Rating
+3

Death's Bargain Necromancer

Regular
Hybrid
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Skills

  • Siphon Blood Drain Life
  • Frailty Aura of Frailty
  • Simulacrum Reservoir
  • Bone Armor Thy Flesh Sustained
  • Command Skeletons Freezing Grasp
  • Leech Osmosis
  • Draw Life
  • Spreading Malediction
  • Final Service
  • Overwhelming Essence

Items

More Details
  • Legendary Gems

    • Bane of the Stricken
    • Bane of the Trapped
    • Molten Wildebeest's Gizzard

Kanai's Cube

  • Reilena's Shadowhook
  • Death's Bargain
  • Ring of Royal Grandeur

This build is centered around doing damage with Death's bargain and such all the selected gear is chosen such that it buffs this damage.

Paragon Priorities

Core

Movement Speed
Maximum Resource
Primary Stat
Vitality

Offense

Attack Speed
Cooldown Reduction
Critical Hit Chance
Critical Hit Damage

Defense

Life Regeneration
Armor
Life
Resist All

Utility

Area Damage
Life on Hit
Resource Cost Reduction
Gold Find

Standard, but with life per second being needed in defense. We don't care about Offense since non of these buff the damage from Death's Bargain.

Build Guide

This is Death's Bargain Necromancer.


This build capitalizes around maximizing the damage of Death's Bargain, effectively creating an almost lazy necromancer build.


I've been trying to make a build like this for quite some time, but it has never quite been strong enough. With the upcoming changes to the Jesseth's set and Haunted Visions, this build can perhaps actually be viable. This will need to be tested on the PTR.


By making use of the draw life and spreading malediction passives, I can see this build possibly being a premium trash clearer in 4-man groups. From theory, I predict it to have very high damage potential when a large amount of mobs are grouped up, which will be seen in higher level GR's. This combined with monk and barb buffs, could see even more damage(mantra of healing and war cry). Altering war cry could be bad, since, in my opinion, there are better runes for it than invigorate.


The skills are not set in stone. Leech and Frailty can easily be changed to whatever you need. As for items, you can sacrifice some DPS for more survivability, but why would you do that? Sadly, the cursed ground rune for leech does not use life per second. If it did, then obviously it would be broken. From my testing, invigorating gemstone seemingly doesn't contribute to life per second directly, and hence does not increase your damage. Death's bargain cannot crit so we do not care about any of those stats.


I'm simply trying to create something different that can actually be viable for endgame content, while being centered around a silly item like Death's Bargain. Any suggestions and changes that would seem stronger would be greatly accepted and let me know what you think! I hope that this build will work and be enjoyable to play.