Rating
+2

Frozen Army, Literally!

Regular
Solo
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Skills

  • Decrepify Enfeeblement
  • Command Skeletons Freezing Grasp
  • Blood Rush Molting
  • Revive Recklessness
  • Army of the Dead Frozen Army
  • Skeletal Mage Skeleton Archer
  • Extended Servitude
  • Final Service
  • Rathma's Shield
  • Grisly Tribute

Items

More Details
  • Legendary Gems

    • Bane of the Trapped
    • Enforcer
    • Esoteric Alteration

Kanai's Cube

  • Trag'Oul's Corroded Fang
  • Tasker and Theo
  • Ring of Royal Grandeur

Hellfire fifth passive: Life from Death - necessary for resource regeneration from Reaper's Wraps. Bottomless Potion of Rejuvenation also helps.

The Necromancer has a very nice Convention cycle, and I've tried many variations of this build that cut RoRG for Convention, but ultimately I think being able to pair Frostburn and Tasker & Theo is the best combination. Without Frostburn, there is no reliable way to I've found to consistently proc the empowered Krysbin's Sentence multiplier, and losing Krysbin's for Convention doesn't help the build. Attack speed translates into damage, sustain, and cooldown reduction on Army of the Dead, so Taskers are also too valuable to lose. If you are going the RoRG route, it doesn't matter which gloves are worn and which are cubed.

Topaz goes in the head for Resource Cost Reduction. Paired with RCR in paragon, shield, and shoulders, this should net you about 33% reduction. With the Maximum Resource Paragon and Maximum Essence secondary on Jesseth Skullscythe, you will have ~270 max Essence. In this scenario, it costs ~27 or 10% Essence to cast Sekeletal Mage, and each health globe gives you 30% Essence back (slightly boosted if you run Templar follower). Command Skeletons costs a little more than this, and you will also be throwing out curses, but on average to be resource stable you want to be able to spawn 4 mages (2 casts with Nailuj = full Rathma bonus) and net a health globe back between the kills and Life from Death when you Revive the corpses.

Area Damage is necessary to deal with large groups quickly. Without Area Damage, the damage of this build scales from a single target up to a handful of enemies, and then hits a ceiling. Krysbin's Sentence and Jesseth Skullscythe have Attack Speed as a fixed stat, and compared to the 50% Attack Speed coming from Taskers this additional 7% is not as good as more Area Damage. Between shoulders, gloves, weapon, and one ring, try to squeeze in all the Area Damage you can. (It's more important to have a socket and crit stats on Krysbin's, so that is stuck with Attack Speed.)

Caldesann's Despair and Paragon will eventually account for quite a bit of Resist All, which is in turn boosted by Esoteric Alteration, so try to avoid this stat on your gear. Instead, prioritize Physical Resist as a secondary to make up for the gap in Esoteric. The priority for secondary affixes is Melee/Ranged Reduction > Physical Resist > Pickup Radius, but there is space to throw in a few other targeted single element resists if you roll well.

The final primary affix in the shield is pretty flexible, but I prefer Damage vs Elites. This especially helps if you get stuck fighting a Juggernaut. You don't really need a socket in the shield, but with that exception the priority for any unlisted primary affixes is Socket > Intelligence > Vitality.

Paragon Priorities

Core

Maximum Resource
Movement Speed
Primary Stat
Vitality

Offense

Attack Speed
Critical Hit Chance
Critical Hit Damage
Cooldown Reduction

Defense

Armor
Life
Resist All
Life Regeneration

Utility

Resource Cost Reduction
Life on Hit
Area Damage
Gold Find

The first 150 points in each tree are the most important; don't sweat the fourth ranked stat if you are short on paragon.

Build Guide

My favorite playstyle from Diablo 2 was army Necro with hoardes of skeletal minions. Skeletal Mage places heavy constraints on the Necromancer resource pool in the Diablo 3 implementation, but the changes to the Bones of Rathma 6-piece bonus make it possible to yet again amass an overwhelming army of the dead. With careful resource management via the Life from Death passive and Reaper's Wraps, it's possible to cut out a resource generating skill to make room for more summons and utility. This build is therefore focused on solo pushing dense Greater Rifts; it farms stably once over-geared for T13 content, but until then it is prone to running out of resources.

At the start of an encounter, it is a good idea to get all of your buffs online and then hold, instead of fully casting out your essence pool. So, cast 4 Mages for the full Rathma 6-piece bonus, use Command Skeletons once for the Jesseth bonus, then toss out a couple curses as needed for Trag'Oul's and Dayntee's. At this point you can judge the situation. If it looks like more enemies are coming and you're in for a long fight, cast up to 10 mages and keep going. If it's only a small group of enemies, don't spend any more resources, but instead try to Blood Rush forward to find more enemies in time for your skeletons to automatically be Commanded to attack the next group. Your goal is to maintain full army strength (skeletons + 10 mages + 10 revives) when the health globes are flowing freely and to fight with a small guerrilla force in between. If you ever have downtime, Blood Rush in place and consume the corpse from Molting to fish for another globe.

The build runs two invulnerability passives, Final Service and Rathma's Shield, and Blood Rush also makes you briefly untargetable. Managing these 3 cooldowns is essential to survivability. In general, Blood Rush should be your go-to first answer to a situation, and Final Service is the one you want to protect as your last resort. Rathma's Shield is an amazing 4 seconds of on-demand invulnerability, and in sustained combat the cooldown comes back much faster than Final Service, so you can use Army of the Dead as an offensive or defensive cooldown. For example, if there is a hard to traverse corridor in front of you, you can Blood Rush forward into that molten frozen fire chains desecrator elite pack, immediately cast Army of the Dead, and then use the following 4 seconds to decide if you want to hold your ground or Blood Rush elsewhere.