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[Necromancer] Rathma Faceroll Glass Cannon GR 100+

So casting 10 mages ASAP is better damage for the rift then getting the 4P up fast and then make some mega mages for crazy damage?

I'll do a few more runs, but with 1.3.0 I can barely make it through a 90 within the timer when I was running them before in 6-8 minutes with 1.2.8.
 
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?

Attack speed doesn't really do much and you can hit the break point for skeletons at 1.6 and mages at 1.64.

You can get 1.64 from 7% on weapon and enchantress follower + paragon points. Unfortunately blizzard made it so attack speed doesn't effect minnons outside of taskers and theo. You benefit from sheet dps for mages but you will get a bigger dps bonus from ensuring you have 6% crit and 40-50% crit damage on both rings with socket. If you get lucky to get a good ring you can reroll the intellect to attack speed, area damage or cdr. The area damage doesn't effect sheet dps but essentially you always have a 20% chance that your damage splashes in a 10-15 ft radius for whatever % area damage bonus you have. I have 100% so if if I get a proc for a full singulairty mage attack that hits like 5b it aoe's everything around it for faster clear.

You just need to get lucky with gear and I have just under 20k intellect which is a big help I think every point of intellect is about ~900dps added to sheet for me right now.

I run ess of johan amulet on follower that has chance to aoe pull, oculus for rng damage proc if bot happens to stand in it and staff is maloth's focus (fears enemies randomly) since the enchantress is normally by me any stay mobs get feared away and helps u live. you also need a relic for your follow that does not allow him to die
 
Attack speed doesn't really do much and you can hit the break point for skeletons at 1.6 and mages at 1.64.

You can get 1.64 from 7% on weapon and enchantress follower + paragon points. Unfortunately blizzard made it so attack speed doesn't effect minnons outside of taskers and theo. You benefit from sheet dps for mages but you will get a bigger dps bonus from ensuring you have 6% crit and 40-50% crit damage on both rings with socket. If you get lucky to get a good ring you can reroll the intellect to attack speed, area damage or cdr. The area damage doesn't effect sheet dps but essentially you always have a 20% chance that your damage splashes in a 10-15 ft radius for whatever % area damage bonus you have. I have 100% so if if I get a proc for a full singulairty mage attack that hits like 5b it aoe's everything around it for faster clear.

You just need to get lucky with gear and I have just under 20k intellect which is a big help I think every point of intellect is about ~900dps added to sheet for me right now.

I run ess of johan amulet on follower that has chance to aoe pull, oculus for rng damage proc if bot happens to stand in it and staff is maloth's focus (fears enemies randomly) since the enchantress is normally by me any stay mobs get feared away and helps u live. you also need a relic for your follow that does not allow him to die
Yep set up the exact same way, except with Templar for essence regen and azurewrath/freeze of deflection.
I haven't given up Crit/CHD for any stat - I've prioritized Phys%, Mage Skill%, CHD, CH, AS, Int, AD, and then CDR diamond helm.
The only things that really kill me are when the bot is being stupid with avoidance, or bloodstars from succubus.
If I didn't run attack speed, I'd only be 1.3M DPS instead of 1.8m, which is why I'm surprised you're at 2.8M sheet damage without AS%. Not saying I don't believe you, but obviously one of my gear pieces are wrong lol. I'm only missing crit on my bracers (took vit instead - took me forever to roll an ancient bracer since bounties aren't working great). But I don't think that 6% crit would take me to even 2m sheet damage.
 
Bantou, is there anyway you could put in an option to pick how many mages to quick cast? Or maybe just two options, 4 or 10.
 
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Bantou, is there anyway you could put in an option to pick how many mages to quick cast? Or maybe just two options, 4 or 10.

With 10 it seems like a lot of the time the bot is trying to get to 10 but never does and no powerful mages come out. But it does help you survive by quickly surrounding you with mages. From the testing i've done so far, my clear times have gone down.

Also, the issue where the bot freezes up when there are elite minions blocking the purple orbs is still present.

yes Bantou please put in a option for how many mages to quick cast. we really need it, thanks you!
 
Attack speed doesn't really do much and you can hit the break point for skeletons at 1.6 and mages at 1.64.

You can get 1.64 from 7% on weapon and enchantress follower + paragon points. Unfortunately blizzard made it so attack speed doesn't effect minnons outside of taskers and theo. You benefit from sheet dps for mages but you will get a bigger dps bonus from ensuring you have 6% crit and 40-50% crit damage on both rings with socket. If you get lucky to get a good ring you can reroll the intellect to attack speed, area damage or cdr. The area damage doesn't effect sheet dps but essentially you always have a 20% chance that your damage splashes in a 10-15 ft radius for whatever % area damage bonus you have. I have 100% so if if I get a proc for a full singulairty mage attack that hits like 5b it aoe's everything around it for faster clear.

You just need to get lucky with gear and I have just under 20k intellect which is a big help I think every point of intellect is about ~900dps added to sheet for me right now.

I run ess of johan amulet on follower that has chance to aoe pull, oculus for rng damage proc if bot happens to stand in it and staff is maloth's focus (fears enemies randomly) since the enchantress is normally by me any stay mobs get feared away and helps u live. you also need a relic for your follow that does not allow him to die
There is no speed break point for skeleton mage. When your AS increases, skeleton mage's as will still remain the same, but dmg per hit will increase accordingly. Not sure if that is the same with skeleton though.
 
Bantou can you let the bot pickup progress globes when there are no enemy with 15 meters of the globes or the character?
 
This problem with 1.3.0, can anyone help?

Exception during bot tick.Buddy.Coroutines.CoroutineUnhandledException: Exception was thrown by coroutine ---> Buddy.Coroutines.CoroutineUnhandledException: Exception was thrown by coroutine ---> System.Exception: Запрос ReadProcessMemory или WriteProcessMemory был выполнен только частично, at addr: 0000019C, Size: 12
at GreyMagic.ExternalProcessMemory.ReadByteBuffer(IntPtr addr, Void* buffer, Int32 count)
at GreyMagic.MemoryBase.Read[T](IntPtr addr) at Zeta.Game.Internals.Actors.DiaObject.get_Position()
at Zeta.Bot.Navigation.DefaultNavigationProvider.‍‌.‌‌‌‌‍() at System.Threading.Tasks.Task`1.InnerInvoke()
at System.Threading.Tasks.Task.Execute()--- End of stack trace from previous location where exception was thrown ---
at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
at ‌‍‍‍‍‍‍.‍‍.‌‍‌(Task , Int32 )
at Buddy.Coroutines.Coroutine.'\.;cno8ncv{_m-M3/y!\*2@Pc".MoveNext()--- End of stack trace from previous location where exception was thrown ---
at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
at Buddy.Coroutines.Coroutine.6G~c>K=?hvk0r/~\[Dy>?`aH\]".MoveNext()--- End of stack trace from previous location where exception was thrown ---
at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
at Buddy.Coroutines.Coroutine.{S^u40d~h_~$5CNGw9J=gUFe$.MoveNext()--- End of stack trace from previous location where exception was thrown ---
at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
at Zeta.Bot.Navigation.DefaultNavigationProvider.WvFe}SSRW>nC6xv!W8oc\.d}4.MoveNext()--- End of stack trace from previous location where exception was thrown ---
at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
at Zeta.Bot.Navigation.DefaultNavigationProvider.f{7|yKtsaxkabWOTBxd;$s>O.MoveNext()--- End of stack trace from previous location where exception was thrown ---
at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
at Zeta.Bot.Navigation.DefaultNavigationProvider.ip5-1hYq%?GKPn\\7F'PhUv3i!.MoveNext()--- End of stack trace from previous location where exception was thrown ---
at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
at Zeta.Bot.Navigation.Navigator.ip5-1hYq%?GKPn\\7F'PhUv3i!.MoveNext()--- End of stack trace from previous location where exception was thrown ---
at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
at System.Runtime.CompilerServices.TaskAwaiter`1.GetResult()
at Trinity.DbProvider.PlayerMover.<>c__DisplayClass20_0.<<NavigateTo>b__0>d.MoveNext() in C:\---\Plugins\Trinity\DbProvider\PlayerMover.cs:line 125 --- End of inner exception stack trace ---
at Buddy.Coroutines.Coroutine.‍‌‌(Boolean )
at Buddy.Coroutines.Coroutine.‍‌(Boolean )
at Buddy.Coroutines.Coroutine.Resume()
at Trinity.DbProvider.PlayerMover.NavigateTo(Vector3 destination, String destinationName) in C:\---\Plugins\Trinity\DbProvider\PlayerMover.cs:line 132
at Trinity.DbProvider.PlayerMover.MoveTo(Vector3 destination) in C:\---\Plugins\Trinity\DbProvider\PlayerMover.cs:line 56
at Trinity.Components.Combat.DefaultSpellProvider.<CastTrinityPower>d__0.MoveNext() in C:\---\Plugins\Trinity\Components\Combat\DefaultSpellProvider.cs:line 71--- End of stack trace from previous location where exception was thrown ---
at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
at System.Runtime.CompilerServices.TaskAwaiter`1.GetResult()
at Trinity.Components.Combat.DefaultTargetingProvider.<HandleTarget>d__22.MoveNext() in C:\---\Plugins\Trinity\Components\Combat\DefaultTargetingProvider.cs:line 141--- End of stack trace from previous location where exception was thrown ---
at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
at System.Runtime.CompilerServices.TaskAwaiter`1.GetResult() at Trinity.Components.Combat.TrinityCombat.<MainCombatTask>d__21.MoveNext() in C:\---\Plugins\Trinity\Components\Combat\TrinityCombat.cs:line 119--- End of stack trace from previous location where exception was thrown ---
at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
at Zeta.Bot.ActionRunCoroutine.BhI~dZ?d\[!)clT>\*lc^\]'UC@$.EGPhKda:052a"_jzJkPaYA4D.MoveNext() --- End of inner exception stack trace ---
at Buddy.Coroutines.Coroutine.‍‌‌(Boolean )
at Buddy.Coroutines.Coroutine.‍‌(Boolean )
at Buddy.Coroutines.Coroutine.Resume()
at Zeta.Bot.ActionRunCoroutine.Run(Object context)
at Zeta.TreeSharp.Action.RunAction(Object context)
at Zeta.TreeSharp.Action.\[?R8l6$CC:n@mU=l`cjj:C:y$.MoveNext()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.PrioritySelector.A<q6~{!\\t3p#<yFB\,hHg2^~0.MoveNext()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.Common.HookExecutor.Run(Object context)
at Zeta.TreeSharp.Action.RunAction(Object context)
at Zeta.TreeSharp.Action.\[?R8l6$CC:n@mU=l`cjj:C:y$.MoveNext()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.PrioritySelector.A<q6~{!\\t3p#<yFB\,hHg2^~0.MoveNext()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.Bot.BotMain.‍‍‍‍‍()
and
[Trinity 2.270.7] [Targetting] No valid power was selected for target: Corpulent_A-78799 (3847) Type=Unit Dist=116,55
[Trinity 2.270.7] [Targetting] No valid power was selected for target: Corpulent_A-78799 (3847) Type=Unit Dist=116,55
 
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Unless I've misunderstood something a 40 essence mage does 520% weapon damage, and a 300 essence mage does 1100% weapon damage. With the newest mage replacing the oldest and mages being constantly cast. At least initially, far more damage per essence comes from quick cast mages. This is what I came to think, but I could be completely wrong as usual :P

For those of you who said it was slower, are we sure it's not just bad RNG. What does everyone else think? Can anyone confirm the damage numbers for the Mages?
 
For me, it's faster now. Before i can complete 85 in 12-13 minutes without augments and with shitty build. Now with 10 mages casting with 85% essence, i can complete 85 in 7-9 minutes.

Edit¹: @Bantou Congratz for your build is now included on DB at the recent version.
 
For me, it's faster now. Before i can complete 85 in 12-13 minutes without augments and with shitty build. Now with 10 mages casting with 85% essence, i can complete 85 in 7-9 minutes.

Edit¹: @Bantou Congratz for your build is now included on DB at the recent version.

Haha thanks :D

I'm glad it's working better for you, there were significant improvements made I think ;)
 
Only thing i see it's "bugged" is avoidance... but i guess this is trinity..right?
 
hello guys , one question - what setup do you have on your routine for the best grift clear :)
 
Has anyone fine tuned the settings from the front page? Would you mind posting them? Thanks :)
 
Unless I've misunderstood something a 40 essence mage does 520% weapon damage, and a 300 essence mage does 1100% weapon damage. With the newest mage replacing the oldest and mages being constantly cast. At least initially, far more damage per essence comes from quick cast mages. This is what I came to think, but I could be completely wrong as usual :p

For those of you who said it was slower, are we sure it's not just bad RNG. What does everyone else think? Can anyone confirm the damage numbers for the Mages?


I think it really depends on what level you farm. For me I was farming 90 with 8-12 mins with quick 4 mages. And now with quick 10 mages, I can barely finish it. Its not bad RNG, I have observed several rounds, the damage down is real. Bring back quick 4 mages or give a option to choose 4 or 10 mages please.
 
Someone knows why DB leave session in middle GR almost complete saying that lines?
Leaving game, reason: Done
Last run acquired 19633539 gold.
[Trinity 2.270.7] Resetting ActorCache
Waiting 8.9 seconds before next game...
 
I agree, it really makes best sense to let people choose how many mages to quick cast.
 
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Unless I've misunderstood something a 40 essence mage does 520% weapon damage, and a 300 essence mage does 1100% weapon damage. With the newest mage replacing the oldest and mages being constantly cast. At least initially, far more damage per essence comes from quick cast mages. This is what I came to think, but I could be completely wrong as usual :p

For those of you who said it was slower, are we sure it's not just bad RNG. What does everyone else think? Can anyone confirm the damage numbers for the Mages?

300 essence mage is 1300% damage I think. I have been watching several dozen rifts and the speed at which it kills, especially elite packs is much slower for me. It use to be able to chunk them down within a few seconds really easily, not their HP slowly goes down and because of that, more time for them to use their abilities and resulting in more deaths.

Also I have noticed mostly with Poison pools, when they are put on the ground, the bot will run back and forth withing a few feet of them like its constantly trying to avoid them, but not doing anything else. No abilities being cast, not targeting anything, resulting in mages standing still and eventually dying.

With Globes, the bot will not going after them as often when it doesn't need them now, but when it does, and it gets stuck behind a mob, it was just stand there trying to run through the mob or wall and die every time.

These are just some things I have been noticing with the new build. It's a really good build Bantou!!! It really is. I am just trying to help improve it.
 
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