The stench of rot and decay.
One of the few identifiable problems with this build is the heavy investment required in both Necromancer and Occultist Mastery. It’s a problem that quickly disappears, but does affect the first few levels as whether you specialise in Necromancer or Occultist you won’t have many offensive options. This is one of the reasons that Raise Skeleton was appealing. That said, I could have invested in Occultist first but I don’t believe that having Dreeg’s Evil Eye and Curse of Frailty earlier rather than later would’ve helped. Having the Blight Fiend to soak some of the incoming damage made more sense.
The investment also allowed access to Ravenous Earth.
Which, to be fair, doesn’t function as I would’ve expected it to, but it’s still a powerful addition to the offensive capabilities of the build. I’ve seen it melt bosses within seconds if they’re hit by multiple fragments. It’s also a great skill to use when surrounded, which is one of the first issues I’ve noticed with this build.
Obviously in Act 1 this isn’t really a concern. Enemies are less aggressive, use less potent skills, and are generally less threatening overall. But once I’ve progressed to either Act 2 or Act 7 (if I choose to proceed out of sequence) that will very quickly change. Blood of Dreeg and the restorative properties it offers does balance out the damage, but that’s not something I’m going to be able to rely on. Especially at lower skill levels when it only recovers 14-16% of my health. It does, however, keep the Blight Fiend alive quite competently. So that’s something. The health regeneration is probably the more attractive component of that skill, as the duration outlasts the cooldown and so it can be kept active almost indefinitely. Which basically means I’m always recovering a trickle of health.
The damage output of the build is, as expected, excellent. The synergy between Curse of Frailty and either Dreeg’s Evil Eye or Ravenous Earth is potent. Not only are enemies slowed and generally weakened, but they suffer more damage from my various skills and even the Blight Fiend becomes more effective as a result. It does, however, rely on damage over time. Which means you’re waiting for enemies to expire. So it’s kind of burst-y. Enemies will fall in numbers once the overwhelming number of ailments finally claim them, but they have more potential to retaliate as they don’t immediately fall.
That said, Dreeg’s Evil Eye does provide some direct damage.
Damage which will undoubtedly become more potent as more modifiers are unlocked. It will eventually become an AoE of its own. Which, when combined with Ravenous Earth, and the weakening component of Curse of Frailty, should mean that this build will specialise in AoE damage either directly or over time.
I feel as though I’m making good progress through Act 1 at a somewhat accelerated pace. I’m not sure if this is due to balancing changes in one of the recent updates or just the proficiency of the build, but, as of writing this, it’s going quite well. I’m surprised at how effective the build is even if it does take some time to really start to function properly. I’ve been considering moving onto Act 7 next and seeing just how viable the Forgotten Gods content is for a new character. I’m not sure it’s advisable for a character that doesn’t really have any equipment or items to supplement them, but that’s the reason I’m doing it. Science. Or the insatiable desire to do things I know I probably shouldn’t be doing in video games. It’s a twenty year habit that I’m not about to break. Not now and likely not ever.
Have a nice week, all!