Mistplosion 2.0 Necromancer Build for Diablo IV [A+ Tier Grade]

Mistplosion 2.0 Necromancer BUILD for Diablo IV [A+ Tier Grade]

(Turn to Mist & turn your fallen foes’ corpses into an explosive bloody spectacle. Death is Your Fuel!)

♦ ◊ ♦ ◊ ♦

Diablo IV launched on June 6th, 2023 for PC (Battle.Net), XBOX, & PlayStation) and I’ve had my fair share of playing and testing done. I’m now ready to start making full Builds/Theorycrafts that work for both ‘fresh-into-endgame’ characters as well as late endgame. I’ll evolve & keep them updated when we get major rebalance updates. This is one such build for the Necromancer Class called Mistplosion 2.0.

I’ve also made spreadsheets for my builds (see the links below) that have shortlisted the active and passive skills + legendary aspect + unique item + gems & sockets + suggested stat rolls + paragon boards that work well with the build which you can use to tinker. Alternatively, I’ve added build calculator links (mostly needed for the paragons)

This build will be updated when needed.

Video Version:

Skill Trees

Below you’ll see ONLY the Active & Passive skills that were selected for this build. For additional skills that can be taken + alternative skill options, you can check my RDY-4-Launch Builds spreadsheet on this link. This build (Mistplosion 2.0) is one of the builds on that spreadsheet.

Basic Skill (Resource Generator/Builder) (Required Points: 0 )

  • (active – ONLY put 1 point here) Reap – Sweep an ethereal scythe in front of you, dealing 12% (X-?) damage. Hitting an enemy with Reap increases your damage Reduction by 15% for 2 seconds.
    Lucky Hit Chance: 17%
    Generates: 4 Essence per enemy hit | Damage: Shadow ; Tags: Basic, Darkness
    • (1st upgrade) Enhanced Reap If an enemy hit by Reap dies within 2 seconds, you gain 30% attack speed for 3 seconds.
    • (2nd upgrade – don’t need any of the 2 but temporary you can use ) Acolyte’s Reap Reap forms a Corpse under the first enemy hit. Can only occur every 5 seconds.

Core Skill(s) (Resource Spender) (Required Points: 2 )

  • (active) Blood Surge Draw blood from enemies, dealing 20% (X-?) damage, and expel a blood nova, dealing 50% (X-?) damage. Blood Surge’s nova damage is increased by 10% (multiplicative) per enemy drained, up to 50% (multiplicative).
    Lucky Hit Chance: 20%
    Essence Cost: 30 | Damage: Physical ; Tags: Core, Blood
    • (1st upgrade) Enhanced Blood Surge Blood Surge heals you for 2.5% of your maximum Life when drawing blood from enemies. If 4 or more enemies are drawn from, then Heal for an additional 1.0% of your Maximum Life.
    • (2nd upgrade – my pick of the 2) Paranormal Blood Surge – If an enemy is damaged by Blood Surge’s nova while you are Healthy, then gain 1 stack of Overwhelming Blood. When you have 5 stacks of Overwhelming Blood, your next Blood Surge Overpowers.
  • (passive) Hewed Flesh Lucky Hit: Your damage has up to a 4%/8%/12% chance to create a corpse at the target’s location.
  • (passive) DID NOT INVEST in other Core passives to save points

Macabre Skills (Required Points: 6 )

  • (active) Corpse Explosion Detonate a Corpse, dealing 75% (X-XX) damage to nearby enemies. Lucky Hit Chance: 40% Damage: Physical ; Tags: Corpse, Corruption
    • (1st upgrade) Enhanced Corpse – Corpse Explosion’s radius is increased by 15%.
    • (2nd upgrade – my pick of the 2) Plagued Corpse Explosion Corpse Explosion deals 8% (multiplicative) increased damage to enemies that are Slowed, Stunned or Vulnerable. These damage bonuses can stack.
  • (active) Blood Mist Disperse into a bloody mist, becoming Immune for 3 seconds. Your Movement Speed is reduced by 20.00% and you periodically deal 2% (X-?) damage to enemies, healing for 0.5% of your Maximum Life.
    Lucky Hit Chance: 9%
    Cooldown: 20 Seconds. | Damage: Physical ; Tags: Macabre, Blood
    • (1st upgrade) Enhanced Blood Mist Casting a Skill that Overpowers reduces the cooldown of Blood Mist by 2 seconds.
    • (2nd upgrade – my pick of the 2) Ghastly Blood Mist Blood Mist leaves behind a Corpse every 1 second.
  • (passive) Grim Harvest Consuming a Corpse generates 3/6/9 Essence.
    • (upgrade) Fueled by Death You deal 4%/8%/12% (multiplicative) increased damage for 4 seconds after consuming a Corpse.
  • (passive) DID NOT INVEST in other Macabre passives to save points

Corruption Skills (Required Points: 11 )

  • (active) DID NOT TAKE a Corruption active due to using 2 minions on the skillbar
    • (1st upgrade)
    • (2nd upgrade – my pick of the 2)
  • (passive) Death’s Embrace Enemies in melee range take 2%/4%/6% (multiplicative) more damage from you and deal 3%/6%/9% less damage to you.
  • (passive) DID NOT INVEST in other Corruption passives to save points

Summoning Skills (Required Points: 16 )

  • (active – ONLY put 1 point here) Corpse Tendrils Veins burst out of a Corpse, pulling in enemies, Stunning them for 3 seconds, and dealing 20% (X-?) damage to them.
    Lucky Hit Chance: 20%
    Cooldown: 11.0 Seconds. | Damage: Physical ; Tags: Corpse, Corruption
    • (1st upgrade) Enhanced Corpse Tendrils Enemies who are in range of Corpse Tendrils are Slowed by 50% before being pulled.
    • (2nd upgrade – my pick of the 2) Plagued Corpse Tendrils Enemies damaged by Corpse Tendrils are made Vulnerable for 3 seconds.
  • (passive – only put 1 point into this) Gruesome Mending While below 50% Life, you receive +10%/+20%/+30% more Healing from all sources.
    • (upgrade) Coalesced Blood While Healthy your Blood Skills deal 6%/12%/18% (multiplicative) increased damage. Note: Need to invest into this node to unlock BOTH Tides of Blood & Drain Vitality
    • (upgrade) Transfusion – DID NOT INVEST in this to save points
    • (upgrade) Drain Vitality Lucky Hit: Hitting enemies with Blood Skills has up to 25% chance to Fortify you for 2%/5%/8% Base Life.
    • (upgrade) Tides of Blood Your Blood Skills deal 5%/10%/15% (multiplicative) increased Overpower damage. This bonus is doubled while you are Healthy.
  • (passive) Necrotic Carapace – When a Corpse is formed from your Skills or your Minions, Fortify for 2%/4%/6% Base Life.
  • (passive) DID NOT INVEST in other Summoning passives to save points

Ultimate Skills (Required Points: 23 )

  • (active) Bone Storm A swirling storm of bones surrounds you and your Golem, dealing 180% (X-?) to surrounding enemies over 10 seconds.
    Lucky Hit Chance: 40%
    Cooldown: 60 Seconds. | Damage: Physical ; Tags: Ultimate, Bone
    • (1st upgrade) Prime Bone Storm Your Damage Reduction is increased by 15% while Bone Storm is active.
    • (2nd upgrade) Supreme Bone Storm Your Critical Strike Chance is increased by +20% while Bone Storm is active.
  • (passive) Stand Alone Increases Damage Reduction by 6%/12%/18%,, reduced by 2% for each active Minion.
    • (upgrade) Memento Mori Sacrificing both Skeletal Warriors and Skeletal Mages increases their Sacrifice bonuses by 20%/40%/60%.
  • (passive) DID NOT INVEST in any other Ultimate passives to save points

Specializations (Required Points: 33 )

  • (passive) Rathma’s Vigor Increase your maximum Life by 10% (multiplicative). After being Healthy for 15 seconds, your next Blood Skill Overpowers.

Book of the Dead (Class Mechanic):

This build is all about creating as many corpses as possible and consuming them with Corpse Explosion directly or with the auto-cast via Blood Mist. For that we don’t need minions. There’s room for a basic skill on the skillbar and many may not want it and might rather prefer to use Decrepify there so it’s up to you to decide on this one. I love using Reap at the beginning of a fight as it’s a guaranteed corpse every (5 seconds) that can be used to start the fight off with a Corpse Tendrils for the crit chance buff & crit damage taken debuff + Vulnerable debuff.

I’d advise taking ZERO Minions for this build. So you’ll & Sacrifice the Skeletal Warriors & Mages + the Golem:

  • Skeletal Skirmishers: Sacrifice so that we get extra Crit Chance
    • Description: Your critical strike chance is increased by 5%, but you can no longer raise Skeletal Warriors.
  • Bone Mages: Sacrifice is amazing to get our Overpower damage multiplied by x40%. This is a HUGE boost as the majority of the Overpower for this build is additive.
    • Description: Your Overpower damage is increased by 40% (multiplicative)
  • Iron Golem: Sacrifice so that we get extra Crit Damage
    • Description: You deal 30% (multiplicative) increased critical strike damage, but you lose the ability to summon a Golem.

Unique Items

In Diablo IV we can equip more than one unique item at the same time (not so ‘unique’ if we can get decked out in full uniques I guess). It seems that the one unique per build idea that Uniques inherited from the Mythical gear they supposedly replaced was scrapped even before the closed beta tests. My top picks will be the following two but check the notes under the Aspects list for more picks:

Black River (Scythe)

[0.06] Life On Kill Corpse Explosion consumes up to 4 additional Corpses around the initial Corpse, dealing x[122-130%] increased damage and with a +[21-25%] larger radius per additional Corpse.

[49 – 63] Intelligence
+[21 – 35]% Damage to Healthy Enemies
+1 Ranks of the Fueled by Death Passive
+[2 – 4] Ranks of Corpse Explosion + X% Damage to Distant Enemies

“The scrolls describe a river of tar that separated the living from the land of the dead. Any unfortunate soul who tried to cross would be dragged down into oblivion.” – Notes of Scholar Kamien

Harlequin Crest (Helm)

Gain [5-8%] Damage Reduction. In addition, gain +[2-4] Ranks to All Skills.

[0.245 – 0.455] Maximum Life
X% Cooldown Reduction
+[42 – 70]% Crafting Material Drop Rate
[14 – 28] All Stats

“This headdress was once worn by an assassin disguised as a court mage. Her treachery was unveiled, but not before she used its magic to curse the king’s entire lineage.” – The Fall of House Aston

Sockets & Gems

There are various possible good/viable choices for the gem slots. I’ve shortlisted what works by slot. I’d recommend picking one of those:

Weps: Ruby.
Armor: Ruby or Saphire (dmg reduction apparently is very needed in high tier NM dungeons).
Jewelry: Skull for Armor until they rework resistances. After the rework: Diamond unless you need specific resistance more than all.

XYZ Diamond (Requires Level XY)

• Weapon: +N% Ultimate Skill Damage
• Armor: +N% Barrier Generation
• Jewelry: N% Resistance to All Elements

+5%/+5%/+5% for chipped (the 2nd grade at lvl 20)

XYZ Skull (Requires Level XY)

• Weapon: +N Life On Kill
• Armor: +N% Healing Received
• Jewelry: +N Armor

+13/+5%/+170 for chipped (the 2nd grade at lvl 20)

XYZ Saphire (Requires Level XY)

• Weapon: +N% Critical Strike Damage to Crowd-Controlled Enemies
• Armor: N% Damage Reduction While Fortified
• Jewelry: N% Cold Resistance

+7.5%/5%/14.3% for chipped (the 2nd grade at lvl 20)

XYZ Ruby (Requires Level XY)

• Weapon: +N% Overpower Damage

• Armor: +N% Maximum Life
• Jewelry: N% Fire Resistance

+15%/+5.5%/14.3% for chipped (the 2nd grade at lvl 20)

XYZ Emerald (Requires Level XY)

• Weapon: +N% Critical Strike Damage to Vulnerable Enemies
• Armor: +N Thorns
• Jewelry: N% Poison Resistance

+7.5%/+39/14.3% for chipped (the 2nd grade at lvl 20)

Legendary Aspects / Powers

I will only list the Legendary Aspects that have been selected for the build and the slots in which I advise putting those. For in-depth information you can check my RDY-4-Launch Builds spreadsheet on this link. This build (Mistplosion 2.0) is one of the builds on that spreadsheet.

  • Helm: Exploiter’s Aspect / Harlequin Crest (see notes below)
  • Amulet: Aspect of Grasping Veins
  • Chest: Aspect of The Protector
  • Pants: Aspect of the Embalmer
  • Gloves: Blood-bathed Aspect
  • Boots: Aspect of Explosive Mist
  • Ring 1: Cadaverous Aspect
  • Ring 2: Sacrificial Aspect
  • 1H Weapon: Smiting Aspect / Black River (see notes below)
  • Off-hand: Aspect of Untimely Death
  • 2-H Weapon: Aspect of Grasping Veins OR Cadaverous Aspect OR Sacrificial Aspect BUT I do NOT recommend using a 2-hander as the whole build is centered around the Black River but until you get it you can use a 2-hander and loose one of the offensive aspects
NOTES: How to re-arrange if using any of the Uniques:

- Smiting Aspect stays in the 1-h Weapon slot ONLY until you get the Black River Unique 1-h Scythe. 
- For Harlequin Crest (Helm): Exploiter’s Aspect gets removed from the Helm slot to make room for the Unique Helm.

ALTERNATIVE PICKS (if you decide to use them): 
- For Temerity (Pants): Aspect of The Protector gets removed from the Chest Slot, then Aspect of the Embalmer goes into the now empty Chest slot to make room for the Unique Pants.
- For Mother's Embrace (Ring) in the build, you will need to sacrifice one more aspect and it may be hurting the build to loose any of the remaining aspects once you have the Helmet and 1-h Weapon slots filled up with Uniques. Up to you to decide which on is okay to sacrifice for that Unique ring.

Paragon Boards:

Use the links below to check the paragon boards selected and the nodes I’ve taken. One link is for what the boards will look like at lvl 91 with 185 paragon points (so more paragon points will be obtained on the way to 100). The other link is what the boards will look like when fully maxed out on paragon points.

Suggested Gear Rolls to look out for (NOT in order of priority):

I’ve shortlisted 42 different affixes that work well with the build of almost 300 total. I’ll highlight in Orange the ones I think should get higher priority. NOTE: I’ve added a new “Top Priority per Slot” list but left the old unsorted list below it.

This is the Sorted by Slot list of Top Priority Affixes/Rolls:

    • Helm:
      • Priority 1: Cooldown Reduction
      • Priority 2: Maximum Life
      • Priority 3: Total Armor or Maximum Essence (both are kind of equal priority)
      • Priority 4: Core Stats (Int, Dex, Wil, All Stats)
    • Amulet:
      • Priority 1: Cooldown Reduction, Movement Speed
      • Priority 2: Maximum Life, +X Ranks of All Corpse/ Macabre Skills, +X% Core Skill Damage, +X% Blood Skill Damage
      • Priority 3: +X% Damage, Damage Reduction from Close or Distant Enemies/While Injured,
      • Priority 4: Essence Cost Reduction
    • Chest:
      • Priority 1: Damage Reduction from Close or Distant Enemies/while Fortified
      • Priority 2: Maximum Life, + X% Damage
      • Priority 3: Blood Skill Damage, Core Stats (Int, Dex, Wil, All Stats), Total Armor
      • Priority 4: Physical Damage, Fortify Generation, Damage Reduction
    • Pants:
      • Priority 1: +X Ranks of Blood Mist/Corpse Explosion, Damage Reduction from Close or Distant Enemies/while Fortified
      • Priority 2: Maximum Life, Damage Reduction while Injured
      • Priority 3: Core Stats (Int, Dex, Wil, All Stats), Total Armor
      • Priority 4: Damage Reduction
    • Gloves:
      • Priority 1: + X ranks to Blood Surge, Critical Strike Chance, Overpower Damage
      • Priority 2: Damage to Injured Enemies, Critical Strike Chance Against Injured Enemies
      • Priority 3: Lucky Hit: Up to a 5% Chance to Restore +X% Primary Resource, Lucky Hit Chance
      • Priority 4: Core Stats (Int, Dex, Wil, All Stats), Lucky Hit: Up to a 5% Chance to Heal +X Life
    • Boots:
      • Priority 1: Movement Speed, Essence Cost Reduction
      • Priority 2: +X Ranks of Corpse Tendrils, Damage Reduction while Injured
      • Priority 3: Core Stats (Int, Dex, Wil, All Stats)
      • Priority 4: Fortify Generation
    • Ring 1:
      • Priority 1: Overpower Damage, Critical Chance
      • Priority 2: Maximum Life, Critical Damage, Vulnerable Damage, Damage to Close/Vulnerable Enemies
      • Priority 3: Damage to Stunned Enemies, X% Damage for 4 Seconds After Picking Up a Blood Orb
      • Priority 4: Physical Damage, Maximum Essence, Lucky Hit Chance
    • Ring 2:
      • Priority 1: Overpower Damage, Critical Chance
      • Priority 2: Maximum Life, Critical Damage, Vulnerable Damage, Damage to Close/Vulnerable Enemies
      • Priority 3: Damage to Stunned Enemies, X% Damage for 4 Seconds After Picking Up a Blood Orb
      • Priority 4: Physical Damage, Maximum Essence, Lucky Hit Chance
    • 1H Weapon: Apparently, weapons can NOT roll two types of Damage mods!!!
      • Priority 1: Damage to Vulnerable Enemies & Vulnerable Damage, Damage to Close Enemies, Overpower Damage
      • Priority 2: Critical Strike Damage, Core Skill Damage
      • Priority 3: Damage to Slowed/Stunned Enemies
      • Priority 4: Core Stats (Int, Dex, Wil, All Stats)
    • Focus Off-hand | When you use a Focus Off-hand:
      • Priority 1: Cooldown Reduction, Essence Cost Reduction
      • Priority 2: Critical Strike Chance
      • Priority 3: Up to a 5% Chance to Restore +[7 – 14]% Primary Resource , Lucky Hit Chance
      • Priority 4: Core Stats (Int, Dex, Wil, All Stats), Damage Reduction while Fortified, Critical Chance Against Injured
    • Shield Off-hand: When you use a Shield Off-hand:
      • Priority 1: Cooldown Reduction, Essence Cost Reduction
      • Priority 2: Critical Strike Chance, Damage Reduction while Fortified/from Close or Distant Enemies
      • Priority 3: Up to a 5% Chance to Restore +[7 – 14]% Primary Resource , Lucky Hit Chance
      • Priority 4: Core Stats (Int, Dex, Wil, All Stats), Critical Chance Against Injured
    • 2-H Weapon: See the 1H Weapon Rolls List
+ X% Damage
Critical Strike Chance/Critical Damage Bonus
Critical Chance / Critical Damage with Physical/Blood Skills
Critical Chance/Critical Damage with Core/Blood/Corpse/Corruption/Macabre Skills
Damage with Core/Blood/Corpse/Corruption/Macabre Skills
Lucky Hit Chance
+ X Ranks to Core/Blood/Corpse/Corruption/Macabre Skills
+ X Ranks to Blood Surge/Corpse Explosion/Corpse Tendrils/Blood Mist
Overpower Damage
+ Wilpower, + Dexterity, + Intelligence
+ All Stats
+ Maximum Life
Essence Generation / Regeneration / On Kill
Resource/Essence Cost Reduction
Cooldown Reduction
Blood/Corpse/Corruption/Macabre Skills Cooldown Reduction
Physical/Blood Damage Bonus
Lucky Hit Chance with Physical/Blood Damage
Resistance to All Elements
+ % Critical Chance / Critical Damage with Physical/Blood Damage
+ % Physical/Blood Damage to Elites
+ % Critical Strike Chance with Physical/Blood Damage Against Elites
+ % Damage for X Seconds After Killing an Elite
Damage Reduction for X Seconds After Killing an Elite
Damage Reduction from Elites
Damage / Critical Chance / Critical Damage Against Close Enemies
Damage / Critical Chance / Critical Damage Against Crowd Controlled Enemies
Vulnerable Damage
Damage / Critical Chance / Critical Damage Against Vulnerable Enemies
Lucky Hit: Up to a 5% chance to Restore +X% Primary Resource
Lucky Hit: Up to a 5% chance to Heal +X Life
Damage while Healthy
Fortify Generation
Damage while Fortified
Chance When Struck to Fortify for X Life
Movement Speed
Higher Priority
Damage vs Injured Enemies
Lucky Hit: Up to a +X% Chance to Execute Injured Non-Elites
Critical Strike Chance Against Injured Enemies
Damage vs Healthy Enemies
Weapon Damage (not sure if there are any bonuses to that as rolls)
Attack Speed
Lower Priority

Useful Links (Spreadsheets & more):

For all of my Diablo IV Post-Launch & RDY-4-Launch Theorycrafts/Builds: This Spreadsheet

For my Diablo IV Class Skill Trees (can be used as mini-calculator): This Spreadsheet

For all of my Diablo IV Pre-Launch Theorycrafts/Builds: This Spreadsheet

♦ ◊ ♦ ◊ ♦

This concludes the Mistplosion 2.0 Necromancer Build for Diablo IV. If you’re interested in the game below are links to the various platforms where one can buy it (you can just click the links to open a new tab):

PC (Battle.Net)

XBOX

PlayStation

Official Website

Dr. Bones 2.0 Diablo IV Necromancer Build [RDY-4-Launch]

Dr. Bones 2.0 Necromancer BUILD for Diablo IV [RDY-4-Launch]

(Dr. Bones imprisons & makes their foes vulnerable before showering them with spears & splinters)

♦ ◊ ♦ ◊ ♦

Diablo IV launches on June 6th, 2023 for PC (Battle.Net), XBOX, & PlayStation with a 4 days Early Access (no wipe) for pre-orders (so kind of really launching June 2nd).

Diablo IV‘s Launch is almost upon us and it’s time for some Ready-For-Launch full Builds/Theorycrafts that should be good for both ‘fresh-into-endgame’ characters as well as late endgame. I also plan to evolve them further when the game is released & keep them updated when we get rebalance updates. This is one such build for the Necromancer Class called Dr. Bones 2.0.

I’ve also made spreadsheets for those builds (see the links below) that have shortlisted the active and passive skills + legendary aspect + unique item + gems & sockets + suggested stat rolls + paragon boards that work well with the build which you can use to tinker. Alternatively, I’ve added build calculator links (mostly needed for the paragons)

This build will be updated post-launch to a new & expanded version when I have more in-game information as reference.

Video Version:

Skill Trees

Below you’ll see ONLY the Active & Passive skills that were selected for this build. For additional skills that can be taken + alternative skill options, you can check my RDY-4-Launch Builds spreadsheet on this link. This build (Dr. Bones 2.0) is one of the builds on that spreadsheet.

Basic Skill (Resource Generator/Builder) (Required Points: 0 )

  • (active – ONLY put 1 point here) Bone Splinters – Fire 3 bone splinters, dealing 22.5% damage each. Each subsequent time an enemy is hit by the same cast of Bone Splinters, you gain 1 Essence. Each subsequent time an enemy is hit by the same cast of Bone Splinters, you gain 1 Essence. Lucky Hit Chance: 17% Generates: 5 Essence Damage: Physical ; Tags: Basic, Bone
    • (1st upgrade) Enhanced Bone Splinters Bone Splinters has a 30% chance to fire 2 additional projectiles if cast while you have 50 or more essence.
    • (2nd upgrade) Initiate’s Bone Splinters Bone Splinters has a 20% chance per hit to make enemies Vulernable for 2 seconds.

Core Skill(s) (Resource Spender) (Required Points: 2 )

  • (active) Bone Spear Conjure a bone spear from the ground, dealing 85% (X-?) damage and Piercing through enemies. Lucky Hit Chance: 50% Essence Cost: 25 Damage: Physical ; Tags: Core, Bone
    • (1st upgrade) Enhanced Bone Spear Bone Spear breaks into 3 shards when it is destroyed, dealing 10% (X-?) damage each.
    • (2nd upgrade – my pick of the 2) Supernatural Bone Spear Bone Spear makes the first enemy hit Vulnerable for 3 seconds.
  • (passive) Hewed Flesh Lucky Hit: Your damage has up to a 4%/8%/12% chance to create a corpse at the target’s location.
  • (passive) DID NOT INVEST in other Core passives to save points

Macabre Skills (Required Points: 6 )

  • (active) Corpse Explosion Detonate a Corpse, dealing 75% (X-XX) damage to nearby enemies. Lucky Hit Chance: 40% Damage: Physical ; Tags: Corpse, Corruption
    • (1st upgrade) Enhanced Corpse – Corpse Explosion’s radius is increased by 15%.
    • (2nd upgrade – my pick of the 2) Blighted Corpse Explosion Corpse Explosion becomes a Darkness Skill and, instead of exploding, releases a vile miasma dealing 110% (X-?) Shadow Damage over 6 seconds.
  • (active – ONLY put 1 point here) Bone Prison Unearth a prison of bone with X Life that surrounds the target area for 6 seconds. Cooldown: 20 Seconds. Tags: Macabre, Bone
    • (1st upgrade) Enhanced Bone Prison If an enemy is trapped by Bone Prison, gain 3 Essence, plus an additional 5 per enemy trapped.
    • (2nd upgrade – my pick of the 2) Ghastly Bone Prison Enemies inside of Bone Prison are Vulnerable.
  • (passive) Grim Harvest – Consuming a Corpse generates 3/6/9 Essence.
    • (upgrade) Fueled by Death – You deal 4%/8%/12% (multiplicative) increased damage for 4 seconds after consuming a Corpse.
  • (passive) DID NOT INVEST in other Macabre passives to save points

Corruption Skills (Required Points: 11 ) Not taking an Active skill here

  • (active)
    • (1st upgrade)
    • (2nd upgrade – my pick of the 2)
  • (passive) DID NOT INVEST in any Corruption passives to save points

Summoning Skills (Required Points: 16 )

  • (active – ONLY put 2 points here) Bone Spirit Consume all of your Essence to conjure a spirit of bone that seeks enemies. Upon reaching an enemy, the spirit explodes, dealing 80% (X-?) damage to the target and all surrounding enemies. Damage is increased by 3% (multiplicative) for each point of Essence spent casting Bone Spirit. Lucky Hit Chance: 33% Cooldown: 12.0 Seconds. Essence Cost: All remaining Essence Damage: Physical ; Tags: Macabre, Bone
    • (1st upgrade) Enhanced Bone Spirit If Bone Spirit Critically Strikes, its Cooldown is reduced by 6 seconds.  This effect can only happen once per cast.
    • (2nd upgrade – my pick of the 2) Dreadful Bone Spirit After Bone Spirit hits an enemy, you generate 30 Essence over the next 4 seconds.
  • (passive) Serration Your Bone Skills have a +0.5%/+1%/+1.5% increased Critical Strike Chance for each 10 Essence you have upon cast
    • (upgrade) Rapid Ossification Every 100 Essence you spend reduces the cooldowns of your Bone Skills by 0.5/1/1.5 seconds.
    • (upgrade) Compound Fracture After Critically Striking 10 times with Bone Skills, your Bone Skills deal 5%/10%/15% (multiplicative) increased damage for 5 seconds.
    • (upgrade) Evulsion Your Bone Skills deal 6%/12%/18% (multiplicative) increased Critical Strike Damage to Vulnerable enemies.
  • (passive) Necrotic Carapace – When a Corpse is formed from your Skills or your Minions, Fortify for 2%/4%/6% Base Life.
  • (passive) DID NOT INVEST in other Summoning passives to save points

Ultimate Skills (Required Points: 23 )

  • (active) Bone Storm A swirling storm of bones surrounds you and your Golem, dealing 180% (X-?) to surrounding enemies over 10 seconds. Lucky Hit Chance: 40% Cooldown: 60 Seconds. Damage: Physical ; Tags: Ultimate, Bone
    • (1st upgrade) Prime Bone Storm Your Damage Reduction is increased by 15% while Bone Storm is active.
    • (2nd upgrade) Supreme Bone Storm Your Critical Strike Chance is increased by +20% while Bone Storm is active.
  • (passive) Stand Alone Increases Damage Reduction by 6%/12%/18%,, reduced by 2% for each active Minion.
    • (upgrade) Memento Mori Sacrificing both Skeletal Warriors and Skeletal Mages increases their Sacrifice bonuses by 20%/40%/60%.
  • (passive) DID NOT INVEST in any other Ultimate passives to save points

Specializations (Required Points: 33 )

  • (passive) Ossified Essence Your Bone Skills deal 1% (multiplicative) increased damage for each point of Essence you have above 50 upon cast.

Book of the Dead (Class Mechanic):

This build is all about creating as many corpses as possible and getting Fortify for each corpse generated, while consuming them with Corpse Explosion. On top of that we can keep spamming Bone Spear as long as we keep consuming the corpses as that gives us Essence. Since the build has a ton of Vulnerable and Crit related bonuses we’re Sacrificing all minions and take such bonuses for Sacrificing our Minions as well.

I’d advise taking Zero Minions for this build & Sacrifice the Skeletal Warriors, Skeletal Mages, & Golem. The types sacrifices are:

    • Skeletal Skirmishers: Sacrifice so that we get extra Crit Chance
      • Description: Your critical strike chance is increased by 5%, but you can no longer raise Skeletal Warriors.
    • Cold Mages: Sacrifice is amazing to get extra DMG to Vulnerable enemies
      • Description: You deal 15% (multiplicative) increased damage to Vulnerable enemies, but you can no longer raise Skeletal Mages.
    • Iron Golem: Sacrifice so that we get extra Crit Damage
      • Description: You deal 30% (multiplicative) increased critical strike damage, but you lose the ability to summon a Golem.

Unique Item:

In Diablo IV apparently (I have multiple sources that confirmed this) we can equip more than one unique item at the same time (not so ‘unique’ if we can get decked out in full uniques I guess). It seems that the one unique per build idea that Unique inherited from the Mythical gear they supposedly replaced was scrapped even before the closed beta tests. My top pick will be the following one but check the notes under the Aspects list for some additional picks:

Deathless Visage (Helm)

Bone Spear leaves behind echoes as it travels that explode, dealing N damage.

+[0.031 – 0.073] Armor
+[0.07 – 0.14] Physical Damage
+[14 – 21]% Critical Strike Damage
+[16 – 24] Maximum Essence


“Rathma is endless. He was the first Ancient, and will remain at the end. He is the master of the Great Cycle of Being. When Death comes for him, why should he fear it?” – Vauntus, Acolyte of Rathma

Sockets & Gems

There are various possible good/viable choices for the gem slots. I’ve shortlisted what works by slot. I’d recommend picking one of those:

Weps: Emerald, Amethyst, Diamond, Saphire, Ruby, or Skull.
Armor: Ruby, Saphire or Skull.
Jewelry: Diamond unless you need specific resistance more than all.

XYZ Diamond (Requires Level XY)

• Weapon: +N% Ultimate Skill Damage
• Armor: +N% Barrier Generation
• Jewelry: N% Resistance to All Elements

+5%/+5%/5 for chipped (the 2nd grade at lvl 20)

XYZ Skull (Requires Level XY)

• Weapon: +N Life On Kill
• Armor: +N% Healing Received
• Jewelry: +N Armor

+13/+5%/+170 for chipped (the 2nd grade at lvl 20)

XYZ Amethyst (Requires Level XY)

• Weapon: +N% Damage Over Time
• Armor: N% Damage Taken Over Time Reduction
• Jewelry: N% Shadow Resistance

+5%/+8.2%/+14.3% for chipped (the 2nd grade at lvl 20)

XYZ Ruby (Requires Level XY)

• Weapon: +N% Overpower Damage
• Armor: +N% Maximum Life
• Jewelry: N% Fire Resistance

+15%/+5.5%/14.3% for chipped (the 2nd grade at lvl 20)

XYZ Emerald (Requires Level XY)

• Weapon: +N% Critical Strike Damage to Vulnerable Enemies
• Armor: +N Thorns
• Jewelry: N% Poison Resistance

+7.5%/39/14.3% for chipped (the 2nd grade at lvl 20)

XYZ Saphire (Requires Level XY)

• Weapon: +N% Critical Strike Damage to Crowd-Controlled Enemies
• Armor: N% Damage Reduction While Fortified
• Jewelry: N% Cold Resistance

+7.5%/5%/14.3% for chipped (the 2nd grade at lvl 20)

Legendary Aspects / Powers

I will only list the Legendary Aspects that have been selected for the build and the slots in which I advise putting those. For in-depth information you can check my RDY-4-Launch Builds spreadsheet on this link. This build (Dr. Bones 2.0) is one of the builds on that spreadsheet.

  • Helm: Aspect of The Protector / Deathless Visage OR Harlequin Crest (see notes below)
  • Amulet: Aspect of Serration
  • Chest: Aspect of Shielding Storm / Blood Artisan’s Cuirass (see notes below)
  • Pants: Aspect of the Embalmer
  • Gloves: Osseous Gale Aspect
  • Boots: Exploiter’s Aspect
  • Ring 1: Aspect of Ultimate Shadow
  • Ring 2: Aspect of Exposed Flesh / Splintering Aspect (see notes below)
  • 1H Weapon: Splintering Aspect / Black River (see notes below)
  • Off-hand: Aspect of Swelling Curse / Aspect of Shielding Storm (see notes below)
  • 2-H Weapon (if you decide to use one): Splintering Aspect (see notes below)
NOTE 1: Aspect of The Protector goes in the Helm slot ONLY until you get the Deathless Visage Unique Helm.
There are three other alternative picks for Uniques you could use if you get those first: Blood Artisan's Cuirass (Chest Armor), Harlequin Crest (Helm), & Black River (Scythe)
See the notes below for more info:

NOTE 2: How to re-arrange if using any of the alternative Uniques:
- For Blood Artisan's Cuirass (Chest Armor): Aspect of Swelling Curse gets removed from the Off-hand slot. You also need to remove the offensive Off-hand and replace it with a Shield off-hand. Aspect of Shielding Storm goes in the newly equipped Shield Off-hand to make room for the Unique Chest Armor.
- For Harlequin Crest (Helm): Aspect of The Protector gets removed from the Helm slot to make room for the Unique Helm.
- For Black River (Scythe): Aspect of Exposed Flesh gets removed from the Ring 2 slot & Splintering Aspect replaces it to make room for the Unique Scythe.

Paragon Boards:

Use the links below to check the paragon boards selected and the nodes I’ve taken. One link is for what the boards will look like at lvl 90 without any paragon points from renown (so more paragon points will be obtained on the way to 100 as well as from renown). The other link will be what the boards will look like when fully maxed out on paragon points.

Suggested Gear Rolls to look out for (NOT in complete order of priority):

I’ve shortlisted 44 different affixes that work well with the build of almost 300 total. I’ll highlight in Orange the ones I think should get higher priority

Bonus to All Damage
Critical Strike Chance / Critical Damage Bonus
Critical Chance / Critical Damage with Shadow/Physical/Darkness/Bone Skills
Critical Chance / Critical Damage with Core/Macabre/Corpse/Basic/Ultimate Skills
Damage with Core/Macabre/Corpse/Corruption/Basic/Ultimate Skills
Lucky Hit Chance
+ X Ranks to Bone Spear/Corpse Explosion/Bone Storm/Bone Spirit/Bone Prison
+ X Ranks to Core/Macabre/Corpse/Corruption/Basic Skills
Lucky Hit Chance with Shadow/Physical Damage
Shadow/Physical Damage Bonus
+ % Critical Chance / Critical Damage with Shadow/Physical Damage
Resistance to All Elements
+ % Shadow/Physical Damage to Elites
+ % Critical Strike Chance with Shadow/Physical Damage Against Elites
+ % Damage for X Seconds After Killing an Elite
Damage Reduction for X Seconds After Killing an Elite
Damage Reduction from Elites
Damage / Critical Chance / Critical Damage Against Close Enemies
Damage / Critical Chance / Critical Damage Against Crowd Controlled Enemies
Vulnerable Damage
Damage / Critical Chance / Critical Damage Against Vulnerable Enemies
Fortify Generation
Damage while Fortified
Chance When Struck to Fortify for X Life
+ % Damage Over Time
+ % Shadow Damage Over Time
+ % Shadow Damage Over Time Duration
Overpower Chance
Overpower Damage with Bone Spear/Corpse Explosion/Bone Storm/Bone Spirit/Bone Prison
Overpower Damage with Core/Bone/Darkness/Macabre/Corpse/Basic/Ultimate Skills
Damage to Slowed/Stunned/Immobilized Enemies
Critical Strike Chance Against Slowed/Stunned/Immobilized Enemies
Higher Priority
+ All Stats
Damage while Healthy
Damage vs Healthy Enemies
Damage vs Injured Enemies
Weapon Damage (not sure if there are any bonuses to that as rolls)
Essence Generation
Essence Regeneration
Essence On Kill
Movement Speed
Attack Speed
Intelligence
Resource Cost Reduction
Lower Priority

Useful Links (Spreadsheets & more):

For all of my Diablo IV RDY-4-Launch Theorycrafts/Builds: This Spreadsheet

For my Diablo IV Pre-Launch Class Skill Trees (can be used as mini-calculator): This Spreadsheet

For all of my Diablo IV Pre-Launch Theorycrafts/Builds: This Spreadsheet

♦ ◊ ♦ ◊ ♦

This concludes the Dr. Bones 2.0 Necromancer Build for Diablo IV. If you’re interested in the game below are links to the various platforms where one can buy it (you can just click the links to open a new tab):

PC (Battle.Net)

XBOX

PlayStation

Official Website

Mistplosion Diablo IV Necromancer Build [RDY-4-Launch]

Mistplosion Necromancer BUILD for Diablo IV [RDY-4-Launch]

(Turn to Mist & turn your fallen foes’ corpses into an explosive bloody spectacle. Death is Your Fuel!)

♦ ◊ ♦ ◊ ♦

Diablo IV launches on June 6th, 2023 for PC (Battle.Net), XBOX, & PlayStation with a 4 days Early Access (no wipe) for pre-orders (so kind of really launching June 2nd).

Diablo IV‘s Launch is getting closer and it’s time to make some Ready-For-Launch full Builds/Theorycrafts that should be good for both ‘fresh-into-endgame’ characters as well as late endgame. I’ also plan to evolve them further when the game is released & keep them updated when we get rebalance updates. This is one such build for the Necromancer Class called Mistplosion.

I’ve also made spreadsheets for those builds (see the links below) that have shortlisted the active and passive skills + legendary aspect + unique item + gems & sockets + suggested stat rolls + paragon boards that work well with the build which you can use to tinker. Alternatively, i’ve added build calculator links (mostly needed for the paragons)

This build will be updated post-launch to a new & expanded version when I have more in-game information as reference.

Video Version:

Skill Trees

Below you’ll see ONLY the Active & Passive skills that were selected for this build. For additional skills that can be taken + alternative skill options, you can check my RDY-4-Launch Builds spreadsheet on this link. This build (Mistplosion) is one of the builds on that spreadsheet.

Basic Skill (Resource Generator/Builder) (Required Points: 0 ) Only used temporarily

  • (active) Hemorrhage – Burst an enemy’s blood, dealing 25% (X-XX) damage. Hemorrhage has 20% chance to form a Blood Orb. Lucky Hit Chance: 40% Generates: 7 Essence Damage: Physical ; Tags: Basic, Blood
    • (1st upgrade) Enhanced Hemorrhage After picking up a Blood Orb, your next Hemorrhage also hits nearby enemies and grants 2 additional essence per enemy hit
    • (2nd upgrade – don’t need any of the 2 but temporary you can use ) Initiate’s Hemorrhage Hemorrhage grants 1.6% Base Life as Fortify each time it hits an enemy, and has a 1.5% chance per enemy hit to Fortify you for 100% Base Life.

Core Skill(s) (Resource Spender) (Required Points: 2 )

  • (active) Blood Surge Draw blood from enemies, dealing 20% (X-?) damage, and expel a blood nova, dealing 50% (X-?) damage. Blood Surge’s nova damage is increased by 10% (multiplicative) per enemy drained, up to 50% (multiplicative). Lucky Hit Chance: 20% Essence Cost: 30 Damage: Physical ; Tags: Core, Blood
    • (1st upgrade) Enhanced Blood Surge Blood Surge heals you for 1% of your maximum Life when drawing blood from enemies. If 4 or more enemies are drawn from, then Heal for an additional 1.0% of your Maximum Life.
    • (2nd upgrade – my pick of the 2) Supernatural Blood Surge Each time an enemy is hit by Blood Surge’s nova, you are Fortified for 1% Base Life. While you have Fortify for over 50% of your Maximum Life, Blood Surge deals 20% (multiplicative) increased damage.
  • (passive) Hewed Flesh Lucky Hit: Your damage has up to a 4%/8%/12% chance to create a corpse at the target’s location.
  • (passive) DID NOT INVEST in other Core passives to save points

Macabre Skills (Required Points: 6 )

  • (active) Corpse Explosion Detonate a Corpse, dealing 75% (X-XX) damage to nearby enemies. Lucky Hit Chance: 40% Damage: Physical ; Tags: Corpse, Corruption
    • (1st upgrade) Enhanced Corpse – Corpse Explosion’s radius is increased by 15%.
    • (2nd upgrade – my pick of the 2) Plagued Corpse Explosion Corpse Explosion deals 10% (multiplicative) increased damage to enemies that are Slowed, Stunned or Vulnerable. These damage bonuses can stack.
  • (active) Blood Mist Disperse into a bloody mist, becoming Immune for 3 seconds. Your Movement Speed is reduced by 20.00% and you periodically deal 2% (X-?) damage to enemies, healing for 0.5% of your Maximum Life. Lucky Hit Chance: 9% Cooldown: 20 Seconds. Damage: Physical ; Tags: Macabre, Blood
    • (1st upgrade) Enhanced Blood Mist Casting a Skill that Overpowers reduces the cooldown of Blood Mist by 2 seconds.
    • (2nd upgrade – my pick of the 2) Ghastly Blood Mist Blood Mist leaves behind a Corpse every 0.95 seconds.
  • (passive) Grim Harvest Consuming a Corpse generates 3/6/9 Essence.
    • (upgrade) Fueled by Death You deal 4%/8%/12% (multiplicative) increased damage for 4 seconds after consuming a Corpse.
  • (passive) DID NOT INVEST in other Macabre passives to save points

Corruption Skills (Required Points: 11 )

  • (active) DID NOT TAKE a Corruption active due to using 2 minions on the skillbar
    • (1st upgrade)
    • (2nd upgrade – my pick of the 2)
  • (passive) Death’s Embrace Enemies in melee range take 2%/4%/6% (multiplicative) more damage from you and deal 3%/6%/9% less damage to you.
  • (passive) Skeletal Mage Mastery – Increase the damage and Health of your Skeletal Mages by 15%/30%/45% (multiplicative).
  • (passive) DID NOT INVEST in other Corruption passives to save points

Summoning Skills (Required Points: 16 )

  • (active) Corpse Tendrils Veins burst out of a Corpse, pulling in enemies, Stunning them for 3 seconds, and dealing 20% (X-?) damage to them. Lucky Hit Chance: 20% Cooldown: 11.0 Seconds. Damage: Physical ; Tags: Corpse, Corruption
    • (1st upgrade) Enhanced Corpse Tendrils Enemies who are in range of Corpse Tendrils are Slowed by 50% before being pulled.
    • (2nd upgrade – my pick of the 2) Horrid Corpse Tendrils Enemies damaged by Corpse Tendrils are made Vulnerable for 3 seconds.
  • (passive – only put 1 point into this) Gruesome Mending While below 50% Life, you receive +10%/+20%/+30% more Healing from all sources.
    • (upgrade) Coalesced Blood While Healthy your Blood Skills deal 6%/12%/18% (multiplicative) increased damage. Note: Need to invest into this node to unlock BOTH Tides of Blood & Drain Vitality
    • (upgrade) Transfusion – DID NOT INVEST in this to save points
    • (upgrade) Drain Vitality Lucky Hit: Hitting enemies with Blood Skills has up to 25% chance to Fortify you for 2%/5%/8% Base Life.
    • (upgrade) Tides of Blood Your Blood Skills deal 5%/10%/15% (multiplicative) increased Overpower damage. This bonus is doubled while you are Healthy.
  • (passive) Necrotic Carapace – When a Corpse is formed from your Skills or your Minions, Fortify for 2%/4%/6% Base Life.
  • (passive) DID NOT INVEST in other Summoning passives to save points

Ultimate Skills (Required Points: 23 )

  • (active) Blood Wave Conjure a tidal wave of blood that deals 90% (X-?) damage and knocks enemies back. Lucky Hit Chance: 30% Cooldown: 50 Seconds. Damage: Physical ; Tags: Ultimate, Blood
    • (1st upgrade) Prime Blood Wave Blood Wave Slows enemies by 50% for 4 seconds.
    • (2nd upgrade) Supreme Blood Wave Blood Wave leaves behind 3 Blood Orbs as it travels.
  • (passive) DID NOT INVEST in any Ultimate passives to save points

Specializations (Required Points: 33 )

  • (passive) Rathma’s Vigor Increase your maximum Life by 10%. After being Healthy for 15 seconds, your next Blood Skill Overpowers.

Book of the Dead (Class Mechanic):

This build is all about creating as many corpses as possible and consuming them with Corpse Explosion directly or with the auto-cast via Blood Mist. For that we don’t need minions as much. However, there’s no room for a basics kill on the skillbar so we’ll use Cold Mages to generate essence in case there are no corpses nearby to consume for essence.

I’d advise taking only Cold Skeletal Mages for this build & Sacrifice the Skeletal Warriors & Golem. The types + upgrades/sacrifices are:

  • Skeletal Skirmishers: Sacrifice so that we get extra Crit Chance
    • Description: Your critical strike chance is increased by 5%, but you can no longer raise Skeletal Warriors.
  • Cold Mages: Upgrade 1 is amazing to get our Essence generation going even if we don’t have a corpse to consume to trigger the Grim Harvest passive
    • Description: Each time your Cold Mages damage enemies with their primary attack, you gain 2 essence.
  • Iron Golem: Sacrifice so that we get extra Crit Damage
    • Description: You deal 30% (multiplicative) increased critical strike damage, but you lose the ability to summon a Golem.

Unique Item

In Diablo IV apparently (I have multiple sources that confirmed this) we can equip more than one unique item at the same time (not so ‘unique’ if we can get decked out in full uniques I guess). It seems that the one unique per build idea that Unique inherited from the Mythical gear they supposedly replaced was scrapped even before the closed beta tests. My top pick will be the following one but check the notes under the Aspects list for some additional picks:

Black River (Scythe)

[0.06] Life On Kill

Corpse Explosion consumes up to 4 additional Corpses around the initial Corpse, dealing x[N] increased damage and with a +[X%] larger radius per additional Corpse.

[49 – 63] Intelligence
+[21 – 35]% Damage to Healthy Enemies
+1 Ranks of the Fueled by Death Passive
+[2 – 4] Ranks of Corpse Explosion

“The scrolls describe a river of tar that separated the living from the land of the dead. Any unfortunate soul who tried to cross would be dragged down into oblivion.” – Notes of Scholar Kamien

Sockets & Gems

There are various possible good/viable choices for the gem slots. I’ve shortlisted what works by slot. I’d recommend picking one of those:

Weps: Ruby, Saphire, Skull or Emerald.
Armor: Skull, or Saphire.
Jewelry: Diamond unless you need specific resistance more than all.

XYZ Diamond (Requires Level XY)

• Weapon: +N% Ultimate Skill Damage
• Armor: +N% Barrier Generation
• Jewelry: N% Resistance to All Elements

+5%/+5%/5 for chipped (the 2nd grade at lvl 20)

XYZ Skull (Requires Level XY)

• Weapon: +N Life On Kill
• Armor: +N% Healing Received
• Jewelry: +N Armor

+13/+5%/+170 for chipped (the 2nd grade at lvl 20)

XYZ Ruby (Requires Level XY)

• Weapon: +N% Overpower Damage
• Armor: +N% Maximum Life
• Jewelry: N% Fire Resistance

+15%/+5.5%/14.3% for chipped (the 2nd grade at lvl 20)

XYZ Emerald (Requires Level XY)

• Weapon: +N% Critical Strike Damage to Vulnerable Enemies
• Armor: +N Thorns
• Jewelry: N% Poison Resistance

+7.5%/39/14.3% for chipped (the 2nd grade at lvl 20)

XYZ Saphire (Requires Level XY)

• Weapon: +N% Critical Strike Damage to Crowd-Controlled Enemies
• Armor: N% Damage Reduction While Fortified
• Jewelry: N% Cold Resistance

+7.5%/5%/14.3% for chipped (the 2nd grade at lvl 20)

Legendary Aspects / Powers

I will only list the Legendary Aspects that have been selected for the build and the slots in which I advise putting those. For in-depth information you can check my RDY-4-Launch Builds spreadsheet on this link. This build (Mistplosion) is one of the builds on that spreadsheet.

  • Helm: Exploiter’s Aspect
  • Amulet: Aspect of Grasping Veins
  • Chest: Viscous Aspect
  • Pants: Aspect of the Embalmer
  • Gloves: Blood-bathed Aspect
  • Boots: Coldbringer’s Aspect
  • Ring 1: Aspect of Explosive Mist
  • Ring 2: Blood-soaked Aspect
  • 1H Weapon: *Edgemaster’s Aspect Until The Unique goes here (see notes below)
  • Off-hand: Cadaverous Aspect
  • 2-H Weapon (if you decide to use one): *see notes below
NOTE: Edgemaster's Aspect is a great choice to use Until The Unique goes on that 1-handed weapon slot.

NOTE 2: If you temporarily use a 2-handed weapon before you get the 1-h unique Scythe, then priority goes to Cadaverous Aspect over Edgemaster's Aspect

Paragon Boards:

Use the links below to check the paragon boards selected and the nodes I’ve taken. One link is for what the boards will look like at lvl 96 without any paragon points from renown (so more paragon points will be obtained on the way to 100 as well as from renown. The other link will be what the boards will look like when fully maxed out on paragon points.

Suggested Gear Rolls to look out for (NOT in complete order of priority):

I’ve shortlisted 33 different affixes that work well with the build of almost 300 total. I’ll highlight in Orange the ones I think should get higher priority

Bonus to All Damage
Critical Strike Chance/Critical Strike Damage Bonus
Critical Chance / Critical Damage with Blood Skills
Critical Strike Chance/Critical Strike Damage with Core/Macabre Skills
Damage with Core/Macabre Skills
Lucky Hit Chance
+ X Ranks to Core/Macabre Skills
Overpower Damage
Blood Damage Bonus
Lucky Hit Chance with Blood Damage
Resistance to All Elements
Cooldown Reduction
+ % Critical Chance / Critical Damage with Blood Damage
+ % Damage to Elites
+ % Blood Damage to Elites
Damage Upon Killing an Elite
+ % Critical Strike Chance with Blood Damage Against Elites
Damage Reduction for X Seconds After Killing an Elite
+ % Damage for X Seconds After Killing an Elite
Damage Reduction from Elites
Higher Priority
+ % Minion Damage
+ % Damage to Enemies affected by Blood DoT
+ % Minion Resistance to All Elements
+ % Minion Attack Speed
+ % Maximum Minion Life
Lucky Hit: Critical Strikes From Your Minions Have up to a 5% Chance to Reduce Enemy Damage Dealt by X% for N Seconds
Bonus: Only worth it If the minions are not nerfed too much.
+ All Stats
Damage while Healthy
Damage vs Healthy Enemies
Damage vs Injured Enemies
Damage vs Close Enemies
Weapon Damage (not sure if there are any bonuses to that as rolls)
Essence Generation
Essence Regeneration
Essence On Kill
Movement Speed
Attack Speed
Intelligence
Resource Cost Reduction
Lower Priority

Useful Links (Spreadsheets & more):

For all of my Diablo IV RDY-4-Launch Theorycrafts/Builds: This Spreadsheet

For my Diablo IV Pre-Launch Class Skill Trees (can be used as mini-calculator): This Spreadsheet

For all of my Diablo IV Pre-Launch Theorycrafts/Builds: This Spreadsheet

♦ ◊ ♦ ◊ ♦

This concludes the Mistplosion Necromancer Build for Diablo IV. If you’re interested in the game below are links to the various platforms where one can buy it (you can just click the links to open a new tab):

PC (Battle.Net)

XBOX

PlayStation

Official Website