- Max Dmg Reduction And Increase From Lon Set List
- Max Dmg Reduction And Increase From Lon Set 2
- Max Dmg Reduction And Increase From Lon Set 2016
- Max Dmg Reduction And Increase From Lon Set 2017
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UPDATE: The numbers reflected in this build are no longer accurate. The damage rates in Diablo III have increased tremendously since this was posted. Expect upwards of 10x damage out of this build easily.
I was trying to calculate the relative differences of a few pieces of gear - namely ones that add +damage% to one damage type, and I couldn't figure out how all these damage types are applied. For the sake of argument, take a barbarian with the following: 9,000% increased damage from strength. 40% increase to physical damage. Set Socket Option Set Socket Option is unlocked by equipping items with a specific number of Seed Spheres bound to the equipped items. Two Set Socket Options can be obtained at the same time. Seed Sphere of any level can be used to unlock the Set Socket Option.
Yuka went over an updated version of this build in the first episode of Friday Night Gaming with Yuka.
A lot of people ask me in my Twitch Stream chat how I have managed to get so much damage out of my wizard in Diablo 3. It’s simple math and it is very easy math to boot. To explain the math, however, I need to first explain my build.
I’ve always been a dedicated wizard player. A Diablo 3 high damage wizard build should not require much. The class itself inherently has high damage bonuses on all skills when compared to other classes. High base damage, while helpful, is not required. A lot of players discredit the wizard as being a mid-range damage class when compared to demon hunters or witch doctors, but fail to realize the big picture.
- (best-of 3.7) See all videos for 3.7 here My Youtube Channel. Hi Exiles, The Assassin has always been my favorite Ascendancy, as it's deadly and fast. But for years, as thrilling as it was, the Assassin Ascendancy had been in the purgatory of the off-meta, for lack of true advantages over other classes.
- Def - Dmg ReducM.dmg ReducNeutral Dmg ReducMaxHP. Element - Fire Dmg ReducWind Dmg Reduc.Note: I should've prioritize my magic reduction because my dmg reduction is already high unlike my m.dmg reduc. This will also depend on your build and you should prioritize where you lack. If you have low magic reduction, get it first.
- Decrease DMG Size to Fit on a Single Layer DVD. 23 July 2013 Karim Elatov. Min cur max 131826 You can see that the total size is bytes (about 6.3Gib). You can see that the total size is bytes (about 6.3Gib). That is not going to fit on a Single Layer DVD. Here is the size information of an empty.
Looking for a group to roll with in Diablo 3? The Lone Gamers are ALWAYS looking for new players. Look for our Clan and Community within Diablo 3 and join us on Discord!
(Really just another Disintegrate build)
The entire basis for this build is maintaining Arcane Power. While that is the basis of most builds, this one suffers when it runs out… as in it can’t produce any damage at all. Oddly enough, it doesn’t have any active arcane generators built into it.
Here is a screen shot of my current skill selection for my build.
Active Skills
Disintegrate is the bread and butter attack of this build. It will be used for the majority of engagements and once a player gets experienced with applying it on the battlefield for maximum DPS, that player will be something to be feared by the minions of hell.
Cost: 18 Arcane Power
Channel a beam of pure energy forward, dealing 511% weapon damage as Arcane and disintegrating enemies it kills.
Channel a beam of pure energy forward, dealing 511% weapon damage as Arcane and disintegrating enemies it kills.
Entropy (Rune)
The beam fractures into a short-ranged cone that deals 649% weapon damage as Arcane.
The beam fractures into a short-ranged cone that deals 649% weapon damage as Arcane.
Right off the bat, disintegrate does a lot of damage but the Entropy rune bumps up the damage another 138%. This damage is given to enemies caught within the beam every second.
Entropy changes the damage pattern from a beam to a 90° “fan” that extends 15 yards forward of the wizard, which I will refer to as such for the duration of this article. The fan damages all enemies caught within it equally. It should be noted that this will effectively turn any wizard into a short range ranged character.
Frost Nova is the crowd control ability for this build. It is useful in keeping enemies from moving so that damage from Disintegrate can be applied to the group. When used in conjunction with another party member using crowd control it can really turn the tide of battle. (Monk: Cyclone Strike or Wizard: Black Hole, for two examples)
Cooldown: 11 seconds
Blast nearby enemies with an explosion of ice and freeze them for 2 seconds.
Blast nearby enemies with an explosion of ice and freeze them for 2 seconds.
Cold Snap (Rune)
Reduce the cooldown to 7.5 seconds and increase the Freeze duration to 3 seconds
Reduce the cooldown to 7.5 seconds and increase the Freeze duration to 3 seconds
The unconfirmed range of Frost Nova is roughly 15 yards and seems to coincide with the damage range of Disintegrate with the Entropy rune, so anything frozen by Frost Nova can be damaged by the wizard that cast it.
Cold Snap is my personal preference because it increases the usefulness of Frost Nova as a crowd control mechanism. Other users of this build prefer Bone Chill for the increased damage but I feel the freeze duration of Bone Chill is too short and I’d rather have the monsters frozen longer so I can apply more damage (and so they can’t damage me).
Archon is reserved for elites and emergencies. It provides the wizard greatly increased damage and toughness for dire situations. The 120 second cooldown makes it prohibitive from use for regular mobs.
Cooldown: 120 seconds
Transform into a being of pure arcane energy for 20 seconds. While in Archon form, your normal abilities are replaced by powerful Archon abilities and your damage, Armor and resistances are increased by 20%.
Each enemy killed while in Archon form increases your damage by 6% for the remaining duration of Archon.
Transform into a being of pure arcane energy for 20 seconds. While in Archon form, your normal abilities are replaced by powerful Archon abilities and your damage, Armor and resistances are increased by 20%.
Each enemy killed while in Archon form increases your damage by 6% for the remaining duration of Archon.
Arcane Destruction (Rune)
An explosion erupts around you when you transform, dealing 3680% weapon damage as Arcane to all enemies within 15 yards.
An explosion erupts around you when you transform, dealing 3680% weapon damage as Arcane to all enemies within 15 yards.
Archon with Arcane Destruction can dish out some serious damage, both alpha and over time. Players shouldn’t let the precious 20 seconds being a demi-god go to waste and users of Archon should properly plan ahead before activating the skill. Knowing what Archon’s attacks are ahead of time is a huge advantage instead of figuring it out on the fly!
The Arcane Destruction part applies a massive amount of alpha to the vicinity of the wizard when cast that can easily liquidate any regular mobs in the area allowing the caster to focus solely on the true target, an elite monster.
The LMB attack is called “Arcane Strike and is akin to Wave of Force, although shorter radius, doesn’t knockback enemies and does a buttload more damage than Wave of Force.
The RMB attack is called “Disintegration Wave” and is akin to Disintegrate however it does a buttload more damage than the standard wizard’s Disintegrate. It can reach out and touch enemies. It is the only attack that Archon has that could be considered ranged.
The Action Bar Slot 1 is replaced with an ability called “Arcane Blast” that is much like Explosive Blast except it has a much shorter cooldown and does slightly less damage. The radius effected is roughly the same as Explosive Blast. When used in conjunction with Arcane Strike it can cause massive damage over a short period of time.
Used simply to increase base damage.
Cost: 25 Arcane Power
Imbue your weapon with magical energy, granting it 10% increased damage. Lasts 10 minutes.
Requires Weapon
Imbue your weapon with magical energy, granting it 10% increased damage. Lasts 10 minutes.
Requires Weapon
Force Weapon (Rune)
Increase the damage bonus of Magic Weapon to 20% damage and grants a 2% chance to Knockback any enemies hit.
Increase the damage bonus of Magic Weapon to 20% damage and grants a 2% chance to Knockback any enemies hit.
Used mainly for the effect of the rune I have selected for Arcane Cost reduction of Disintegrate from 18 Arcane Power per second to 15, which is a huge reduction.
Cost: 25 Arcane Power
Bathe yourself in electrical energy, periodically shocking a nearby enemy for 147% weapon damage as Lightning. Lasts 10 minutes.
Bathe yourself in electrical energy, periodically shocking a nearby enemy for 147% weapon damage as Lightning. Lasts 10 minutes.
Power of the Storm (Rune)
Reduce the Arcane Power cost of all skills by 3 while Storm Armor is active.
Reduce the Arcane Power cost of all skills by 3 while Storm Armor is active.
Used simply for the increased damage, both from the Familiar itself and the damage bonus provided by the Sparkflint rune.
Cost: 20 Arcane Power
Summon a Familiar that attacks your enemies for 179% weapon damage as Arcane. This companion cannot be targeted or damaged by enemies. Lasts 10 minutes.
Summon a Familiar that attacks your enemies for 179% weapon damage as Arcane. This companion cannot be targeted or damaged by enemies. Lasts 10 minutes.
![Max Dmg Reduction And Increase From Lon Set Max Dmg Reduction And Increase From Lon Set](/uploads/1/3/3/9/133917526/509474676.jpeg)
Sparkflint (Rune)
Summon a fiery Familiar that grants you 10% increased damage.
Summon a fiery Familiar that grants you 10% increased damage.
If a wizard doesn’t have solid gear to support Arcane Power generation from critical hits (see gear section below), then instead of Sparkflint, Arcanot can be selected as the rune, which provides an additional 2 Arcane Power regenerated per second.
Passive Skills
Max Dmg Reduction And Increase From Lon Set List
This really increases the survivability in dire situations. While some will say, “You shouldn’t have gotten yourself in that situation”, honestly this is Diablo 3, a game run by a quirky random number generator. Things happen that are outside the control of players playing the game, no matter how much they plan ahead. The game is pure chaos. If a player feels that they don’t need this, then it can be easily swapped to Blur for added defense or to Elemental Exposure for added damage (for the wizard and party members). I however will keep snuggling in my safety blanket, a safety blanket that has saved me numerous times!
![Max Dmg Reduction And Increase From Lon Set Max Dmg Reduction And Increase From Lon Set](/uploads/1/3/3/9/133917526/726194459.jpg)
When you receive fatal damage, you heal to 45% of your maximum Life and release a shockwave that knocks enemies back and slows them by 60% for 3 seconds.
This effect may occur once every 60 seconds.
This effect may occur once every 60 seconds.
Disintegrate cannot be cast on the run, so chances are the wizard will be standing still while dealing the majority of damage. With a solid party, the wizard won’t have to move and members of his party will bring monsters into his range so he doesn’t have to move, maximizing the effect of Unwavering Will.
Standing still for 1.5 seconds increases the following attributes:
- Armor: 20%
- All Resistances: 20%
- Damage: 10%
There’s that magic 15 number again. Disintegrate.. 15 yards, Frost Nova… 15 yards. Archon Arcane Destruction… also 15 yards, and Archon’s Arcane Blast (ABS 1) and Arcane Strike (LMB).. all damage within 15 yards. So Audacity is a no brainer.
You deal 15% additional damage to enemies within 15 yards.
Used primarily for the bonus to Arcane Power regeneration but the added Arcane Power pool is nice as a buffer.
Increase your maximum Arcane Power by 20 and Arcane Power regeneration by 2 per second.
Gear
Ideally gear for this build should have at least one of the following attributes:
- Critical Hit Grants Arcane Power
- Critical Hit Chance Increased
The bread and butter of this build. Both of those attributes synergize with each other. The more critical hits a wizard gets, the more arcane power he will earn if he has at least one item with the Critical Hit Grants Arcane Power attribute. The more Arcane Power generated by critical hits means more Arcane Power to burn casting Disintegrate.
Keep in mind that Disintegrate can hit multiple targets at once, each target hit rolling a chance for a critical hit, so more targets hit at once means a higher chance for critical hits overall, granting more Arcane Power. Users of this build find that they run out of Arcane Power faster on smaller groups of mobs because of this effect.
- Reduce Resource Cost by 7% or higher
7% or higher is the minimum that is useful. This the breaking point for the way that Diablo 3 rounds numbers when it comes to resource cost. Storm Armor (Power of the Storm rune) reducing the casting cost of disintegrate from 18 to 15, and 7% is 1.05 points of Arcane Power. 6% would be only 0.9 points of Arcane and Diablo 3 would simply round back up to 15. Resource Cost Reduction is stacked from all items and then calculated! So two items that reduce resource cost by 4% each would result in 8% resource cost reduction total and it would only cost 14 Arcane Power to cast Disintegrate.
- Arcane Skills Damage Bonus
- Increases Disintegrate Damage
Both of those attributes simply increase damage output. The former is preferred over the latter because it increases the damage output of Disintegrate, and all of the Archon abilities. If the wizard is using Arconat, then Arcane Skills Damage Bonus increases damage of the Familiar, too.
(Or the answer to “How you do so much damage” and “4.4 million damage per second… how?!”)
It’s actually very simple. So simple, that I’m surprised that Diablo 3 doesn’t do this calculation for the players.
I’m going to use my character’s current numbers to calculate roughly how much damage my wizard will do. I say roughly because the elusive and quirky random number generator has some say in these numbers, especially critical hit damage. The numbers provided here can be assumed to be average values and actual numbers in-game should dance around the numbers provided here.
These numbers are buffed by skills, solo. The buffs used are Magic Weapon (Force Weapon rune, 20% damage buff) and Familiar (Sparkflint rune, 10% damage buff) and Unwavering Will (10% damage buff)… altogether that is a 40% buff to damage, as those three skills stack the bonuses.
My base damage is 578,678. This number is also referred to as “weapon damage”.
Disintegrate with the entropy run does 649% weapon damage.
578,678 x 649% (6.49) = 3,738,259.88
Let’s not forget the bonuses that I have from my gear to both Arcane Damage and Disintegrate’s damage. Here are the pieces of gear that I have that do that, click to enlarge.
Here are the bonuses that are applied to Disintegrate:
- Arcane Skills deal 20% more damage (Andariel’s Visage, head)
- Increases Disintegrate Damage by 9% (March Audacity, feet)
- Arcane Skills deal 5% more damage (Tal Rasha’s Elements, set effect (2))
- Arcane Skills deal 9% more damage (Triumvirate, off-hand)
The Arcane skills bonuses stack together and are multiplied by the base damage of Disintegrate (not base weapon damage), as is the bonuse to Disintegrate’s damage. The equation looks like this.
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3,738,259.88 x 1.34 = 5,009,268.2392 DPS
5009268.2392 x 1.09 = 5,460,102.380728
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So my base damage per second when casting Disintegrate is 5,460,102.
There is more damage applied to that outside of Disintegrate. Familiar applies damage to a single target once every second. Archon is a similar story.
When casting Archon with the Arcane Destruction Rune, a blast dealing 3680% of base damage is sent out. With my current base damage and my bonuses to Arcane damage applied, my Arcane Destruction explosion sets the enemy back 28,535,769 hitpoints!
The Slice the Pie wizard build is definitely fun. It doesn’t require high paragon levels, special party considerations or any ridiculously hard-to-find gear. It deals a buttload of damage. It has very few weaknesses (besides generally not having the greatest of toughness values). And it is pretty fun to play. It is a build that any dedicated player of wizards in Diablo III: Reaper of Souls should give a shot sometime.
One of the best Necromancer builds for Patch 2.6.4
Rathma is one of the most powerful Necromancer class sets, while Rathma Singularity Mages is the strongest non-Corpse Lance based build for this class. It can reach Greater Rifts level 100 and above when played right. The build utilizes the 400% increased Minion damage bonuses provided by Jesseth's Arms set which combined with Rathma set bonus gives amazing DPS. It also scales extremely well with an increased number of Skeletal Mages summoned.
To check the full list of our Best Diablo 3 builds visit: The Best Diablo 3 builds by Odealo
Table of contents
- General information
- Recommended items
- Recommended skills
General information
The entire build is based on the Bones of Rathma set which provides the following bonuses:
- Minions have a chance to reduce the cooldown of Army of the Dead by 1 second each time they deal damage (2/6)
- Gain 1% damage reduction for 15 seconds each time one of the Minions deals damage, stacking up to 50 times (4/6)
- Each active Skeletal Mage increases the damage of all minions and Army of the Dead by 1000%, up to 4000% (6/6)
Singularity Mages Rathma build is one of the strongest out of all Necromancer builds. It is also the recommended choice for all summoner-type characters fans. This build is based on increased minion damage by each summoned Skeletal Mage. That is why the Legendary ring Circle of Nailuj's Evol is so important, it not only double the number of summoned Skeletal Mages with each cast but also increases their duration nearly tripling the number of Skeletal Mages you can have summoned at a time. On top of that, we utilize the Jesseth's Arms 400% increased minion damage after using Command Skeletons ability. It is most important to summon as many Skeletal Mages and possible and keep the Jesseth's Arms buff at all times.
Like most of the Necromancer build you will be also using Krysbin's Sentence to greatly increase your DPS versus crowd-controlled (slowed, stunned, frozen) enemies.
Like most of the Necromancer build you will be also using Krysbin's Sentence to greatly increase your DPS versus crowd-controlled (slowed, stunned, frozen) enemies.
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Recommended items
Equipment | |
Head - Rathma's Skull Helm Stat priorities: 1) Critical Hit Chance 2) Socket 3) Intelligence 4) Increased Skeletal Mages damage 5) Vitality 6) Secondary Res. Socket: | |
Chest - Rathma's Ribcage Plate Stat priorities: 1) Intelligence 2) Vitality 3) Armour 4) Life% 5) Secondary Res. Sockets: | |
Pants -Rathma's Skeletal Legplates Stat priorities: 1) Intelligence 2) Vitality 3) Armor 4) Secondary Res. Sockets: | |
Gloves- Rathma's Macabre Vambraces Stat priorities: 1) Attack Speed 2) Critical Hit Chance 3) Critical Hit Damage 4) Intelligence 5) Secondary Res. | |
Boots - Rathma's Ossified Sabatons Stat priorities: 1) Intelligence 2) Vitality 3) Increased Skeletal Mages damage 4) Armor 5) Secondary Res. | |
Pauldrons- Rathma's Spikes Stat priorities: 1) Intelligence 2) Vitality 3) Area damage% 4) Life% | |
Bracers - Reaper's Wraps Stat priorities: 1) Critical Hit Chance 2) Physical damage% 3) Intelligence 4) Vitality 5) Secondary Res. Special power: Health globes restore 25–30% of your primary resource | |
Amulet - Traveller's Pledge Stat priorities: 1) Socket 2) Critical Hit Damage 3) Critical Hit Chance 4) Physical damage% 5) Intelligence (Part of the Endless Walk set) Set bonuses:
| |
Ring - Compass Rose Stat priorities: 1) Socket 2) Critical Hit Chance 3) Critical Hit Damage 4) Attack Speed 5) Intelligence 6) Vitality (Part of the Endless Walk set) | |
Ring - Circle of Nailuj's Evol Stat priorities: 1) Socket 2) Critical Hit Chance 3) Critical Hit Damage 4) Attack Speed 5) Intelligence Special power: Raises an additional Skeletal Mage with each cast and they last an additional 2–4 seconds | |
Belt - Dayntee's Binding Stat priorities: 1) Intelligence 2) Vitality 3) Armor 4) Life% 5) Secondary res. Special power: Grants a 40–50% reduction in all damage taken as long as there is an enemy afflicted by one or more of the Necromancer's Curses | |
Weapon - Jesseth's Skullscythe Stat priorities: 1) Socket 2) High average damage 3) Damage% 4) Attack Speed 5) Maximum Essence 6) Intelligence Sockets: (Part of the Jesseth's Arms set) Set bonuses:
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Off-hand - Jesseth Skullshield 1) Critical Hit Chance 2) Intelligence 3) Vitality 4) Cooldown Reduction (Part of the Jesseth's Arms set) | |
Bonus Items for Season 16 (thanks to built-in Ring of Royal Grandeur power) | |
Chest - Requiem Cereplate Stat priorities: 1) Intelligence 2) Vitality 3) Armour 4) Life% 5) Secondary Res. Sockets: Special Power: Devour restores an additional 75–100% Essence and Life, and if Devour restores Essence or Life above their respective maximum, the excess is granted over 3 seconds | |
Kanai Cube powers | |
Reilena's Shadowhook Every point of Maximum Essence increases all damage done by 0.5% and Bone Spikes generate 2–5 additional Essence for each enemy hit | |
Tasker and Theo Increase attack speed of your pets by 40–50% | |
Krysbin's Sentence Deal 75–100% increased damage against slowed enemies or triple this bonus against enemies afflicted by any other type of control-impairing effect | |
Legendary Gems | |
Bane of the Trapped
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Zei's Stone of Vengeance
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Enforcer
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Recommended skills
Active Skills | |
Bone Spikes Summon bone spikes from the ground that deal 150% weapon damage Sudden Impact Bone spikes will also stun enemies for 1 second on hit Your primary attack. It is used to generate Essence and stun enemies on hit, which increases the damage they receive thanks to Krysbin's Sentence ring | |
Simulacrum Creates a Simulacrum made of blood that will duplicate any Essence Spenders cast for 15 seconds Reservoir While active, Simulacrum will also increase maximum Essence by 100% This ability has a long cooldown and grants insane boost to your DPS for a short duration. Use it on bosses and hard elites | |
Skeletal Mage Raise a skeleton from the ground to attack your foes dealing 400% damage as Physical over 2 attacks. Lasts 6 seconds Singularity Consumes all Essence when cast, but summons a much more powerful Skeletal Mage. The minion's damage is increased by 3% for each point of Essence consumed. Can raise up to 10 empowered Mages, each having its own damage buff for the duration This builds core ability. It not only deals majority of the damage but also increases it with every summoned Skeletal Mage | |
Land of the Dead All corpse skills can be used at will for 10 seconds Frozen Lands Enemies in the Land of the Dead are frozen while it lasts This skill provides amazing both defensive and offensive utility. It freezes all enemies within range (basically whole screen) grants insane Essence regeneration allowing summoning the most powerful Skeletal Mages and spamming the skill. Use on bosses, hard elites, and emergency situations | |
Devour Consumes all corpses within 60 yards to restore 10 Essence per corpse Cannibalize Each corpse consumed also restores 3% of maximum Life Used to recover Life and Essence. While under the effect of Land of the Dead you will be able to instantly heal yourself and replenish your Essence. | |
Command Skeletons Passive: Raises skeletons from the ground every 2 seconds to a maximum of 7 skeletons. Skeletal minions deal 50% damage as Physical per attack Active: Commands the skeletal minions to attack the target and increase their damage by 50% against the designated target Freezing Grasp Skeleton's damage type changes to Cold and their current target is frozen for 3 seconds Mandatory skill for this build. Skeletons will not only deal decent damage (they are minions and benefit from both Rathma and Jesseth's Arms set bonuses) but also grant the Jesseth's Arms buff and freeze their target. | |
Passive Skills | |
Overwhelming Essence Increases the maximum Essence by 40 | |
Final Service Upon taking lethal damage, instead of dying, renders the Necromancer immune to all damage for 4 seconds. This passive will also sacrifice minions and heal the Necromancer for 10% of maximum Life for each minion sacrificed this way. This effect cannot occur more than once every 60 seconds | |
Life from Death Consuming a corpse has a 20% chance to spawn a Health Globe | |
Extended Servitude Increases the duration of Skeletal Mages and Revived minions by 25% |
Shutting down the Auction House and implementation of Loot 2.0 system killed nearly all player-to-player trading in Diablo 3. However, you may still obtain Legendary and Set gear through Item Farming, Boosting and Greater Rift carry services which are offered on Odealo market. |
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We hope you will enjoy this build as much as we did. And see you soon in the world of Sanctuary.
If you have any ideas how this build could be improved, or if you have suggestions for other Necromancer Guides we should make, please let us know in the comments below.
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