build the devour rune that gives you reduced cost for 4 seconds would be pretty rad.

No.

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