Annihilator, Orb of Annhilation Necromancer (oskill build)

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bapcja
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"..Every act of creation is first an act of destruction.."
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ORB OF ANNIHILATION NECROMANCER


Introduction
The OoA Necromancer is a late game character built around the fabled Orb of Annihilation oskill. Don't get discouraged by the words late game as its very easy to put it together using barely decent crafts. It offers incredible clear speed, competitive with most meta builds while allowing you to do good 85% of Uber quest content without respeccing.



STRENGTHS AND WEAKNESSES
For:
  • 20k+ hp without putting a point in vitality
  • Incredibly potent clear with some of prettiest sfx Median has to offer. Will bring joy to your heart and ruin to your foes.
  • Flexible gear choices outside of weapon and shield slots.
  • Suprisingly good mobility without sacrificing almost anything. 185% Faster run/walk possible without hurting your clear potential.
  • "Fire and forget" nature of OoA lets you fully enjoy and take advantage of your mobility in more gimmicky Uber quests.
Against:
  • Has a ~8 second preparation phase where you have to summon your totems and minions. Understandably that can get pretty old pretty fast for some people. On the plus side your summons will very rarely die, even in mechanic intensive uber fights.
  • Relies on teleporting to drag totems behind you. Might feel clunky without
    Rathma's Supremacy
    3 sec cd teleport.
  • Build has key dependence on crafted items, so if you are not a fan of the crafting system then buckle up cupcake.




Orb of Annihilation
Orb of Annihilation is an oskill that possibly spawns on wands. It launches forward a moderately fast orb that shoots homing lightning bolts at everything around it. It does magic damage that only scales with slvl and magic pierce. This means that neither +% spelldamage, nor % phys/magical damage work with it. It also costs 9000 mana to cast so the name of the game is to build a huge mana pool with equally big regen to sustain it.

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HOW TO PLAY
Buff up. Cast sacrificies. Summon your totems. Mana Tide totem being most important, rest is filler tbh. Call your minions - also optional, but the more friendly bodies on screen the less chance you get hit by stray spell or projectile.

My keybinds with an added explanation below

    LEFT CLICK: Orb of Annihilation - Self explanatory, your kill button.
    Q: Teleport - Travel, drags your totems and minions with you. Use at every cd, else you risk all your totems despawning if you move 4-5 screens away from them.
    E: Mana Tide totem - Comes from the crafted necromancer shield (more on it in the gear section). an incredible oskill that easily bumps your mana regen by around 500%.
    F1-F8: - Rest of your totems and minions. Despite us not building for it, they end up being fantastic meat shields





ATTRIBUTES
Str: Enough for gear early on. Respec out of it as you gain more and better rolled charms.
Dex: As above, so below.
Vita: 0
Energy: MAX.




SKILLS
There are many possible skill builds. Here's what I run at the moment:

    Veil King: 20 - 50% slow more than caps us out on bosses. Mine ended up with 300k hp and 50% avoid. I let it tank hell baal with its adds on top of it for two minutes and didnt see its health bar move an inch. If you want to feel absolutely safe you can go for Rathma's Chosen which does pretty good single target damage (attacks with Carnage, dont get fooled by the tooltip damage), often distracts boss AI and is unkillable.

    Talon's Hold - 1
    Graveyard - 1

    Embalming - MAX. Incredible max life and mana regen boost.
    Death Ward - MAX. Get that avoid and defense.
    Death Pact - 1 / leftover points - More points into it boost your Veil King's life.
    Iron Golem - 1, I make them out of
    Sangreal
    Sangreal
    Paladin Shields

    'OhmSol'
    Runeword Level: 70
    Demon Blood Aura
    You and Undead Minions: Maximum Life +6%
    26.6 Yard Radius
    -10% Base Block Chance
    25% Attack Speed
    40% Hit Recovery
    +(10 to 15)% to Summoned Minion Life
    +33 Defense
    rw shields for free blood aura.
    Na-Krul's Spine
    Na-Krul's Spine
    Naginata (4)

    Two-Hand Damage: (25 - 28) to (31 - 39)
    (Assassin Only)
    Required Level: 6
    Required Dexterity: 58
    Item Level: 10
    Dexterity Damage Bonus: (0.15 per Dexterity)%
    Area Effect Attack
    20% Chance to cast level 4 Flamefront on Melee Attack
    5% Chance to cast level 2 Bloodlust on Melee Attack
    +6% Bonus Damage to Bloodlust
    15% Attack Speed
    Adds (8 to 10)-(13 to 20) Damage
    +(35 to 40)% Enhanced Damage
    Elemental Resists +(21 to 25)%
    Physical Resist (3 to 5)%
    Socketed (2)
    Two-Hand Damage: (79 - 90) to (96 - 112)
    (Assassin Only)
    Required Level: 26
    Required Dexterity: 95
    Item Level: 36
    Dexterity Damage Bonus: (0.15 per Dexterity)%
    Area Effect Attack
    30% Chance to cast level 12 Flamefront on Melee Attack
    7% Chance to cast level 8 Bloodlust on Melee Attack
    +12% Bonus Damage to Bloodlust
    25% Attack Speed
    Adds (13 to 15)-(28 to 35) Damage
    +(81 to 103)% Enhanced Damage
    Elemental Resists +(31 to 35)%
    Physical Resist (9 to 11)%
    Socketed (4)
    Two-Hand Damage: (194 - 214) to (221 - 246)
    (Assassin Only)
    Required Level: 47
    Required Dexterity: 192
    Item Level: 51
    Dexterity Damage Bonus: (0.15 per Dexterity)%
    Area Effect Attack
    40% Chance to cast level 20 Flamefront on Melee Attack
    9% Chance to cast level 14 Bloodlust on Melee Attack
    +18% Bonus Damage to Bloodlust
    35% Attack Speed
    Adds (18 to 20)-(43 to 50) Damage
    +(126 to 149)% Enhanced Damage
    Elemental Resists +(41 to 45)%
    Physical Resist (15 to 17)%
    Socketed (5)
    Two-Hand Damage: (255 - 277) to (290 - 320)
    (Assassin Only)
    Required Level: 57
    Required Dexterity: 382
    Item Level: 85
    Dexterity Damage Bonus: (0.15 per Dexterity)%
    Area Effect Attack
    45% Chance to cast level 24 Flamefront on Melee Attack
    10% Chance to cast level 17 Bloodlust on Melee Attack
    +24% Bonus Damage to Bloodlust
    40% Attack Speed
    Adds (21 to 23)-(51 to 60) Damage
    +(149 to 171)% Enhanced Damage
    Elemental Resists +(46 to 50)%
    Physical Resist (18 to 20)%
    Socketed (6)
    works too.
    Resurgence - 20 for 50% minion avoid.
    Totemic mastery - I put 18 points in for 63% Totem Avoid Damage, after that diminished returns hit rather hard. caps out at 70% avoid.

    Night walker - 1 point for fcr.



BREAKPOINTS
The two breakpoints that interest us are 200 FCR for 6fpa casting and 152 FHR for 5fpa hit animation. If you come up with more fhr on your crafts you can consider moing all your armour with fhr to end up with 377 FHR for 4fpa hit recovery.




GEAR
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GOING FAST
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Edited by bapcja 5 years.
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bapcja
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Reserved.
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physics
Sasquatch
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cool build, nice and easy to read formatting, lots of gear choices. 10/10

maybe throw in assur's bane as a super budget ring option. ill probably roll a necro to try this out, thanks
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jvfranco16
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why eerie craft instead of spiritual crafts since your "Ooa" doesnt get anything from energy?
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Hrishi
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^ Seconded, surely just by virtue of how %mana and mana regen works, Spiritual should be superior if your goal is purely sustain, right? OoA doesn't gain anything from ENE synergy bonus?
baconga123x
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i'm sorry. But i'm new here and i want to ask how can i get "orb of Annihilation" skill???
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bapcja
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Hrishi wrote:^ Seconded, surely just by virtue of how %mana and mana regen works, Spiritual should be superior if your goal is purely sustain, right? OoA doesn't gain anything from ENE synergy bonus?


jvfranco16 wrote:why eerie craft instead of spiritual crafts since your "Ooa" doesnt get anything from energy?


For big mana regen you need big mana pool. Necro gets 6 mana for each point of energy. The only other class that gets so much is Druid. If you exchanged 5 crafted item slots for spiritual youd gain at most 50% more regen and 20% maximum mana - which in my opinion scales rather poorly. For example
Witchmoon
Witchmoon
Amulet

Required Level: 100
Item Level: 100
1% Chance to cast level 17 Mana Sweep on Death Blow
+(1 to 3) to All Skills
+(10 to 20) Spell Focus
+(10 to 20)% to Spell Damage
Maximum Mana +(30 to 40)%
is supposed to give 40% mana. Thats double what youd gain from switching to all Spiritual crafts. I take it off and I barely lose 10% of my total mana. Is it really worth to trade 100 flat energy and 40% energy for it? (comparing equally good rolls). I doubt it.

You already start with around 650% regen from Embalming + Mana Tide totem.

baconga123x wrote:i'm sorry. But i'm new here and i want to ask how can i get "orb of Annihilation" skill???


Crafted wand.
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Crash
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Why do you say to max Death Ward for the defense (obviously the avoid, yes) if you're just going to use Ecstatic Frenzy on switch and drop your defense to zero
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bapcja
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Crash wrote:Why do you say to max Death Ward for the defense (obviously the avoid, yes) if you're just going to use Ecstatic Frenzy on switch and drop your defense to zero


Because noone forces the player to use Ecstatic Frenzy if hed rather have ~200k defense. I use it, because I like going fast.
Istaryu
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baconga123x wrote:i'm sorry. But i'm new here and i want to ask how can i get "orb of Annihilation" skill???


I am not trying to be rude, but did you try reading the guide?