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Diablo 3 How To Do Dmg For A Gr 90

One of the best Necromancer builds for Patch 2.6.4

Below are listed the two stat priorities for both max damage and max survivability. Weapon Damage Dexterity Crit Chance = Crit Damage Attack Speed. Max Survivability. Resists = Armor Dexterity = Vitality. DPS Stats Breakdown. Weapon Damage Increases the damage dealt by skills.

Rathma is one of the most powerful Necromancer class sets, while Rathma Singularity Mages is the strongest non-Corpse Lance based build for this class. It can reach Greater Rifts level 100 and above when played right. The build utilizes the 400% increased Minion damage bonuses provided by Jesseth's Arms set which combined with Rathma set bonus gives amazing DPS. It also scales extremely well with an increased number of Skeletal Mages summoned.

To check the full list of our Best Diablo 3 builds visit: The Best Diablo 3 builds by Odealo

Table of contents

  • How are all the damage bonuses applied? Ask Question. (90. Weapon Damage). 1.4. (1 + 0.25 + 0.15). When you get a critical, which will occur, on average, according to your critical hit chance, then the 400% damage is multiplied in as 5 (base 100% + 400% additional). Browse other questions tagged diablo-3 or ask your own question.
  • Jul 12, 2019  And yes, getting well-rolled endless walk set can be really hard, especially if you’re aiming for the perfect CHC, CHD & Elemental dmg on ammy and CHC, CHD & Area Dmg on ring. Edited to add: When you find yourself in a fight, make sure you do not forget to charge every few seconds to keep the BoM buff active at all times.
  1. General information
  2. Recommended items
  3. Recommended skills

General information

The entire build is based on the Bones of Rathma set which provides the following bonuses:

  • Minions have a chance to reduce the cooldown of Army of the Dead by 1 second each time they deal damage (2/6)
  • Gain 1% damage reduction for 15 seconds each time one of the Minions deals damage, stacking up to 50 times (4/6)
  • Each active Skeletal Mage increases the damage of all minions and Army of the Dead by 1000%, up to 4000% (6/6)

Singularity Mages Rathma build is one of the strongest out of all Necromancer builds. It is also the recommended choice for all summoner-type characters fans. This build is based on increased minion damage by each summoned Skeletal Mage. That is why the Legendary ring Circle of Nailuj's Evol is so important, it not only double the number of summoned Skeletal Mages with each cast but also increases their duration nearly tripling the number of Skeletal Mages you can have summoned at a time. On top of that, we utilize the Jesseth's Arms 400% increased minion damage after using Command Skeletons ability. It is most important to summon as many Skeletal Mages and possible and keep the Jesseth's Arms buff at all times.
Like most of the Necromancer build you will be also using Krysbin's Sentence to greatly increase your DPS versus crowd-controlled (slowed, stunned, frozen) enemies.


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Recommended items

Equipment

Head - Rathma's Skull Helm
Stat priorities:
1) Critical Hit Chance
2) Socket
3) Intelligence
4) Increased Skeletal Mages damage
5) Vitality
6) Secondary Res.
Socket:
Chest - Rathma's Ribcage Plate
Stat priorities:
1) Intelligence
2) Vitality
3) Armour
4) Life%
5) Secondary Res.
Sockets:

Pants -Rathma's Skeletal Legplates
Stat priorities:
1) Intelligence
2) Vitality
3) Armor
4) Secondary Res.
Sockets:

Gloves- Rathma's Macabre Vambraces
Stat priorities:
1) Attack Speed
2) Critical Hit Chance
3) Critical Hit Damage
4) Intelligence
5) Secondary Res.
Boots - Rathma's Ossified Sabatons
Stat priorities:
1) Intelligence
2) Vitality
3) Increased Skeletal Mages damage
4) Armor
5) Secondary Res.

Pauldrons- Rathma's Spikes
Stat priorities:
1) Intelligence
2) Vitality
3) Area damage%
4) Life%

Bracers - Reaper's Wraps
Stat priorities:
1) Critical Hit Chance
2) Physical damage%
3) Intelligence
4) Vitality
5) Secondary Res.
Special power:
Health globes restore 25–30% of your primary resource
Amulet - Traveller's Pledge
Stat priorities:
1) Socket
2) Critical Hit Damage
3) Critical Hit Chance
4) Physical damage%
5) Intelligence
(Part of the Endless Walk set)
Set bonuses:
  • While moving, all damage taken is reduced by up to 50%
  • While standing still, all damage dealt is increased by up to 100%
Ring - Compass Rose
Stat priorities:
1) Socket
2) Critical Hit Chance
3) Critical Hit Damage
4) Attack Speed
5) Intelligence
6) Vitality
(Part of the Endless Walk set)

Ring - Circle of Nailuj's Evol
Stat priorities:
1) Socket
2) Critical Hit Chance
3) Critical Hit Damage
4) Attack Speed
5) Intelligence
Special power:
Raises an additional Skeletal Mage with each cast and they last an additional 2–4 seconds

Belt - Dayntee's Binding
Stat priorities:
1) Intelligence
2) Vitality
3) Armor
4) Life%
5) Secondary res.
Special power:
Grants a 40–50% reduction in all damage taken as long as there is an enemy afflicted by one or more of the Necromancer's Curses
Weapon - Jesseth's Skullscythe
Stat priorities:
1) Socket
2) High average damage
3) Damage%
4) Attack Speed
5) Maximum Essence
6) Intelligence
Sockets:
(Part of the Jesseth's Arms set)
Set bonuses:
  • When the target of Command Skeletons dies while Command is active, Skeletons are automatically Commanded to attack a nearby target. In addition, while Skeletons are Commanded to attack a target, all minions deal 400% increased damage (2/2)
Off-hand - Jesseth Skullshield
1) Critical Hit Chance
2) Intelligence
3) Vitality
4) Cooldown Reduction
(Part of the Jesseth's Arms set)
Bonus Items for Season 16
(thanks to built-in Ring of Royal Grandeur power)
Chest - Requiem Cereplate
Stat priorities:
1) Intelligence
2) Vitality
3) Armour
4) Life%
5) Secondary Res.
Sockets:
Special Power:
Devour restores an additional 75–100% Essence and Life, and if Devour restores Essence or Life above their respective maximum, the excess is granted over 3 seconds
Kanai Cube powers
Reilena's Shadowhook
Every point of Maximum Essence increases all damage done by 0.5% and Bone Spikes generate 2–5 additional Essence for each enemy hit
Tasker and Theo
Increase attack speed of your pets by 40–50%
Krysbin's Sentence
Deal 75–100% increased damage against slowed enemies or triple this bonus against enemies afflicted by any other type of control-impairing effect
Legendary Gems
Bane of the Trapped
  • Increases damage done to enemies under the control-impairing effects by 15%
    Upgrade: +0.3% additional damage per Rank
  • Gain an aura that slows the movement speed of enemies within 15 yards by 30% (Requires Rank 25)
Zei's Stone of Vengeance
  • Damage dealt to each enemy hit is increased by 4% for every 10 yards between you and the enemy hit. Maximum 20% increase at 50 yards. Upgrade: +0.08% additional damage for every 10 yards, and +0.40% maximum damage bonus per rank
  • 20% chance on hit to Stun the enemy hit for 1 second (Requires Rank 25)
Enforcer
  • Increases the damage of your pets by 15% Upgrade: +0.3% damage per rank
  • Your pets take 90% less damage (Requires Rank 25)

Recommended skills

Diablo 3 How To Do Dmg For A Gr 90
Active Skills

Bone Spikes
Summon bone spikes from the ground that deal 150% weapon damage
Sudden Impact
Bone spikes will also stun enemies for 1 second on hit
Your primary attack. It is used to generate Essence and stun enemies on hit, which increases the damage they receive thanks to Krysbin's Sentence ring
Simulacrum
Creates a Simulacrum made of blood that will duplicate any Essence Spenders cast for 15 seconds
Reservoir
While active, Simulacrum will also increase maximum Essence by 100%
This ability has a long cooldown and grants insane boost to your DPS for a short duration. Use it on bosses and hard elites
Skeletal Mage
Raise a skeleton from the ground to attack your foes dealing 400% damage as Physical over 2 attacks. Lasts 6 seconds
Singularity
Consumes all Essence when cast, but summons a much more powerful Skeletal Mage. The minion's damage is increased by 3% for each point of Essence consumed. Can raise up to 10 empowered Mages, each having its own damage buff for the duration
This builds core ability. It not only deals majority of the damage but also increases it with every summoned Skeletal Mage
Land of the Dead
All corpse skills can be used at will for 10 seconds
Frozen Lands
Enemies in the Land of the Dead are frozen while it lasts
This skill provides amazing both defensive and offensive utility. It freezes all enemies within range (basically whole screen) grants insane Essence regeneration allowing summoning the most powerful Skeletal Mages and spamming the skill. Use on bosses, hard elites, and emergency situations
Devour
Consumes all corpses within 60 yards to restore 10 Essence per corpse
Cannibalize
Each corpse consumed also restores 3% of maximum Life
Used to recover Life and Essence. While under the effect of Land of the Dead you will be able to instantly heal yourself and replenish your Essence.
Command Skeletons
Passive: Raises skeletons from the ground every 2 seconds to a maximum of 7 skeletons. Skeletal minions deal 50% damage as Physical per attack
Active: Commands the skeletal minions to attack the target and increase their damage by 50% against the designated target
Freezing Grasp
Skeleton's damage type changes to Cold and their current target is frozen for 3 seconds
Mandatory skill for this build. Skeletons will not only deal decent damage (they are minions and benefit from both Rathma and Jesseth's Arms set bonuses) but also grant the Jesseth's Arms buff and freeze their target.
Passive Skills
Overwhelming Essence
Increases the maximum Essence by 40
Final Service
Upon taking lethal damage, instead of dying, renders the Necromancer immune to all damage for 4 seconds. This passive will also sacrifice minions and heal the Necromancer for 10% of maximum Life for each minion sacrificed this way. This effect cannot occur more than once every 60 seconds
Life from Death

Consuming a corpse has a 20% chance to spawn a Health Globe

Extended Servitude
Increases the duration of Skeletal Mages and Revived minions by 25%


Shutting down the Auction House and implementation of Loot 2.0 system killed nearly all player-to-player trading in Diablo 3. However, you may still obtain Legendary and Set gear through Item Farming, Boosting and Greater Rift carry services which are offered on Odealo market.

We hope you will enjoy this build as much as we did. And see you soon in the world of Sanctuary.

If you have any ideas how this build could be improved, or if you have suggestions for other Necromancer Guides we should make, please let us know in the comments below.

Pictures used in this article are the intellectual property of Blizzard Entertainment.

Season 18 just started in Diablo 3, but you’re probably already rushing your way towards level 70 or beyond. After all, some folks blazed to Paragon 300+ the first day of Season 17… but most of us aren’t quite so fast. But eventually we all get there, and then the question becomes what now?

We’ve talked about Adventure Mode before, of course. You can keep playing Diablo 3 indefinitely by doing Bounties, which are very similar to what we’d call World Quests and Emissaries in World of Warcraft. And there are Nephalem Rifts and Greater Rifts waiting for you, with as high or as low a difficulty level as you want.

But that’s the problem we’re going to talk about this time. How do you know what difficulty level you’re ready for? When you’re a fresh level 70, you can’t just jump into Torment XIII and kill your way to loot — you’re wearing mostly yellow gear if you’re lucky and you will explode like a bottle of cola after someone threw in some Mentos and shook it up in a paint mixer if you tried it. So how do you know when you’re ready to step it up? And what level should you step it up to?

What are Torment levels?

Originally, Diablo 3 had Normal, Nightmare, Hell and Inferno difficulties, but players generally felt like it was too difficult to fine tune the difficulty and it felt either too easy or too difficult once you’d jumped a difficulty level. When Reaper of Souls came out, it refined and redesigned the difficulty system to the current one, where the game starts at Normal then scales up to Hard, Expert, Master and then reaches the Torment difficulty, which scales from Torment 1 to Torment XVI as of Season 17 and Patch 2.6.5. Each level of Torment increases the experience gain and gold/loot that drops. Torment XVI (or Torment 16, which is what I’m gonna call it from now on because we’re not actually in ancient Rome) has a 7000% gold bonus and a 17,000% XP bonus, and of course comes with a commensurate increase in difficulty. Also, not only are there new legendaries that only drop on Torment 1 or above, but the chance of said legendaries dropping is buffed by each subsequent Torment level.

The official site has a complete breakdown of each difficulty level. But in case you don’t want to go click a link, here it is.

Originally Posted by Blizzard Entertainment (Blue Tracker / Official Post)

PC AND ULTIMATE EVIL EDITION DIFFICULTY LEVELS

  • Normal: 100% Health, 100% Damage, 0% extra gold bonus, 0% extra XP bonus
  • Hard: 200% Health, 130% Damage, 75% extra gold bonus, 75% extra XP bonus
  • Expert: 320% Health, 189% Damage, 100% extra gold bonus, 100% extra XP bonus
  • Master: 512% Health, 273% Damage, 200% extra gold bonus, 200% extra XP bonus
  • Torment I: 819% Health, 396% Damage, 300% extra gold bonus, 300% extra XP bonus
  • Torment II: 1311% Health, 575% Damage, 400% extra gold bonus, 400% extra XP bonus
  • Torment III: 2097% Health, 833% Damage, 550% extra gold bonus, 550% extra XP bonus
  • Torment IV: 3355% Health, 1208% Damage, 800% extra gold bonus, 800% extra XP bonus
  • Torment V: 5369% Health, 1752% Damage, 1150% extra gold bonus, 1150% extra XP bonus
  • Torment VI: 8590% Health, 2540% Damage, 1600% extra gold bonus, 1600% extra XP bonus
  • Torment VII: 18985% Health, 3604% Damage, 1850% extra gold bonus, 1900% extra XP bonus
  • Torment VIII: 41625% Health, 5097% Damage, 2150% extra gold bonus, 2425% extra XP bonus
  • Torment IX: 91260% Health, 7208% Damage, 2500% extra gold bonus, 3100% extra XP bonus
  • Torment X: 200082% Health, 10194% Damage, 2900% extra gold bonus, 4000% extra XP bonus
  • Torment XI: 438669% Health, 14416% Damage, 3350% extra gold bonus, 5000% extra XP bonus
  • Torment XII: 961759% Health, 20387% Damage, 3900% extra gold bonus, 6400% extra XP bonus
  • Torment XIII: 2108607% Health, 28832% Damage, 4500% extra gold bonus, 8200% extra XP bonus
  • Torment XIV: 2889383% Health, 40774% Damage, 5200% extra gold bonus, 10500% extra XP bonus
  • Torment XV: 6334823% Health, 57664% Damage, 6050% extra gold bonus, 13400% extra XP bonus
  • Torment XVI: 13888770% Health, 64725% Damage, 7000% extra gold bonus, 17000% extra XP bonus

DIABLO III CONSOLE DIFFICULTY LEVELS

  • Easy
  • Normal
  • Hard
  • Master I: +60% Gold Find, +60% Magic Find, +120% Experience
  • Master II: +70% Gold Find, +70% Magic Find, +140% Experience
  • Master III: +80% Gold Find, +80% Magic Find, +160% Experience
  • Master IV: +90% Gold Find, +90% Magic Find, +180% Experience
  • Master V: +100% Gold Find, +100% Magic Find, +200% Experience

Ultimate Evil Edition for PlayStation®3 and Xbox 360 have difficulties Normal through Torment VI, while Playstation®4 and Xbox One include up to Torment XVI.

So by now, looking at that chart, you’re likely painfully aware that you’re not going to rock up to Torment 16 in your Hey, I just dinged 70 gear, in much the same way that you’re not going to be tearing through Greater Rift 90. But how will you know what Torment level you are ready for? Well, chances are you’re ready for a higher level than you might think. In fact, you may well have been ready for Torment 1 through 3 before you even hit level 70, even on a Seasonal playthrough where you don’t have access to the gold and equipment you normally would have.

Finding your way through trial and error

The easiest way to find your level in Diablo 3 is to simply try. I could sit here and tell you how to decide if the Damage, Toughness and Recovery on your character sheet translate to you being able to handle a specific Torment level or if your set bonus (like the simply amazing Might of the Earth set giving my Seismic Slam 20,000% more damage) means you can jump up a few Torment levels but ultimately, the easiest and best way to find out if you can do a Torment level or a Greater Rift difficulty is simply to get in there.

Assuming you’re not playing Hardcore — if you are dying means your character is gone forever — otherwise dying a few times simply isn’t a big deal in Diablo 3. It’s the best way to learn what your current build’s strengths and weaknesses are and where your gear falls short of where you want to be for that difficulty.

I mean, sure, I hate dying in a video game. But that moment of panic when you’re about to die? That can teach you a lot about how to use your abilities and give you some insight into where you need to change your build up. Since we’re in the thick of Season 17, let me advise you to keep the following in mind:

  • LegendariesAs you get more of these, start jumping up the difficulty. A rule of thumb I like to use is, for every 2 legendaries you replace other gear with, bump the difficulty up one. So if you’re on Master and you get two legendary items that you equip, go up to Torment 1.
  • Haedrig’s Gift —Every time you get another two pieces of your set from Haedrig’s Gift, go up a Torment level. By the time you complete your Haedrig’s Gift set, you should be at Torment V or VI at the least, especially because in order to complete the set you’ll have to do a Greater Rift solo at level 20 and kill the four Keywardens and Gnomb and Zoltan Kulle at Torment IV to even get the full set.
  • WeaponUpgrade — As soon as you replace a weapon with a better one, like going from Rare to Legendary, try and bump up the difficulty by 1. You get an Ancient Legendary, replacing the Legendary you already had? Bump it up. You can always drop back down if you feel outmatched.
  • Paragon Levels —I personally feel like every time you go up ten Paragon levels you should at least try to jump up a Torment level. It doesn’t always work, but you’ve always got the option.
  • You’re stomping everything —If you’re just crushing every single mob into a fine paste? If bosses die the second they show up and you waltz through your Bounties? Definitely go up at least one Torment level and see if it makes much of a difference.

Always remember, you can drop the difficulty if it’s too much, so don’t be afraid to experiment. You may find out you aren’t ready for a Torment level, but if you do, dropping it down is simple and you’ll be back to smashing waves of demons before you know it. Above all else, don’t be afraid of the Torment system, it’s here to help the game stay fun and provide a challenge. Embrace and explore it. It’s fun to work your way up to slaughtering everything.

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Diablo 3 How To Do Dmg For A Gr 90 Plus

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