Rating
+3

Rathma Push Tank (GR 98+)

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Skills

  • Bone Spikes Sudden Impact
  • Simulacrum Reservoir
  • Decrepify Dizzying Curse
  • Skeletal Mage Singularity
  • Command Skeletons Freezing Grasp
  • Devour Satiated
  • Final Service
  • Extended Servitude
  • Life from Death
  • Overwhelming Essence

Items

More Details
  • Legendary Gems

    • Bane of the Trapped
    • Enforcer
    • Zei's Stone of Vengeance

Kanai's Cube

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

Skills:

Bone Spikes/Sudden Impact: Amazing generator due to Reilena's in the cube plus a stun for defense and to activate Krysbin's.


Simulacrum/Reservoir: Burst DPS on demand for tough fights and restarting after deaths. Reservoir takes advantage of Reilena's.


Command Skeletons/Freezing Grasp: Required for Jesseth bonus and the stun activates Krysbin's.


Decrepify/Dizzying Curse: Activates Dayntee's Binding damage reduction plus the stun activates Krysbin's.


Skeletal Mage/Singularity: Deeps!


Devour/Satiated: Offers more survivability than cannibalize. The idea is to not get 1-2 shot by everything. Healing will come from globes/potions. This should be put on autocast via the "num-lock trick". There are many videos out there explaining how to do this. Here's one: https://youtu.be/JaAI8s8rft4


Passives:


Final Service: You're going to screw up or just face unavoidable death sometimes. This will save your bacon and often times your mages will survive. I find it typically gets the skeletons first. Death = Time. Time is precious.


Extended Servitude: Automatic for any pet build


Overwhelming Essence: Automatic for any Reilena's build


Life from Death: Great synergy with Devour and Reapers Wraps. This will be your primary source of healing and provide a big essence generation boost.


Gear:


Bones of Rathma: Can't have a Rathma build without the set itself. There's no room for RoRG in this build so you'll need to wear all 6 pieces. Stat priorities should be CHC, CHD, IAS, and INT. Grab Skeletal Mage Damage where you can (boots, helm) and some CDR for Simulacrum where you can (not required but it helps.


Endless Walk vs. Haunted Visions/CoE: Both are viable options. Use whichever you have the best rolls on. I personally find that Endless Walk bonus DR is better as long as you can still kill fast enough to beat the timer. If you find yourself surviving but a little slow, swap to HV/CoE....much more DPS but less survivability.


Krysbin's Sentence/Circle of Nailuj's Evol: Both of these are core items in the build. We're set up to take max advantage of Krysbin's bonus and we obviously want mages up as long as possible. Wear whichever you have rolled better and toss the other one in the cube.


Dayntee's Binding: This item was the key to my success with Rathma. I found that LotD was too clunky and I really had no survivability outside of the CD. This allows us to run Decrepify which gives us the DR from the belt and the curse itself. It's also proccing BotT for those mobs far away...which we want to take advantage of Zei's. I think this more than makes up for the DPS lost not using Witching Hour.


Reaper's Wraps: We're going with a health globe strategy so these make the most sense. More essence, stronger mages, MOAR DEEPS. It really hurts losing Nemesis in this slot but having a consistent source of healing and more/stronger mages makes up for it IMO.


Cube:


Reilena's Shadowhook: Big multiplier with maximum essence. Ideally we'll have that rolled on both our weapon and shield and when we pop Simulacrum this choice really shines.


Tasker and Theo: The only way to actually make mages attack faster. (Normal IAS provides a linear DPS increase but they do not attack faster).


Circle/Krysbin's: Wear the better rolled one and cube the other.


Gems:


Bane of the Trapped: This should be in every build. It's flat out amazing.


Enforcer: A must for pet builds.


Zei's Stone of Vengence: This is really the only slot I see up for debate across most Rathma builds. I've seen Esoteric Alteration, Molten Wildebeast Gizzard, and even Bane of the Powerful used here. Personally I think Zei's suits the strategy the best. We want to be in the back while our mages clean up. Since Zei's calculates distance from the player to the monster, not the pet, we can take full advantage of the gem. I suppose Esoteric would be my second choice if you're really having trouble with elemental packs but you'll be sacrificing huge deeps.


Gameplay:


Gameplay should be pretty straight forward Jesseth Rathma's:


1. Num-lock Devour

2. Command Skellies

3. Decrepify

4. Start Mage Summoning

5. Once 8-10 mages are up start casting more powerful mages

6. Use Simulacrum for tough fights or to restart from a death.


Track down health globes when they are safely in reach to fuel more powerful mages. Stand in power circles generated from your follower whenever possible. I personally use the Templar, but the Enchantress is also a good choice. You're going to want to kill everything you see in this build. The idea is to stand behind your pets while they mop up so you don't want to be fighting on more than one front if at all possible.

Paragon Priorities

Core

Maximum Resource
Movement Speed
Primary Stat
Vitality

Offense

Critical Hit Chance
Critical Hit Damage
Attack Speed
Cooldown Reduction

Defense

Armor
Life
Resist All
Life Regeneration

Utility

Area Damage
Resource Cost Reduction
Life on Hit
Gold Find

Standard paragon distribution. Max everything, leave Vitality blank, and push INT. I suppose you could toss some points into VIT if you really wanted to but I prefer the added damage and resists.

Build Guide

I played Inarius until the Miranae nerf and after clearing through GR 99 with Trag'Ouls I decided to ditch the build in favor of something more enjoyable. With Pestilence being weaker than a wet piece of paper that left me with Rathma. I've tried every combination and set up I found online and could think of myself. Including SotC, Jesseth, Shadowhook, Reapers/Nems, Speed/Push, and all sorts of other setups. This build here is the one I've settled on and I think has the most potential for pushing high rifts due to it's combination of DPS and Survivability. Keep in mind survivability basically only refers to not being 1 shot by just about everything...you aren't a "tank" but you'll be much tankier than full CD glass cannon Rathma builds.


I couldn't possibly thank and give credit to everyone who helped me find this build. It's a combination of numerous guides, profiles, videos, and my own testing. If this build/guide is already out there I apologize, I haven't seen it, I hope the explanations of my choices can provide additional information to those who seek it. Thanks to all the D3 contributors out there for putting in the time to make the content we all enjoy!


Enjoy the build...I'm happy to answer questions in the comments.


PS - Edited title as I progressed through the rifts. Cleared 98 personally as of now, but folks have cleared 103 with it.