Okay, finally managed to check your gear via d3planner.
I kinda just started on the Necromancer last week. A friend power levelled me in an hour and I managed to get pretty far.
https://us.battle.net/d3/en/profile/Booga-6818/hero/93286421
I'm aiming for The Witching Hour currently. Managed to solo GR50 (haven't tried higher)
I target to solo GR70 to unlock Primal Ancients. Any advice?
First things first, the very obvious:
- Get those Rathma gloves, son. Gamble at Kadala, or if you've got duplicates of other Rathma pieces, you can use the "Convert Set" recipe from the cube to... convert one of them to gloves. Once you have them, cube your Tasker and Theo, and use that instead of Nemesis Bracers.
- Upgrade all your gems: weapon emerald and armor topazes to flawless, legendary gems to rank 40 at least (since you can do GR50 solo). That alone will make a big difference in DPS.
- Don't put a Topaz in your helm. Resource Cost Reduction isn't that great, even if it sounds like it might be. Your essence regen comes from health globes and Bone Spikes (more on this later). Put either an amethyst for survivability or a diamond for CDR.
- Eventually you'll have to replace your Bane of the Powerful with Zei's Stone of Vengeance (once it's leveled enough), but you don't have to right now. BotP is good in the early stages.
- Golem is a useless skill right now, get rid of it.
- Same with Army of the Dead, sadly. Yes, even with the 6p bonus from Rathma, it's not worth it, trust me.
- instead of those two skills, you want Bone Spikes with the Sudden impact rune (which I'd put on left click) for essence generation and the stun which procs your Krysbin damage bonus, and Land of the Dead with Frozen Lands.
- Also, replace the Voracious rune on Devour with Satiated.
Alright, gear.
Jewelry: if you can get a decent Nailuj and Compass rose, use those instead of the Krysbin's and the Ring of Royal Grandeur, and cube Krysbin's. Reason being that Krysbin's is kinda hard to roll well, and RoRG is a crappy ring anyway. Only wear the RoRG until you find a Nailuj or Rathma gloves. Your traveler's pledge is great though. If it's not enchanted yet, reroll the intelligence to physical damage. It won't show on your sheet DPS, but this is actually a huge DPS upgrade for your build. I have 1450 intelligence on my primal amulet (1,000 + augment) and it still gives my mages less DPS than a +20% physical damage stat. Generally speaking you want crit chance and crit damage (and obviously a socket) on all your jewelry (+ intelligence on rings).
Weapon: it's non-ancient, so you'll have to replace it with/reroll it to an ancient one obviously, as this is the single most important slot to improve your DPS. The damage rolls are poor, even for a non-ancient, but at least you've got decent stats (int, attack speed, socket). If you have a few Ramaladni's Gift on hand, you might consider rerolling the socket to +10% damage and use the gift to recreate a socket. If you don't know what that is or only have 1, forget what I said, the weapon is not really worth it anyway with these damage rolls. However, in that case, reroll the attack speed to +10% dmg instead. Nice, easy DPS increase right there.
Helm: reroll death nova to skeletal damage. Rathma builds should always have int/crit%/mage damage on helms.
Shoulders: reroll resource cost reduction to armor or vitality. RVR is by and large useless. I'd go with armor.
Chest: reroll Golem damage to vitality. Again, Golem is useless.
Gloves: again, replace with Rathma gloves. Not much you can do in the meantime since you've already enchanted your T&T to crit%. Ideally you'd want int/crit%/crit dmg and, after you've got all those, attack speed.
Bracers: while crit chance is absolutely a must for any decent pair of bracers, reroll it to +20% physical damage (same reasoning as the amulet). Huge DPS increase. Or better yet: craft better Reaper's. They don't cost much. A single bounty run of Acts 2 and 3 on T13 will let you craft 16 Reaper's Wrath if you have enough regular mats. You want physical damage, crit chance, intelligence and vitality.
Belt: vigilante belt is an interesting choice here because of the CDR and because it's an ancient. Nothing to reroll here. However, you might want to replace it with a Witching Hour down the line for DPS, or Dayntee's Binding for survivability if you plan to use Decrepify at some point. I'd go for Witching Hour. But your belt will do nicely until then.
Pants: reroll Siphon Blood to armor. Note: when you have the choice between armor and all resist, always pick armor for an intelligence class. Intelligence already raises your resistances, so it's inefficient to roll it on gear too.
Boots: absolutely reroll the life regen to Skeletal Mage Damage. Between this bonus and the helm, you're already looking at a +30% damage increase. Incidentally, life regen is even more useless than resource cost reduction
.
Shield: reroll RCR to crit chance.
This is all advice for a fairly cookie-cutter build, to be honest. It's the one I'm running. You don't have much leeway and gear and skills.Variants you'll see include Decrepify (with Dayntee's Binding for your belt) and/or Blood Rush for skills, and Haunted Visions and Convention of the Elements instead of Traveler's Pledge and Compass Rose.
Anyway, make these changes and watch your GR potential jump by 10 GRs at least
.
[EDIT] Priorities:
- skills: replace golem, army and the devour rune
- gambling/converting for Rathma gloves and cubing Tasker's
- if you have money and gems: upgrade all your gems, replace helm topaz with amethyst or diamond
- if you're short on resources (money, mats, bounty mats): do goblin vaults with friends, rifts in public games (or with friends) at a level where you can comfortably speedfarm, and bounty runs in public games or with friends.
- single biggest DPS increases by changing item: craft new reaper's wraps with +20% physical damage AND crit chance, or at least reroll your current one to physical damage; upgrade rare scythes to a better Jesseth scythe Careful, might get costly. If you can't have a good one yet, keep one in your stash that you'll later reforge to an ancient one.
- cheapest/quickest increase through enchants: skeletal mage damage on helm and boots, physical damage on bracers and amulet, crit chance on shield, +10% damage on your current weapon.