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Inarius Skeletons Necromancer

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11 hours ago, Wilhelmfink4 said:

Updates to build since patch?

Are any needed now? If not, you will have to wait for the patch to go live.

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10 hours ago, Wilhelmfink4 said:

Updates to build since patch?

Patch is ongoing PTR, subject to changes all the way to Season 12 which is about last week of October. Guides are updated once changes are going through to live servers and are relevant beyond testing.

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Guest Unknown Pup

Amazing build, although by sacrificing a bit of your armor when solo Grifting I found that using the Cord of the Sherma helps with dps. Its combo with the bone tornado and Krysbin's Sentence makes mince meat of most groups and guardians.

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Guest Dario

Hi,

first of all, thank you as usal for the great guide.

I have some questions: why is this build used with inarius set instead of rathma?  The raw bonus rathma gives is slightly better (if it is multiplicative with other sources of damage increase and it is easly possible to keep four mages up, which I'm not sure of). Moreover, in a rathma variant, bone armor slot could be possibly replaced by some other source of damage buff (a well timed simulacrum, for example, at a convenient amount of remaining life of the guardian). 

Secondly, I was wandering if the build could also be used in the three man meta , where there's one less support and maybe survivability becomes an issue. Prior to patch 2.6.1, it seemed to me that other options were used (trag oul corpse lance, for example, but it didn't received any buff in damage).

Thank you

 

 

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Guest Draculix

Hi,

I see you've swapped out Lacuni Prowlers for Ancient Parthan Defenders for the 2.6.1 patch, but you've also changed the rune on Bone Armor from Dislocation to Thy Flesh Sustained which means you now have no way to apply a Stun effect. This means you won't benefit from the 25% reduction of [Ancient Parthan Defenders], and the triple damage bonus of [Krysbin's Sentence]

Shouldn't Bone Armor's rune be reverted? Since there's nothing in this build that synergises well with Thy Flesh Sustain's health-per-hit property.

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Guest Dario
8 hours ago, Guest Draculix said:

Hi,

I see you've swapped out Lacuni Prowlers for Ancient Parthan Defenders for the 2.6.1 patch, but you've also changed the rune on Bone Armor from Dislocation to Thy Flesh Sustained which means you now have no way to apply a Stun effect. This means you won't benefit from the 25% reduction of [Ancient Parthan Defenders], and the triple damage bonus of [Krysbin's Sentence]

Shouldn't Bone Armor's rune be reverted? Since there's nothing in this build that synergises well with Thy Flesh Sustain's health-per-hit property.

Krysbin's SentenceKrysbin's Sentence second effect is procced by other party members cc effects, it is not necessary the necromancer himself applies them.  I think that the new choices of Ancient Parthan DefendersAncient Parthan Defenders and Bone ArmorBone ArmorThy Flesh SustainedThy Flesh Sustained are dictated by the need of more survivability.

On 3/11/2017 at 7:09 PM, Guest Dario said:

Secondly, I was wandering if the build could also be used in the three man meta , where there's one less support and maybe survivability becomes an issue. Prior to patch 2.6.1, it seemed to me that other options were used (trag oul corpse lance, for example, but it didn't received any buff in damage)

To put my previous question in other words... I think the whole point in using this build for RG killing is the separate stricken-like effect of Bone RingerBone Ringer, which makes this build scale very well with the HP of the rift guardian and hence the overall difficulty of the GR. Is there some estimation, according to the current level of GR completed and the number o party members (which affects the hp of the RG), where this unique build mechanics becomes considerably  stronger than other single target builds (DH impale, Trag oul - pestilence corpse lance Necro, ..)?

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15 hours ago, Guest Draculix said:

Shouldn't Bone Armor's rune be reverted? Since there's nothing in this build that synergises well with Thy Flesh Sustain's health-per-hit property.

Asking Deadset, but I think this is an oversight, yeah.

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Guest Trevor

What changes would you make to the build to make it HC-viable? Or is it not HC-viable at all?

Othar than swithing out one of the passives for the extra life

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Guest Fleokan

This build should be replaced with Rathma's variation which is strictly better version of same build (and also cancer of the meta atm)

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On 11/21/2017 at 8:39 AM, Guest Trevor said:

What changes would you make to the build to make it HC-viable? Or is it not HC-viable at all?

Othar than swithing out one of the passives for the extra life

Drop attack speed passive for Stand Alone, Esoteric over Trapped can work in legendary gems, but you do sacrifice some ramp up time.

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On 2017-11-21 at 9:39 AM, Guest Trevor said:

What changes would you make to the build to make it HC-viable? Or is it not HC-viable at all?

Othar than swithing out one of the passives for the extra life

I play HC as well and I wouldn't be aiming for this build at all.

The reason it's incredible single target damage depends on so many ramp-up factors in items that sacrificing any of them would leave you better off taking other builds even for single target such as a lance build instead.

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On 11/8/2017 at 10:49 AM, Guest Draculix said:

Shouldn't Bone Armor's rune be reverted? Since there's nothing in this build that synergises well with Thy Flesh Sustain's health-per-hit property.

Asked - stun will be from support teammates, not your own.

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On 11/22/2017 at 1:30 AM, Guest Fleokan said:

This build should be replaced with Rathma's variation which is strictly better version of same build (and also cancer of the meta atm)

This is in the works!

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Guest Trevor
On 2017-11-24 at 4:53 PM, Arkpit said:

I play HC as well and I wouldn't be aiming for this build at all.

The reason it's incredible single target damage depends on so many ramp-up factors in items that sacrificing any of them would leave you better off taking other builds even for single target such as a lance build instead.

I´ve done some modifications and i´m running it with a WD, Monk and Barb, where the WD does the trashpacks where i focus on the RG, up to around 90-93 the lance build was ok for killing the RG, but after 93 the lance build for the RG is not working well enough even with high CDR, there is not enough damage, even if i manage an occulus to stand in to drop a RG in 10 seconds.

Will be going back to this build again at 95 and check the differences.

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On 11/30/2017 at 9:23 AM, Guest Trevor said:

I´ve done some modifications and i´m running it with a WD, Monk and Barb, where the WD does the trashpacks where i focus on the RG, up to around 90-93 the lance build was ok for killing the RG, but after 93 the lance build for the RG is not working well enough even with high CDR, there is not enough damage, even if i manage an occulus to stand in to drop a RG in 10 seconds.

Will be going back to this build again at 95 and check the differences.

I must say, I'm amazed that you couldn't clear the RG at 93+ with Pestilance. You should be able to DPS 130+ Rift Guardian with it, given how much damage it does. Are you super undergeared for it?

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Guest Trevor
On 2017-12-02 at 6:23 PM, Blainie said:

I must say, I'm amazed that you couldn't clear the RG at 93+ with Pestilance. You should be able to DPS 130+ Rift Guardian with it, given how much damage it does. Are you super undergeared for it?

We are a bit undergeared mabye, and it´s the first time we test this composition. We did however kill the RG, which is not the issue it self.

What my concern is in regards of dmg is that there is a 10 second window to drop the RG, outside that window the DPS is barely there at all, which leads to proper timings is the only thing that can make sure a 10 sec window is all that´s needed to drop the RG. 

We´ll be testing higher grifts in the coming days and see what happens and how we need to time things to make it work. The difference is that with the skeletons and inarius, at least there is a consistent DPS that ramps up over time.

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On 06/12/2017 at 11:19 AM, Guest Trevor said:

We are a bit undergeared mabye, and it´s the first time we test this composition. We did however kill the RG, which is not the issue it self.

What my concern is in regards of dmg is that there is a 10 second window to drop the RG, outside that window the DPS is barely there at all, which leads to proper timings is the only thing that can make sure a 10 sec window is all that´s needed to drop the RG. 

We´ll be testing higher grifts in the coming days and see what happens and how we need to time things to make it work. The difference is that with the skeletons and inarius, at least there is a consistent DPS that ramps up over time.

I'm sure your testing since this post has shown a similar result, but you will have plenty of time for rotations on the RG. You'll normally only spend the first 90% of the boss building Stricken stacks before unloading your damage into them (at 120+). Below that, you can down the RG in 1 LoTD with Cold CoE proc and Oculus Ring from your support.

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So, it's been 3 months since this was updated and Rathma is a clear winner in the meta for the build as of the last patch so it could really use an update as it is still relevant in the 4man meta as an alternative to the Pestilence Lancer.

No rush for this season but I feel it should definitly be up to date before next season as to show there is more than 1 way to play with your group :)

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