Build Guide
Rathma God Gr solo pet meta for 2.6.1
Full dps glass cannon build for extreme pet pushing!
Full Write up incoming soon!
For Tactics and game play please refer to the video!
Have fun in sanctuary boys!
Tony x
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So, I did some tinkering with this build (all theory crafting, as I don't have the gear to run it on my Necromancer), and I think I figured out how to make it do MORE damage, and have MORE toughness, all while being less bursty and CDR dependent. I'll include the numbers at the bottom so someone can double check my math, but here are the changes I made:
To take maximum advantage of the CoE, you would build up essence with bone spikes on the off elements, drop some mages as soon as it goes physical, hit your devour and spam bone spikes to get as much essence as you can before hitting another mage right before the physical cycle ends, then drop a third set of mages with low essence once you are off physical, to be sure you still have 4 mages up when you cast your next set during the next physical cycle (they should last 12.5 seconds, and it is 12 seconds from the start of one physical cycle to the start of the next). In theory you should be able to have 4 full power mages up 100% of the time.
Now for the numbers (assuming 310 max essence, and the 10% resource cost reduction from paragon):
Full Power Singularity = +(3% * 274) = +822% = x9.22 damage
Full Power w/Simulacrum = +(3% * 584) = +1752% = x18.52 damage
Shadowhook @310 = +155% = x2.55 damage
Shadowhook @620 = +310% = x4.1 damage
SotC = +400% = x5 damage
Frailty Aura + Scent of Blood Rune = +(17.6% * 15%) = x1.35 damage [ frailty kills at 15% health, which translates to a 17.6% damage increase ]
Damage Comparison - Skills Only
Build w/ Shadowhook while not in Simulacrum = x23.5 damage
Build w/ Shadowhook while in Simulacrum = x75.9 damage
Build w/ SotC and Frailty = x62.2 damage
Note that with SotC, this is already better on average than the build with Shadowhook (since the uptime on Simulacrum is pretty low, roughly 20% in your video). The Shadowhook version will be doing 22% more damage at its peak, but 62% less damage the rest of the time, which since as you point out you have to clear all the trash, is a big deal.
Witching Hour vs. Dayntee's Binding: Witching Hour does about 15% more damage if rolled perfectly.
Endless Walk gives +100% or x2 damage when standing still long enough.
CoE gives +200% or x3 damage while in the right cycle.
Damage Comparison - With Gear
Build w/ Shadowhook while not in Simulacrum = x54.0
Build w/ Shadowhook while in Simulacrum = x174.6
Build w/ SotC and Frailty = x186.6
Here, we can see that the SotC version will be doing more than three times as much damage as the Shadowhook version while out of Simulacrum, and roughly 7% more damage while in Simulacrum (ignoring possible added damage from replacing CDR on gear). And this gives +50% DR from Dayntee's Binding, and an extra +45% DR from Bone Armor + Wisdom of Kalan, for a total of +72.5% DR all the time, as compared to a max of +50% DR with the Shadowhook version (at the cost of significant damage), and a minimum of +0% DR when you are standing still to get more damage out of it.
The major caveats here are that THIS IS ALL THEORYCRAFTING, and the numbers above are all on a PER MAGE basis, and the Shadowhook build is likely to put out 8-10 mages while Simulacrum is up, while the SotC build is going to have 4 mages out at any given time, unless there are a LOT of bodies on the ground that allow for 3 mage casts during the physical cycle instead of just 2. Also, in low corpse situations, the second set of mages may be less than full power. Also, having Frozen Lands up for 10 seconds during Simulacrum is going to mean that everything gets the full bonus from Krysbin's Sentence, but this may be balanced out by the more frequent application of the stun from Bone Armor - Dislocation. Also, given the diminishing returns on stuns (and other hard crowd control), I think it might potentially be better for either build to use Bone Spikes - Frost Spikes for the slow (which isn't present in either build otherwise), since that will let you get the smaller bonus from Krysbin's Sentence reliably, even on targets that aren't getting hit by your stuns any more.
P.S.
The way you describe snapshotting in your video is very different from my understanding of what is going on. Namely, you say that all mages take on the ability of the last set of mages cast, whereas my understanding is that any given mage keeps whatever bonuses that are affecting you at the time it is cast. So a mage cast during the physical cycle of CoE will get the +200% damage for its entire duration, even once CoE has moved to another element.
Just cleared a 92 in 13:48, paragon 815 and i swapped the zei's stone for an esoteric alteration, because i tend to die more than my fair share (5 deaths in the 92 alone), only 2 pieces augments (one at 65 because i read it as 85 -.- , and the other at 85), mostly ancients, but a few pieces that i havent rerolled stats on yet to optimize.
thank you for the guide it really helps, I had Diablo for the PS3 than the Xbox 360, now I have it for the Xbox One, I first played it with the crusader nonseasonal, did not complete it, then I played Seasonal with Barbarian complete the game then switched to the Necromancer I have been with this ever since. I level it up to 70, then begone looking for a build that covers the way I play it, this build is the closest to the way I play.
Really like this build. Been carrying me through GR without much paragon.