Last night was the beginning of a brand new season in Diablo 3, and once again Grace and myself did our hang out and level new characters thing. Traditionally these season opens happen on a Friday night, so there is always the ability to stay up until we hit the level cap. Granted that has not actually happened in awhile with us usually crashing somewhere in range of 60. Yesterday was a bit of a weird situation with the season open happening on a “School Night” as it were, which curbed our play session around 10 pm my time. I finally called it because I was starting to drift off at the keyboard and when I did none of the other three players seemed to complain much about it. I’ve been on this odd kick of going to bed around 10/10:30 which is significantly earlier than my traditional midnight. Maybe my age is finally catching up with me? Whatever the case… we managed to hit somewhere in the range of 47 before calling it a night.
Considering this is the first season post Rise of the Necromancer… you can probably already imagine that we were a party of four… and an army of dozens and dozens of undead following us around. Can I just tell you how glorious it is to see four Necros doing their Necro thing? We ran a bunch of Neph Rifts as is the traditional best leveling practice… and we got some insane spawns out of the gate that wound up boosting our characters significantly in the few hours we actually played. There was one relatively small rift map that literally had almost nothing but yellow and blue packs which mean’t we had summoned the guardian well before we were actually prepared for it. Necromancers have a really weird power curve in that they still start out a little weak, at least when it comes to raw damage output. That Rift Guardian took forever for us to whittle down with our undergeared level 5 selves… but within a few levels we were easily breaking apart and churning through a full round of bounties solo style. At the point I left the seasonal content last night, I had reached effectively the same build of abilities that I was using on my level 70 necromancer.
- Left Click – Bone Spike (Path of Bones)
- Right Click – Blood Rush (Transfusion)
- 1 – Revive (Purgatory)
- 2 – Command Skeletons (Frenzy)
- 3 – Command Golem (Bone Golem)
- 4 – Skeletal Mage (Skeleton Archer)
- Fueled By Death Passive
- Commander of the Risen Dead Passive
- Extended Servitude Passive
Path of Bones is my favorite builder in part because I can sit back a long ways from the targets and still be gaining essense while my bone army chews stuff apart. Transfuion is largely as a reasonable way of getting back some health while also providing an escape mechanism. There is rarely a time when I would need to use it… that I am not going to at least pass through a few enemies during the travel time. Bone Golem just makes for a really nice AOE damage dealer… and it was hilarious when the four of us needed to do a boss and unleashed that all at the same time. Revive becomes the bread and butter way of getting extra attackers and quickly becomes more useful than the meat firework option that is corpse explosion. What I like about purgatory is that it means I can keep recycling targets because when your revives die they turn back into corpses. Functionally what I do is play with Flesh Golem up until the point I get this ability and then thankfully you can switch over to Bone Golem without losing a source of corpses. The necromancer is insanely fun and if you have not played it yet, I highly suggest checking it out.