10 + 1 Soul Reaping 12 + 4 Death Magic 8 Wilderness Survival You gain 11 Energy whenever a non-Spirit creature dies near you, up to 3 times every 15 seconds.
Core
Winnowing
60
5
5
Nature Ritual. Create a level 6 Spirit with 120 Health and 38 armor. Non-Spirit creatures within range take 4 additional damage whenever they take physical damage. This Spirit dies after 94 seconds. (Attrib: 8 Wilderness Survival)
Core
Deathly Swarm
3
3
10
Spell. Deathly Swarm flies out slowly and strikes for 94 cold damage on up to three targets in the area. (Attrib: 16 Death Magic)
Factions
Animate Flesh Golem
30
3
10
Elite Spell. Exploit nearest corpse to animate a level 26 Flesh Golem. The Flesh Golem leaves an exploitable corpse. You can have only one Flesh Golem at a time. (Attrib: 16 Death Magic)
Core
Blood of the Master
2
1
5
5%
Spell. All of your undead allies are healed for 122 Health. You sacrifice an additional 2% maximum Health per minion healed in this way. (Attrib: 16 Death Magic)
Core
Troll Unguent
10
3
5
Skill. For 13 seconds, you gain +7 Health regeneration. (Attrib: 8 Wilderness Survival)
Core
Animate Bone Fiend
5
3
25
Spell. Exploit nearest corpse to animate a level 18 Bone Fiend. Bone Fiends can attack at range. (Attrib: 16 Death Magic)
Prophecies
Serpent's Quickness
45
5
Stance. For 23 seconds, recharge times for your skills are reduced by 33%. Serpent's Quickness ends if your Health drops below 50%. (Attrib: 8 Wilderness Survival)
Prophecies
Healing Spring
20
2
10
Trap. For 10 seconds, all adjacent allies are healed for 39 every 2 seconds. While activating this skill, you are easily interrupted. (Attrib: 8 Wilderness Survival)
NR SQ Minion Master
Equipment
Armor
I prefer Necrotics armor (Factions: Minnion master armor seems quite nice for this setup as well), health rune, Death Scar+sup Death rune on it.
Bloodstained boots are a must for a corpse exploiter !!
Weaponry
Bone staff with armor mod and energy mod, 20/20 halves recharge and casting time. It can be crafted at a collector.
If you can get your hands on these greens: Ghial's staff or Bortak's Bone Staff, they are really good for an MM.
Spell. Deathly Swarm flies out slowly and strikes for 30..78..94 cold damage on up to three targets in the area. (Attrib: Death Magic)
(TIP: find a friendly bestiary and kill it ie. Lynx/Bear/Tiger etc.)
While your group is generating corpses for you (either by killing foe's or dying themselves >:->) bring up Winnowing
Core
Winnowing
60
5
5
Nature Ritual. Create a level 1..8..11 Spirit. Non-Spirit creatures within range take 4 additional damage whenever they take physical damage. This Spirit dies after 30..126..158 seconds. (Attrib: Wilderness Survival)
Elite Spell. Exploit nearest corpse to animate a level 3..21..26 Flesh Golem. The Flesh Golem leaves an exploitable corpse. You can have only one Flesh Golem at a time. (Attrib: Death Magic)
up. (Massive amounts of damage)
If you can predict more than 1 corpse, cast Serpent's Quickness
Prophecies
Serpent's Quickness
45
5
Stance. For 15..27..31 seconds, recharge times for your skills are reduced by 33%. Serpent's Quickness ends if your Health drops below 50%. (Attrib: Wilderness Survival)
Stance. For 15..27..31 seconds, recharge times for your skills are reduced by 33%. Serpent's Quickness ends if your Health drops below 50%. (Attrib: Wilderness Survival)
can be cast while casting other spells and affects them right after, so you can use animate fiend and cast Serpent's Quickness
Prophecies
Serpent's Quickness
45
5
Stance. For 15..27..31 seconds, recharge times for your skills are reduced by 33%. Serpent's Quickness ends if your Health drops below 50%. (Attrib: Wilderness Survival)
while its beeing cast)
Maintenance:
Once you have a good amount of minnions up and running, you need to maintain them.
Spell. All of your undead allies are healed for 30..99..122 Health. You sacrifice an additional 2% maximum Health per minion healed in this way. (Attrib: Death Magic)
Skill. For 13 seconds, you gain +3..9..10 Health regeneration. (Attrib: Wilderness Survival)
runs out.
If you are standing still and waiting for a prolonged period of time use Healing Spring
Prophecies
Healing Spring
20
2
10
Trap. For 10 seconds, all adjacent allies are healed for 15..51..63 every 2 seconds. While activating this skill, you are easily interrupted. (Attrib: Wilderness Survival)
Trap. For 10 seconds, all adjacent allies are healed for 15..51..63 every 2 seconds. While activating this skill, you are easily interrupted. (Attrib: Wilderness Survival)
Trap. For 10 seconds, all adjacent allies are healed for 15..51..63 every 2 seconds. While activating this skill, you are easily interrupted. (Attrib: Wilderness Survival)
Spell. All of your undead allies are healed for 30..99..122 Health. You sacrifice an additional 2% maximum Health per minion healed in this way. (Attrib: Death Magic)
, even with 10 minnions, you can keep your army alive indefinetely
You can switch in Taste of Death
Core
Taste of Death
¼
5
Spell. Steal up to 100..340..420 Health from target animated undead ally. (Attrib: Death Magic)
Nature Ritual. Create a level 1..8..11 Spirit. Non-Spirit creatures within range take 4 additional damage whenever they take physical damage. This Spirit dies after 30..126..158 seconds. (Attrib: Wilderness Survival)
Elite Spell. Exploit nearest corpse to animate a level 3..21..26 Flesh Golem. The Flesh Golem leaves an exploitable corpse. You can have only one Flesh Golem at a time. (Attrib: Death Magic)
Elite Enchantment Spell. For 20..39..46 seconds, target ally is immune to disease, and anyone striking that ally in melee becomes Diseased for 3..13..16 seconds. (Attrib: Death Magic)
Enchantment Spell. For 30 seconds, if target ally dies, all adjacent foes take 26..85..105 damage and are Poisoned for 15 seconds. (Attrib: Death Magic)
and cast it on Horrors or Golem and send them into battle, while you have you death nova victim selected use Taste of Death
Core
Taste of Death
¼
5
Spell. Steal up to 100..340..420 Health from target animated undead ally. (Attrib: Death Magic)
Enchantment Spell. For 30 seconds, if target ally dies, all adjacent foes take 26..85..105 damage and are Poisoned for 15 seconds. (Attrib: Death Magic)
(Walking Bomb MM).
NOTE: This leaves you no offensive skill and it requires alot of mouse select work to pull off, but the damage output is substantial. It is best to try and manage this at the end of a battle and having around 2-3 minnions around you can send in to finish things off.