Lord of the Dead. (Witch Summoner Build) Updated 2.0 patch

This is my latest build I came up with My end Game build

Reasoning

Necromantic aegis + high spell damage shield = harder hitting spell caster spectre

Dropped sidhebreath b/c the stats is not significant enough, rather have high res and high hp ammy

Dropped all resist nodes purity + gear is enough

Picked up static blows, shock stacking for increased dps

dropped aura range b/c quality high lvl auras are enough
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
Last edited by mattc3303#7526 on Feb 15, 2013, 3:04:28 PM
Great thread.
IGN:LootingLemur,SlipperyBogel
GMT -4:00
Another question: what do you think about Elemental Equilibrium? since if you're taking flame sentinels you can just use something like arc yourself, hit tough enemies (rares/uniques) once. This would result in about -150% fire resist on enemies counting both curses, helping both your sentinels and your zombies/skeletons.
ign: Ilnya
Its an option thou am not so sure about its reaction to wrath aura? you would get hit by 2 elements at the same time.
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
Hey guys i have added "How GGG can improve Summoners", Currently have:

Day/Night Mode
-Being able to turn up and down particle effects.

Minion Health
-With the current patch 0.10.1b, summoners need the ability to see minions health(spectres), this really hurts summoners.(low to mid levels)

Minion Pathing
Currently when walking Zombies follow you as apposed to walking beside you.

If you have anything else to add please let me know.

Cheers BlacksheepNZ.
Last edited by blacksheepnz#2955 on Feb 15, 2013, 8:53:59 PM
1. improved minion agroo (maybe the agroo range). Sometimes they just wander around aimlessly.

2. able to see minion dps

3. being able to turn off particle affects (for us summoners it gets really extreme)



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
This may seem trivial but since I'm new I'm wondering what the best bandit's quest reward is for this build? There's a lot of +life nodes so the +40 life reward would be multiplied by a lot, but you do miss out on a passive skill.

Or does the build assume you took all three passive skill point rewards?
"
blacksheepnz wrote:
Hey guys i have added "How GGG can improve Summoners", Currently have:

Day/Night Mode
-Being able to turn up and down particle effects.

Minion Health
-With the current patch 0.10.1b, summoners need the ability to see minions health(spectres), this really hurts summoners.(low to mid levels)

Minion Pathing
Currently when walking Zombies follow you as apposed to walking beside you.

If you have anything else to add please let me know.

Cheers BlacksheepNZ.

Biggest issue I have as a summoner is pets not engaging mobs due to them just standing outside of a room even when I run in. Your suggestion of having pets follow you more closely would be a great change, or they could do things like give us an ability to summon all of our pets to us (perhaps only ones that aren't in combat?) or have minions teleport with us if we cast Lightning Warp.

As long as something is done to address that issue, I'm happy. I don't particularly care what specific method they employ.

"
MrSparkle001 wrote:
This may seem trivial but since I'm new I'm wondering what the best bandit's quest reward is for this build? There's a lot of +life nodes so the +40 life reward would be multiplied by a lot, but you do miss out on a passive skill.

Or does the build assume you took all three passive skill point rewards?

Either HP or skill point for normal is fine for a summoner in my opinion. I took the skill point and kind of wish I had gotten the health, but at the same time... A skill point is the one reward that is guaranteed to be useful no matter what build you someday respec to. If you decide to try CI at some point that hp reward won't be so great.
Last edited by suprfli6#4717 on Feb 15, 2013, 11:29:25 PM
Is health ever an issue though? It can be at lower levels (I'm only 25) but from what I read in this thread it shouldn't be later on.

Two more questions:

-When you level a minion gem do your current minions automatically get the increased stats or do you have to raise new ones? It's not a problem for zombies or skeletons but can be annoying for spectres if you have to get a new one.

-Do spectres retain the level they were raised at, meaning a spectre from act 2 will be lower level than one from act 3? Or do they inherit your level meaning it doesn't matter what act or map they're raised in, only what skills they have?
"
MrSparkle001 wrote:
Is health ever an issue though? It can be at lower levels (I'm only 25) but from what I read in this thread it shouldn't be later on.

Two more questions:

-When you level a minion gem do your current minions automatically get the increased stats or do you have to raise new ones? It's not a problem for zombies or skeletons but can be annoying for spectres if you have to get a new one.

-Do spectres retain the level they were raised at, meaning a spectre from act 2 will be lower level than one from act 3? Or do they inherit your level meaning it doesn't matter what act or map they're raised in, only what skills they have?


1. That is correct, you have to raise new ones.

2. When spectres are raised that is their stats. IE if you raise a spectre with GMP, then change the skill gem to LMP, one of your spectres will have GMP and the other one will have LMP. So with that theory, when a spectre is raised that's the stats they have and will always have untill they die.

Also im not sure if the different acts reduce minion stats.

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