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

The reason Midnight Bargain is so interesting isn't simply for the added minions, but also for the damage and movement speed buffs to minions. I value these alot.

I've also been debating wether or not I wanted the second totem as well. It seems interesting, however it also feels somewhat counter-productive for some reason.
Last edited by TheSkyReaper on Feb 12, 2013, 1:22:18 PM
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TheSkyReaper wrote:
The reason Midnight Bargain is so interesting isn't simply for the added minions, but also for the damage and movement speed buffs to minions. I value these alot.

I've also been debating wether or not I wanted the second totem as well. It seems interesting, however it also feels somewhat counter-productive for some reason.


Yeah i'v since removed the second totem for more defense stats.

Revised skill tree
Last edited by blacksheepnz on Feb 12, 2013, 1:25:11 PM
@BlackSheep

Ok, we are now in perfect agreement I can safely say that this is the ULTIMATE BUILD

It is so perfect, I think this is it =). Thanks for answering my questions I think we made the best pure summner tree possible =P.
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
That remains to be seen. Don't cut my build off short just yet. XD

Anway, is Eldrich Battery really nessessary? At first glance, your build looks tankier, however mine's still built up on some decent energy shielding and has some armor boosting to boot as well as more elemental resist I believe. Might even be able to support an additional aura because of some slight mana reservation reduction included. The only real downside to my build as far as I can tell really is that it can't afford to convert the shield to mana. So again, what's Eldrich Battery worth for an aura intensive summoner build?

Derp, your build is also WAY better at cursing then mine. XD
Last edited by TheSkyReaper on Feb 12, 2013, 1:50:24 PM
I will be updating my own summoner build The Spectral Gods and giving you credit for the final pathing.

For 2 points you can stack all the auras u want, (its not necessary but a pretty damn good idea, this is after i weighted the pros and cons.
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 on Feb 12, 2013, 1:41:00 PM
You should refund those two +10 strength nodes and three 8% life nodes just south of Inner Force, and spend those 5 points on the 8% life and 1% regen nodes in the Templar area, plus the Fitness node and two 8% life nodes to the west.

You keep the same amount of strength but gain 10% life and 1% regen.
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suprfli6 wrote:
You should refund those two +10 strength nodes and three 8% life nodes just south of Inner Force, and spend those 5 points on the 8% life and 1% regen nodes in the Templar area, plus the Fitness node and two 8% life nodes to the west.

You keep the same amount of strength but gain 10% life and 1% regen.


Skill Tree

Only really increased hp by 2% and 1% life per second, but never the less still better. Might be an issue though because it's easier to gain the health nodes when you're leveling at low levels.
Last edited by blacksheepnz on Feb 12, 2013, 1:47:57 PM
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suprfli6 wrote:
You should refund those two +10 strength nodes and three 8% life nodes just south of Inner Force, and spend those 5 points on the 8% life and 1% regen nodes in the Templar area, plus the Fitness node and two 8% life nodes to the west.

You keep the same amount of strength but gain 10% life and 1% regen.


O your right this is better, thank you.

Wait revised a bit more

I dropped 1% hp regen for that 30 str node. U need str to use support gems.
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 on Feb 12, 2013, 1:54:49 PM
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suprfli6 wrote:
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Vooodu wrote:
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blacksheepnz wrote:


Rise Skeleton works fine. If you have totems even better.

.


Im gonna have to disagree with this statement.


Skeletons work much better with out totems.


I disagree with your disagreement!

For a long time I insisted on casting skellies manually, but I eventually tried out a totem in merciless and I regret not switching sooner. A totem with a faster cast support gem works beautifully with skellies, and lets you focus on cursing and maneuvering.

I'd recommend that people try both ways and stick with whichever ends up working best for their play style.


Well, bottom line is skeletons can be cast anywhere at anytime. Which means you can control the flow of everything better.

Why dumb yourself down with a totem that just makes skeletons weaker with no casting control?


IF you need 4 skells in front and 2 in back how will that totem help you?


Thats why totems are bad. No control what so ever. Which is the bonus of skell, total casting control.

Besides there are only a few battles where skele spams are needed, which can be dnone manually with stronger skell.


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mattc3303 wrote:
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Vooodu wrote:
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blacksheepnz wrote:


Rise Skeleton works fine. If you have totems even better.

.


Im gonna have to disagree with this statement.


Skeletons work much better with out totems.


O god u trolling? Who wants to spend 150 mana 4 link skele. And u only summon 2 at a time ur susceptible to a lot of danger.


,,Learn how to play maybe?

As if mana is a problem for a well build summoner.

Also, theres is alot less danger when you can control and block monsters with skells at will.


Think about it be before pulling the troll card.
Last edited by Vooodu on Feb 12, 2013, 2:15:54 PM
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suprfli6 wrote:

Except that as he pointed out, with your pitiful spell damage from wearing summoner gear you A) Won't be adding any noticeable dps from the spell itself, and B) Will have around a 1 second duration (at most) against magic/rare mobs in maps and won't be able to build and maintain 3 shock stacks even with the improved shock passives.


You don't need to increase the duration at all, you just need to buff your application %.

Think for a second.

You have a boss surrounded by 20 minions with a debuff of 40% damage increase lasting 1 second.... in that 1 second he is probably taking 6-8 hits from any variety of your minions, buffing the damage a fuck ton. You don't need duration of shock, you just need to apply it consistently which is hella easy. And again, the alternative is standing there casting... curses... which is pointless if you have infinite curses anyways...

pitiful DPS is always better than contributing 0, which is what the OP suggested doing.
Last edited by NastyPants on Feb 12, 2013, 2:14:51 PM

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