Inarius Skeletons Necromancer Skills and Runes
Table of Contents
- ×Skills and Runes
- +Gear, Gems, and Paragon Points
Below, we explain how to choose and use your skills when playing Inarius Skeletons Necromancer in Diablo 3. Updated for patch 2.6 and Season 11.
The other pages of our Inarius Skeletons Necromancer guide can be accessed from the table of contents on the right.
|Grim Scythe Cursed Scythe Command Skeletons Frenzy 1 Frailty Scent of Blood 2 Blood Rush Metabolism 3 Skeletal Mage Skeleton Archer 4 Bone Armor Dislocation|
Like any Inarius build, you will start off a run with an activation of Bone Armor, striving to attain its 10 stack maximum as soon as possible. As a Rift Guardian killer, you will be spending your time up to the Guardian spawn by assisting your support and AoE DPS teammates. While you still can — and should — set your Command Skeletons on bigger targets like Elites, you will mostly be debuffing enemies with Cursed Scythe and Frailty, and keeping up with the group's pace with Blood Rush. Once the Rift Guardian spawns, stay on him to maintain the damage bonus from the bone tornado (Inarius' 6-piece bonus), closing the gap with Blood Rush if necessary. Set your Command Skeletons on Guardian and do your best to avoid death (or Final Service procs) — since this resets your Bone Ringer stacks, a mishap like that will spell doom for the run mid or late in the fight. Never neglect to have at least one Skeleton Archer at your side to maintain the Attack Speed bonus. Keep the target cursed with Frailty and keep attacking with Grim Scythe to stack Bane of the Stricken.
2. Skills, Runes and Passives
Bone Armor is the basis of Inarius set builds, tying into the damage reduction mechanic of the set and producing the swirling bone tornado effect of the 6-piece. Note the increased damage against enemies in the tornado radius, which practically ensures Inarius builds are played at melee range. Due to its stacking mechanic per affected enemy, you will be trying your best to catch as many enemies in its radius, especially in the initial application of a run. This is also a harshly punishing mechanic against Rift Guardian deaths, since you will have to build up the stacks one by one in most cases. For this build specifically, it is important to note that the tornado has a tick rate of the damaging effect, and that it has a proc coefficient — so you will be trying to match that and sync your Bane of the Stricken by reaching an appropriate attack speed breakpoint (discussed in the gearing section). The suggested rune is Dislocation so you have a Krysbin's Sentence proc under your control, but this is less important than in soloing builds — with good group coordination, you can easily run the speed boost of Harvest of Anguish or the recovery of Thy Flesh Sustained instead.
Command Skeletons is the primary damage dealing skill of the setup, due to the stacking mechanic of the Bone Ringer phylactery acting as a separate Bane of the Stricken in the build — single-handedly making this a top tier single target spec. Naturally, you will disregard the utility runes and go straight for the highest DPS of Frenzy. NOTE: As of Necromancer release (June 27th) the summons of Command Skeletons die within 24 hits, regardless of their severity. This cripples the build on Rift Guardians with fast ticking ground effects (i.e. Voracity). The problem has been acknowledged by developers but has not been fixed yet.
A second source of summons, Skeletal Mages, will also be included in the build — not as damage dealers, but purely for the attack speed utility of the Skeleton Archer rune. At their maximum 10 stacks, the Skeleton Archer will add the massive 30% attack speed and help immensely in reaching important breakpoints. Note that unlike Skeletal Mage-centric builds, in this spec you do not need to reach the cap of 10 Skeleton Archers and devote a lot of attention and resources to their upkeep; you can easily max out and keep the buff even with a single Archer out in the field.
In order to get in range for the tornado, it is recommended to close distances with the Necromancer mobility tool, Blood Rush. In an endgame-optimized setup, you can afford to improve your speed with the doubled charges of Metabolism to catch up more easily with the nimble supports. During pushes earlier in a Season, you can fall back to the toughness rune Potency for a brief survivability spike on every use.
Grim Scythe Cursed Scythe is one of the most utility-loaded primary skills in the Necromancer arsenal. By default, it has a chance to apply the base effect of all three curses — Decrepify, Leech and Frailty — without the need to slot them on your bar. In case you do, it also inherits the chosen rune — an effect you will take advantage of to spread the Scent of Blood effect. This primary gets boosted further by Trag'Oul's Corroded Fang, ensuring the curse application and amplifying damage against affected targets.
You have a degree of freedom when deciding your equipped curse. The default recommendation is Frailty, which coupled with the Scent of Blood rune will improve your Command Skeletons damage by 15% for the duration of the RG fight, and then inflict an immediate killing blows to the Rift Guardian when he reaches 15% health. If your group feels the need for faster rift clear, you can swap to the Early Grave rune to cull any afflicted enemy at 18% health — spammed throughout the clear, this will help your AoE teammate more.
This concludes the overview of the Active Skills, now let us look through the Passives.
You can either take Extended Servitude or Rigor Mortis in your third passive slot. The former will help you spend even less time and effort in keeping up the Attack Speed buffs from Skeleton Archers. The latter (triggered by the poisonous Cursed Scythe rune) will assist the group's survival by debuffing enemies, and will likely be more useful during early progression.
There is some wiggle room in the final passive slot as well. The default recommendation is Final Service, since it will assist your survival during the rift clear and save you the occasional mishap and death. Note however, that the passive consumes your minions on proc — this will reset your Bone Ringer stacks and effectively end the run in very high Greater Rifts. On the upside, you can consciously force a proc immediately before a Rift Guardian fight to summon a fresh batch of Skeletons and mitigate the 24-hit problem outlined above. Alternatives for the slot are curse-oriented passives like Spreading Malediction and Eternal Torment.
About the Author
This build is presented to you by Deadset, one of the very few professional Diablo 3 players. Deadset regularly publishes video guides on Youtube and streams on Twitch, where you can see how this and other builds play out in practice.
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