The Scourge of Sanctuary (Updated with New gameplay footage)

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A New Start
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suchbalance wrote:Guys this is an English forum. Keep the discussion in here in that language so people who want to play the build and are interested in the same questions you are discussing can also get answers.


Yeah, we're sorry. Won't happen again :|
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A New Start
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The new Mxl 2017 patch brought many changes to game and this build was affected by it significantly. So I think it's a good time to pay a visit to this old guide of mine and update it to the current version.

*The Big Changes
The patch is not kind to this build, there are many things to talk about, but there're few important one:
-Sacrifice is completely butchered with the nerf. The amount of corpses spawned doesn't scale with level anymore. Before you can spawn at least 20~30 corpses on 1 cast but now it's cap at 10.
-Reanimate chances on all item across the board is cut in half (except for hidden crafted item)
-Monster's rebalance which also affects reanimate cause their stat is based on the monsters'. Basically, their HP is reduces by half and their damage is doubled, they now die much faster than before.
-HIdden Shrine craft only grant 1% + 2% reanimates now, instead of 1% + 2% + 2%
-Jinn grants significantly less elemental pierce, about 1/3 compared to before the patch.

With all the changes, I can only come to conclusion that this build is completely dead... at least the old way of playing it that is.

*So... What now?
Luckily, I've found a new way to play reanimator. Here's the basic of the new reanimator build:

-
Hellspeak
Hellspeak
Demon Head (4)

Defense: (140 - 160) to (273 - 313)
Chance to Block: 2%
(Necromancer Only)
Required Level: 10
Required Dexterity: 36
Item Level: 10
15% Chance to cast level 2 Doom on Kill
+(6 to 13) to Maximum Damage
Stun Attack
-(6 to 8)% to Enemy Fire Resistance
(3 to 4)% Chance of Crushing Blow
+(18 to 35)% Enhanced Defense
(11 to 15)% to Dexterity
Fire Absorb 2%
Socketed (2)
Defense: (445 - 495) to (817 - 909)
Chance to Block: 2%
(Necromancer Only)
Required Level: 28
Required Dexterity: 54
Item Level: 31
21% Chance to cast level 6 Doom on Kill
+(21 to 25) to Maximum Damage
Stun Attack
-(11 to 13)% to Enemy Fire Resistance
(5 to 6)% Chance of Crushing Blow
+(52 to 69)% Enhanced Defense
(21 to 25)% to Dexterity
Fire Absorb 3%
Socketed (2)
Defense: (1105 - 1199) to (1987 - 2157)
Chance to Block: 2%
(Necromancer Only)
Required Level: 45
Required Dexterity: 113
Item Level: 51
27% Chance to cast level 10 Doom on Kill
+(31 to 35) to Maximum Damage
Stun Attack
-(16 to 18)% to Enemy Fire Resistance
(7 to 8)% Chance of Crushing Blow
+(87 to 103)% Enhanced Defense
(31 to 35)% to Dexterity
Fire Absorb 4%
Socketed (3)
Defense: (1640 - 1768) to (2939 - 3170)
Chance to Block: 2%
(Necromancer Only)
Required Level: 54
Required Dexterity: 236
Item Level: 77
30% Chance to cast level 12 Doom on Kill
+(36 to 40) to Maximum Damage
Stun Attack
-(18 to 20)% to Enemy Fire Resistance
(9 to 10)% Chance of Crushing Blow
+(104 to 120)% Enhanced Defense
(36 to 40)% to Dexterity
Fire Absorb 5%
Socketed (4)
this is the mandatory item of the new build, because of the nerf to sacrifice, it's impossible to have a decent amount of reanimate now, this item fixes that. The shield grantsthe "Devil's Fang Totem" skill which summons a totem that cast sacrifices 5 times which then get reanimated as astruguar (a weak specllcaster reanimate), the number of corpses spawned scales with level. This will replace sacrifices as your main skill. However, due to the fact that the sacrificial lambs are killed by the totem and not you, it'll always spawn astruguar and not any other reanimate, which is a problem because astruguars spawned by the totems are extremely weak and squishy (I believe their HP is specifically toned down to prevent easy meat shield). So to solve this problem, we will use the skill Pestilence (The final skill in the malice tree) to "kill-steal" the sacrificial lambs before the totem kill them, Just use Bend the Shadow so you're always at the center of the totem. This way, every corpses spawn will be killed by you and have your reanimate instead. With one cast of Devil's Fang Totem you can have upward to 100 reanimate (Average 20 Sacrificial Sheeps per cast and the totem casts 5 time).


Stats
-Str: Enough for gearing
-Dex: Put all the points here
-Vit: None
-Energy: None

Skill Points Distribution
-sMax Death's Fury Totem
-sMax Howling Totem
-sMax Elbalming
-sMax Death ward
-20 points into Deathlord
-1 point into pestilence
-1 point into sacrifices
-1 point into bend the shadow
-1 point into talon's hold
-1 point into skeletal flayer
-1 point into black mass

How to Play
-First use sacrifices before approaching any pack of mobs, summon Death's Fury and Howling totems, wait until the cooldown is gone then luring the enemies toward where your sacrifices then use Devil's Fangs totem, which will spawn a ton of corpses. Try to teleport around as much as possible with bend the shadow to spread the reanimate. Also using
Ngozi
in off-hand for easy healing with Pargan Rites. Repeat the process until no mob is left on the map.
-The new build require you to play differently from the old one, instead of staying behind and sacrifice, you have to teleport around a lot, which often means being in front of the enemies, so we're gonna use both Deathlord and Deathward to increase our surviability. With both of them, we'll be super tanky even with bad gears.
Opinion on the build
This build is overall better than the old one:
-Better clear speed
-More mobile
-Tankier
-Much better chance at getting those 1% chances reanimate thanks to massive amount of corpses spawned.

I'll update the guide later when I have time. If you have any questions, you can comment here or PM me personally, you can also PM in game if you want. IGN *l2o5ng. That's it for now. Happy farming!!
MadeLaidMan
Acid Prince
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Is the pre-existing info from XVI all still useful? Also is this now possible to play from lvl 1 or still wait till at least lvl 100 to start the build?
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A New Start
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MadeLaidMan wrote:Is the pre-existing info from XVI all still useful? Also is this now possible to play from lvl 1 or still wait till at least lvl 100 to start the build?


The info like item choices or what reanimate to get is still useful, since not all of them has changed much. This build is now possible to play much earlier when you havea access to a T6
Hellspeak
Hellspeak
Demon Head (4)

Defense: (140 - 160) to (273 - 313)
Chance to Block: 2%
(Necromancer Only)
Required Level: 10
Required Dexterity: 36
Item Level: 10
15% Chance to cast level 2 Doom on Kill
+(6 to 13) to Maximum Damage
Stun Attack
-(6 to 8)% to Enemy Fire Resistance
(3 to 4)% Chance of Crushing Blow
+(18 to 35)% Enhanced Defense
(11 to 15)% to Dexterity
Fire Absorb 2%
Socketed (2)
Defense: (445 - 495) to (817 - 909)
Chance to Block: 2%
(Necromancer Only)
Required Level: 28
Required Dexterity: 54
Item Level: 31
21% Chance to cast level 6 Doom on Kill
+(21 to 25) to Maximum Damage
Stun Attack
-(11 to 13)% to Enemy Fire Resistance
(5 to 6)% Chance of Crushing Blow
+(52 to 69)% Enhanced Defense
(21 to 25)% to Dexterity
Fire Absorb 3%
Socketed (2)
Defense: (1105 - 1199) to (1987 - 2157)
Chance to Block: 2%
(Necromancer Only)
Required Level: 45
Required Dexterity: 113
Item Level: 51
27% Chance to cast level 10 Doom on Kill
+(31 to 35) to Maximum Damage
Stun Attack
-(16 to 18)% to Enemy Fire Resistance
(7 to 8)% Chance of Crushing Blow
+(87 to 103)% Enhanced Defense
(31 to 35)% to Dexterity
Fire Absorb 4%
Socketed (3)
Defense: (1640 - 1768) to (2939 - 3170)
Chance to Block: 2%
(Necromancer Only)
Required Level: 54
Required Dexterity: 236
Item Level: 77
30% Chance to cast level 12 Doom on Kill
+(36 to 40) to Maximum Damage
Stun Attack
-(18 to 20)% to Enemy Fire Resistance
(9 to 10)% Chance of Crushing Blow
+(104 to 120)% Enhanced Defense
(36 to 40)% to Dexterity
Fire Absorb 5%
Socketed (4)
. You just need use Honorific item and MO them for 100% chance to reanimate as skeleton.
Edited by A New Start 6 years.
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cowking
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Could you test what happens if you charm/dire charm/dominate a dead veil king? Would this be the ultimate reanimate, the uberschleier.
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cowking wrote:Could you test what happens if you charm/dire charm/dominate a dead veil king? Would this be the ultimate reanimate, the uberschleier.


I'd love to but the only item with dominate skill that necro can use is
Karybdus' Descent
Karybdus' Descent
Marrow Staff (Sacred)

Two-Hand Damage: 45 to 49
(Necromancer Only)
Required Level: 100
Required Strength: 275
Item Level: 105
Strength Damage Bonus: (0.06 per Strength)%
Bane: +100% Duration
Death Ripple: +1 Projectile
2% Chance to cast level 50 Blood Skeleton on Death Blow
+(8 to 11) to Necromancer Skill Levels
-25% Cast Speed
+50% Damage to Undead
Maximum Elemental Resists (-1 to 1)%
Physical Resist (5 to 10)%
Socketed (6)
(and I'm a little short on money right now :bounce:). Charm and dire charm is too unreliable. If the Veil King turned hostile it can wipe your entire army super fast.
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A New Start
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Fully Updated the whole guide to the new version. I also fix some spelling mistake (lol) as well as adding and correcting some information in the guide.
disfang
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Let me know 'Ranger merc' item setting.I'm using act5 merc with ctc lavapit on melee, struck freeze, reanimate 3%deathfire bearek, 5%obsidian lord.
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disfang wrote:Let me know 'Ranger merc' item setting.I'm using act5 merc with ctc lavapit on melee, struck freeze, reanimate 3%deathfire bearek, 5%obsidian lord.


I'm not using any merc atm due to their poor surviability, they die extremely easy in place like TA or Fauzt, which are also my main farming spots. It's a shame though since they'd be pretty strong with all the buff this build has. Until I can find a solution for their squishiness, I don't think I'll use them.
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A New Start
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Adds new gameplay footage