3 months ago

Ascendancy ThumbnailLevel 93 Summon Reaper Necromancer3.25

Life: 3,640135%
ES: 552
Mana: 131
eHP:
80,741
Resistances: 84%/84%/84%/75%
DPS: 202,750
Speed: 0.90
Hit Chance: 100%
Config: Boss, 15x Wither
Bandit: Kill All

Gear

Ezomyte Tower ShieldBone HelmetSaintly ChainmailCrusader GlovesCrusader BootsCoral AmuletAmethyst RingAmethyst RingStygian Vise

Gems

Automation
Steelskin
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Tempest Shield
Arctic Armour
Petrified Blood
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Flesh and Stone
Arrogance
Clarity
Precision
Battlemage's Cry
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Summon Reaper
Chance to Bleed
Melee Physical Damage
Brutality
Rupture
Meat Shield
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Cast when Damage Taken
Desecrate
Punishment
Spirit Offering
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Summon Reaper of Revenants
Feeding Frenzy
Maim
Summon Phantasm

Tree Preview

Armour MasteryArmour Mastery
  • +1% to all maximum Elemental Resistances if Equipped Helmet, Body Armour, Gloves, and Boots all have Armour
  • You take 30% reduced Extra Damage from Critical Strikes
Armour and Energy Shield MasteryArmour and Energy Shield Mastery
  • You take 20% reduced Extra Damage from Critical Strikes
Leech MasteryLeech Mastery
  • 10% of Leech is Instant
Minion Defence MasteryMinion Defence Mastery
  • Minions Recover 5% of Life on Minion Death
  • Minions have +8% to all maximum Elemental Resistances
Minion Offence MasteryMinion Offence Mastery
  • 20% increased effect of Offerings
  • Minions Hits have 50% chance to ignore Enemy Physical Damage Reduction
Reservation MasteryReservation Mastery
  • +1% to all maximum Elemental Resistances if you have Reserved Life and Mana

Notes

Items:
- Use Calling or Convening wands. Convoking wands aren't worth the Int. investment.
- Flasks are optional.
- Listed items are basic guidelines.
- Increases to minion damage (100%+) are stronger than increasing minion gem levels unless the increases to minion gem level are stacked quite high.
- Strength based shields have 21%+ reduced Crit. damage taken mods. Minion based shields do not.

Pantheon:
- Whatever you like. I like the Brine King for the Stun help and Ryslatha for the Life Flask charges.

Rupture:
- Rupture is tricky. It does HUGE damage with a massive decrease in DOT time. It's really not worth having more than one Rupture on an enemy at a time. A normal bleed lasts 5 seconds. 1 Rupture lasts 1.3 seconds instead. Adding a 2nd Rupture makes Rupture last only .4 seconds, with a 3rd one making Rupture last only .2 seconds. So don't focus too much on Crit. Chance. You'll occasionally get Rupture on the Reaper's Ultimate attack, but not often. It's huge for the default attacks though.
- Rupture is Bleeding. If a bleed is on an enemy, it'll start the 5-second bleed timer. If that hit also Ruptured, the bleed's duration "speeds up", at the cost of more damage. When the Rupture expires, the bleed continues at the regular bleed damage for whatever the remaining duration of the bleed would be.

Skeletons/Reaper(s) of Revenants.
- Reapers don't consume other Reapers. If you end up getting a Reaper of Revenant gem, it'll make the build much easy to play. But I HATE labs and I prefer SSF, so a Revenant gem doesn't usually come my way. So feel free to swap the Reaper of Revenants gem with (Vaal) Summon Skeletons. It's there for the bonus damage our support gems give, but also for the phsyical damage mitigation from Bone Barrier (ascendancy).

Levelling:
- To discover where your gems unlock, click on the Pobb as a link and hover over your gems.
- Don't rush the tree. Take the nodes in linear order and select all nodes as they come.
- The majority of non-gear defence is in the latter half of the levelling experience. So if you're playing HC, keep that in mind as you level.