[3.3] Dancing Duo Necromancer, Easy Uber elder, Shaper

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MangoPirate wrote:
Are the new Delve-league gloves "Commander of the Pit" a good swap-in seeing as we can now get about the same amount of accuracy (+ an additional set of jewel mods) and also free up TDD 6th slot and the boots slot in exchange for losing one curse and "gain % phys as cold"?




I had the same idea! And maybe with the 1000 acc of these gloves we could use SRS instead skeletons? But the vaal skeletons are so good hmm..
Cannot do Pillars of Arun.

Literally unplayable.

Unsubbed.

In all seriousness, playing this build is akin to building a flame. You start by getting fuel from burning worms, and then it's all about maintaining the fire, so you don't run out of resources. Of course, you can't stay too close to the flame, but you cannot stray too far either. If things go badly, and your dancing duo is a scree behind you, you run back with rotgut and let it do the clearing.

Played it in the Incursion Flashback Race Event. Price is ok for items: (at first 3 days of race)
- Kaom's Heart. 2 ex
- Essence Worm. 40 c
- Dancing Duo. 15~ chaos. (10 c for 6 socketed deverish, about 15 chromatics for 3r 2b 1g, 10c for prophecy.) It's not off color so i even rolled a second one.
- Grip of the Council. 1 ex
- Rare gears to cap resists and get some dex. 40c (but i had pretty decent ones.

Basically about 4 exalts for equipment. However, even at the time of posting (two weeks in) there are no good ghastly eye jewel rolls, I've spent about 50c rolling a 17-26 extra phys dmg one with some life on it.

Tl;Dr:

Pros:
- Affordable after 1-2 days of grinding.
- Fun to play and requires little mechanics. (just dodge)
- Scales well if you have good ghastly eye jewels.
- Niche build so people don't really know about it = less demand but also lower price.
- Solid life regen, can do all mods as listed. <- My Favorite


Cons:
- No movement skill, so you need a little bit practise.
- Might be slightly expensive as a league starter in a race event. (As most builds are)
- Cannot scale into t13+ red maps without some ghastly eye jewel rolls.

Thanks again for this build!


Last edited by DalekSecond#6710 on Aug 19, 2018, 1:18:48 PM
Yes, ghastly eye jewels is the thing that makes or breaks it. When i played it, and as you can see i killed all end game content on it, i crafted all of mine. Thousands of alteration orbs, i would buy high ilvl ghastlies and just go ham on them. With mediocre jewels you can run high red maps, good ones let you do all content.

PS I am glad many of you are enjoying this build and are having as much fun as i used to when i was figuring it out!
Yup, thanks again for this build! I'm looking forward to playing any new builds you have come Delve. :P
Would Facebreakers work for this build since the character is unarmed??
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DalekSecond wrote:
Cons:
- No movement skill, so you need a little bit practise.

For farming, there is a possible movement skill.

Phase run. I like it... I get chewed out every time I mention it :) A 20/20 phase run is a 49% increase to movement speed. The cool down is 4 seconds, the natural duration is 1.8 seconds. You could put Phase run + Increased Duration + Efficacy in some farming boots.

.74 from 20/20 Increased Duration
.16 from 20 Efficacy
.10 from minion damage / skill duration (ascendancy)

1.8 * (1 + .74 + .16 + .10) = 3.6 seconds

You do not have to get over 4 seconds... but if you desire to do so, the options to make it above 4 seconds would be:
* Switch ascendancy nodes
* Pick up some tree nodes
* Frenzy Charges (This is a huge increase... but not consistent)
* Conqueror's Efficiency (4% not worth it)

If you are farming... you don't need boots for a stronger dancing duo, you can do much tougher opponents. You need speed... here is some speed.
Last edited by ImAncient#1500 on Aug 23, 2018, 11:20:10 AM
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ImAncient wrote:
"
DalekSecond wrote:
Cons:
- No movement skill, so you need a little bit practise.

For farming, there is a possible movement skill.

Phase run. I like it... I get chewed out every time I mention it :) A 20/20 phase run is a 49% increase to movement speed. The cool down is 4 seconds, the natural duration is 1.8 seconds. You could put Phase run + Increased Duration + Efficacy in some farming boots.

.74 from 20/20 Increased Duration
.16 from 20 Efficacy
.10 from minion damage / skill duration (ascendancy)

1.8 * (1 + .74 + .16 + .10) = 3.6 seconds

You do not have to get over 4 seconds... but if you desire to do so, the options to make it above 4 seconds would be:
* Switch ascendancy nodes
* Pick up some tree nodes
* Frenzy Charges (This is a huge increase... but not consistent)
* Conqueror's Efficiency (4% not worth it)

If you are farming... you don't need boots for a stronger dancing duo, you can do much tougher opponents. You need speed... here is some speed.


Phase run is good for the earlier tier maps. Later on when you get to t15+ you just dont kill everything fast enough to need the move speed bonus, your rampage stacks alone should be able to give you enough MS to keep up with the swords.
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X_Vepz_X wrote:
Would Facebreakers work for this build since the character is unarmed??


I doubt that the minions get the Facebreaker bonus
thanks for build, i think i try for Delve but it's possible kill uber elder whitout RT on weapon ?

Its good for leaguer starter ?
Last edited by turie#5182 on Aug 26, 2018, 3:48:26 PM

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