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[Necromancer] Rathma Faceroll Glass Cannon GR 100+

Bantou

Active Member
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 :p

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) :D

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 :D And to all those that helped test, you know who you are :p

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
 

Attachments

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Hhyyooo! Thanks for the routine! Appreciate the work man! :cool:

By any chance do you have a Pestilence build uaing Braggs Wrath in the making? Heh ^^ o_O I was actually messing around with that build before the second quick patch.
 
Why Life from Death if not using Siphon Blood - Blood Sucker?
 
Why Life from Death if not using Siphon Blood - Blood Sucker?

Reapers Wraps - Health globes restore 30% of your primary resource ... Better Mages quicker, and less ramp up time for each new battle ;)

It would be better if Demonbuddy had implemented a health globe fetch below a certain resource %
 
Absolute best necro routine available right now. Just finished GR 87 and I believe 90 is going to be possible.

EDIT: GR94 complete.
 
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Reapers Wraps - Health globes restore 30% of your primary resource ... Better Mages quicker, and less ramp up time for each new battle ;)

It would be better if Demonbuddy had implemented a health globe fetch below a certain resource %
Have you considered using Blood Sucker instead of Bone Spikes in order to pull in globes?
 
That's a very possible option as I just watched bone spikes get cast multiple times in an area completely free of mobs.
 
That's a very possible option as I just watched bone spikes get cast multiple times in an area completely free of mobs.

Yeah, there were lots of bugs with the bot getting the best target. I thought I'd fixed them all ... doh
 
Have you considered using Blood Sucker instead of Bone Spikes in order to pull in globes?

I'll definitely look into it. I'm out drinking, and just have access to my phone atm ;)

P.S. This routine is based off the default routine, so you might just be able to change the skill, and have it work right out of the box :)

P.P.S. Just let me know if there's anything I need to fix for the skill to work perfectly :P
 
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Ok, so I think I have an update ready to go, but I'd rather not post it here yet until I've had 10 minutes to test it, and DB is offline just now. It will fully support Siphon Blood - Blood Sucker, I've added a settings option to set the Primary Resource % above which the routine will cast Skeletal Mage (let me know what you think is a good setting guys, default is 40% atm, but I might change it depending on feedback), and it includes a couple of targeting tweaks (trying to stop the bot standing there attacking nothing in particular on a rare occasion) :D

If there's anything else you guys want me to include before I post it up, just post here and let me know ;)

Happy hunting :P
 
Ok, so I think I have an update ready to go, but I'd rather not post it here yet until I've had 10 minutes to test it, and DB is offline just now. It will fully support Siphon Blood - Blood Sucker, I've added a settings option to set the Primary Resource % above which the routine will cast Skeletal Mage (let me know what you think is a good setting guys, default is 40% atm, but I might change it depending on feedback), and it includes a couple of targeting tweaks (trying to stop the bot standing there attacking nothing in particular on a rare occasion) :D

If there's anything else you guys want me to include before I post it up, just post here and let me know ;)

Happy hunting :p

Looking forward to it.
 
Reapers Wraps - Health globes restore 30% of your primary resource ... Better Mages quicker, and less ramp up time for each new battle ;)

It would be better if Demonbuddy had implemented a health globe fetch below a certain resource %
I just want to point out that trinity does have a built in option for health globes when reapers are equipped, it's apparently broken however, perhaps they will fix it

navigate to Demonbuddy\Plugins\Trinity\UI

Find the file named Weighting.xaml

look at this code

<GroupBox>
<GroupBox.Header>
<CheckBox HorizontalAlignment="Center" FontWeight="Bold" Foreground="Tan" IsChecked="{Binding Path=Misc.CollectHealthGlobe}">Collect Health Globes</CheckBox>
</GroupBox.Header>
<StackPanel Visibility="{Binding Path=Misc.CollectHealthGlobe, Converter={StaticResource VisibleWhenTrueConverter}}">
<UniformGrid Columns="2">
<TextBlock Text="Globe Health %" FontWeight="Normal" VerticalAlignment="Center"/>
<Slider Grid.Column="1" Template="{DynamicResource SliderEditable}"
Interval="500" Maximum="100" Minimum="0"
SmallChange="1" LargeChange="5"
TickPlacement="None"
Value="{Binding Path=Misc.HealthGlobeLevel, Converter={StaticResource PercentConverter}}"
HorizontalAlignment="Stretch" Margin="2,0"/>
<TextBlock Grid.Column="2" Text="Globe Search Distance" FontWeight="Normal" VerticalAlignment="Center"/>
<Slider Grid.Column="3" Template="{DynamicResource SliderEditable}"
Interval="500" Maximum="120" Minimum="5"
SmallChange="5" LargeChange="25" TickPlacement="None"
Value="{Binding Path=Misc.HealthGlobeSearchDistance, Converter={StaticResource PercentConverter}}"
HorizontalAlignment="Stretch" Margin="2,0"
ToolTip="Only applies when Reaper's Wraps are equipped"/>
</UniformGrid>
<UniformGrid Margin="0,5,0,0" Rows="1">
<CheckBox IsChecked="{Binding Path=Misc.HiPriorityHG}">Give higher priority to globes</CheckBox>
</UniformGrid>
</StackPanel>
</GroupBox>

</StackPanel>
</ScrollViewer>
</UserControl>


And thanks for the routine man!!
 
I just want to point out that trinity does have a built in option for health globes when reapers are equipped, it's apparently broken however, perhaps they will fix it

And thanks for the routine man!!

Haha one of those we'll get around to it projects :P

I'm actually starting to think that Siphon Blood - Blood Sucker might be the way to go (it would seem to solve this problem anyway). And might actually enable far more 100% resources Skeletal Mages, which is why I added the resource setting to the next build :)

And you are more than welcome ;)
 
Very nice indeed ! eagerly awaiting the update with blood sucker, will make this an even smoother ride.
Thanks for sharing !!
 
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