Rating
+9

[2.6.0] (GR97+) Trag'Oul Blood Mage

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Skills

  • Decrepify Dizzying Curse
  • Siphon Blood Blood Sucker
  • Devour Cannibalize
  • Skeletal Mage Life Support
  • Command Skeletons Freezing Grasp
  • Bone Armor Dislocation
  • Extended Servitude
  • Blood for Blood
  • Life from Death
  • Grisly Tribute

Items

More Details
  • Legendary Gems

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

Kanai's Cube

  • Scythe of the Cycle
  • Tasker and Theo
  • Krysbin's Sentence

D3planner:


Listed Affixes:

  • Helm: INT / CHC / SM% / Socket (Diamond or Amethyst)
  • Shoulder: INT / VIT / Life% / AD or CDR or +Armor
  • Amulet: Physical% / CHC / CHD / Socket
  • Chest: INT / VIT / %EliteRed / 3 Sockets (Topaz)
  • Gloves: INT / AS or VIT / CHC / CHD
  • Bracer: Physical% / INT / LoH or VIT / CHC
  • Ring1 (Compass Rose): +Avg Dmg or AD / CHC / CHD / Socket
  • Ring2 (Circle): +Avg Dmg or AS / CHC / CHD / Socket
  • Belt: INT / VIT / Life% / +Armor
  • Legs: INT / VIT / +Armor / 2 Sockets (Amethyst)
  • Boots: INT / VIT / +Armor / SM%
  • Weapon: %Dmg / LoH or INT / AS / Socket (Emerald)
  • Shield: INT / VIT / Life% / CHC / %EliteRed

Desired Secondary Stats:

  • +Single Resist
  • +Crowd Control Reduction
  • +Essence
  • +Globe health bonus
  • +Globe Radius (second in priority to bonus)

Note: ring / glove stats fairly interchangeable, just adhere to the following:

  • Two AS rolls required to hit the 1.6 char AS breakpoint.
  • EDIT (7/26/2017): After testing with others, we've confirmed that Skeletal mage attacks at a base rate of 2 APS regardless of character AS, with Tasker and Theo increasing mage APS to 3. Additional character / sheet AS only increases the damage the mages do, so please, ignore the priority of AS breakpoints in the guide, but having around 1.60 AS is a good place to be in terms of AS/damage balance.
  • AS testing: https://us.battle.net/forums/en/d3/topic/20757706310?page=6#post-119
  • 70%-90% AD recommended.
  • +Avg damage is best filler for ring slots.
  • LoH required on either weapon or bracer, but preferred on both.
  • Keep in mind weapon with secondary life on kill will not be able to roll LoH.

Key:

  • INT = Intellect
  • VIT = Vitality
  • AS = Attack Speed
  • CDR = Cooldown Reduction
  • AD = Area Damage
  • CHC = Crit Hit Chance
  • CHD = Crit Hit Damage
  • LoH = Life on Hit
  • SM% = Skeletal Mage % Damage
  • %EliteRed = % Elite Damage Reduction

Paragon Priorities

Core

Movement Speed
Primary Stat
Vitality
Maximum Resource

Offense

Attack Speed
Critical Hit Chance
Critical Hit Damage
Cooldown Reduction

Defense

Resist All
Armor
Life
Life Regeneration

Utility

Life on Hit
Area Damage
Resource Cost Reduction
Gold Find

Max essence not required, but can be nice if not pushing GR.

Build Guide

Detailed Video Guide:

The Necromancer blood mage build! Summoner pet build, able to deal tremendous amounts of damage from skeleton mage. Commands the field of battle with many stuns / cc effects, but still a very fragile build. Use your pets as shields to help avoid damage. Keep mages at 10.

When entering the rift, I typically create 4-6 mages to start. Apply your curse, keep command skeletons active, and refresh bone armor. Positioning is key. Stand in Oculus rings from follower when possible, and try and keep still to keep up Endless walk multiplier.

Dangerous elite affixes include: Jailer, Vortex, Waller, Frozen Pulse

Time wasting elite affixes: Juggernaut, Illusionist

Please reference the video guide for more detailed info and explanation.

GR93 clear above for gameplay reference.

Question: How to survive without defensive gem?

Survivability without Eso is 'okay', in that you'll survive most hits at least once. I found you do need a certain health pool threshold. 750-800k minimum unbuffed is my recommendation - so if you have to you can use VIT gems or paragon.

APDs help out quite a bit, but don't prevent being one shot killed. I think it mostly comes down to fishing slightly more at the top end of your push. I spent what felt like least 50 keys getting GR92 and 93 completed for example, waiting to find right mob type and map.

Also, normal avoidance for defense: using pets as shields from ranged attack, pre-emptively moving to avoid dangerous mob, using command skele on dangerous mob, having proper positioning so that you have option to both engage or retreat, etc.

Credit: Wreckanoth for his blood for blood build guide (used as a starting point).


Mages

Buffed by skills and items:

Duration Extended by:

Curse will proc Dayntee's Binding + Slow will proc Trapped:

Stuns (Crowd control for DR via parthans and extra damage via Krysbin's Sentence):

Damage Reduction:

Recovery:

Essence Generated by:

Health Globe Interactions:

Follower:

  • Enchantress (pick stuns / charms)

Alternate setup (more easy going, less reliant on pets hitting enemy, but approx 3 GRs lower in power):