LoD Thorns Skeletons Solo Necromancer Skills and Runes

Last updated on Nov 22, 2019 at 11:07 by Deadset 55 comments

On this page, we explain how to choose and use your skills when playing LoD Thorns Skeletons Solo Necromancer in Diablo 3. Updated for patch 2.6.7 and Season 19.

Active Skills
Left Mouse Button Blood Rush Icon Blood Rush Potency Potency Right Mouse Button Devour Icon Devour Satiated Satiated 1 Frailty Icon Frailty Scent of Blood Scent of Blood 2 Command Golem Icon Command Golem Blood Golem Blood Golem 3 Command Skeletons Icon Command Skeletons Dark Mending Dark Mending 4 Bone Armor Icon Bone Armor Thy Flesh Sustained Thy Flesh Sustained
Passive Skills
1.

Rotation

The build begins its runs by summoning its two core pet components, Command Skeletons Command Skeletons and Command Golem Command Golem. Note that the build itself is purely focused on delivering Thorns damage through those summons, so you will not be using the minion-killing Final Service Final Service cheat death, and limit your use of the Golem active to health emergencies (for the Blood Golem Blood Golem active effect). Your primary role during the Rift will be to continuously pull mobs, and ideally elites, into huge packs — ideally in the dozens — for the Thorns pets' convenience, and to maximize their damage during the Physical Convention of Elements Convention of Elements rotation. Spread as many Frailty Frailty effects over as many mobs as you can; their upkeep will be taken care of by Eternal Torment Eternal Torment. In the meantime, protect yourself with Bone Armor Bone Armor, heal through regular usage of Devour Devour and maneuver around the Rift with Blood Rush Blood Rush.

2.

Skills and Runes

Most of your damage will come from Command Skeletons Command Skeletons, turned into a Thorns-dealing shield wall via the passive Aberrant Animator Aberrant Animator and empowered by the Skeleton Build staple Bone Ringer Bone Ringer. The latter allows you to drop Bane of the Stricken Bane of the Stricken with minimal drawbacks to solo pushing. Rune-wise, you will be taking the healing rune Dark Mending Dark Mending to assist you with sustain during massive enemy pulls.

Your other summon, while still applying his share of Thorns, is far more utility oriented. Through a duo of excellently synergistic items (discussed in the Gear page), Command Golem Command Golem will both reduce incoming damage and provide you with a source of steady Corpses to Devour Devour. The suggested rune here is Blood Golem Blood Golem for its emergency healing active property.

Your main occupation during the rift will be to spread Frailty Frailty over an ever-growing pull of monsters; the application of the curse will trigger a chain of effects, including the Thorns buff of Spear of Jairo Spear of Jairo, the general buff of Trag'Oul's Corroded Fang Trag'Oul's Corroded Fang, and the passive bonus of Spreading Malediction Spreading Malediction. Since your damage is strictly delivered via minions, you will be taking the summon-buffing rune Scent of Blood Scent of Blood. Always keep in mind that curses drop off after a certain distance (roughly a screen and a half away from the enemy), and so does your damage along with them — curse upkeep is your primary job throughout the run.

To protect yourself during Greater Rift pushes, you will be using a combination of Bone Armor Bone Armor and Devour Devour. The former will reduce incoming damage (which can be further enhanced by an equipped Wisdom of Kalan Wisdom of Kalan), and improve your sustain through an increase of Life Regeneration from the rune Thy Flesh Sustained Thy Flesh Sustained. The latter will encase you in a literal health shield with the constant buildup of the rune Satiated Satiated from nearby Corpses.

Last, but not least, you will maneuver throughout the Rift with the solitary movement skill of Necromancers, Blood Rush Blood Rush. To better protect you from burst damage affixes, especially as you jump into a pack, you will be taking the rune Potency Potency. Depending on your patience to fish out optimal Greater Rifts, this skill can be viably altered to an extra curse — i.e. Leech Leech Cursed Ground Cursed Ground, which brings a powerful source of healing to the build, while still fuelling Spear of Jairo Spear of Jairo.

This concludes the overview of the Active Skills, now let us look through the Passives.

3.

Passives

As a Thorns build that relies on pet application of the effect, you naturally need to include Aberrant Animator Aberrant Animator as a baseline.

Half of your passive selection will be dedicated to enhancing the effect of your curse. Eternal Torment Eternal Torment will ensure that spreading Frailty Frailty does not tax your Essence, and its effect stays permanent on afflicted enemies. Conversely, Spreading Malediction Spreading Malediction will increase your — and your minions' — damage on those monsters.

Finally, to compensate for your lacking sustain, as well as to play into the density-dependent nature of the build, you will be taking the Draw Life Draw Life passive. It will also synergize nicely with your Bone Armor Bone Armor rune and your Molten Wildebeest's Gizzard Molten Wildebeest's Gizzard.

4.

Changelog

  • 22 Nov. 2019: Reviewed for Season 19.
  • 23 Aug. 2019: Skills were reviewed and approved for Season 18.
  • 23 May 2019: Minor fixes to the guide.
  • 17 May 2019: Guide was reviewed and approved for Season 17.
  • 27 Mar. 2019: Guide added.
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