Blood Wave Necromancer Leveling Build for Diablo 4 Vessel of Hatred (Season 6)
Last update: 11/20/2024

General Notes
General Notes for the Blood Wave Necromancer Build in Vessel of Hatred
Note: This endgame build has been optimized for Diablo 4 Vessel of Hatred (Season 6).
Blood Wave is a Necromancer Ultimate Skill that spawns Blood Orbs and deals a lot of damage. This build is designed so that you can use Blood Wave consistently and Overpower very often. This is possible with the Fastblood Aspect, which reduces the cooldown of your Bloodwave when you collect Blood Orbs.
Overpower is triggered by your core Key Passive Rathma's Vigor, and also aided by Blood Orbs.
You don't need a lot of complicated mechanics for this build and you have no Resource costs, making Blood Wave one of the most relaxed and effective builds for the Necromancer.
How well does this build perform in the Pit / Infernal Horde?
In the Pit, this build is extremely relaxed. You just have to run straight ahead, spam Blood Wave and watch monsters die.
How well does this build perform against bosses?
Thanks to the Overpower mechanic, Blood Wave deals a lot of damage, even against bosses. However, it's a bit more uncomfortable to play against them because you can't stay still, but have to keep running after the Blood Wave to collect the Blood Orbs.
When is the build playable and which items do I need?
The build is only playable once you've found the Fastblood Aspect with a good roll to reduce the cooldown of Blood Wave. The additional Blood Waves from the Tidal Aspect are also very important for your damage.
You'll also need Cooldown Reduction on your helmet, amulet and rings to have a low Blood Wave cooldown. A Harlequin Crest would be the best choice!
Playstyle
Playstyle for the Blood Wave Necromancer Endgame Build
Playstyle and skill rotation against monsters
Use Sever to move around, because thanks to the Inexorable Reaper's Aspect, you can jump forward with it, similar to a Rogue.
Against small groups of monsters, you just have to use Blood Wave until everything is dead. It is important that you follow your Blood Wave to pick up Blood Orbs. This way, you can use Blood Wave permanently and constantly Overpower.
Use Decrepify on elite enemies to reduce their damage and increase yours. The damage increase from the curse is extremely high once you wear the unique pants Blood Moon Breeches. You can also make them Vulnerable with Bone Prison. Once a corpse has been created and the elite monsters are still alive, you can use Corpse Tendrils to pull them together and massively increase your damage with the Aspect of Grasping Veins.
Playstyle and skill rotation against bosses
The only inconvenience with this build are boss fights, because you have to run after your Blood Wave to collect the Blood Orbs. So you can't just stand still. Otherwise, you use the same rotation here as you do against elite enemies.
How to fix Resource problems
Sever and Decrepify are your only skills, that cost Resource. However, your passive Essence regeneration should make up for that. If you use Sever and Decay too often, your Essence can still decrease. In this case, you can use Bone Prison on enemies to generate Essence.
Skills
Skills for the Blood Wave Necromancer Endgame Build
Specialization
Specialization for the Blood Wave Necromancer Endgame Build
Skeletal Warriors → Skirmishers → Sacrifice
Your Critical Strike Chance is increased by X%, but you can no longer raise Skeletal Warriors.
Skeletal Mages → Bone → Sacrifice
Your Overpower damage is increased by X%, but you can no longer raise Skeletal Mages.
Golem → Blood → Sacrifice
Your Maximum Life is increased by X%, but you lose the ability to summon a Golem.
Aspects
Aspects for the Blood Wave Necromancer Endgame Build
Aspect of Hardened Bones
You and your Minions gain X% increased Damage Reduction.
Inexorable Reaper's Aspect
Sever now dashes you forward to attack instead. It becomes a Mobility Skill and costs no Essence, but has a X second Cooldown.
Fastblood Aspect
Blood Orbs reduce your Ultimate Cooldown by X seconds.
Sacrificial Aspect
Your Sacrifice bonuses are increased by X%.
Aspect of Grasping Veins
Gain X% increased Critical Strike Chance for X seconds when you cast Corpse Tendrils. You deal X% bonus Critical Strike Damage to enemies for X seconds after they are damaged by Corpse Tendrils.
If you prefer to play even more relaxed, you can also use the Conceited Aspect.
Tidal Aspect
Blood Wave fires two additional waves, each dealing X% more damage than the previous.
Items & Affixs
Items & Affixes for the Blood Wave Necromancer Endgame Build
General tips about your Gear
- Armor: You need a maximum of 1,000 armor. Anything above that is useless and has no effect. If you haven't reached your armor cap yet, adjust your equipment, gems and paragon talents accordingly.
- Resistances: You need at least 70% to all resistances. If you have not yet reached these values, adjust your equipment, gems and paragon talents accordingly.
- Affixes: Each item type has different properties (affixes) that are useful for this build. Some of these are mandatory, others are optional. Please pay attention to the following symbols:
Helmet
- Cooldown Reduction
- Life
- Armor
- Resistances
- Intelligence
- Aspect of the Prudent Heart
Profane Innovation
- Corpse Explosion Size
- Corpse Tendrils Size
- Curse Size
- Curse Duration
100% maximum, Corpse Tendrils have highest priority
Chest Armor
- Life
- Intelligence
- Armor
- Resistances
- Aspect of Hardened Bones
Profane Innovation
- Corpse Explosion Size
- Corpse Tendrils Size
- Curse Size
- Curse Duration
100% maximum, Corpse Tendrils have highest priority
Gloves
- Critical Strike Chance
- Life
- Intelligence
- Overpower Damage
- Edgemaster's Aspect
Blood Finesse
- Blood Attack Speed
- Blood Damage
- Blood Overpower Damage
- Damage while Fortified
Profane Innovation
- Corpse Explosion Size
- Corpse Tendrils Size
- Curse Size
- Curse Duration
100% maximum, Corpse Tendrils have highest priority
Blood Moon Breeches
Maximum Life
Overpower Damage
Curse Duration
Ranks to Curse Skills
Your Minions' attacks have a X% to randomly inflict Decrepify or Iron Maiden. You deal X% increased Overpower damage to enemies affected by your Curses.
Duriel, Andariel
Necromancer
Boots
- Movement Speed
- Life
- Intelligence
- Resistances as Required
- Inexorable Reaper's Aspect
Profane Innovation
- Corpse Explosion Size
- Corpse Tendrils Size
- Curse Size
- Curse Duration
100% maximum, Corpse Tendrils have highest priority
Necromancer Motion
- Movement Speed
- Movement Speed for X Seconds After Killing an Elite
- Movement Speed during Blood Mist
Amulet
- Intelligence
- Ranks to Tides of Blood
- Ranks to Coalesced Blood
- Ranks to Amplify Damage
- Cooldown Reduction
- Critical Strike Chance
- Movement Speed
- Fastblood Aspect
Blood Finesse
- Blood Attack Speed
- Blood Damage
- Blood Overpower Damage
- Damage while Fortified
Necromancer Efficiency
- Ultimate Cooldown Reduction
- Golem Active Cooldown Reduction
- Bone Spirit Cooldown Reduction
- Ranks to Rapid Ossification
Rings
- Critical Strike Chance
- Life
- Intelligence
- Overpower Damage
- Aspect of Grasping Veins
- Sacrificial Aspect
Blood Finesse
- Blood Attack Speed
- Blood Damage
- Blood Overpower Damage
- Damage while Fortified
Necromancer Efficiency
- Ultimate Cooldown Reduction
- Golem Active Cooldown Reduction
- Bone Spirit Cooldown Reduction
- Ranks to Rapid Ossification
2H Weapon
- Intelligence
- Life
- Overpower Damage
- Tidal Aspect
Blood Augments
- Chance for Blood Surge to Deal Double Damage
- Chance for Blood Lance to Deal Double Damage
- Chance for Hemorrhage to Hit Twice
- Chance for Blood Wave to Deal Double Damage
Blood Finesse
- Blood Attack Speed
- Blood Damage
- Blood Overpower Damage
- Damage while Fortified
Runewrds
Runewords for the Blood Wave Necromancer Endgame Build
Note: If you are missing the required Runes, you can use Gemstones in the meantime.
1st Runeword (Chest Armor)
Zan
Gain: 150 Offering
Cast an Ultimate Skill.
Vex
Required: 1000 Offering
Cooldown: 1 Second
Gain X to all Skills for X seconds. (Overflow: Increased Duration)
2nd Runeword (2H Weapon)
Bac
Gain: 10 Offering
Travel X meters.
Xal
Required: 200 Offering
Cooldown: 1 Second
Gain X% Maximum Life for X seconds. (Overflow: Increased Duration)
Gemstones
Gemstones for the Blood Wave Necromancer Endgame Build
WeaponRuby
Weapons: Overpower Damage
Armor: Strength
Jewelry: Fire Resistance
As long as you don't have the required runes.
ArmorTopaz
Weapons: Basic Damage
Armor: Intelligence
Jewelry: Lightning Resistance
JewelryGems and Skulls
You'll need at least 70% to all resistances. If you haven't reached those numbers yet, change your gems accordingly. If you have too many resistances on your items, you can also use skulls, but you shouldn't exceed the armor cap of 1,000.
Paragon Board
Paragon Board for the Blood Wave Necromancer Endgame Build
Important notice:
- Glyph Radius: To increase the radius of your Glyphs, you have to level them in the Pit. The starting radius is 3 boxes. At level 15, it increases to 4 boxes. At level 45, the radius is 5 boxes.
- Skill Order: Start with the ESSENTIAL LAYOUT and rebuild it COMPLETELY to quickly access all the important Nodes and Glyphs. Only then switch to the FINAL LAYOUT and add the missing Nodes.
Rare Glyph "Sacrificial"
Grants X% bonus to all Magic nodes within range.
Additional Bonus: You deal X% increased damage while you have no active Minions.
Legendary Bonus: Increase damage by X%.
Legendary Node "Bloodbath"
DealX% increased Overpower damage.
Rare Glyph "Amplify"
Grants X% bonus to all Magic nodes within range.
Additional Bonus: Enemies affected by Curse Skills take X% increased damage from you and your Minions.
Legendary Bonus: You deal X% increased damage to Injured enemies.
Legendary Node "Blood Begets Blood"
Blood Orbs grant X% increased damage, up to X%, for X seconds.
Rare Glyph "Exploit"
For every 5 Dexterity purchased within range, you deal X% increased damage to Vulnerable targets.
Additional Bonus: Dealing damage to a Vulnerable enemy increases your damage by X% for X seconds, up to X%.
Legendary Bonus: Increase damage to Vulnerable targets by X%.
Legendary Node "Scent of Death"
With at least X Corpses Nearby, you gain X% Damage Reduction. With no Corpses Nearby, you deal X% increased damage.
Rare Glyph "Control"
For every 5 Intelligence purchased within range, you deal X% increased damage to Crowd Controlled targets.
Additional Bonus: You and your Minions deal X% increased damage Crowd Controlled enemies.
Legendary Bonus: Increase damage to Crowd Controlled targets by X%.
Legendary Node "Frailty"
Cursed enemies take X% increased damage from you and your Minions, increased by X% each second they are Cursed, up to X%.
Rare Glyph "Dominate"
For every 5 Willpower purchased within range, you deal X% increased Overpower damage.
Additional Bonus: When you Overpower an enemy, all damage they take from you and your Minions is increased by X% for X seconds.
Legendary Bonus: You deal X% increased Overpower damage.
Rare Glyph "Sacrificial"
Grants X% bonus to all Magic nodes within range.
Additional Bonus: You deal X% increased damage while you have no active Minions.
Legendary Bonus: Increase damage by X%.
Legendary Node "Bloodbath"
DealX% increased Overpower damage.
Rare Glyph "Amplify"
Grants X% bonus to all Magic nodes within range.
Additional Bonus: Enemies affected by Curse Skills take X% increased damage from you and your Minions.
Legendary Bonus: You deal X% increased damage to Injured enemies.
Legendary Node "Blood Begets Blood"
Blood Orbs grant X% increased damage, up to X%, for X seconds.
Rare Glyph "Exploit"
For every 5 Dexterity purchased within range, you deal X% increased damage to Vulnerable targets.
Additional Bonus: Dealing damage to a Vulnerable enemy increases your damage by X% for X seconds, up to X%.
Legendary Bonus: Increase damage to Vulnerable targets by X%.
Legendary Node "Scent of Death"
With at least X Corpses Nearby, you gain X% Damage Reduction. With no Corpses Nearby, you deal X% increased damage.
Rare Glyph "Control"
For every 5 Intelligence purchased within range, you deal X% increased damage to Crowd Controlled targets.
Additional Bonus: You and your Minions deal X% increased damage Crowd Controlled enemies.
Legendary Bonus: Increase damage to Crowd Controlled targets by X%.
Legendary Node "Frailty"
Cursed enemies take X% increased damage from you and your Minions, increased by X% each second they are Cursed, up to X%.
Rare Glyph "Dominate"
For every 5 Willpower purchased within range, you deal X% increased Overpower damage.
Additional Bonus: When you Overpower an enemy, all damage they take from you and your Minions is increased by X% for X seconds.
Legendary Bonus: You deal X% increased Overpower damage.
Mercenaries
Mercenaries for the Blood Wave Necromancer Endgame Build
Raheir
Valiance
When you would be damaged for at least X of your current Life at once, Raheir comes to your aid to negate the damage, Knock Down Close enemies for X seconds, and grant you Unstoppable for X seconds.
Shield Charge
Raheir rushes forward aggressively, dealing X% Physical damage and Taunting nearby enemies for X seconds. Selecting a Mercenary Core Skill alters their wielded Weapon and Basic Attack.
Weapon: Tower Shield
Basic Attack: Shield Bash
Raheir bashes enemies with a tower shield, dealing X% Physical damage and Fortifying you for X% of your Maximum Life.
Raheir's Guard
Raheir grants you X% Armor.
Vanguard
Raheir Slows surrounding enemies by X%.
Ground Slam
Raheir brutalizes the ground, dealing X% Physical damage and Slowing enemies by X% for X seconds. Targets in the center of the slam are Slowed by X% instead.
Raheir's Aegis
Raheir grants you X% Resistance to All Elements.
Draw Fire
When you use a Healing Potion, Raheir Taunts enemies around him for X seconds. Can only occur once every X seconds.
Provoke
Raheir Taunts enemies around you for X seconds. You gain X% Damage Reduction for each target, up to X%.
Mocking Lure
You deal X% increased damage to enemies Taunted by Raheir.
Iron Wolf's Ward
When Raheir's Valiance is triggered, he Knocks Back Close enemies and Taunts Distant enemies for X seconds. Raheir's Valiance Cooldown is reduced by X%.
Crater
Raheir strikes the ground 3 times, each burst dealing X% Physical damage and Pulling In enemies. The final burst additionally deals X Physical damage and Stuns enemies for X seconds.
Iron Wolf's Call
When Raheir's Valiance is triggered, your next X Core Skills within X seconds deal X% increased damage and cost no Resource. Raheir's Valiance Cooldown is reduced by X%.
Sundering Shield
Raheir's final Crater burst inflicts Vulnerable on enemies for X seconds.
Bastion
Raheir takes a protective position for X seconds, redirecting X% of the damage that would be dealt to surrounding allies to himself for X seconds. Bastion's initial cast also grants surrounding allies Unstoppable for X second.
Inspiration
Enemies affected by Raheir's Ground Slam take X% increased damage. Allies affected by Raheir's Bastion deal X% increased damage.
Iron Wolf's Virtue
When Raheir's Valiance is triggered, he Heals you for X% of your Maximum Life. Raheir's Valiance Cooldown is reduced by X%.
Shield Throw
Raheir throws his shield, dealing X% Physical damage and Taunting enemies for X seconds. The shield bounces up to X times and cannot bounce to the same target twice.
Iron Wolf's Arrival
When Raheir's Valiance is triggered, he also casts Ground Slam and Shield Throw. Raheir's Valiance's Cooldown is reduced by X%.
Consecrated Shield
Raheir's Shield Throw Consecrates enemies for X seconds. Directly damaging a Consecrated enemy Heals you for X% of your Maximum Life, once per target.
Aldkin
Reinforcement
Field of Languish
Trigger
Bone Prison
Changelog
- 11/20/24 - New Rune Words
- 10/11/24 – Optimized for Vessel of Hatred (Season 6)