Rating
+44

Post-hotfix Bones of Rathma Ultimate Singularity Build

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Skills

  • Bone Spikes Sudden Impact
  • Skeletal Mage Singularity
  • Decrepify Dizzying Curse
  • Command Skeletons Freezing Grasp
  • Blood Rush Potency
  • Devour Cannibalize
  • Extended Servitude
  • Life from Death
  • Overwhelming Essence
  • Spreading Malediction

Items

More Details
  • Legendary Gems

    • Bane of the Trapped
    • Esoteric Alteration
    • Enforcer

Kanai's Cube

  • Reilena's Shadowhook
  • Tasker and Theo
  • Circle of Nailuj's Evol

STAT PRIORITY: Whatever raises your DPS sheet score the highest. Your minion damage is based on your normalized sheet damage. Critical hit chance, critical damage, attack speed, whatever stat you find raises your sheet damage the most is the stat your minions benefit from the most and therefore you do. Stats like Attack Speed don't actually raise your pet attack speed, they raise your pet damage per hit proportionately. Tasker and Theo raises your pet attacks per second from 1.25 to 2.


With Bones of Rathma 6 piece bonus hotfixed to only require 4 Mages to max out the damage tomorrow (7 July 2017) you will get the full 2500% set bonus while maintaining 4 fully charged SIngularity runed Skeletal Mages. This is hard to do without Reaper Wraps and Life From Death, especially as your Essence pool gets larger from items and the Overwhelming Essence passive, but with the hotfixed set bonus it is completely worth doing.


You can try Reilena's Shadowhook in your passive slot, but the most damage boost it can give you is 165% (310 Essence w/ 20 on weapon hand slots + 40 from passive + 50 from Paragon). An alternative build brings Simulacrum with the Essence doubling rune to double this bonus. You want to use Decrepify on everything anyways to proc Bane of the Trapped and Krysbin's Sentence (when your pets proc Dizzying Curse and get 2 second stuns), and that means you'll get 200% bonus from Trag'Oul's Corroded Fang constantly. This is a close call because the bonus Essence on your Bone Spikes is actually pretty useful for topping off your Essence between Mages, but if you don't have +Essence on your Jesseth Skullscythe I would stick to Fang.


Blizzard has stated that currently your Command Skeletons minions die after a fixed number of hits, but they're considering allowing Enforcer's 90% damage reduction to start working because they didn't realize how fast certain monster affixes can hit 20~ times. If you don't use it now for the 30%+ damage boost to all your minions, you'll definitely want to once they let it extend the life of your front line Skeletons.

Paragon Priorities

Core

Movement Speed
Maximum Resource
Primary Stat
Vitality

Offense

Critical Hit Chance
Critical Hit Damage
Attack Speed
Cooldown Reduction

Defense

Life
Armor
Life Regeneration
Resist All

Utility

Resource Cost Reduction
Area Damage
Life on Hit
Gold Find

Pretty basic, just focus on standard damage stats. Your pet damage is normalized & based on your sheet Damage stat, so whatever makes that the highest is what you want.

Build Guide

Simple build for generating Essence as fast as possible to maintain 4 maximum Essence Singularity runed Skeletal Mages at all times, thus getting full benefit from the hotfix version of Bones of Rathma. Since you are shitting out Health Globes and Decrepify is reducing the damage all monsters do by 30% to your entire party (not just you) it makes a pretty decent group build with non-Necromancer classes.


While this build might change by the time the next Season starts, nothing is going to top this for damage or clear speed on Necro until that happens (Inarius is being nerfed at the same time this set is being massively buffed).


There isn't a lot to explain, walk up to a pack, curse them with Decrepify to trigger Dayntee's Binding, send your Command Skeletons at them to trigger the Jesseth Arms set bonus, cast your first pair of Skeletal Mages and watch everything explode. Devour the bodies, collect the Health Globes this creates, and you can easily cast a second maximum essence pair of Skeletal Mages, thus maxing out your Bones of Rathma 6 piece set bonus. From here it is just up to how fast you can bounce from pack to pack recasting Mages to keep 4 out at a time.


You don't HAVE to have 4 maximum Essence Skeletal Mages out at once, but with this much Essence generation you easily can while clearing rifts. If you are in a long fight vs. a Rift Guardian you'll have to settle for less powerful Mages in order to keep 4 going to maintain your set bonus. The only other advice I have is to use Blood Rush to move during combat when possible as it will not disrupt your Endless Walk damage stacks.


That is it, this is likely how Bones of Rathma is going to function into the next Season. Leave your questions and comments below!


UPDATE: Post-hotfix (lol Blizz faked me out) I've actually gotten to play with this build and I am stomping all over T13 with it despite my weapon missing 200 max dmg, and my rings / amu all being off by at least 1 enchant. Not only that my shitty Julian's Love ring is only a 2 second extension (instead of 4) and I still don't have any trouble getting 6-8 maximum Essence Mages out at a time as long as I keep the pain train rolling along between packs fast enough.


UPDATE 2: Uh... So the hotfix has been pushed back twice now and I'm still stomping all over T13. This build is going to be ridiculous on Monday when the hotfix finally, really, goes live FOR REAL THIS TIME.


UPDATE 3: Oh hey the hotfix really actually went live finally on 10 July 2017. I just finished GR80 despite my gear being pretty lackluster in terms of enchants and rolls on enchants even when I have the right ones. GR80 itself was close, but I also got really bad maps and made some play errors.


UPDATE 4: I've changed a few rune choices around. The range on Devouring Aura was too small during tough fights vs. large numbers of monsters, so while I think it is fine for speed farming, you will want to use Cannibalize in higher GRs for the massive additional range it provides. While you're doing that you can also change Command Skellies to Freezing Grasp since Devour is now healing you alongside all those globes it is generating. Due to survival being more important than speed I also recommend Potency in Blood Rush rather than Metabolism if you're pushing high GRs.