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[Necromancer] Rathma Faceroll Glass Cannon GR 100+

Working great for the most part, but the avoidance doesn't seem to work so great, it's standing in much bad stuff despite having everything at 100% avoidance. :) Not sure if this is related to the routine or DB in general though.

Really annoying that DB is running back exploring every tiny nook and cranny as well, wasting lots of time in GRs, but that's not the routine. :D
 
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.
I feel the same. I hope it can be optional.
 
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.

Im dying 6+ times A RIFT on average I get 1 shot by ranged mobs constantly. Mind posting your complete loadout and avoidances?

I have around the same sheet dps, and all the same gear as you, minus AD on gloves and rings
 
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.


It's 3% extra damage per essence spent, so a 300 essence mage would infact be 400 + 3x300 = 1300.

Whereas a 40 one would be 400 + 3x40 = 540. And if you then take into account the ring the difference will just get bigger and bigger the longer you go. So I reckon quick casting low end mages is gonna cause problems for most people in higher grifts since you want to burn them down as fast as you can in the first place.
 
I feel the same. I hope it can be optional.


Its extremely extremely easy to modify.

go into the .cs faceroll file, ctrl+f for "if ((skeletalMageCount >= 10" Change 10 to 4. Ez game

Edit: Really tho, this should probably be on a slider
 
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?

No, the dmg is:
40 essence = 400%
300 essence = 400% * (1 + 3% * (300 - 40)) = 3520%
Even more
600 essence = 400% * (1 + 3% * (600 - 40)) = 7120%
That's why mage can run so high.

BTW, I think we should do more devour when land of death is active, for me, I changed to
if (Skills.Necromancer.LandOfTheDead.TimeSinceUse <= 10000 && Skills.Necromancer.Devour.TimeSinceUse >= 800)
return true;

Then it's much better.
 
have to say. i wasn't going to update but DB updated on its own with 1.3.0 and it is sucking booty. It didn't clear one GF 85. The dmg is significantly lower and would even stand AFK at some points. With 1.2.8 i was clearing GF 85 in 7-8min with no deaths. i forced a downgrade back to 1.2.8 and its clearing 85 again ez mode. not sure what the problem is with 1.3.0 but it does not working properly for me. i even tried turning off cast 10 mages ASAP and set essence to 20% to see if that would equal out but nothing. anything i tried was still running bad. i have 2.6mil sheet dmg and 85 is a breeze for me so i could tell the difference with how slow it was taking for a 85 with 1.3.0

with the people saying its working great for them can maybe post what settings they using and gear i can try that out and see if i can get it to run successfully.


How are you not dying can u plz share your loadout/avoidances?
 
I was doing better on GR with 1.2.8 Can you please re share it so i can use this instead of 1.3.0? Thanks in advance!
 
do someone mind sharing their setup for the routine ? or is everyone using the default that has been writed in the start of this thread?
 
BTW,

The Globe thing aint fixed.

Whenever you kill a pack and they drop the globes, and there is other minions / monsters. The toon will just stand "AFK" doing nothing but looking.

No Attacking, No Spawning Mages, No commanding skeletons, nothing..... Just Dying.
 
BTW,

The Globe thing aint fixed.

Whenever you kill a pack and they drop the globes, and there is other minions / monsters. The toon will just stand "AFK" doing nothing but looking.

No Attacking, No Spawning Mages, No commanding skeletons, nothing.....

Same here, latest version.

Also having an issue with Goblins, been watching the bot for a bit and 2 times in a row when it spotted a goblin, it just spammed this text in the window and then stood still, getting killed by other mobs. Not sure if this is an issue with routine or Trinity though, or perhaps unrelated.

[Trinity 2.270.7] Going Kamakazi on 'treasureGoblin_B-505243 (5985)' Distance=70,12604
[Trinity 2.270.7] Going Kamakazi on 'treasureGoblin_B-505243 (5985)' Distance=70,12604
[Trinity 2.270.7] Going Kamakazi on 'treasureGoblin_B-505243 (5985)' Distance=70,12604
[Trinity 2.270.7] Going Kamakazi on 'treasureGoblin_B-505243 (5985)' Distance=70,12604
[Trinity 2.270.7] Going Kamakazi on 'treasureGoblin_B-505243 (5985)' Distance=70,12604
[Trinity 2.270.7] Going Kamakazi on 'treasureGoblin_B-505243 (5985)' Distance=70,12604
[Trinity 2.270.7] Going Kamakazi on 'treasureGoblin_B-505243 (5985)' Distance=70,12604
[Trinity 2.270.7] Going Kamakazi on 'treasureGoblin_B-505243 (5985)' Distance=70,12604
[Trinity 2.270.7] Going Kamakazi on 'treasureGoblin_B-505243 (5985)' Distance=70,12604
[Trinity 2.270.7] Going Kamakazi on 'treasureGoblin_B-505243 (5985)' Distance=70,12604
[Trinity 2.270.7] Going Kamakazi on 'treasureGoblin_B-505243 (5985)' Distance=70,12604
[Trinity 2.270.7] Going Kamakazi on 'treasureGoblin_B-505243 (5985)' Distance=70,12604
[Trinity 2.270.7] Going Kamakazi on 'treasureGoblin_B-505243 (5985)' Distance=70,12604
[Trinity 2.270.7] Going Kamakazi on 'treasureGoblin_B-505243 (5985)' Distance=70,12604
 
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Does anyone has issue with the bot ignores rg range again on 1.3.0?
 
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.

What?

This is for skeletons - http://tinypic.com/view.php?pic=24zxcn6&s=9#.WYSYY1GGOUk

This is for mages - http://tinypic.com/view.php?pic=18kldk&s=9#.WYSYdVGGOUk

These are the charts with tasker and theo equipped. After 1.6 with taskers for mages you need to reach 2.1 as to have any true benefit from attack speed other then sheet dps but when you are hitting mages with 600+ essence from simularcrum active ur not even gonna notice the extra sheet dps from as where as crit damage or area damage excels lol
 
I was struggling a bit with the 10 mage quick cast. My survivability went up (cause I was surrounded by mages all the time), but my clear times went down on lower rifts like 85. I don't know if it was RNG, but I was running out of time doing GR98 with 1.3.0 but then I cleared it when I switched back to 1.2.8.

Being able to pick between 4 and 10 mages would be awesome feature but I know you're already working hard.

Also, the issue with the bot freezing up when purple orbs are being blocked is still alive and well. Happens maybe once per rift.
 
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