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Trag'Oul's Curse Mages (Built in Season 12)

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Skills

  • Bone Armor Dislocation
  • Blood Rush
  • Devour Cannibalize
  • Skeletal Mage Life Support
  • Frailty Harvest Essence
  • Command Skeletons Freezing Grasp
  • Eternal Torment
  • Life from Death
  • Commander of the Risen Dead
  • Extended Servitude

Items

More Details
  • Legendary Gems

    • Bane of the Powerful
    • Bane of the Trapped
    • Enforcer

Kanai's Cube

  • Trag'Oul's Corroded Fang
  • Tasker and Theo
  • Convention of Elements

Armor:

  • Trag'oul's set - all six pieces required
  • Wrist - Reapers Wraps (Essence recovery from globes)
  • Waist - Dayntee's Binding (damage reduction with active curse)
  • Potion - Bottomless Potion of the Tower (extra armor after use)

Weapons:

  • Jesseth set (scythe/shield) - damage boost from 'Command Skeleton'

Jewelry:

  • Neck - Hellfire Amulet of Intelligence (mainly for 5th passive, I got lucky and got 'Dark Reaping' for extra Essence recovery)
  • Rings - Krysbin's Sentence (damage multiplier), Circle of Nailuj (double cast mages), Convention of Elements (damage multiplier) - cube whichever you want based on rolled stats

Gems:

  • Head - Diamond for cooldown
  • Torso/Legs - Topaz for primary stat (int)
  • Enforcer - pet damage multiplier
  • Bane of the Powerful - damage boost, and damage reduction vs elites
  • Bane of the Trapped - status effect and damage boost

Cube:

  • Weapon - Trag'Oul's Corroded Fang (damage boost with against cursed target)
  • Armor - Tasker and Theo (pet damage boost via attack speed)
  • Accessory - whichever you needed from rings above (mine is Krysbin)

Passives:

  • Eternal Torment - cheap, permanent curses
  • Life from Death - Essence recovery from globes
  • Commander of the Risen Dead - reduce cost of 'Command Skeletons'
  • Extended Servitude - extra time for 'Skeletal Mage'
  • Dark Reaping (via Hellfire Amulet, your results may vary) - Essence recovery from kills

Skills:

  • LMB - Bone Armor (Dislocation) - tankiness as well as damage boost from stun effect (via Krysbin)
  • RMB - Blood Rush (no rune) - quick travel/escape, plus feeding on your own corpse with every use
  • 1 - Devour (cannibalize) - Health/Essence recovery
  • 2 - Skeletal Mage (life support) - blood use skill, multiplies with all gear above
  • 3 - Frailty (Scent of Blood) - damage multipler, could use 'Harvest Essence' instead for more resource recovery
  • 4 - Command Skeletons (Freezing Grasp) - activating triggers both Krysbin and Jesseth gear for big damage

Paragon Priorities

Core

Movement Speed
Maximum Resource
Primary Stat
Vitality

Offense

Critical Hit Damage
Critical Hit Chance
Cooldown Reduction
Attack Speed

Defense

Resist All
Life
Armor
Life Regeneration

Utility

Area Damage
Resource Cost Reduction
Life on Hit
Gold Find

Core:

  • Movement Speed: very helpful to escape or advance, best option for casual player to put first
  • Maximum Resource: the biggest threat to this build is starvation, don't let it happen
  • Intelligence: obviously important, but more a late-game booster
  • Vitality: Bone Armor makes you pretty tanky and solid, this stat can wait for late game if you want to push high GR's

Offense:

  • Crit Damage: goes up quickly, scales very well with gear
  • Crit Hit Chance: also important but goes up more slowly - can swap these two if you want to smooth damage output vs getting big bumps of it.
  • Cooldown Reduction: your cooldowns are pretty tiny already
  • Attack Speed: You have no attacks (literally), Tasker and Theo is what boosts your pets

Defense:

  • Resist all: I've always preferred overall durability
  • Life: Bone Armor multiplies your total life - the higher this is, the safer you get
  • Armor: contributes to overall safety
  • Life Regen: You're eating corpses and when you have over a billion health this number becomes pointless.

Utility:

  • Area Damage: More damage = better killing, top priority
  • Resource Cost Reduction: Starvation is your biggest risk, don't let it happen.
  • Life Per Hit: See 'Life' under Defense.
  • Gold Find: meh? This isn't a gold based build, bottom priority

Build Guide

Build Notes:

This is a CASUAL play build, meant to be fun and fairly potent, but I'm not TRYING to get it to push GR100+ although if it manages to do that I'd be very happy. I'm gradually pushing it to see how far I can take it.


This build meshes a Trag'Oul's 6pc bonus with the fun of a pet build, and does amazingly well. It is a modification of the build found in this video where the biggest problem I had with it was the fact that it can starve on Essence really easy when you trigger 'Command Skeletons' too often or when you're having to cast 'Skeletal Mage' a bunch if you don't have Circle of Nailuj yet - such as in boss fights or transitions where you haven't had corpses in a while and your mages die off.


The use of Frailty/Corroded fang instead of Ice Golem/Scythe of the Cycle is purely because I don't HAVE one yet and so this was the cleanest way to get a constant and smooth multiplicative damage boost, plus the damage reduction from the belt, PLUS the essence recovery from cursed enemies option if you still feel you are starving (so far I haven't needed to use 'Harvest Essence' rune yet).


When this build was incomplete (just Trag'Oul's 6pc and Jesset set) I was able to clear pretty easily up to T7 or 8, and once I got to the full build detailed in this page Torment X became a walk in the park, and I'm still seeing how far I can push it. So far I have never been at risk of failing a GR (currently pushing past GR50) - the biggest risk time at higher levels is when you just start and your bone armor isn't up to max stacks.

Damage Estimation for Skeletal Mage (ideal conditions, with all bonuses applied)

All of the following should be multiplicative/stacking (my apologies if I don't write/notate it correctly here):

Base weapon * 400 (Skeletal Mage) + 3300 (Trag'Oul's) + 200 (CoE) + 200 (Corroded Fang) + 50 (Tasker) + 300 (Krysbin) + 400 (Jesseth) + 20 (Bane of Powerful) + 25 (Varies on level of Bane of Trapped) + 25 (Varies on level of Enforcer) + 15 (Frailty, plus however you calculate in the 'death at 15% thing).


On T8 lazy running around, my skeletons regularly do 20million'ish in damage and my mages top a few billion on damage per hit. On GR 52 (current max, 5-6 min finish) bosses melt in about 4-6 seconds of focused damage.

Ability/Cast priority:

The secondary ability general priorities (1-4 keys) are pretty much in the same order as I put it on the skill list above:

'Devour' -> 'Skeletal Mage' -> 'Frailty' -> 'Command Skeletons'

Note: You're not going to want to toss out a 'Command Skeletons' unless you have over half Essence, it takes a lot of juice so it's a definite risk versus reward type ability in low population areas, even with all the Essence recovery options built into this build.


Your 'Bone Armor' ability is free but on a cooldown, but since it's on your LMB that's pretty much auto-cast as you move around. Blood Rush is also free thanks to the Trag'Oul's 2pc set bonus, and has the added perk of leaving a corpse every time you use it, so USE IT OFTEN and feed yourself Essence and the chance to spawn health globes at every opportunity.

Play style:

You're going to start off in a rift moving forward and then halt as soon as you see any movement. Let your Skeleton Warriors engage and keep the enemy busy while you cast your mages (4 casts worth). Dive in briefly to get a 'Bone Armor' cast off and start building your toughness up; then toss out a curse, toss out a 'Command Skeletons', and let the gibs fly. As you get farther into the instance you should be able to keep a steady flow of mages rolling. In situations with LOTS of mobs, you can easily keep 8-10 Mages up even without the Nailuj item.


NOTES: I just ripped through GR52 - first run, still pushing up to see how high this kit goes - with a 4:30 time. No deaths, no resource issues, full clear of all trash along the way. The hardest part? Can't open doors, you have to command your skeletons to do it for you.