Rathma DPS - The Outcast
Skills
Items
-
Head
- Rathma's Skull Helm
- Stat Priority: Int Skill: Skeletal Mage CHC
-
Shoulders
- Rathma's Spikes
- Stat Priority: Int Vit CDR Life
-
Amulet
- Haunted Visions
- Stat Priority: Physical % CHD CHC
-
Torso
- Rathma's Ribcage Plate
- Stat Priority: Int Vit Reduced Elite Dmg Life
-
Wrists
- Reaper's Wraps
- Stat Priority: Physical % Int CHC Vit
-
Hands
- Rathma's Macabre Vambraces
- Stat Priority: CHC CHD AS CDR
-
Waist
- The Witching Hour
- Stat Priority: Int Vit Life Armor +
-
Legs
- Rathma's Skeletal Legplates
- Stat Priority: Int Vit Armor +
-
Feet
- Rathma's Ossified Sabatons
- Stat Priority: Skill: Skeletal Mage Int Vit Armor +
-
Rings
- Convention of Elements
- Krysbin's Sentence
- Circle of Nailuj's Evol
- Stat Priority: CHC CHD CDR Max Dmg
-
Weapon
- Scythe of the Cycle
- Stat Priority: Dmg % AS Elite % CDR
-
Offhand
- Leger's Disdain
- Stat Priority: Int Skill: Skeletal Mage CHC Elite %
-
Legendary Gems
Kanai's Cube
Up to date Rathma build for running 'Rat runs' for GR levels 90+.
Aim for Maximum Essence wherever possible in secondary stats, as a direct increase to damage thanks to Reilena's Shadowhook and the Singularity rune for Skeletal Mages. Prioritise Skill: Skeletal Mages on Helm, Boots, and off-hand.
It is important while in a rift to keep your Bone Armor active for the damage boost from Scythe of the Cycle, and the built in damage reduction from the skill.
Prioritise Crit Hit Chance (CHC) and Crit Hit Damage (CHD), then Cooldown Reduction (CDR), and Increased Attack Speed (AS). Cooldown is ideal for reducing the cooldown of Simulacrum as this is one of your main multipliers for damage.
For rings, use the best two according to stat priorities, and the worst one in the cube. Bear in mind that you want 4 seconds on the passive of Circle of Nailuj's Evol, so take this into consideration when deciding which rings to wear.
The off-hand that is chosen is irrelevant, you use it as a stat-stick only.
If you have a good zNecro (by this I mean one that can keep monsters frozen, and keep Land of the Dead active) you may switch out Land of the Dead for Decrepify with Borrowed Time which will allow more cooldown for Simulacrum.
Why these skill choices?
Devour - Satiated - Allows you to increase maximum life by 50% (25 max stacks), with the duration stacking, lasting until the end of the Greater rift, or until death. Important for increasing toughness.
Bone Armor - Dislocation - Required skill to gain large multiplier from Scythe of the Cycle, while Bone Armor is active you gain 400% increase to secondary skills (Skeletal Mages). Using Dislocation rune as a fail-safe stun to prevent melee monsters from carrying out their attack animations. Important for increasing damage and less importantly for immediate protection through cc.
Simulacrum - Reservoir - Duplicates secondary skills (Skeletal Mages), so while Simulacrum is active, you spawn 4 Skeletal Mages rather than just two. The rune Reservoir doubles the maximum essence that you have, which is a direct increase to your damage thanks to the Singularity rune of Skeletal Mages and Reilena's Shadowhook which both scale from maximum essence. Important for increasing damage and maintaining Skeletal Mages.
Skeletal Mage - Singularity - Source of damage for the build, dealing physical damage thanks to the rune Singularity, which consumes all available essence to cast mages that do damage depending on the amount of essence consumed. The mages do 3% increased damage for each point of essence consumed, which is why maximum essence is a priority for the build, along with the essence increases from Overwhelming Essence and Simulacrum.
Blood Rush - Potency - Get out of jail free card, movement ability that grants a short amount of armour. Very important to be using often for repositioning to stay alive along with the 100% increase in armour.
Land of the Dead - Frozen Lands - Allows for more globe generation, especially helpful to not rely on zNecro as much, however should be changed for Decrepify with a decent zNecro.
Decrepify - Borrowed Time - Gives more cooldown based on the amount of monsters with the curse on, be careful however because it costs essence which is your main damage source.
Passives
Life from Death - Chance to generate a globe from consuming a corpse with Devour, globes give you primary resource thanks to Reaper's Wraps.
Final Service - Death passive, you will consume all minions, and gain 10% life from each consumed.
Overwhelming Essence - Increases maximum essence by 40, so when Simulacrum is used this is in effect an increase of 80 maximum essence.
Blood is Power - After taking 100% total maximum life, all ability cooldowns are reduced by 20% allowing for Simulacrum to have a higher uptime, however you should still be avoiding taking unnecessary damage. This effect can only occur once per cooldown.
Any further questions, please feel free to ask in the comments.
Paragon Priorities
Maximum Resource |
Movement Speed |
Primary Stat |
Vitality |
Critical Hit Chance |
Critical Hit Damage |
Cooldown Reduction |
Attack Speed |
Life |
Armor |
Resist All |
Life Regeneration |
Area Damage |
Resource Cost Reduction |
Life on Hit |
Gold Find |
Well written
Thanks for the details. What’s a solo version of this? It says group and I have pretty much the same build except for couple of things.