So, on my necromancer since I got the game (about a month after launch), I’ve been running a minion mastery build. I don’t have to tell any of you how unfortunate such a situation is, given the unfortunate levels of AI we’ve witnessed over the years. However, with the reaper specialization having just been completely revealed, I was inspired to do a little theorycrafting.
Those who were watching closely may have noticed something interesting during the Reaper livestream. Specifically, the Jagged Horrors raised by the “Rise!” shout were dealing 300 damage per hit. Even traited for damage, jagged horrors on live barely break 100 damage per hit, suggesting that to go with the AI improvements minions are being buffed considerably. So, keeping that in mind, try to not say that MMs suck in this thread. It’s not constructive. What I am interested in hearing is constructive input regarding the build.
Equipment:
- Weapons: Greatsword/Staff
- Armor: Soldier
- Runes: Pack or Traveler
- Sigils: Frailty and Strength/Energy and Leeching
Skills:
- Healing: Blood Fiend
- Utility: Bone Minions/Flesh Wurm, Shadow Fiend, Bone Fiend
- Elite: Flesh Golem
Traits:
- Death Magic: Flesh of the Master, Deathly Strength, Necromantic Corruption
- Blood Magic: Bloodthirst, Vampiric Precision, Unholy Martyr
- Reaper: Relentless Pursuit, Decimate Defenses, Blighter’s Boon
On Offense:
Current Minion Master builds suffer from two unfortunate problems – lack of personal damage and lack of AoE. In the past I’ve tried to utilize the Staff’s marks, but they’re not amazing for the job. However, the Reaper Elite Spec covers both rather nicely here – The Greatsword cleaves well, and has a high level of damage. Assuming you’re fighting a large number of enemies, you can also go into Reaper Shroud and spam the auto-attack, which will give you back up to 10% of your life force every time you finish the combo, which is great for staying in the shroud. The shroud also gives you a chasing ability, so rely on it.
While you may be in Soldier gear, the increase to base statistics and Decimate Defenses work hand in hand – Greatsword skill #3 will inflict 12 stacks of vulnerability every time it hits, increasing your critical hit chance by 24% for the duration. the Sigil of Frailty also adds to this, and this is on top of the vulnerability adding to your base damage in the first place, meaning despite your low precision you should consistently get critical hits assuming your target isn’t consistently condi cleansing. you also have several source of chill and cripple, and a few sources of control effects, meaning your enemy is unlikely to escape without a lot of hindrance. Finally, the Sigil of Strength giving you might consistently is excellent for what should be obvious reasons.
A thing worth noting is that most necromancers going into their Death/Reaper Shroud lose access to their utilities until they get out. this is much less true for this build, as the minions stick around and continue dishing out damage despite you not directly having access to your utility bar anymore. This is a considerable boon to the DPS you bring to the fore, as even just the flesh golem on live can dish out over 800 damage per hit.
(edited by Harnel.6810)