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[Necromancer] Rathma Faceroll Glass Cannon GR 100+

The 20% is physical damage and you get that on neck and bracers. I think you have it confused with area damage.

I am currently doing 90's at 320B an hour with 6 deaths average deaths per hour

Helm - 1k int 6% crit 15% mage dmg
shoulder - 650 int 20% area damage 15% command skele damage 8% cdr
Chest - int vit with 15% command skele damage
Boots - 650 vit, 650 int, 12% movement, 15% mage dmg
Neck - 20% phys damage, 90%+ chd, 10% crit and socket
Ring's - 6% crit, 45-50% chd, 20% area dmg and socket
bracers - 650 vit, 650 int 6% crit 20% phys damage
gloves - 1k int, 50% chd, 10% crit, 20% AD
wep - 1k int, 7% as, 10% damage, high damage roll and socket
shield - 1k int, 1k vit, 10% crit and 8% cdr

Sheet dps is about 2.8m @ 1300 paragon seasonal. I opted to go with area damage instead of attack speed or cdr on rings/gloves.

I run with about 30% cdr which i think is the best because it dr's hard. If you add another 10% cdr you really only get 5% from it and it's a lost stat pretty much. Area damage seems a lot better choice or attack speed.
 
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para 770?

Character Sheet 770k, Paragon 801 currently. I can clear 85's with the bot pretty regularly. I can only imagine if I was able to get up to this 2.2m sheet damage I see some people posting.

I have Zei's, Trapped and Enforcer all at 88.
Running Compass/T-Pledge
20% Physical bracers
15/10 Skeleton Mage Boots/Helm
94% Kyrsbin's

Ancient hands, helm, chest, shield, waist, wrists.

Cube is Shadowhook, T&H, Circle

I have whatever the new 'red' border is, of Trag's weapon. Not sure if I should swap?

I also have it on pretty hard filtering for the itemlist. Things need to have 3/4 of best abilities to keep. I should tailor that down some I suppose, to increase what I have.



I'm also having a ton of trouble with the bot just standing still, or running into melee. Especially the guardians at the end, it goes and stacks on top of them.
 
The 20% is physical damage and you get that on neck and bracers. I think you have it confused with area damage.

I am currently doing 90's at 320B an hour with 6 deaths average deaths per hour

Helm - 1k int 6% crit 15% mage dmg
shoulder - 650 int 20% area damage 15% command skele damage 8% cdr
Chest - int vit with 15% command skele damage
Boots - 650 vit, 650 int, 12% movement, 15% mage dmg
Neck - 20% phys damage, 90%+ chd, 10% crit and socket
Ring's - 6% crit, 45-50% chd, 20% area dmg and socket
bracers - 650 vit, 650 int 6% crit 20% phys damage
gloves - 1k int, 50% chd, 10% crit, 20% AD
wep - 1k int, 7% as, 10% damage, high damage roll and socket
shield - 1k int, 1k vit, 10% crit and 8% cdr

Sheet dps is about 2.8m @ 1300 paragon seasonal. I opted to go with area damage instead of attack speed or cdr on rings/gloves.

I run with about 30% cdr which i think is the best because it dr's hard. If you add another 10% cdr you really only get 5% from it and it's a lost stat pretty much. Area damage seems a lot better choice or attack speed.


I'm pretty sure command skeleton adds like .005% dps it's really not worth having on your gear.
 
I'm pretty sure command skeleton adds like .005% dps it's really not worth having on your gear.
I thought this too but then I watched the bot a lot and it gets into situations where it stands still until the skeles kill off a mob, and it can take a while. It happens once in a while so I figure +command skele dmg is more useful for us botters than it is for regular players.
 
Been having some serious problems with the routine lately, at random times it just stands completely still with mobs right in front of it, not hitting anything just dying over and over.

Any idea why or how to fix it?


It does that often when rare is dead and the progress globes are out while the minions are alive, it's some sort of conflict with avoidance and pickup.
 
It does that often when rare is dead and the progress globes are out while the minions are alive, it's some sort of conflict with avoidance and pickup.
Been watching bot, 1.2.8, happens actually very frequently. Going back to previous version as this one is unfortunately worse for unattended play
 
New version is up on the OP, v1.3.0 :)

For all of you that noticed that I introduced some major bugs into the intelligent globe collection system, this is now resolved in the current version, and 4 mage quick casting has become 10 mage quick casting, because it adds upto 50% damage increase, and also reduces the damage ramp up time :D
 
New version is up on the OP, v1.3.0 :)

For all of you that noticed that I introduced some major bugs into the intelligent globe collection system, this is now resolved in the current version, and 4 mage quick casting has become 10 mage quick casting, because it adds upto 50% damage increase, and also reduces the damage ramp up time :D
Try ing 1.3.0 now.


Uhhhh fuck?
Is 1.3.0 included on the new DB or is it a odler one?


New features:
--------------
* Trinity
- Bantou's Rathma Faceroll routine is now bundled with Trinity. (DB-277)

Bug fixes:
--------------
* Trinity
- Casting Siphon Blood or Bone Spikes will no longer sometimes cause the game to disconnect. (DB-273)

- Fixed a bug that caused CurrentWorldScene to be null when inside a scene that has a parent with no grid squares, most likely the cause for so many bounties failing. (DB-274)

- Added a friendly NPC to the blacklist the bot was trying to attack in Greyhollow Island (DB-275)
 
Try ing 1.3.0 now.


Uhhhh fuck?
Is 1.3.0 included on the new DB or is it a odler one?


New features:
--------------
* Trinity
- Bantou's Rathma Faceroll routine is now bundled with Trinity. (DB-277)

Bug fixes:
--------------
* Trinity
- Casting Siphon Blood or Bone Spikes will no longer sometimes cause the game to disconnect. (DB-273)

- Fixed a bug that caused CurrentWorldScene to be null when inside a scene that has a parent with no grid squares, most likely the cause for so many bounties failing. (DB-274)

- Added a friendly NPC to the blacklist the bot was trying to attack in Greyhollow Island (DB-275)


Haha yeah, it's now included @ v1.3.0 :D
 
Haha yeah, it's now included @ v1.3.0 :D

This bot sure loves to sit afk on the edge of map trying to wall hack through it though, really dunno wtf is going on these days :(

Bot sure likes to backtrack even during RG and go all way back to town, to original portal, and run 2-3 levels back to RG as well.

It's literitally rexploring the entire rift on the first run.


here's a log.
 

Attachments

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Awesome stuff, any progress on a speed build? These T13 runs are fairly slow =[

But i pushed at 92 with no augments! :P
 
This bot sure loves to sit afk on the edge of map trying to wall hack through it though, really dunno wtf is going on these days :(

Bot sure likes to backtrack even during RG and go all way back to town, to original portal, and run 2-3 levels back to RG as well.

It's literitally rexploring the entire rift on the first run.


here's a log.


I'm out atm, so haven't looked at you're log yet, but try deleting the CompiledAssemblies folder, and see if that fixes it. If you still notice it happening after, just let me know :D

P.S. I'm only commenting on the wall hack afk thing. The backtracking is all Trinity I believe ;)
 
I think the biggest thing holding this back is the avoidance system. Even when everything is at 100%/1.2 it still decides to have a party inside pools etc and die.

I remember a few months ago there was this incredible wizard routine that would override the default avoidance system and used his own avoidance.
 
I'm out atm, so haven't looked at you're log yet, but try deleting the CompiledAssemblies folder, and see if that fixes it. If you still notice it happening after, just let me know :D

P.S. I'm only commenting on the wall hack afk thing. The backtracking is all Trinity I believe ;)
Already tried, still does it :(
 
Anyone know if the following bugs still exist?
1. Circle of Nailuj's mages don't count towards Rathma bonus (even with max 10 skeletal mages, you only get benefit for 5 mages).
2. Extended Servitude only gives 25% bonus on the original 6 second mage and not Circcle of Nailuj extended 4 seconds (therefore only 1.5 second extension instead of 2.5)?

Nothing can be done about #1 from a profile perspective, but would it be better to use Dark Reaping or Blood is Power or Swift Harvesting or Bone Prison or Fueled by Death instead of Extended Servitude?

Dark reaping seems to be working alright as a substitute for now, not sure if it's all in my head though.

*EDIT* Tested - Extended servitude only provides 1.5 seconds with 4 second circle of Nailuj. Now the question is the essence gained from Swift Harvesting/Dark Reaping > 1.5 second mage extension?
 
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The 20% is physical damage and you get that on neck and bracers. I think you have it confused with area damage.

I am currently doing 90's at 320B an hour with 6 deaths average deaths per hour

Helm - 1k int 6% crit 15% mage dmg
shoulder - 650 int 20% area damage 15% command skele damage 8% cdr
Chest - int vit with 15% command skele damage
Boots - 650 vit, 650 int, 12% movement, 15% mage dmg
Neck - 20% phys damage, 90%+ chd, 10% crit and socket
Ring's - 6% crit, 45-50% chd, 20% area dmg and socket
bracers - 650 vit, 650 int 6% crit 20% phys damage
gloves - 1k int, 50% chd, 10% crit, 20% AD
wep - 1k int, 7% as, 10% damage, high damage roll and socket
shield - 1k int, 1k vit, 10% crit and 8% cdr

Sheet dps is about 2.8m @ 1300 paragon seasonal. I opted to go with area damage instead of attack speed or cdr on rings/gloves.

I run with about 30% cdr which i think is the best because it dr's hard. If you add another 10% cdr you really only get 5% from it and it's a lost stat pretty much. Area damage seems a lot better choice or attack speed.

I'm pretty close, 1k paragon, with an almost perf Witching Hour and 8 x level 70 augments and stacking attack speed instead of Area Damage. only at 1.8M with a 2.9k jesseth scythe. Have no idea how that gear without attack speed can = 2.8M sheet damage unless AD adds to sheet damage?
 
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