Bantou
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- Joined
- Feb 22, 2012
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This combat routine is based on this Build:- http://www.diablofans.com/builds/91398-rathma-faceroll-summoner-gr100-new-video-gr100
I stuck with Bane of the Trapped, and I have about 20% Cooldown Reduction. Increased Attack Speed is upto 1.61 sheet weapon speed. This is my season 11 setup so far anyway. If you're using Haunted Visions, you might want to disable the collection of Health Globes in Trinity General Settings, otherwise you might backtrack chasing globes from miles away
Will clear GR 85 in season in under 10 minutes with that setup, a couple of Augments, and all Ancients. Some rifts are just plain bad, and do not suit the routine, for example lightning throwers break the important range advantage. This combat routine is by far the best I've used with the Necromancer so far, for pushing Greater Rifts. With better rolls, Augments on everything, and a Primal or three, pushing GR 100+ has proven to be a breeze for some people already
I would definitely leave the Cluster Size at the default of 1, and set it to attack all Elites and Trash (one mob behind you can easily kill you). Also set Max Health on all Avoidances (it is most important to be taking the least amount of damage possible). The settings that I currently use are as follows:-
Cluster Size: 1
Emergency Health %: 40
Collecting Globes For Health: Enabled
Primary Resource %: 85
Mages to Quick Cast: 10
Minimum Range: 25
Maximum Range: 40
LotD Range: 40
Cast Simulacrum On Cooldown: Disabled
Ignore Range: Enabled
This routine now intelligently handles all Globe collection while in combat (this includes for Reapers Wraps), so it will only grab them if and when it's safe to do so, but still prioritizes them in a way that is most reasonable, and Trinity will now grab them again outside of combat (if you have it set to collect them in Trinity General settings). For Reapers Wraps this routine will also collect Health Globes outside of combat (just to keep you topped up). It also moves less by trying to just barely move into minimum globe pickup range, this has speed things up significantly. Included now is an option to ignore range when Nephalem Rift Guardian is up (helps with Keystone pickup)
For T13 Nephalem Rifts speedruns (< 5 minutes) I recommend the build above with the following changes: wear Goldwrap instead of The Witching Hour, equip Boon of the Hoarder instead of Esoteric Alteration, and make sure you have a pet out. If survivability is not a problem, I now set Cluster Size to 6 while running T13 Nephalem Rifts
Oh, and I also recommend running the Nephalem Rift profile until you have heaps of Keystones, and then swapping the build accordingly and running the Greater Rift profile to use up the Keystones you collected earlier 
Anyway, let me know what you think, it's free
And thanks heaps community for all your help
And to all those that helped test, you know who you are 
Here's a link to the SVN for my current Combat Routines:- https://svn.code.sf.net/p/combatroutines/code/
I stuck with Bane of the Trapped, and I have about 20% Cooldown Reduction. Increased Attack Speed is upto 1.61 sheet weapon speed. This is my season 11 setup so far anyway. If you're using Haunted Visions, you might want to disable the collection of Health Globes in Trinity General Settings, otherwise you might backtrack chasing globes from miles away

Will clear GR 85 in season in under 10 minutes with that setup, a couple of Augments, and all Ancients. Some rifts are just plain bad, and do not suit the routine, for example lightning throwers break the important range advantage. This combat routine is by far the best I've used with the Necromancer so far, for pushing Greater Rifts. With better rolls, Augments on everything, and a Primal or three, pushing GR 100+ has proven to be a breeze for some people already

I would definitely leave the Cluster Size at the default of 1, and set it to attack all Elites and Trash (one mob behind you can easily kill you). Also set Max Health on all Avoidances (it is most important to be taking the least amount of damage possible). The settings that I currently use are as follows:-
Cluster Size: 1
Emergency Health %: 40
Collecting Globes For Health: Enabled
Primary Resource %: 85
Mages to Quick Cast: 10
Minimum Range: 25
Maximum Range: 40
LotD Range: 40
Cast Simulacrum On Cooldown: Disabled
Ignore Range: Enabled
This routine now intelligently handles all Globe collection while in combat (this includes for Reapers Wraps), so it will only grab them if and when it's safe to do so, but still prioritizes them in a way that is most reasonable, and Trinity will now grab them again outside of combat (if you have it set to collect them in Trinity General settings). For Reapers Wraps this routine will also collect Health Globes outside of combat (just to keep you topped up). It also moves less by trying to just barely move into minimum globe pickup range, this has speed things up significantly. Included now is an option to ignore range when Nephalem Rift Guardian is up (helps with Keystone pickup)

For T13 Nephalem Rifts speedruns (< 5 minutes) I recommend the build above with the following changes: wear Goldwrap instead of The Witching Hour, equip Boon of the Hoarder instead of Esoteric Alteration, and make sure you have a pet out. If survivability is not a problem, I now set Cluster Size to 6 while running T13 Nephalem Rifts


Anyway, let me know what you think, it's free

And thanks heaps community for all your help


Here's a link to the SVN for my current Combat Routines:- https://svn.code.sf.net/p/combatroutines/code/
Code:
Release Notes:-
v1.3.4rs
Fix: More progress globe related stuckies.
Optimisation: Skeletal Mages now has higher casting priority than Devour (now makes way better use of LotD).
v1.3.3
Fix: Bugs related to changes from v1.2.8 to v1.3.x (it's been a long road).
Added: Full support for Decrepify, also fixes bugs in the default behaviour.
v1.3.2a
Fix: Minor bug with unstuck logic (typo).
v1.3.2
Fix: Sometimes wasn't doing combat once Progression Globes Spawned until they were picked up.
Added: Option to set the number of Mages to Quick Cast (default is currently 4).
Fix: Some movement stuckies in bounties and the occasional rift.
Optimisation: Increased range of target finding.
v1.3.0
Optimisation: 4 Mage Quick Casting has become 10 Mage Quick Casting.
Fix: Intelligent globe collection recently became quite dumb.
Added: Unstuck support to all routine controlled movement.
Optimisation: Complete rewrite of targeting systems.
Fix: Various minor bug fixes.
v1.2.8
Fix: Ignoring range on Rift Guardian.
Optimisation: Significantly improved globe collection logic.
v1.2.7
Fix: Sometimes not closing to Maximum Range.
v1.2.6
Added: Skeletal Mage now casts on target.
v1.2.5
Fix: Cluster Size now working as intended.
Added: Now constantly casts cooldowns while under the effect of the cooldown shrine buff.
Optimisation: Reduced the range of finding shrines making it far less likely to run headlong into mobs (might miss a shrine occasionally, but it's better than dying often).
v1.2.4a
Fix: 4 Mage Quick Casting now works as intended (really this time).
v1.2.4
Fix: 4 Mage Quick Casting now works as intended.
v1.2.3a
Fix: Not attacking Nephalem Rift Guardian.
Fix: Tweak to range system (accordingly, the default ranges have changed).
v1.2.3
Fix: Mages will now always cast on a target (reduces the chance for idle Mages).
Fix: Range check now works as intended
Optimisation: Improved targeting.
Optimisation: Now recasts Command Skeles on the same target reasonably regularly.
Added: Option to ignore range when Nephalem Rift Guardian is up (helps improve Keystone pickup).
Added: Semi-intelligent ghost walk (should now find a better place to res).
v1.2.2
Fix: Random crash has been eliminated.
Fix: Bot would occasionally get stuck running back and forth between two targets.
v1.2.1
Added: Option to enable/disable collecting of Health Globes in a Health Emergency.
Fix: Random bot crash largely resolved (5 bots running 5 hours each and only then 1 crashed)
v1.2.0
Added: Will now intelligently activate shrines while in combat.
Optimisation: Will now move somewhat less, while trying to collect globes.
Fix: Will now cast Mages when attacking Corrupted Growths in Act IV.
v1.1.4
Added: Option to enable/disable quick casting of the first 4 Mages.
Added: Options to adjust various ranges.
Added: Option to always cast Simulacrum on cooldown.
v1.1.3
Added: Will now cast the first 4 Mages as quickly as possible, and then at the Resource % in the settings.
Optimisation: Some general optimisations that might help improve bot performance.
v1.1.2
Fix: Potential null exception in navigation check.
v1.1.1
Fix: Another targeting/navigation error (an oversight for previous version).
Optimisation: Globe collection logic improved (will now collect many more Globes).
Fix: Transitional fix for shrines.
v1.1.0
Fix: Potential null reference exceptions.
Fix: Potential navigation errors.
Fix: Potential targeting errors.
Added: Intelligent shrine activation (activate only when safe)
v1.0.6
Fix: Shrine related stuck issue (third time's a charm).
v1.0.5
Fix: Sometimes not collecting Progress Globes (will now collect every single Progress Globe).
Optimisation: Will now cast Devour regularly during Land of the Dead even when no corpses are around.
v1.0.4
Fix: Shrine related stuck issue (really this time, I mean it).
Added: Intelligent Progress & Power Globe grabbing system.
Optimisations: A couple of minor range tweaks (it now stands a little further away from mobs, 35 yards away, out from 30 yards - let me know if you think that's far enough).
v1.0.3
Fix: Shrine & Progress Globe related stuck issue.
Fix: Not Devouring after combat. Now it does.
Fix: Some movement issues due to range check implementation.
Added: Intelligent Health Globe grabbing system.
v1.0.2
Fix: Many Targeting issues resolved, and improvements made.
Added: Bot tries to always keep Skeletal Mages in range of enemies.
Added: Siphon Blood improvements.
Added: Settings option for the Primary Resource % above which it casts Skeletal Mages.
v1.0.1
Initial Release
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