Rating
+2

Rathma Mage Full Cycle Simulacrum CDR T13 & GR +65/90/95

Seasonal
Solo
BBCode Link
Edit

Skills

  • Decrepify Borrowed Time
  • Bone Armor Dislocation
  • Skeletal Mage Singularity
  • Devour Voracious
  • Simulacrum Reservoir
  • Land of the Dead Frozen Lands
  • Blood is Power
  • Final Service
  • Life from Death
  • Overwhelming Essence

Items

More Details
  • Legendary Gems

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

Kanai's Cube

  • Reilena's Shadowhook
  • Leoric's Crown
  • Krysbin's Sentence

Enforcer - Increases pet damage and pets take 90% less damage

Zei's Stone of Vengeance - damage increased by X% for every 10 yards between you and the enemy, with max damage increase at 50 yards

Bane of the Trapped - Increases damage against enemies under effects of control impairing effects and gain an aura that reduces movement speed of enemies within 15 yards

Paragon Priorities

Core

Movement Speed
Maximum Resource
Primary Stat
Vitality

Offense

Cooldown Reduction
Attack Speed
Critical Hit Chance
Critical Hit Damage

Defense

Life Regeneration
Life
Armor
Resist All

Utility

Resource Cost Reduction
Area Damage
Life on Hit
Gold Find

Core - Max out your movement speed (25% total), then cap resource and the rest of the points after paragon 800 will go towards intelligence as primary stats for more dps.


Offense - Prioritize CDR, then Attack Speed, Crit Chance, and then Crit Damage.


Defense - Doesn't matter; Rathma is a glass build which means any hits above GR 75 will result in a quick death no matter what. But for progression go with Life regen, Life, Armor, then Resist All


Utility - The important main factors here are Resource Cost and Area Damage.

Build Guide

This build is intended to clear above GR 90 fairly easily. This build maximizes the use of Simalucrum by having a near 100% up time, and increasing your Skeletal Mage's damage up to a whopping 320%.


In order for this build to work properly and smoothly it is highly recommended that you have at least 60% Cooldown Reduction (55% would be the bare minimum), and at least 10 yard Pickup Radius. Follow the instructed guidelines I posted above and you should be fine with having zero or minimal problems. Just to recap:


60% CDR is recommended, and maxed out (with the exception of the amulet)

+40 Maximum Essence Resource total on both weapon and off hands

Pickup Radius is ESSENTIAL 10-12 Pick up radius,

any movement impairing effects on secondary stats (ie chance to freeze on belt, slow on legs, immobilize on gloves, etc)

CDR

CDR

CDR

oh i almost forgot... CDR


PLEASE NOTE: As you may or may not already know, Rathma Necro builds are very squishy when you try to clear above +75. Any hits will result in a quick death, even if you are hit just once. So avoid getting hit at all costs aka practice makes perfect. However, the trade off for this set build is the tremendous amount of raw power and burst dps you have at your disposal. The key to making this build setup work flawlessly is to follow the recommended stats posted above. and practice.


ROTATION:


Your main abilities are Land of the Dead Frozen Lands, Simulacrum Reservoir, Skeletal Mages Singularity, Devour Voracious, Bone Armor Dislocation and Decrepify Borrowed Time.


NOTE: Decrepify can be substituted with Bone Spikes Frost Spikes, or Bone Spikes Path of Bones as primary skills to generate more essence and smoother game play if you are still new to learning the build's rotation, or if you are below the the 60% CDR recommendation.


STEPS:

-Use Land of the Dead, followed by Simulacrum Reservoir. (Keep in mind Land of the Dead has a duration of 10 seconds, Simulacrum is 30 seconds long with the amulet equipped.)


NOTE: The Simulacrum Reservoir skill will work in synergy with the Reilena's Shadowhook Weapon Cube. Simulacrum Reservoir will increase your Essence by 100%, doubling the total amount. With the Weapon Cubed, every point of Essence you have will increase your damage by 0.5 %.


NOTE: The Haunted Visions amulet's secondary will continue to drain 5% of your maximum life every second after the initial cast for 30 seconds. This unique amulet will also DOUBLE the time duration of having increased Essence from 15 to 30 seconds. In fact, the trickling health loss is beneficial because it will proc your Passive Skill Blood is Power after you cumulatively lose 100% of your health during Simalucrum, giving you the extra 20% Cooldown Reduction. Fortunately, this 5% self inflicted damage over time is also irrelevant because even at T13 or higher Greater Rfits, enemies will still one shot you whether you have 70k hp or 700k hp. With the large amount of burst damage and crowd control this build has, your enemies will die rather quickly. Any extra amount of toughness considered will only hinder your kill speed, GR progression and dps potential, thus making any defensive stats rather unnecessary for this build. But if you are concerned, the Passive Skill Ability Life from Death will spawn an ample amount of health globes, and with your 10-12 yard Pickup Radius this setup should passively bring your HP back to full health.


-Next, If your Essence is full, use Skeletal Mage Singularity. If not, skip to the next step below (but continue to read the following for more info). Using this skill will spawn two mages instead of one if you have the Circle of Nailuj's Evol Ring equipped (Skeletal Mages will last for 8-13 seconds based on the ring's bonus secondary or if you choose to run with Extended Servitude Passive Skill) Skeletal Mage Singularity will deplete all of your Essence down to ZERO. The Skeletal Mage Singularity skill will consume all of your Essence to summon a powerful minion, or two minions with the ring equipped. In doing so, the minion's damage is also increased by 3% for every essence consumed. As an example, when using Skeletal Mage Singularity ability at 330 Maximum Essence, your mages cost 40 Essence to cast. The rest of the essence is consumed but is converted to additional damage for your mages. Thus with the remaining 290 Essence, your minion should deal 145% more damage from just casting this skill alone.


-To regain your essence back, you will want to press and hold down the skill Devour Voracious while the Land of the Dead is up, and continue to cast Devour while you are on the move. You will generate and restore 10 essence per corpse. For the duration of the Land of the Dead the Devour skill can be used infinitely and at will for 10 seconds, meaning corpse is not required.


NOTE: Something you may not know is, during Land of the Dead, Devour will always consume the maximum 10 corpse amount (even if there are no corpses on the ground) for every chance you use the Devour or any other corpse consuming skills. You can generate 10% more Essence if you are utilizing your Templar follower with his fourth Ability Inspire. With the follower, Devour is actually generating 110 Essence on every cast, if not more with the proper synergy use of Reaper's Wraps secondary, pick up radius, and the health globes spawned from the Passive Skill Life from Death.


NOTE: While you are holding down the Devour Voracious skill, your Passive Skill Life from Death will have a chance to spawn additional health globes all around you. This is where the pick up radius will come into play. Your Reaper Wraps bracers' secondary skill will also help restore your Primary Resource Essence up to 30% each time you pick up a Health Globe.


NOTE: Devour Voracious is the optimal choice for maximizing your dps. The other selections are useless. Satiated increases your maximum health by 2%, and health is irrelevant for this build since enemies in T13 or higher will almost always kill you in one shot. Ruthless consumes your minion for 10 Essence per minions... which is equivalent to selling your car for gas money. Cannibalize restores 3% of your health, so there is literally no benefit to increasing your dps. Devouring Aura is the only alternative choice I would suggest beside Voracious. This skill basically adds one more essence per corpse, or 10 more essence for every Devour cast during LotD and allows you to focus more on your main rotation. This is essentially an auto numlock feature but with a limiting factor of 15 yards pickup aura, plus half the value of your pick up radius. If you are still new or getting the feel of this build I would highly recommend you try out Devouring Aura first.


Voracious on the other hand is a Godsend. For each corpse you consume it reduces your essence cost by 2% for 5 seconds, stacking up to 25 times (up to a 50% resource reduction for 5 seconds) So what does this mean? During the Land of the Dead, Devour automatically consumes 10 corpse all at once. One Devour cast is equivalent to having a 20% resource reduction. The Skeletal Mage skill costs 40 Essence, so this skill effect at full stacks has the potential to reduce the total cost of summoning one Skeletal Mages down to 20 Essence. At a maximum Devour stack of 25 (50% resource reduction) and at full Essence, you benefit an extra potential 10% damage boost for your Skeletal Mage, thus bringing your total damage increase up to 155% extra damage per Skeletal Mage when you use this ability at full Essence OUTSIDE of Simulacrum.


So in essence, (see what i did there) a single Skeletal Mage during Simalucrum at maximum essence will unleash an extra 320% INCREASED damage, and this doesn't even include the damage increase you obtain from the Cycle of the Scyth + Bone Armor Dislocation (which is another 400% additional damage!), the Convention of Elements Ring and everything else.


-Continue to move freely and collect additional globes while casting Devour once you have summoned at least 4 skeletons (4 Mages is the minimum amount to fully benefit from Rathma's 6 Set bonus). Press and/or hold down Devour Voracious while you wander around to collect Health Globes that are within range and regain your Essence to full. Activate the Skeletal Mages skill accordingly and continue to summon your skeletal mages while on the move every time your Essence is full /near full to maximize your dps. Cycle through the Mages until you have 10 Skeletal Mages roaming.


-Cast Decrepify Borrowed Time within clustered areas. This skill will reduce your enemy's movement speed by 75% and you gain a 1% cooldown reduction for every enemy cursed, up to a maximum 20%


Rinse and repeat.


NOTE: You can use the Bone Armor Skill on an enemy to add an additional 400% damage to your skeleton mages while Bone Armor is active but reduces the remaining 60 second cooldown by 4 seconds if you are using the provided weapon above, Scythe of the Cycle. This translates to roughly 10-12 secondary casts before Bone Armor is completely diminished. The Bone Armor Dislocation Skill has a 30 yard cast radius and will stun the enemy for 2 seconds. This should give you plenty of time to cast/recast while maintaining a safe distance so you don't have to be right in melee range to cast it. Use Bone Armor Dislocation skill before, after or during the entire rotation. The preference of use is very situational since survival is the key to maintaining your dps. Also, with the Krysbin's Sentence Jewelry Cube, slowed enemies will increase your damage by 100%, and 300% if enemies are afflicted by any other type of control impairing effects. (freeze, immobilize, stun, slow, etc).


If done properly, your next SImulacrum + Land of the Dead should be off CD and available once again with only a few seconds of down time.


For T13 speed variation:


Cube:

-Substitute Leoric's Crown for Nemesis Bracers


Gear:

-Substitute Main hand with In-Geom

-Use offhand Lost Time for movement speed and cold proc


Skill:

-Use Bone Armor Harvest of Anguish (Cold)

-Substitute Decrepify / Bone Spikes for Blood Rush Molting

=====================================================


Stat Priorities: Intelligence over Vitality/Armor/All Resist on all gears


Head: Skeletal Mage %, Critical Hit Chance, Pickup Radius, Chance to Fear

Shoulders: Cooldown Reduction, Resource Cost Reduction, Pickup Radius, Area Damage, Chance to Chill

Amulet: Physical Damage %, Socket, Critical Hit Damage, Critical Chance, Cooldown Reduction, Pickup Radius

Gloves: Cooldown Reduction, Critical Hit Chance, Critical Hit Damage, Pickup Radius, Chance to Stun %

Chest: Socket x3, Pickup Radius, Health from Globes, Life%

Bracers: Physical Damage %, Critical Hit Chance, Pickup Radius

Rings: Socket, Cooldown Reduction, Attack Speed, Critical Hit Chance, Critical Hit Damage,

Legs: Socket x2, Pickup Radius, Chance to Slow %, Health Globes

Waist: Cooldown Reduction, Pickup Radius, Chance to Freeze%

Feet: Skeletal Mage %, Pickup Radius, Chance to Immobilize, Movement Speed

Mainhand: Socket, Maximum Essence, Cooldown Reduction, Area Damage, Attack Speed, Damage %

Offhand: Maximum Essence, Cooldown Reduction, Skeletal Mage %, Critical Hit Chance, Physical Damage %


Templar Follower Setup:

Templar Stats Priority: Lightning based Weapon Damage, CDR, Attack Speed


Relic: Enchanting Favor (Follower cannot die)

Weapon: Thunderfury, Blessed Blade of the Windseeker of Azurewrath (Lightning Type Damage, Socket with Flawless Royal Ruby, Attack Speed, Cooldown Reduction)

Amulet: The Ess of Johan (Cooldown Reduction, Attack Speed, Critical Hit Chance, Critical Hit Damage)

Rings: Wyrdward, Occulus Ring (Cooldown Reduction, Attack Speed, Critical Hit Chance, Critical Hit Damage)

Shield: Freeze of Deflection (High Block Chance, Cooldown Reduction, Critical Hit Chance)


Gemming:

Helmet: Flawless Royal Diamond (12.5% Cooldown Reduction)

Armor: Flawless Royal Topaz (+280 Intelligence)

Weapon: Flawless Royal Emerald (+130% Critical Hit Damage)


Frequently Asked Questions:


Will update more information and video in the future