I'm the kind of person who tends to seek out the best build for whatever class I am playing in a season, and I will stick with it until I feel like I can no longer push any higher in greater rifts. The feeling I get out of optimizing and tweaking a build until there is no more performance to squeeze out of it is just one of many reasons I continue to play Diablo on a regular basis. I'm always looking at how I can possibly improve my gear, skills, or play-style; however, if you are anything like me, you know that you need a break from the cutting edge every once in a while... Sometimes, you just need to laugh maniacally at your screen and have some fun.
One of my favorite things to do in Diablo is to come up with dumb builds. These are builds that put a massive grin on my face, but they don't need to be very good or serve any specific purpose. They are often centered around one or two ideas, and their only requirement is that they make me have a hysterical amount of fun. Not every build in the game needs to be able to clear greater rift 120+ solo with time to spare. There is plenty of room in the game for builds that are simply fun to play, and put a smile on your face.
Today's build spotlight for the Mad King's Laboratory is a build I made with only one goal for my Necromancer: I wanted to go fast!
I was tired of being left behind in rifts, so I needed to shed my old identity as the brooding corpse-raising-pale-skinned man who didn't socialize well in Tristram because of the horrible smell of undeath around me. I needed to become someone else, I needed to become something else.... I needed to become the Flash.
The Build:
Big things sometimes have small beginnings, and this build began with the Steuart's Greaves---a pair of Necromancer boots that increases your movement speed by 100% after using Blood Rush. I incorporated the boots in my Necromancer Torment XIII speed farming build that I call the Corpse Party. While using these boots, I was suddenly much quicker in rifts at the expense of a little extra damage; although, I realized it wasn't enough... I wanted to be even faster. I shifted my entire focus on not necessarily being good, but being fast. As it turns out, it's possible to do both.
This build is quite impressive for clearing Torment XIII rifts quickly, finishing bounties, or even power leveling a friend. Your toughness is reliant on picking up gold to boost your armor with Goldwrap, but if you want to do low level greater rifts you can easily switch it out for Dayntee's Binding. All of your damage is coming from Bone Armor and Corpse Explosion. Keep an eye on your Golem, since he will be dropping a corpse every second for to you explode with the use of the Moribund Gauntlets. If you ever find yourself needing a corpse immediately and your Golem is too busy trying to kill a lone enemy in the corner of your screen, just use your Blood Rush to drop a usable corpse at your feet!
This is fairly easy to gear for, but there may be a working variation of this build that uses the Legacy of Nightmares ring set and ancient pieces of the gold gear---such as Goldskin and Kymbo's Gold. In fact, you should feel free to adjust anything you see in this build in order to fit your needs. You can easily drop some speed in favor of more damage, or vice-versa! But just remember, the entire goal of this build is not to be good, but to be fast!
Let me know in the comments what changes you would make to the build, or you can share your own crazy build with me for future spotlights with the Mad King's Laboratory!
Challenge Rift Weekly - Bones of Rathma Necromancer
In this weekly column, we'll be taking a deep dive into the Challenge Rift for the Americas. We'll compare this Challenge Rift to previous ones for the class (as well as previous Challenge Rifts in general) while providing you with tips on how to beat the original time and tactics to help you climb the Leaderboard. Let's get started!
Build Breakdown
Gear
This week's Challenge Rift is brought to you by a Bones of Rathma Necromancer, which means we're all about those Skeletal Mages and anything that helps support pet play. The gear chosen by the original player is mostly spot on for what you would typically want. They have the full 6-piece set of course, with rolls that help support the Skeletal Mages do better damage (Attack Speed and Area Damage, for example). There are also several instances where they made the intelligent choice of rolling Armor on their gear, since Intelligence classes will want to diversify their defense due to having an abundance of All Resistance from their main stat.
The level of Greater Rift here is a 45 (which is the same as last week's Challenge Rift and maybe represents the new standard Blizzard is aiming for), so the choice of the Endless Walk set doesn't get to fully shine since you kill everything a little too quickly to want to stand still all that often. The Reaper's Wraps, however, are a clutch inclusion, as you really want to pour as many points of Essence into your Singularity Skeletal Mages (more on that in the Skills section) and being able to convert all the Health Globes that you'll be generating into Essence feeds nicely into that gameplay. Our other ring is a Krysbin's Sentence, which is crucial for any Necromancer that wants to do appreciable damage.
The more peculiar gearing choices include a Krelm's Buff Belt, which usually doesn't see much play except for speedruns when you're doing the Conquest to clear Acts I-V in under an hour, but it's likely that the original player was still on the hunt for better pieces of gear. This become more apparent when we look at the weapon, the Funerary Pick, which has zero synergy with the build. It's just an Ancient stat stick in this case. We also have a Lidless Wall, which actually is kind of nice for boosting the Physical elemental damage, but I'd guess that these last two choices are just placeholders until this player finds their Jesseth set items.
Skills
The skills all make sense. The Rathma set requires you to use Skeletal Mages to build up your 6-piece set bonus damage, and one of the strongest runes by far is Singularity, so I approve of this player building around that. Bone Spikes with Sudden Impact will help generate Essence and proc stuns to trigger Krysbin's Senetence, while Blood Rush with Metabolism helps us move through the Greater Rift faster, especially on the first floor with all of the walls that we can pass through. Command Skeletons with Freezing Grasp is another source of activation for Krysbin's Sentence, and it also benefits from the 6-piece set bonus, making them great ancillary damage dealers.
A nice combo is introduced with Land of the Dead - Frozen Lands and Devour - Devouring Aura. Due to unreliable cooldown reduction in the build, you won't have a lot of uptime on Land of the Dead, but when you do activate it, not only will all enemies be frozen and eligible for your Krysbin's Sentence bonus damage, but the Essence will also pour in due to the constant corpse consumptions. This allows you to keep very beefed up Singularity Skeletal Mages raining down on your enemies. Crunching all the corpses will also generate plenty of Health Globes due to the Life from Death passive, which in turn gives you more Essence thanks to Reaper's Wraps. Such synergy!
The other passives are all great choices as Final Service gives you another chance at life (at the cost of your Command Skeletons though), Overwhelming Essence increases your maximum Essence that you can pour into the Skeletal Mages, and Extended Servitude keeps those Skeletal Mages around longer.
Kanai's Cube & Legendary Gems
Let's analyze the Legendary gem choices and the Kanai's Cube powers. The gems are all above the Rank 25 threshold, which is nice to see. We have:
Rank 35 Enforcer, which makes perfect sense when you're playing with pets;
Rank 35 Esoteric Alteration, which will provide some extra defense to the squishy Necromancer; and
Rank 25 Bane of the Powerful, which improves your damage throughout the Greater Rift and assists with hunting the Elites down faster.
In the Cube, we have the following:
Reilena's Shadowhook, which will provide us with increased damage in relation to our Maximum Essence. If you recall, our Maximum Essence is being boosted by the Overwhelming Essence passive, but this player also took it further by maxing out Paragon points in Maximum Essence. They also have a Maximum Essence roll on their Lidless Wall (but not on the Funerary Pick). Additionally, there is a little more synergy with the increased Essence generation that we'll get from using Bone Spikes as well.
Steuart's Greaves will provide us with a speed boost for a couple of seconds after we Blood Rush. This is a nice utility item for speedfarming, but ideally, a pet build would want to see Tasker and Theo here. It's likely the original player hadn't come across those gloves just yet.
Circle of Nailuj's Evol, which is a necessary inclusion when you're playing Rathma's set. This will help you produce an additional Skeletal Mage per activation of the skill, which is pretty insane when you're using all of your Essence to make one. This ring power also gives your Skeletal Mages extended duration, so that they'll hang out with you longer.
Playing The Challenge Rift
The original time for the owner of this Challenge Rift is 6:01. That's not too bad and seems to be a little on the quicker side of what Blizzard has been aiming for in past Challenge Rifts. There is PLENTY of room for improvement in this Challenge Rift though, so don't worry. Beating the time will not be hard.
The best recommendation is to make sure that you're Blood Rushing in clever ways. If there's a wall between you and a good chunk of density, don't take the long way around. Blood Rush right on over. There are two pylons on the first floor - a Power to the north of your starting location and a Speed to the right of the Power. I would use a route that leads you that way and kill whatever you meet along the way. You'll run into several Elites on this path, and as long as you're constantly making good-sized-in-Essence Skeletal Mages, you should be ripping through the trash and only needing a few hits on the Elites. I would suggest only making Skeletal Mages when you have about 3/4 to a full bulb of Essence, although you can make some lesser powerful ones along the way, too, if you just want to keep your numbers up.
The second floor has really nice trash mobs as far as progression goes and a Conduit pylon. It's also a relatively straight shot, so if you explore it all, you'll find everything you need and you should be able to spawn the Rift Guardian on this floor. If not, there is an Elite shortly after the door that brings you to the third floor, and surely by then you'll have enough to spawn the Rift Guardian. If you have a decent amount of Skeletal Mages out by the time the Guardian pops up, it should only live for a couple of seconds, as the single-target damage here is great.
Make sure to pick up any Health Globes you see on your path, but without wasting too much time, to help you keep the Essence coming in. Use Land of the Dead when you think you'll be able to get it activated on two Elite packs. I like to personally use it right at the start just to get things going and then at some point on the second floor.
That's really all there is to it! Here is a video of sVr_90 running what is currently the fourth best time for this week's Challenge Rift:
Let's Compare
So, how does this week's Challenge Rift stack up to previous efforts? I feel this is yet another solid selection. I personally am not a huge Necromancer fan/player currently, but Bones of Rathma is a pretty straightforward set and playstyle, so this makes for a Challenge Rift that is easy to play. The Greater Rift in particular here is a bit interesting because the first floor is so labyrinthine that it provides you with many different routes that could be faster or slower. That's potentially both good and bad, depending on which side of the coin you're on.
The second Challenge Rift that we had in the Americas was an Inarius Corpse Explosion Necromancer. That build made sense for the most part, but the Greater Rift itself had a lot of technical aspects to it that made it tough to bring out the fastest times. Comparing this week's to that one, that previous one was more challenging. It boils down to which you prefer either as a competitive player or someone that's simply just trying to get their Challenge Rift cache and get back to whatever they were doing previously. Both were fun to play, but I personally preferred Week 2.
Comparing this Challenge Rift to the others that we've had in the Americas, I feel it's probably in the Top 3 or 5. Again, it helps that the build makes a lot of sense and that the Greater Rift isn't too difficult to navigate. Players will likely enjoy this Challenge Rift, and that goes a long way to catapulting it over some of the previous entries. My most basic criteria for judging successful Challenge Rift entries are seeing if the build is easy to operate for your average player and if there is still complexity left for players that want to min-max every bit of utility to achieve the fastest times. This Challenge Rift definitely nails the former and does a decent job with the latter, so I'd give it a B+!
Check out our previous coverage of other Challenge Rifts:
Have you tried this week's Challenge Rift? Were you able to earn your Challenge Rift cache right away, or did it take you a few attempts? Have any other tips that I missed? Feel free to sound off in the comments and let us know what you think!
Leviathan (@LeviathanD3) is a content creator for Diablo Fans and a Hardcore Crusader for life. You can likely catch him streaming high Leaderboard/Conquest rank attempts unless he's out taking photographs or discovering new music.
In a recent blue post, we learned that Blizzard is looking to tone down the pink smoke weather effect in a future patch. The image below, created by u/_KRYPT_, demonstrates what the map could look like with a less aggressive effect.
Westmarch Workshop
In the latest episode of the Westmarch Workshop podcast, Leviathan and Neinball check in on Season 11.
Necromancer Cosplay
With only three weeks to prepare for PAX South, DeviantArt user JAFantasyArt created this amazing Necromancer cosplay.
Season 11 Featured Builds - Haedrig's Gift Edition
Season 11 is officially upon us and, as such, it's time for a refresher on which builds will be the most relevant for your needs. Early in the season, you should be striving to complete Chapters II, III, and IV of your Seasonal Journey as soon as possible, so that you can claim your Haedrig's Gift rewards and earn a free 6-piece set for your class. Below, we'll highlight one build per class that revolves around the set you can earn, so that you can hit running straight away!
First up, we must highlight the Necromancer. You're likely to run into many players wanting to give the newest hero of Sanctuary a try. Maybe you're one of those players? Most Necromancers will be decked out in the Bones of Rathma set in the early season, since that's the Haedrig's Gift reward for the class. While a majority of the Necromancer's best builds currently seem to be based around the Trag'Oul's Avatar set, do not sleep on Rathma. This build focuses on the set's synergy between Command Skeleton and Skeletal Mages, and utilizes the Jesseth Arms set to really push out maximum DPS for your minions. Melancholy also provides a write-up that helps you shift this build towards quick completions of Torment 13 rifts, so you should be all set if you want to stick solely with Rathma for high level Greater Rifts and speedfarming alike.
Next, we must go to the Wizard. By far, this class was one of the most popular in Season 10 due to its ability to speedfarm Torment 13 rifts and bounties in the blink of an eye, participate in the 4-player meta as a boss killer, and also push some of the highest solo player Greater Rifts. The Wizard is ready for any task and in Season 11, and she'll be pushed faster sooner due to the Tal Rasha's Elements set being awarded via Haedrig's Gift. While the best builds don't use Tal's on its own, it is often the main base, meaning you'll need a majority of Tal's pieces to get the 6-piece bonus, and then supplement that with Vyr's to kick things up a notch — like Maniax_83 does in this build. While the build is titled for Patch 2.4.3/Season 9, this particular guide was updated right before Season 10 dropped in March of this year, and nothing too significant has changed in Patch 2.6.0 to prevent Wizards from being incredibly quick T13 farmers.
The Demon Hunter is a perennial favorite for players that want to blitz through their Seasonal Journey and earn the stash tab up for grabs at completion of the Conqueror tier. This season will be no exception, as the Haedrig's Gift reward is the Unhallowed Essence set. The build showcased here is the Danetta's set Grenades variant, which is great for Torment 13 speedfarming, Greater Rift speedfarming, and even high level Greater Rift solo pushing (with a few modifications). The ease of use in this build also makes for some nice "Netflix and chill" execution and should lead the Demon Hunter to a favorable start at the beginning of Season 11. Look no further than here and BigJohnasty's noted variants if you want to do everything the Demon Hunter needs to do from the comfort of your starter set.
A mainstay of high level Greater Rift completions for multiple seasons now, the Raiment of a Thousand Storms set will be the Haedrig's Gift reward for Monks in Season 11. While this set doesn't lend itself to Monks speedfarming at their fastest, it's still easily one of their best options for pushing to the top of the Leaderboards on solo Greater Rifts. IveGottenSoLucky spells out exactly what you need to be successful with this rather squishy build, and shows its potential with a video where it's used to clear a Greater Rift 95. You can use this gifted set early in your season to attain Conquest benchmarks like clearing Greater Rift 75 solo done expediently, while unlocking your chance for Primal drops with a Greater Rift 70 solo clear en route.
Barbarians have gotten a bad rap lately as the class that clears the lowest high tier Greater Rifts for their solo clears. While they might lag behind the output of classes like the Wizard, Crusader, and now Necromancer, unto themselves, the options for the class are actually pretty well balanced. However, in recent times, Wrath of the Wastes has been emerging as the go-to set for high Greater Rift clears. This is the Haedrig's Gift reward for Barbarians in Season 11, and outside of its prowess in high GRs, it can also get some work done for Torment 13 speedfarming. LordFluffy put together a build that almost feels reminiscent of old school Whirlwind Barbarians, using Focus and Restraint activated by Merciless Charge and Whirlwind to amp up its damage output. For those of you that love spinning to win, you'll find yourself right at home starting the season with a Barbarian.
The Crusader is in a bit of a quandary with Roland's Legacy serving as its starter set from Haedrig's Gift. While Roland's has quietly been an unpopular, yet moderately successful set for Crusaders, the issue is a bit more forced this time around as it's likely the first setup players will have in Season 11. This Fire Sweep build brought to you by Shaddow should at least give you a good direction to take your Crusader in, while you continue to farm some of the more traditionally successful setups like Seeker of the Light with Blessed Hammer, or the Legacy of Nightmares Bombardment build. In general, there are ways to make Roland's work for you, but you'll have to work harder than with other setups that can accomplish the same tasks more easily.
Last, but certainly not least, we have the Witch Doctor, which will be receiving the Helltooth Harness as its Haedrig's Gift set. Helltooth Gargantuan used to be one of the most reliably powerful pet setups for the Witch Doctor, but it has fallen by the wayside in the wake of Zunimassa buffs and the discovery of the Legacy of Nightmare Spirit Barrage build last season. However, you'll have this set at your disposal early on and grilledchiz wants to help you get your speedfarming together in order to farm the pieces for some of those higher tier builds. This setup utilizes the Manajuma's Way set as well, which is one of the few reliable methods to increase the Witch Doctor's speed. This class is one of the least efficient at speedfarming when compared to its colleagues, so you might find yourself being carried by other members in your group — but at the very least, this build should keep you somewhat relevant in the early season, when your options are limited.
Leviathan (@LeviathanD3) is a content creator for Diablo Fans and a Hardcore Crusader for life. You can likely catch him streaming high Leaderboard/Conquest rank attempts unless he's out taking photographs or discovering new music.
Season 11 is finally starting today, and many players will be creating a Necromancer for the very first time. Haedrig's Gift for Necromancers in Season 11 will be the Bones of Rathma "Pet" set, so be prepared to play a pet build for the early paragon levels. For more information on Season 11, click here.
Season 11 Start Times: 5:00 pm PDT in North America, 5:00 pm CEST in Europe, and 5:00 pm KST in Asia.
Leveling from 1-70
Like the Witch Doctor, the Necromancer has an easy time leveling thanks to the power of pet skills at lower difficulties. Below is basic build that will help you get to level 70 as quickly and smoothly as possible.
Here are some additional leveling tips to help you on your journey:
Corpse Explosion is your go to skill for killing mobs, as your Skeletons will have no issues creating a couple corpses for you to get the explosion chain started.
The passive Fueled by Death is still broken and does not increase your movement speed above the 25% cap.
Adjust your build accordingly if you gain any items or group buffs that increase your movement speed.
If leveling solo, don't bother trying to get Leoric's Crown until level 30 when you unlock Blood Rush.
Grinding in the Fields of Misery and Halls of Agony is the fastest way to level, but only if you are regularly getting 400+ killing sprees.
If you're having trouble maintaining those higher killing sprees, farm regular rifts instead.
Additionally, always remember to:
Level up your Blacksmith
Craft a new 2-Handed Axe (with a socket) every time it's available
Keep your highest level ruby in your helm and weapon for maximum XP gains and damage
Fresh Level 70
You've gotten to level 70, now what? The main focus should be on completing the first four chapters of the Season Journey as quickly as possible, and the build below by Bluddshed will get you started. This build is designed for a fresh level 70 with the expectation of no Legendaries or set pieces.
Arguably the hardest part of the first four chapters is the GR20 clear. At this point, you'll have access to your 4-piece Rathma's set bonus, and Bluddshed has another build specifically to help you accomplish this task and complete your first 6-piece set.
Once you've completed the first four chapters of the Seasonal Journey, you'll have your full Bones of Rathma set. Your next goal after completing the set is to farm for the 2-piece Jesseth Arms, Jesseth Skullscythe and Jesseth Skullshield. The most efficient route to acquiring these items will be to use Kanai's Cube to upgrade rare 1-handed scythes and spend bloodshards on shields at Kadala. This 2-piece set is extremely powerful not just for Rathma's builds, but it's essential to almost all pet based builds, as it adds a huge damage boost for all of your pets while the active portion of Command Skeletons is in effect.
Below is another great guide by Bluddshed to build off of your Rathma's set and transition into a speed farming setup to get your early paragon grind started.
We'd also recommend on trying to acquire the one-handed scythe Trag'Oul's Corroded Fang, the belt Dayntee's Binding, and the ring Krysbin's Sentence. These three items are the most common items shared between all sets and builds for the Necromancer. You can't go wrong adding these to your Kanai's Cube or keeping in the stash to swap between builds.
If you're looking to really push the Necromancer during Season 11, you'll want to start collecting pieces of the Trag'Ouls "Blood" set. Not only is the "Blood SIM Lance" build the top solo Necromancer build as of the writing of this guide, but it's currently the highest pushing solo build of any class in the game at the moment. Just as a disclaimer, this is a high GR pushing build and not something you'll be using to farm bounties or speed run TX+ rifts; there are other builds better suited towards those roles.
The Necromancer has an extremely diverse set of builds and option available to it at the moment and the full meta of the class is far from figured out. Keep an eye on our Necromancer Build Section for the full range of specs to choose to from, and happy hunting in Season 11.
Additional Resources
Bluddshed discusses Necromancer starter builds and tips for Season 11. To learn more about Season 11 or the Necromancer, click the banners below.
Neinball (@NeinballGamer) is a content creator for Diablo Fans and a horadrim in training. Whether he's relaxing on Zegema Beach, fighting servants of the Corpse-God in the 41st millennium, or quelling Rebellions in the Outer Rim, his passion always brings him back to slaying Demons in Sanctuary.
We're highlighting a handful of the most-viewed Necromancer builds from this last week. To view more Necromancer builds, you can browse using our build tool here.
Want to learn more about the Diablo 3 Necromancer? View our guide here. You can also learn more about Patch 2.6 in our recap post.
The Rise of the Necromancer content pack is now available for PC, PS4, and Xbox One for $14.99 on the Blizzard Shop. The pack includes the new Necromancer class, a non-combat pet, cosmetic wings, additional character slots, additional stash tabs for PC, and more. To help you begin your new journey with the Necromancer, we've created a guide detailing everything you need to know about the class.
Necromancer Differences from Diablo 2
In Diablo II, the Necromancer had a wide range of skills, including ranged spells in the form of Bone Spears, conjured spirits, and the ability to unleash noxious poisons to kill swaths of foes. Additionally, the class became known as a pet class commanding an army of skeletons. While many players did enjoy playing summon Necromancers, the spec was little more than a wrangler casting curses while you minions mindlessly attacked enemies, with the occasional corpse explosion thrown in. The new Necromancer takes a very different approach to the game than the Necromancer of old.
The new Necromancer is a very different beast, not only from the Diablo II Necromancer, but from the other classes in Diablo III as well.
Every build is incredibly active. It's likely one of the most engaging classes to play, with very little in the way of equip-and-forget skills.
Every skill slot has a use, and you'll find yourself mashing away at all active skills for most sets.
The new Necromancer has been designed with many long cooldown skills that define builds and act as huge power amplifiers.
Corpses have returned, and they can be used for a wide range of effects including damage spells and summoning Revived minions.
Like the Demon Hunter, the Necromancer will have a dual resource system in the form of Essence (much like a Crusader's Wrath) as well as the new corpse system.
Leveling Your First Necromancer
There is nothing different for leveling the Necromancer than any other class. If you're starting a Necromancer as a non-seasonal character, you can:
Craft a Hellfire Amulet and Hellfire Ring
Throw on a high-leveled Gem of Ease and some level-reduced gear
Run a couple of rifts to get to level 70 in no time
Once your Necromancer is level 70, use any crafting and bounty materials you have saved up to get yourself a good baseline of gear. If you have other well-geared characters, you can use them to farm more crafting materials and blood shards to gear up your Necromancer until you have a decent set of gear for the set/playstyle you're looking to try out. Speaking of sets...
Sets and Playstyles
Wondering which set you'd like to try out first? We'll discuss the various playstyles associated with the Necromancer sets and provide viable build information. Now's the time to decide if you'd rather master an Army of the Dead or focus on sacrificing health for harder-hitting abilities.
Bones of Rathma: Controlling Skeletal Mages and an Army of the Dead
The Bones of Rathma is the Necromancer's pet set. All of your builds will focus around Skeletal Mage, as this is the skill that increases the damage buff for your pets and Army of the Dead. In the Beta, this set had heavy usage of Essence and needed to incorporate loads of resource generation and cost reduction. Most of the builds that you will find for this set at the moment are focused around a broken skill interaction that allowed the Necromancer to be immune to damage 100% of the time, and these builds no longer function due to a last minute change at the end of the Necromancer Beta. With these changes, Rathma builds will focus on proper resource management, as Skeletal Mage costs a lot of Essence. Making sure you have all 10 Mages out is essential to maintaining maximum damage output.
Because of the changes mentioned above, we're not linking any Rathma builds, as most of them are now invalid. But, the Bones of Rathma will be the Haedrig's Gift set for Season 11, so expect many awesome builds within the coming weeks leading up to the new Season.
Grace of Inarius: Mastering Melee Damage and Survivability
The Grace of Inarius set is centered around using Bone Armor to greatly boost your damage to enemies within melee range of you. One of the set's top builds from the Beta focused on its interaction with the Mirinae legendary gem. Since the buff from the set increases all damage done by the Necromancer instead of just specific skills, it buffs the damage from Mirinae. Additionally, there's a selection of skills that have a decent proc chance. With that, this build has a lot of damage potential while still being able to focus on gearing for survivability.
The Inarius has a very wide range of uses, as the only stipulations of the set require you to be in melee range and to use Bone Armor. Non-Blood Death Nova builds use this set, and if you're looking to experiment with a thorns based build, this will likely be the best set to try it.
Trag'Oul's Avatar: Sacrificing Health for Extra Damage
Another new mechanic introduced with the Necromancer is the concept of 'Blood' runes. These runes cause their skill to now cost a fixed percentage of your health in addition to other resource costs, but they offer greatly increased damage compared to other runes of the same skill. Trag'Oul's, the Blood set, increases the damage and health costs of these Blood-runed skills. You'll need to take great care when using Trag'Oul's set, as you can quickly find yourself with no health if you're not careful. Health regeneration stats on items will be required to compensate for the increased health costs of your skills.
While health regenerating stats and passives are usually not at the top of most class builds, the Necromancer has an extremely powerful selection of skills that increase your Life per Second regen by a few 100%. When properly geared out and in the thick of battle, you should find yourself with a few 100k per second of life regen, allowing you spam your Blood skills while surviving the incoming damage for your enemies.
Pestilence Master's Shroud: Focusing on Corpse Skills and Consumption
The Pestilence set revolves around consuming corpses to generate free Corpse Lances and gain stacks to buff Bone Spear. In addition to Corpse Lance and Bone Spear, Land of the Dead and Command Golem: Flesh Golem are important for on-command corpse generation for damage boosts and getting the build started at the beginning of a game. Devour rounds out the last of the essential skills, as it provides the best way to consume corpses and replenish Essence for spamming Bone Spear. Below is a good build to shoot for if you want to try out the Pestilence set. Whenever you cast Land of the Dead, do not stop spamming Devour, as it can be cast while moving and can even be cast while using some other skills as well.
To learn more about the new zones, Challenge Rifts, and other changes from Patch 2.6, check out our Patch 2.6 Roundup Post.
Neinball (@NeinballGamer) is a content creator for Diablo Fans and a horadrim in training. Whether he's relaxing on Zegema Beach, fighting servants of the Corpse-God in the 41st millennium, or quelling Rebellions in the Outer Rim, his passion always brings him back to slaying Demons in Sanctuary.
Season 11 may still be a way off, but that doesn't mean we don't have plenty of new things to be hyped about in the meantime. The Rise of the Necromancer pack is a completely separate purchase from Patch 2.6, so even if you don't plan to buy into the new character, you're still in for plenty of treats. Here, you can check out details on the Necromancer class, as well as all of the new stuff coming in the patch — including Challenge Rifts, new zones in Adventure Mode, Realms of Fate, changes to Set Dungeons and Greater Rifts, and so much more.
Patch 2.6 will be going live today, June 27.
Leviathan (@LeviathanD3) is a content creator for Diablo Fans and a Hardcore Crusader for life. You can likely catch him streaming high Leaderboard/Conquest rank attempts unless he's out taking photographs or discovering new music.
The release date and price for The Rise of the Necromancer Pack have been announced. The pack will be available starting June 27 and will cost $14.99 USD.
Steel your hearts and get ready to maintain the Balance, nephalem. We’re only a week away—The Rise of the Necromancer Pack is arriving June 27 on PC, PlayStation 4, and Xbox One!
Comprised of controlled, calculating individuals, the Priests of Rathma have long known the true stakes at the heart of the Eternal Conflict. Known to uneducated outsiders as Necromancers, these masters of blood, bone, and the dark arts are often misunderstood. Driven to protect the Balance at all costs, those dedicated to walking this path see neither good nor evil in their actions; simply obedience to the cycle of being.
The Rise of the Necromancer is a purchasable content pack coming to Diablo III: Reaper of Souls and Diablo III: Ultimate Evil Edition. The pack will be available for purchase starting June 27, 2017 for PC, PlayStation 4, and Xbox One, and will cost $14.99 USD.
FAQ
Q. What is the Rise of the Necromancer pack? A. The Rise of the Necromancer pack is a purchasable content pack coming to Diablo III: Reaper of Souls and Diablo III: Ultimate Evil Edition.
Q. What is included in the Rise of the Necromancer pack? A. In addition to full access to the Necromancer class in both Campaign and Adventure modes, the Rise of the Necromancer pack includes additional exclusive digital items:
Non-combat pet
A pair of cosmetic wings
New Necromancer-themed Banner Shape, Sigil, and Accent
Necromancer Portrait Frame
Pennant
Two additional character slots
Two additional stash tabs*
*This item not available on console
Q. What about all the other features coming in Patch 2.6.0? A. Challenge Rifts, The Shrouded Moors zone, Temple of the Firstborn zone, and the Realms of Fate are all free content—if you own the Reaper of Souls expansion pack, they are available for play without any additional purchases.
Q. When will the pack be available for purchase? A. The pack will be available for purchase on June 27, 2017, after maintenance has completed in your region.
Note: For PlayStation 4 in Japan, while the patch will be available on the morning of June 27, the Rise of the Necromancer pack and Eternal Collection will not be available until later that evening. Until the product is available, you may encounter an error reading “Product Not Available” during the first 12-hour window of the patch.
Q. How much will the pack cost? A. The Rise of the Necromancer pack will cost $14.99 USD in North America. For regional pricing, please see your regional Diablo website.
Q: How do I purchase the Rise of the Necromancer pack? A: For PC, you will be able to purchase both directly through a new in-game store front or via the Blizzard Shop. For PlayStation 4 and Xbox One, you’ll want to purchase through the PlayStation™ Store or the Xbox One Store respectively.
Q: Will there be a box release for the Rise of the Necromancer? A: As this is digital content and not an expansion, the Rise of the Necromancer pack will not be available as a physical product.
Q: What is the Diablo III: Eternal Collection? A: Players on PlayStation 4 and Xbox One will have the opportunity to purchase an all-in-one package in the Eternal Collection. This bundle includes both the Diablo III: Ultimate Evil Edition and the Rise of the Necromancer pack, and will be available at a special introductory price of $39.99 USD (reg. $59.99 SRP).
Q. Will the Rise of the Necromancer pack be available for play at midnight? A. No. The Rise of the Necromancer pack requires Patch 2.6.0 to be installed; after maintenance has completed in your region, you’ll be able to purchase and access the Rise of the Necromancer pack.
Q: When will maintenance begin? A: PC NA/SA/ANZ: 10:00 a.m. PDT EU: 11:00 p.m. CEST KR/TW: (June 29) 2:00 a.m. KST CN: (June 29) 5:00 a.m. CST
Q: How long will maintenance last? A: Maintenance typically lasts between one to two hours; however, this is a variable that can change on short notice. Keep up to date by following @BlizzardCS for any emergency maintenance messaging.
Q. Where can I learn more about the Necromancer class? A. We’ve released several informational blogs, which are linked below! In addition, keep your eyes on our front page for more news, media, and content as our release date draws nearer.
Necromancers have been present at some of the greatest conflicts in the history of Sanctuary. Ever vigilant, these keepers of the Balance roam the world seeking out any corruption from the Burning Hells or rare interference from the High Heavens. Today we take a look at some of the most famous members of the Priests of Rathma.
Necromancer art from the upcoming DLC
Mendeln
The original Necromancer, Mendeln, was trained by none other than Rathma and Trag’Oul, the patrons of the Priests of Rathma. As one of the first reawakened Nephalem, he was incredibly powerful. His ability to resist the control of Inarius was something that even Rathma was impressed by. Mendeln was one of the few people of Sanctuary to retain the knowledge of the events of the Sin War, and after the war, he retreated to jungles of Kehjistan to begin founding the Necromancers.
Kara Nightshadow
Kara was integral to stopping the resurrection of Bartuc, the Warlord of Blood. When Bartuc’s armor was stolen from a tomb warded in part by the Necromancers, it was Kara that investigated. She was unwillingly drawn into the conflict that culminated in a siege outside of Lut Gholein just before the arrival of Diablo in his search for the Tomb of Tal Rasha. Kara was able to negate the power of Bartuc’s armor (with the help of Horazon’s spirit) and finally erase Bartuc’s taint from Sanctuary.
Art of Xul, one of the most famous Necromancers
Xul
Perhaps the most famous Necromancer, Xul fought against the three Prime Evils during their resurgence and plot to corrupt the Worldstone. Xul was part of a group of adventurers that chased Diablo and his brothers from the wilds of Khanduras to the jungles of Kurast to the snowy reaches of Harrogath - and even into the depths of Hell. After defeating The Three and the destruction of the World Stone, Xul returned to the jungles of Kehjistan and mentored an apprentice, Mehtan.
Karybdus
Within the Priests of Rathma, there were few as widely renowned as Karybdus. Few could match the level of mastery he held over the Priests’ spells, and he was exceptionally gifted in the art of manipulating souls. Karybdus truly was a master of life and death, being over 100 years old and not showing the slightest hint of his age. Throughout his many battles, his soul had become damaged, causing him to become unstable. He thought that the Necromancers had fought for the Light against Hell for too long and that evil needed to be released into the world for his own twisted version of the Balance. His plot to release the greater demon Astrogha was foiled by another Necromancer, Zayl, and Karybdus was imprisoned within the artifact known as the Moon of the Spider alongside Astrogha.
Screenshot of Zayl
Zayl
Zayl is a gifted Necromancer and a member of the new Horadrim. His first major battle came at the city of Ureh, where he helped stop the demonically-corrupted Kingdom from fully merging with Sanctuary and opening a permanent portal to Hell. He would later be involved in a battle against Karybdus, stopping him from unleashing Astrogha upon the world and saving Westmarch in the process. In recent history, Zayl aided Tyrael and other members of the new Horadrim in stealing the Black Soulstone from the High Heavens. It was Zayl’s powerful magics that helped the Horadrim transport the Black Soulstone without falling to its corruptive influence.
Now that the Eternal Conflict has spilled over into Sanctuary, new heroes are answering the call of battle and forging new legends. The stories of new Necromancers ascending to the status of Nephalem spread across the lands. Who are these new wanders and how will they ensure the Balance of our world?
Neinball (@NeinballGamer) is a content creator for Diablo Fans and a horadrim in training. Whether he's relaxing on Zegema Beach, fighting servants of the Corpse-God in the 41st millennium, or quelling Rebellions in the Outer Rim, his passion always brings him back to slaying Demons in Sanctuary.
Introducing Necromancer and PTR Content to the Build Tool
Starting today, you can now access the Necromancer class and all Diablo 3 PTR content in the Diablo Fans build tool. The new selection options on the front page and build pages will allow you to sort between content on live and test servers. To access the Necromancer class, you will need to switch the selector tool to PTR content, as the Necromancer is still in Closed Beta.
Start browsing and creating Necromancer builds now to prepare yourself for the upcoming Rise of the Necromancer pack launch!
Learn More About the Necromancer
Interested in learning more about the Necromancer? Diablo Fans is dedicated to providing you information on everything you need to know about the upcoming class, from lore to developer updates. View the articles below to learn more about the Priests of Rathma and browse the front page of Diablo Fans for patch notes, Blizzard updates, and more.
The official Diablo 3 blog has just been updated, and the latest post shares images of the content that is to be included in the Rise of the Necromancer Pack. There is still no confirmed release date or price point.
The Necromancer is coming to Sanctuary soon, but that’s not all!
Purchasing the Rise of the Necromancer pack gives you full access to the new class — including Necromancer-exclusive Set and Legendary items — plus two additional stash tabs and character slots.
Even better, you’ll get a new portrait frame, a pennant, wings, a banner shape, a banner sigil, and a Half-formed Golem pet! Check out the sweet loot you’ll be sporting as you raise the dead and restore the Balance, and get ready to join the ranks of the Priests of Rathma!
Half-formed Golem
Wings of the Crypt Guardian
Necromancer Banner, Sigil and Accent, Necromance Portrait, and Blood Master Pennant
With the coming of the Rise of the Necromancer pack, we’d like to highlight some of the interesting lore and history behind these enigmatic and secretive spellcasters. Shrouded in mystery and hailing from a far and strange land, these ‘Priests of Rathma’ are mistrusted at best and hated by most, but is this ill will warranted?
1. Priests of Rathma
Necromancers hail themselves as the Priests of Rathma, but who's Rathma? He was one of the original Nephalem of Sanctuary, born to Inarius and Lilith. Rathma had an innate ability to manipulate life forces, and he passed this knowledge onto the first Necromancer, Mendeln. All Necromancers since have studied these teachings and have become powerful spellcasters able to control souls. They can wield the power of life and death itself. Rathma’s pragmatic outlook on existence became the foundation of one the Necromancers’ guiding principles, the Great Cycle of Being, where life and death are merely different states that flow into one another instead of being a linear path.
2. They Know the Truth
At the end of the great conflict known as the Sin War, the forces of Heaven and Hell made a pact to keep the world of Sanctuary off limits from either side’s influence. In keeping with this pact, the memories of the Sin War, as well as the knowledge of the existence of Heaven and Hell, were purged from the minds of almost all humans on Sanctuary, with one of the few exceptions being the original Necromancer, Mendeln. All Necromancers know of Heaven, Hell, and humanity's true origins as Nephalem. Whereas humanity is only now beginning to understand their true heritage and power, the Necromancers have known all along. It is these facts that fuel their core tenant to the maintain a principle they call ‘The Balance.’
The Balance is a philosophy all Necromancers hold. It states that humanity should be free from the machinations of both Heaven and Hell so that the denizens of Sanctuary can choose their own fate. Humanity should not be manipulated as pawns in the Eternal Conflict, and it falls to the Necromancers to protect the world from the threats most people don’t even know exist. Necromancers will often roam the world to combat demonic invasions or angelic intrusions so that the rest of humanity can grow and evolved at their own pace, free from outside influences.
4. A Secretive Cult
Necromancers are entrusted with some of the most guarded secrets of Sanctuary, and this led the original founders of the cult to seek out seclusion from the rest of humanity. Ultimately, the Necromancers founded a subterranean city hidden in the eastern jungles of Kehjistan to practice their own style of magic, far away from the prying eyes of rival clans and the judgement of others. The secrets of their home are so well guarded that not even scholars such as Deckard Cain know much about this city. Even its name is still shrouded in mystery.
5. Not As Evil As You’d Think
While most societies on Sanctuary view the manipulation of the dead as evil, Necromancers are far removed from such moral ambiguities. They see necromancy as just another tool in fighting the true evils of Creation, the forces of Hell. Death isn’t as final to a Necromancer as it is to others, as life and death are just different parts of the Great Cycle of Being. To a Necromancer, summoning a spectre to rip the soul from his foes is no different from a Sorceress conjuring a fireball to defeat her enemies.
Now that some of the mysteries surrounding the Necromancers have been revealed, we hope that you’re as excited as we are about their inclusion into Diablo 3. Don’t forget the new class is only one piece of the Rise of the Necromancer pack coming later this year, in addition to the new portraits, cosmetic items, two character slots, and two new stash tabs that you’ll unlock with its purchase. The Rise of the Necromancer will be released alongside all the free content in Patch 2.6 which is set to include Challenge Rifts, new monsters, and the new Shrouded Moors, Temple of the Firstborn, and Fractured Realm zones.
Neinball (@NeinballGamer) is a content creator for Diablo Fans and a horadrim in training. Whether he's relaxing on Zegema Beach, fighting servants of the Corpse-God in the 41st millennium, or quelling Rebellions in the Outer Rim, his passion always brings him back to slaying Demons in Sanctuary.
Join us live on Wednesday, May 3, at 4:00 p.m. PDT as we sit down with Senior Game Designer Travis Day and Lead VFX Artist Julian Love for our next live developer Q&A. You can tune in live at:
Got a question? Submit it by posting in this forum thread or tweeting at us using the hashtag #D3QA.
In order for us to get to as many questions as possible, we ask that you keep your questions short (no longer than 50 words). ((And don't ask for a beta key; we'll be moderating appropriately for spam. You've been warned.))
Edit: Adding in this information as posted below.
We're not ready to announce price or date information. Instead, please focus on questions about the Necromancer class, its mechanics, or the development process behind it. We'd love to talk about philosophy and iteration, because there's a lot more we can share in that regard.
Thanks, and we hope to see you Wednesday, May 3 at 4:00 p.m. PDT!
Necromancer Fail
In this clip, Rhykker shows us an unintended skill interaction on his part. As it turns out, the Necromancer sometimes decides he just doesn't want his health anymore.
Westmarch Workshop
On episode 116 of the Westmarch Workshop, hosts Neinball and Leviathan go over many of the new and revamped Necromancer changes!
Seasonal GR 117 Clear
Reddit user Turgor and party cleared a seasonal GR 117 using a support Barbarian and Monk along with an impale Demon Hunter and a firebat Witch Doctor. Congratulations to them! You can check out the Twitch VOD below or see the Reddit thread here.
Necromancer Item Insight
The awesome Nevalistis popped over to Reddit to give a little bit of insight into the Necromancer's potential items.
Are there any plans for an item that increases the raw amount of summons that the Necromancer can possess?
I can’t say there isn’t; I’ve actually not seen the planned set of Legendary powers myself, as they aren’t fully implemented into the game and we usually see game changes after they’ve been fully committed.
However, I do know we’re using Witch Doctor summons as a basis for comparison, because we did a ton of testing and optimization around the Witch Doctor to figure out just how many pets run well in Diablo III. That makes it a good baseline to ensure we keep the game in a playable state for both us and for our players (especially when you start looking at games with three other Summon-mancers, or a mix of Witch Doctors and Necros).
Diablo Fans attended the first ever Diablo 3 Global Influencer Summit hosted by Blizzard last month. Attendees were able to demo the Necromancer's "Meleemancer" build, discuss the Necromancer with Diablo 3 developers, and discover new information about the upcoming class.
Some of the information included in this post has already been revealed, but we did learn new details about specific skills, set designs, and more.
Necromancer Overview
The Necromancer will be released with Patch 2.6.
The Necromancer wasn't designed for the group meta or with a support role in mind. Instead, it was designed around sets and playstyles.
However, the Necromancer does seem viable in a support role thanks to pets and curses.
Playstyles will be extremely varied for the class.
Skills, Runes, and Resources
The Necromancer will have three resources: essence, health, and corpses.
There is currently no passive essence regeneration.
Necromancers will have three Elemental damage types: Physical, Cold, and Poison.
This makes the Convention of Elements ring quite worthwhile for the class.
Command Skeletons (seen at BlizzCon last year) now only summons melee skeletons.
Skeletal Mages will still be a part of the Necromancer somehow - just not with Command Skeletons.
Revive is a corpse skill, and it took the most development time by far since different skins had to be created for each creature type.
There is a limit to the number of monsters you can have revived at one time.
Revived monsters are visibly different from their normal counterparts and last a short amount of time.
When elite monsters are revived, you'll get a normal version. Additionally, you can't revive bosses.
You can, however, revive Mallet Lords.
Don't expect the cooldown on Blood Rush to be removed without Legendaries.
Blood Rush in action.
Devour allows you to consume corpses to regenerate essence.
The skill's Cannibalize rune makes the skill regenerate both health and essence.
When you use the skill, you consume all the corpses on screen. (The skill's range is basically the entire screen.)
Though it can feel wasteful, the decision to consume all the corpses is intentional, so Devour isn't used mindlessly.
In the demo, the Blood Golem wasn't easily controlled. (The pet often chased after enemies the Necromancer wasn't targeting.)
The level of control varies based on the Golem's rune, so other runes will grant you much more control.
Sacrificing health to benefit pets isn't currently being considered, as it's often unexpected. (Pets are sometimes dumb and stand in fire.)
There is currently no cooldown on Leech, a curse that restores health to you and your allies when cursed enemies are damaged.
This is intentional, as the lack of a cooldown is justified from a cost/benefit perspective.
Existing fading technology in the game can be used to differentiate pets between Necromancers in a group.
The developers practiced "DoT avoidance" - meaning they wanted to focus on more hard-hitting, visceral skills.
Travis Day wanted to avoid runes that were straightforward, obvious choices. (For example, simply dealing more damage for that particular skill.)
Instead, Necromancer runes will be more focused on trade offs, such as lowering a skill's radius for increased damage.
Because many Necromancer skills are focused on corpses being available, you should anticipate swapping skills based on your current situation.
The developers learned a lot about cheat death passives with the Crusader, and they realized all of the passives should be on the Crusader's level.
Armor Set Concepts revealed last November.
Themes and Items
The four Necromancer sets will be: a ranged caster set, a pet-focused set, a blood-focused set, and a melee set.
The aesthetics for these sets are currently a "Plague Doctor"-esque set, a bone-themed set, a Dracula-esque set, and an Aztec-inspired set with over-the-top gold elements.
The sets are still being finalized, but the Aztec-inspired set will be the melee set.
The Necromancer was designed with three themes: Blood and Bone, Frost, and Blight.
Blood skills are more powerful, but cost health.
Frost isn't about blizzards or frostbolts, but more about the cold and isolation surrounding graves and death.
Blight, similar to a death and decay theme, will encompasses debuffs, snares, and the idea of things withering away.
Some obvious Necromancer themes are better represented in items, sets, or animations rather than skills.
For instance, Priest of Rathma themes will be present in items.
The developers tried to avoid too many class-specific items for the Necromancer.
The Necromancer will avoid the slapstick humor of the Witch Doctor; this class is not meant to be funny.
Dealing with Corpses
For group play, each Necromancer will see their own corpses.
For same screen co-op on consoles, corpses may have two charges.
Corpses will eventually despawn when off screen.
Yes, We Asked About Poison Nova
Poison Nova is an iconic part of the Diablo 2 Necromancer, but it's not being used for the Necromancer in Diablo 3.
Julian Love discussed the controversy around dropping Poison Nova. Did people really love the poison aspect - or did they just love the ability?
Blood Nova fills the void for the Poison Nova nostalgia.
Other Poison skills from Diablo 2, such as Poison Dagger and Poison Explosion, weren't worth bringing over.
The Witch Doctor covers a lot of the potential Poison skills that could be used in the Diablo 3 Necromancer.
The developers didn't want to force Poison skills if they weren't viable.
Poison will be represented in the "Blight" theme.
Patch 2.6
Effect locality will be added in Patch 2.6, greatly reducing the clutter you see from other players' abilities.
You'll still see important skill animations (like curses), but around 75% of animations from friendly players will be removed.
Patch 2.6 will start effect locality with the Necromancer before the development team moves on to other "big offenders."
Influencer Content
You can view additional content covering the event from Bluddshed and the Westmark Workshop podcast.
Necromancer Closed Beta
The upcoming Closed Beta is just around the corner. Make sure you're eligible for the beta here.
Brianna is a Senior Content Manager at Curse, helping to manage content for a variety of properties including Diablo Fans, Gamepedia, HearthPwn, MMO-Champion, GwentDB, and more.
With PTR Patch 2.6.0 going live last week, many players received Necromancer Beta access and got some long-awaited play time with the upcoming class. While we're still waiting to see how legendaries and sets will impact the the Necromancer, the community is currently vibrant with Necro-related discussions. One of the biggest talking points has been the crazy amount of damage that the Necros are capable of inflicting.
As seen in a recent Reddit post, the Necromancer is a bit OP right now. The Twitch clips below from Quin69 shows Hamelin and Agnidox being absolutely incinerated.
We've seen several streamers and content creators encounter these massive damage spikes. Revealed in this tweet, Leviathan stated that his Necromancer's Frailty skill is what was inflicting the massive damage occasionally appearing on screen. You can view his initial reaction to the damage in the clip below. Additionally, Bludshedd eliminated a Rift Guardian in an insanely short time. You can view the kill in the second clip below.
Update: 58 Quadrillion
Desolacer was able to inflict approximately 58 quadrillion damage on stream. You can view the damage in the first second of the Twitch clip below.
Blizzard's Response
Blizzard did end up responding on Reddit, reminding players that not all of the tech and balancing is in the Beta right now.
There are a few things that could be happening here, but the culprit is most likely Revive (though I imagine Frailty (Scent of Blood) is also playing a part here).
The reason why, and this information is available to all Beta Testers in our private forums, is because Revive is legitimately broken at the moment. Revive is a beastly skill from a technical standpoint, and not all the tech required to make it work (and more importantly, actively balance it) is in the Beta yet. So while we're happy folks are having fun with Revive, testing or comparing the balance of the Necromancer class around it doesn't help us very much right now.
Just, you know, clarification here.
Gearing Quickly for Season 10
Are you just now jumping into the new season? Do you have friends that are interested in jumping back into the game? Frequ has created a guide for gearing quickly and efficiently for Season 10, and it's a great read for those looking to jump start their season experience.
Prepare yourselves—the Necromancer beta test is right around the corner, nephalem!
Invitations to our closed beta test will soon be going out worldwide. If you are invited, we'd love to hear all about your adventures on the forums, watch your live streams, and see screenshots and videos of your experiences as you wield the dark powers of the Necromancer.
Please keep in mind that the Necromancer and other parts of Patch 2.6.0 are still in development. As such, content in the closed beta may change and does not necessarily represent the final version.
For additional information about the closed beta, including how to participate and answers to frequently asked questions, read on below!
How to Participate
If you're interested in participating in the Necromancer beta test, you’ll want to make sure you've opted-in for beta testing. To opt in, simply visit your Beta Profile Settings page in Account Management, check the Diablo box under Beta Tests I'm Interested In, and then click Update Preferences. In order to be eligible to participate in the closed beta, you must have an active Diablo III license attached to your Blizzard account in good standing (i.e. not suspended or banned).
Please note that opting in to the Necromancer beta test does not guarantee you access (especially since invites to our closed beta will be extremely limited), but it does at least give you a chance at joining the beta test.
Necromancer Beta Test FAQ
How are beta test participants selected from the opt-in pool?
Beta testers are chosen according to their system specifications, in-game activity, and other factors, including an element of luck.
How will I know if I'm selected to participate in the beta? If you are selected to participate in the Necromancer beta test, you will receive an invite via email. This invitation will always be sent to the email address associated with your Blizzard account.
Will there be any other ways to get into the beta besides opting-in? In addition to opt-ins, we are also inviting key members of the community on a case-by-case basis. Invites to the Necromancer beta test will be extremely limited, however, and opting in is your best way to get in.
How many players do you plan to invite to the beta test? The number of players we invite will be based on our testing needs. If we ultimately determine we need more players to participate after the initial testing, we’ll invite more.
What game content will be available in the beta? Players who participate will have access to all of the Necromancer’s skills and abilities, as well as other Patch 2.6.0 content. In addition, new Legendary and Set items unique to the Necromancer will be added in over time. Our upcoming patch notes will have all the details on what’s included.
How long will the beta test last? We have not determined an exact date for the end of the beta test. We will notify participants when the beta test is nearing completion.
Will there be an open beta? In order to ensure focused feedback and a smooth testing experience for beta players, the Necromancer beta test will be invite-only for the duration of the test.
Is there an NDA? There is no non-disclosure agreement (NDA) for the Necromancer beta test. You are welcome to take screenshots, livestream your play sessions, and record feedback videos. Please keep in mind that the game is still a work in progress, though, and we appreciate your understanding when you encounter bugs, graphical errors, or other issues.
Will Mac users be able to participate in the beta test? Yes, Mac users will be able to participate in the beta at the same time as Windows users.
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The balance of Sanctuary has been threatened, and the Priests of Rathma have sent an acolyte to help restore it. Wielding the visceral powers of blood and bone (along with a cadre of curses), the Necromancer will soon be joining the battle to protect Sanctuary from the Burning Hells. While we’ve been hard at work putting the various bits and pieces of what makes up a Diablo III class together for the Necromancer, we wanted to pop our heads out of the crypt and share a glimpse of what we’ve been working on.
Skill: Grim Scythe
Grim Scythe summons a huge scythe in a wide arc, dealing damage and restoring Essence. As a generator ability, this will be your bread and butter ability for building up to your more powerful damage dealing spells.
Skill Rune: Death Nova (Blood Nova)
Blood Nova is one of the five skill runes for the base Death Nova skill. Blood Nova does impressive damage, but this comes at a cost—using this rune requires spending both Essence and some of your Health.
Skill Rune: Devour (Cannibalize)
Devour is a resource-regeneration skill, allowing you to regain Essence by consuming the corpses of your slain foes. As one of the runes for Devour, Cannibalize also allows you to regain Health, which is handy for fueling costly spells like Blood Nova!
Skill Rune: Raise Golem (Blood Golem)
We showed a sneak peek of the Blood Golem at BlizzCon, but now he’s outfitted with animations, skills, and clever tricks! The Blood Golem is a burly companion who can sacrifice himself to heal you. Don’t worry—he’ll reconstruct himself right away, and deal sizeable amounts of damage to surrounding foes in the process!
Skill: Leech
Joining Decrepify in the Necromancer’s repertoire of curses, Leech is a dastardly spell that allows you to transfer some of the health of attacked enemies to yourself and your allies. It’s great not only for keeping yourself healthy, but offering support to your party members as well!
Our Party Grows Stronger – Female Necromancer Model
The concept art from BlizzCon comes alive—we’ve completed the female Necromancer model in all her macabre glory.
What’s Next for the Necromancer?
We know you’ve been dying (pun completely intended) to know when you’ll be able to get your hands on the Necromancer. There are a lot of unanswered questions floating around out there, so we’re going to tackle a few of them. If you don’t see your question here, remember we answered quite a few in our original Necromancer overview and more in our Necro Q&A.
Will there be a PTR for the Necromancer?
Yes! The PTR for the Necromancer will be a little different from other PTRs—stay tuned for more information.
Is the Necromancer part of an expansion pack?
No, the Necromancer is part of a content pack which includes the class, an in-game pet, cosmetic wings, two additional character slots, two additional stash tabs (on PC), a portrait frame, pennant, banner, and a banner sigil.
It will, however, launch alongside a free major content patch that includes two new zones, Challenge Rifts, and more. These additional features will be available for all players with Diablo III: Reaper of Souls or the Ultimate Evil Edition.
How much will the pack cost?
We’re not ready to announce a price yet—we know you’re eager to find out, but we have a few more i’s to dot and t’s to cross before we can share.
When is the Necromancer coming to Diablo III?
We are currently aiming for the second half of 2017; when we have an official release date, we’ll certainly share it!
BlizzCon Dates Announced
Blizzard announced that BlizzCon 2017 will take on November 3 and 4 this year.
Blizzard Entertainment’s two-day gaming convention and community celebration returns to the Anaheim Convention Center on November 3 and 4—but it’s not too early to begin preparations for a weekend full of hands-on gaming, in-depth developer panels, incredible esports competition, and more.
BlizzCon 2017 Tickets
Tickets to the 11th BlizzCon will go on sale in two batches:
Necromancer Blizzard Q&A: Unique Class Weapon, Golem, and Gameplay Information
Earlier today, Blizzard hosted a Facebook Q&A with three members of the Diablo 3 team: Lead FX Artist Julian Love, Community Manager Brandy Camel, and Sr. Game Designer Travis Day. This Q&A focused on the Necromancer, the upcoming class that was announced at BlizzCon last year. While the Q&A didn't include any information about the Necromancer launch date or pricing, the team did discuss many gameplay elements such as curses, sets, and more.
The Diablo 2 Necromancer was used as a base for the Diablo 3 Necromancer.
Though a massive undertaking, Revive is returning.
The Necromancer is darker than the Witch Doctor, with a focus on blood and bone.
Also different from the Witch Doctor, pets are more controllable to some degree.
A new corpse mechanic has been invented for the Necromancer to use.
Aspects from the Poison skill tree from Diablo 2 are not planned to be implemented, as that would encroach on the Witch Doctor.
A lot of Necromancer skills are up close and personal.
There are no plans to bring Iron Maiden forward to the Diablo 3 Necromancer.
There is no defined number yet (and no plans to set a number) for Necromancer summons. It's more of a server performance concern than a client concern.
Necromancers can wield any weapon that is not class specific.
They will have their own class weapon: scythes.
Necromancers will have golems, and they're working on a new golem type.
4 to 5 types of golems are planned.
Damage can come from both the Necromancer and the Necromancer's pets.
There will be two-handed scythes.
There will be a variety of Necromancer pets - some permanent and some temporary. Skeletal archers and mages will be making an appearance.
The Necromancer currently has no DoT spells.
Current spells are nukes, pets, and utilities. This separates the Necromancer from the DoT-heavy Witch Doctor.
There are no plans for a special Necromancer form.
There are no designs for a support-specific Necromancer.
Necromancers will release to PC and consoles at the same time.
There will be curses. Lots of curses.
The lore for the Diablo 2 Necromancer is different from the Diablo 3 Necromancer.
There will be no pet command interface different from the standard UI.
It's believed that you'll need RoS to have the Necromancer, as it's a standalone pack.
Necromancer will have four dungeon sets - one for each dungeon.
A lot of Necromancer blood skills will cost health along with essence, so there are a lot of mechanics built in to recoup health.
It's unknown if Lidless Wall will become a Necromancer item.