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Trag'Oul Corpse Lance Necromancer

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Guest Joyker

What is the point of Trag'Oul's Corroded Fang as the weapon slot for Kanai's Cube if you aren't using Grim Scythe?

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10 hours ago, Guest Joyker said:

What is the point of Trag'Oul's Corroded Fang as the weapon slot for Kanai's Cube if you aren't using Grim Scythe?

I think it's for the 100% curse damage, it's why it also runs Dayntee's binding because you throw out decrepify and now you're taking half damage and dealing double to the targets you just cursed.

I'll be honest though, without an explanation of this builds rotations and synergies, I can't make it work that well. I'd appreciate any other feedback the community has.  

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So in speedfarming variation we have an aura that automatically consumes corpses for health but we need corpses for damage. A bit confusing and without 100% uptime of Land of The Dead I can't do any damage at all

Edited by Kaelos

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Guest boy

Why unity instead of Conversion? I generally don't like conversion, but with the necro only having 3 different damage types it really seems like it might be great.

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8 hours ago, Guest boy said:

Why unity instead of Conversion? I generally don't like conversion, but with the necro only having 3 different damage types it really seems like it might be great.

Unity is for the solo progression, one for you and one for your follower, however if you're playing with friends I'd heartily recommend Convention of Elements over Unity.

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Although there's a few things in this build that don't seem to make sense, I finally got the full set of this build (excluding the Ring and Necklace) but it's very powerful, the constant corpses from the Gauntlets is really what makes it though. My only criticism is that you should definitely use Convention of Elements over Unity if you're not playing Solo Progression.

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Guest BicycleOfDeath

Where does this build generate Essence (resource) from, as it uses Decrepify, but no generators?

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Guest Maalevolence
On 6/29/2017 at 8:40 AM, Kaelos said:

So in speedfarming variation we have an aura that automatically consumes corpses for health but we need corpses for damage. A bit confusing and without 100% uptime of Land of The Dead I can't do any damage at all

Using the aura is a bad idea. You then have no choice over when to use corpses for CL or for Devour. Using Cannibalize or Satiated is a much better option. And don't set up the numlock autocast or it runs into the same problem.

On 6/29/2017 at 8:31 AM, Jeddzz said:

 

I think it's for the 100% curse damage, it's why it also runs Dayntee's binding because you throw out decrepify and now you're taking half damage and dealing double to the targets you just cursed.

I'll be honest though, without an explanation of this builds rotations and synergies, I can't make it work that well. I'd appreciate any other feedback the community has.  

Honestly, I think they took the build from the top ranks of the PTR leaderboard and made "improvements." I originally put this build together on the PTR and have written up a Diablofans guide to try and explain how it is supposed to work and why gearing is the way it is (sincere apologies for the self-promotion). Hopefully a read through this will help you. I tried to explain how it all works together.

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Guest Khasym

FYI, if you don't plan to run a Curse, I favor using Death Nova with a Blood Nova Rune in it's place. The damage with this set is insane, though it relegates Corpse Lance to a more secondary, single target role. I can usually pop three DN's, Devour and repeat((though you probably won't need more than one or two), through most fights. I save Corpse Lance on the off chance I don't want to get close to an enemy

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Guest Necrocurious

It looks like this build got an alteration, I was enjoying the previous set up but this looks interesting. Are you supposed to generate starting corpses by using Blood Rush, or is the plan to use Land of the Dead and just curse everything to make the CD faster?

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On 30/06/2017 at 2:21 PM, Guest BicycleOfDeath said:

Where does this build generate Essence (resource) from, as it uses Decrepify, but no generators?

Devour is on the skillbar, no?  you have 1 skill which uses resources (the curse of your choice, mostly decrep except playing with other necros)

 

7 hours ago, Guest Necrocurious said:

It looks like this build got an alteration, I was enjoying the previous set up but this looks interesting. Are you supposed to generate starting corpses by using Blood Rush, or is the plan to use Land of the Dead and just curse everything to make the CD faster?

when I tried this build, what i did was first ran out to open place with tons of enemies (decrep along the way), then land of the dead and spam lance and devour.  that should easily build the amulet charge to 200 and 4-piece buff to 100.  rest of it is just keep the 4-piece buff up and decide whether to use land of the dead on CD or save it for tough fights.  The thing is that This build without ancient gear deals more dmg than my jade harvester WD (mostly ancient pieces without cubing stats, lv 61 leg gems)

 

As a side note, if you have the glove that buffs corpse explosion then this build, you can change the build to use it instead of corpse lance.  Just use blood rush on left-click.

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Guest Lawler

Should use convention of elements in the cube instead. You need the Krysbin for other builds.

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Guest tragoo

I'm just running out of corpses all the time...

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On 2.7.2017 at 1:39 AM, Guest Maalevolence said:

Using the aura is a bad idea. You then have no choice over when to use corpses for CL or for Devour. Using Cannibalize or Satiated is a much better option. And don't set up the numlock autocast or it runs into the same problem.

Honestly, I think they took the build from the top ranks of the PTR leaderboard and made "improvements." I originally put this build together on the PTR and have written up a Diablofans guide to try and explain how it is supposed to work and why gearing is the way it is (sincere apologies for the self-promotion). Hopefully a read through this will help you. I tried to explain how it all works together.

I like this (and its the reason why I made this account just now). In your defense, I dont think its just self promotion. Dont get me wrong, I like the guides here and I dont think deadset is a bad player or theorycrafter (at all) - but somebody whos pretty much addicted to a certain class PLUS a certain skill setup adds a little something - at least for me.

I wanted to get a Corpse Lance build, too and I dont like minions at all, so im pretty pleased to see that (as a casual player) I can combine the basic guide with your advanced knowledge.  Thanks!

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On 6/29/2017 at 7:31 AM, Jeddzz said:

I'll be honest though, without an explanation of this builds rotations and synergies, I can't make it work that well. I'd appreciate any other feedback the community has. 

On 6/29/2017 at 7:40 AM, Kaelos said:

A bit confusing and without 100% uptime of Land of The Dead I can't do any damage at all

On 7/13/2017 at 2:11 AM, Guest tragoo said:

I'm just running out of corpses all the time...

The playstyle of this build is unusual. You only do damage during Land of the Dead (and Simulacrum) uptime. The rest of the time, you are Blood Rushing around, hitting everything with Decrepify, and looking for an elite pack (preferably several at once) to assassinate.

The Elements ring, Fang weapon, all three cubed items, armor 6-piece set bonus, Reservoir rune (plus other sources of Max Essence), Spreading Malediction passive, and Blood Lance rune make Corpse Lance do a lot of damage. A lot.

GR tips:

  • Cooldown reduction equipment, Blood is Power passive, and the Borrowed Time rune take a big bite out of the LotD cooldown, but it's still long; be selective about when to use it.
  • Spam Devour while LotD is active, or you'll kill yourself with Blood Lances (which doesn't need to be spammed, just hold down its key). You can't literally suicide using life-spending abilities, but your health will be so low that an errant gust of wind is fatal. Worse: no more Lances!
  • The armor 4-pc set bonus gives a buff called Engorged, which is increased max health (up to double at 100 stacks) when you heal while already full life; the Cannibalize and Transfusion runes (the 2-pc bonus adds it to Blood Rush) both give stacks. It stays up, potentially for the whole rift, without having to manage it.
  • Channeling Pylons are amazing.
  • Corpses left over from LotD (don't eat them all after it ends!), and from Blood Rush (Molting rune from 2-pc bonus), are sources of damage if needed. Melt a rare/yellow, finish the champion/blue that was offscreen, break down a door... :P
Edited by TheBZA
deleted disclaimer about lower GR, caught up to my Bone Storm build (GR low 80s)

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Guest The confusion

I'm somewhat worried about running this updated version of the build. How do you not run out of corpses without the Moribund gauntlets?

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LotD gives you unlimited corpses, Blood Rush gives you one (and it's in Devour range even if you teleport far), plus dead monsters.

Edited by TheBZA

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  • Recommend getting 100 stacks of Engorged ASAP. Devouring corpses from Blood Rush (Molting rune) gives you ~5 stacks each, Blood Rushing through monsters (Transfusion rune) gives many, and the first activation of LotD will cap it. (It depends on the number and type of enemies closest to the entrance, but I sometimes use LotD at the very beginning of a rift, just for Engorged stacks.)
  • Casting Decrepify often is critical, it gives damage reduction (30% from the targets themselves, 50% on you from Dayntee's Binding belt) and makes things walk so slowly that kiting/grouping/avoidance is easier. I assign it to left-click. (Also, the Borrowed Time rune gives a handy counter for number of currently cursed targets. Note that Decrepify wears off the afflicted enemy when you move out of range, which is roughly 60y.)
  • The Trag'oul's set makes Blood Rush a lot stronger: in addition to the Molting and Transfusion runes mentioned already, Potency doubles your armor for 2 seconds after a Rush, Hemeostasis removes the health cost, and Metabolism gives you 2 charges. ~50% CDR lowers the cooldown to just a few seconds.
  • Corpse Lance already does so much damage that (depending on GR level) Toughness stats on equipment might be more valuable than additional offense. (I'm even using Amethyst gems on chest and legs! Mitigation from Armor and resistance is important, but Vitality and Life% are effectively worth twice as much as usual.)
  • I prefer a Hellfire Amulet and Unity ring to the Endless Walk set. You could also use Unity instead of Convention of Elements, if you like EW.

It is hard, though. On the plus side, the player skill ceiling is (in my opinion) higher than average. The build is strong; not that the leaderboard is the best metric, but at time of writing, 99% of the top 1000 solo necromancers use this strategy.

Edited by TheBZA

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Hey all, new to the forum! First post, and hopefully bringing good discussion :)

Ive been trying this out build and it seems I'm not alone when it comes to the whole "running out of corpses" issue, but upon tinkering with what to assign in the jewelry slot for the cube I ran into something that seems to be helping (for me, at least).

I have a well-rolled Krysbin (98% damage increase against slowed enemies) andIi wear that, so instead of using Convention of ElementsConvention of Elements in the Cube, I tried The JohnstoneThe Johnstone 

Since the stacks of Macabre knowledge stacks with you while you're outside LOTD waiting for it on CD and last until they're depleted, I seem to be doing damage more consistently and creating corpses faster with 200 stacks of Macabre Knowledge vs the damage boost from the annoying rotation time of Convention of ElementsConvention of Elements

Was wondering if anyone has given this alteration a try?

 

Edited by Brootals
added details
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I gave that a try. Macabre Knowledge doesn't add damage during Land of the Dead. It definitely has a strong effect when LotD is down, I even killed a couple rares using just a few Blood Rush corpses, which is nice... but "when LotD is down" accounts for a tiny portion of my damage. I prefer CoE; even if you don't pay attention to its cycle, on average you get 33% of the damage bonus. (All other classes get an average of only 25%, and it's still Best in Slot for a lot of builds. And of course you can pay attention to the cycle for even more.)

Edited by TheBZA

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Guest Seero

Im counting this build needs nearly 64.5% CDR?  Whats a Min req?

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Guest Laz

Any tips for Hardcore mode?  I would like to incorporate Final Service if possible.

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      Finally, the Class Sets rewarded for completing certain chapters in the Season Journey courtesy of Haedrig’s Gift have rotated once more. We’ve listed the available Sets below. For those new to Seasons, here’s how it works:
      Completing Chapters 2, 3, and 4 of the Season Journey will reward you with three of Haedrig’s Gifts. These contain a few pieces from one of your Class Sets. Players can only unlock one Class Set in this manner per Season across Hardcore and Non-Hardcore, so choose wisely! The set you receive depends on the class of the character you’re playing when you open each Haedrig’s Gift. To collect a full Class Set, you’ll need to open all three on the same character. Here are the sets granted by Haedrig’s Gift in Season 24:
      Monk – Uliana’s Stratagem Demon Hunter – Natalya’s Vengeance Crusader – Seeker of the Light Wizard – Vyr’s Amazing  Arcana Barbarian – Immortal King’s Call Witch Doctor – Spirit of Arachyr Necromancer – Trag’Oul’s Avatar
       
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      Patch Notes
      Below you will find the patch notes for the upcoming update for Diablo III, Patch 2.7.1
       
      PATCH 2.7.1
      Table of Contents:
      Seasons Items Bug Fixes and Misc Updates Note: All changes apply to all versions of Diablo III, including PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, Nintendo Switch, and PC unless otherwise indicated.
       
      Patch Notes
      Below you will find the patch notes for the upcoming update for Diablo III, Patch 2.7.1.
       
       
      Seasons
      Season 24 introduces Ethereals, a new weapon-type that players will be able to acquire and hunt for in their upcoming seasonal journey. Ethereals will roll a powerful set of affixes, a random Class Weapon Legendary Power and a random Class Passive Power. Ethereals will have unique icons, names, item types, and sounds originally found in Diablo II. For additional details on Ethereals, check out the list below:
      Ethereals are account bound and can only be dropped by monsters, chests, and destructibles, but do not require your character to be level 70 to drop. Ethereals cannot be acquired through Kanai's Cube or from Kadala. Ethereal rarity drop rate is set between Ancient and Primal items. There are 3 unique Ethereals per class. Each Ethereal has fixed affixes and rolls one random Legendary Weapon power and one random Class Passive Skill. Only one Ethereal can be equipped at a time. Ethereals ignore item durability loss. Legendary Powers and Class Passive Skills rolled on Ethereals do not stack with the same power equipped through Kanai's Cube, Items or Skills. Ethereals cannot be Enchanted, Transmogrified, Dyed, Reforged, or traded. Ethereals can be augmented. Collecting all 21 Ethereals during Season 24 will reward players with the Feat of Strength, Ethereal Recollection. Players who accomplish this will have all Ethereal transmogrify options available for future seasonal and non-seasonal play.  Ethereals only drop in Seasonal play, and will not transfer to your non-seasonal character when the season ends. Return to Top
      Items
      General
      Monk | Skill Change: Mystic Ally - Fire Ally: Now splits into 2 splits instead of 5, but now all Fire Allies can split. Damage radius slightly increased and damage increased from 480% to 1920% weapon damage. Mystic Ally - Fire Ally: Improved Fire Ally AI so Allies now explode more consistently. Mystic Ally - Earth Ally: Damage increased from 380% to 4500% weapon damage. Rabid Strike: Spirit spenders that teleport you while Epiphany is active are also mimicked on a nearby target with 350-450% increased damage for free. Wizard | Skill Change: Mirror Image: Mirror Image icon now displays a counter to display how many Mirror Images are active. Item Changes
      Inna's Mantra 4-Piece Set: Gain the base effect of all four Mantras at all times. You gain 5% damage reduction for each Mystic Ally you have out. Your Mystic Allies no longer take damage. Inna's Mantra 6-Piece Set: Gain the passive abilities of the five runed Mystic Allies at all times. Attacking enemies creates your chosen Mystic Ally that lasts 15 seconds, up to 10 Mystic Allies. The damage of your Mystic Allies is increased by 3000% for each Mystic Ally you have out. The Crudest Boots: Mystic Ally summons two Mystic Allies that fight by your side. They deal 150% to 200% increased damage and are able to attack with their active forms longer. Bindings of the Lesser Gods: Enemies hit by your Cyclone Strike take 150% to 200% increased damage from your Mystic Ally for 5 seconds. Split Fire Allies gain 5 times this bonus.  
      Aegis of Valor 2-Piece Set: Attacking with Fists of the Heavens empowers you, allowing Heaven's Fury to deal 125% increased damage for 5 seconds. Stacks up to 3 times. Masquerade of the Burning Carnival 6-Piece Set: Bone Spear cast by you and your Simulacrums deals 6000% increased damage. Return to Top
      Bug Fixes
      Monk Fixes All Mystic Allies and their abilities now benefit from +Mystic Ally Damage. Fixed a bug where Shenlong's Spirit 2pc bonus did not trigger consistently while casting Tempest Rush. Witch Doctor Ethereal Fix | The Gidbinn  +200% to all Voodoo skills now properly benefits Fetish Sycophants. Return to Top
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