Can post Wd routine setup pls
Thanks Fedez
Its in the first post?
Mine keeps dying though.... multiple deaths per rift, making this super slow.
standard, energy reserve depends upon your chest armor %
Im running with bbv ghost trance so my necro can use pain enhancer to reach higher breakpoint for the mages. I dont have perfect gear, if I had more attackspeed I could go with slam dance and still reach the 18fps bp I guess. For now it works on 105 for me, para 1800
area damage 60%
cluster size: default (I think 11)
Also my necro has 0 death per hour whereas my wd sometimes dies.
Also the leader skips arcanes and juggernaughts as I think those are the most annoying packs.
I have added all 3 spells to the Necro. Frailty and Decrepify is done very simply, routine just keeps the main target debuffed and the rest is taken care of by the size of the area spell curses. It could be done better (Frailty making sure everything below 25% hps is debuffed and Decrepify making sure you get your 20 stacks before Simulacrum). Overall the build is not terribly bad, it runs about 2-3 GRs lower for my group setup. Necro dies more often getting stuck in packs of mobs without the Bloodrush. Siphon Blood seems inferior to Bone Spikes, if you got the zbarb, due to the lower essence generation.Thanks for this!
@Tempest , would you be so kind to add usage of decrepify and frailty (curses) to the build?
Also, Siphon Blood pls! Dropping Bone Spikes in favour of SB always offer better botting results for me - the globe picking part is invaluable, helps with survivability and reduces the dependance on a Zdps barb by a big amount. I'm farming 100 without barb with 2 necro - 1 zdps monk - 1 impale DH, which is way off-meta ....and Siphon blood with the curses are the two things that would make your group routine so much better than any other necro routine.
Decrepify with daynte belt allows you to drop esoteric , and frailty is way too strong to not be used in a 2-necro group....actually, I consider it too strong to not be used in any group even with 1 necro. It's a 18% damage buff to the whole group, and Bloodrush is not necesary in most situations.
At least now I know who is dominantly responsible for my globes, the zbarb! I am also seeing the Necro is less stable without the Devour (less healing, lower hitpoints without the Satiated rune), gain is 30% damage reduction and amazing 1 min Simulacrum. Remember, our Necro build multiplies damage by 4 during the Simulacrum and brings twice as many skeletal mages per cast.![]()
Tried that setup following your idea, but essence generation was non-existant. Had to dismiss it in 2 rifts.
Maybe I don't understand you here but the 1.2 build should have Necro casting Decrepify and Frailty if both present as active skills.Changed Bloodrush to Devour (also returned to Blood is life passive) and result seems good overall. I wouldn't dare to say if better than your original setup or not, but the necros won't die and overall time seems similar.
I miss bloodrush because the way you found to make if search for inner sanctuary and oculus ring buffzones is amazing, but for a Non-barb setup, this might be better.
I actually have thought about making a support Necro with both curses and siphon blood as a 3rd necro and use your original build for pure dps necros. It might make the best 100 speedfarm setup.
Problem is I don't think that any current routine supports the usage of 2 different curses on the same build.
I will take a look on this. Currently yes, if there is enough spirit, the Monk should try to put Exploding Palm on anything that is close to the primary target, to prevent screen jumping. Are you saying your monk ignores the spirit reserve set in the routine settings? Or maybe you zeroed it because you don't use Aquilla? Try to put 20-30% there and monk should use generators more. You are still probably right that it is not necessary to burn spirit through Exploding Palm while it could be used to cast more Mantras.On a different note, my zdps monk is using Gungdo Gear bracer (he cannot die on 100, so using spirit guards was unnecesary, and the DH is the shrine picker with nemesis)
It would be amazing if you could add an option for Exploding palm to be used on the lowest health enemy only, as a checkbox for it in the routine.
The way it is used now, it spams Exploding palm far too often causing spirit issues: I've seen multiple situations where the active mantra couldn't be cast due to being out of spirit.
Maybe I don't understand you here but the 1.2 build should have Necro casting Decrepify and Frailty if both present as active skills.
I will take a look on this. Currently yes, if there is enough spirit, the Monk should try to put Exploding Palm on anything that is close to the primary target, to prevent screen jumping. Are you saying your monk ignores the spirit reserve set in the routine settings? Or maybe you zeroed it because you don't use Aquilla? Try to put 20-30% there and monk should used generators more. You are still probably right that it is not necessary to burn spirit through Exploding Palm while it could be used to cast more Mantras.
I will take a look on the minimal hps idea.