Lord of the Dead. (Witch Summoner Build) Updated 2.0 patch
You should plan for somewhere around 95 points IMO, which is around level 80 depending on the bandit rewards you choose.
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" As long as I know the order I will put my points into the skill tree, it shouldnt matter if I stop at 95 points vs 111. What you are suggesting is like running a race but stopping 20 meters short of the goal. If I ever get to level 80 and have a build designed for that level, then when ever i keep leveling after that my build would become less optimized and I would have to start using massive amounts of orbs of regret to change into a build that is more suited for the levels higher then 80. Better to have a clear path all the way to the finish line. The only reasoning behind your argument that I would understand is if your build was weak during mid levels and had the constant risk of getting killed before reaching a more finalized build. For that reason, any level 80 meta build I would do would likly just be upgrade path to a max level build. But if you insist. First you want to grab Lord of the Dead, and then rush to Minion Instability, possiably grabbing a Minon node cluster on the way. Followed by this. Then close the cirle like this. After circle is complete you respec into this. Then you flesh out your build like this. After that you branch out into the level ~80 build like this. And then you finalize the build like this. I realy dont get why I should stop metagaming at level 80, is this some invisible wall that should not be named? Last edited by ManaFortress#4122 on Feb 13, 2013, 8:56:24 AM
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It's not a wall per se, but the amount of time it takes to gain each level starts increasing greatly in the 70s and becomes so extreme in the mid/upper 80s that you have effectively reached the level cap at that point. If they continue adding higher level content it will push this a few levels higher but with how rare the maps are it's still not realistic to make a build that uses more than 100 points.
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" O wow this is interesting I think you get more hp out of your pathing then I do with mine. I never once considered swinging towards the marauder when I have the time i need to number crunch to see if your getting more hp percentage then I am. Necronomicon: https://www.pathofexile.com/forum/view-thread/1617098
Build: https://www.pathofexile.com/forum/view-thread/409940 Summoner Dischord: https://discord.gg/XwWdSUa Youtube Channel: https://www.youtube.com/user/zhoukon |
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I was building something very similar to this without even knowing but i need some help.
My necromancer is currently level 56 with this build: http://www.pathofexile.com/passive-skill-tree/AAAAAgMBB2MQlxEPEVAVUBZvGmwc3B0UJwsnqSj6KpgspzvhRARGcUjnTblVxlcrWfNaK1qRZp5qrGvbbRlzU30Yf8aCHoLHiECPRpAzkyeVIJuhna6io6PypqynCKh9sHe0DLiTu9a_l8AawFTB88k9zLzPZdDQ0_vZC9rd2wvmgevu7Ir31_qA-tL7Cf5J The problem is, im dying in merciless in just a few hits if im not paying attention to where all the monsters are. What would be the most efficient way for me to go, on the passive tree, during the next levels so i can stop dying, but still retain my minions survivability and damage? p.s: i still have 10 respec points. Any help is welcome. :) |
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" If you're doing a 111 point build, I think something similar to this ends up giving you higher health once your gear and base health values are accounted for. The build ManaFortress posted gives +160 health from raw life nodes and strength, and +167% max life. The one I linked gives only 115 raw health but +270% max life. There are also some differences with things like health regen and resists, but generally those are all a secondary concern for me compared to health. |
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" you are dying because you are specced into necromantic aegis and eldrich battery, you lose a ton of survivability by doing that IGN: Leupacob, Cobberts
check out my shop--> http://www.pathofexile.com/forum/view-thread/162312/page/1 |
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" I'm glad I was able to spark some extra creativity in you =) " Yes those tripple 12% max health nodes has always tempted me, ill look it over abit more when i have the time. But i suggest doing the math around taking off 3x 8% max health nodes and getting Elemental Adaption. I am not sure but i get the feeling that 5% more max resistance might be more usefull. Another thing i would like trying to find out is if the loss of the 2x 15% enemy critical multiplier reduction will be covered in the extra health pool you will be getting. The last thing i want is for one critical to slip by my minions and kill me. " Yes, as he says. You should probably wait using the Necromantic Aegis untill later levels when you have a larger health pool. On a different note, there is always a decent CI build that i have been working on for summoners. Though still somewhat unpolished, it seems doable. Note that Static Blows and Doom Cast are not needed, just something i felt like playing with in order to get enemies into the shock ailment for some nice extra damage by my minions. Not to mention my freak of nature atempt to do a Zealot Oath + CI Summoner, the last points likely landing in any of the following: Curses, Leadership, Totem Buffs, max mana, max ES or the shield cluster next to Body and Soul. Last edited by ManaFortress#4122 on Feb 13, 2013, 2:32:47 PM
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What are the pro's and cons of going blood magic summoner?
You can make a very strong hp character with blood magic |
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Latest Build (more Hp then before)
This is the latest build I came up with (more life then my previous ones). resist can easily be taken care of with purity + gear Necronomicon: https://www.pathofexile.com/forum/view-thread/1617098
Build: https://www.pathofexile.com/forum/view-thread/409940 Summoner Dischord: https://discord.gg/XwWdSUa Youtube Channel: https://www.youtube.com/user/zhoukon |
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