2.4 Necromancer Spectre/SRS Angryaa
" Stone golem regen is converted to energy shield via Zealot's Oath. In conjunction with Eldritch Battery it allows you to spam SRS without it removing your mana. Guild: <ACE> Alpha Crucis Exiles
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I wonder why he did not pick Heart and Soul. Misclick?
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Is it viable to go CI?
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hello!
wanted to try sommuner and its was my first character as necromancer,your build work great and fire sentinel have a amazing dps! just wanted to know how animated guardien work? when i give him item if he die i lose my item? and if i disconnect,do i keep my item on him when i come back? ty for the build,bye. |
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PUBLIC SERVICE ANNOUNCEMENT
I have made a startling discovery. As you may already know, 2.3 rebalanced the skills of many monsters: " Flame Sentinels used to do this much damage: Augmented Fireballs:
Now they do this much: Augmented Fireballs:
On the other hand, Undying Incinerators, Undying Evangelists, and Stygian Revenants were not touched. This means among the four, Flame Sentinels are way ahead now. |
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" Right now I'm trying dual Essence Worms with Grace/Haste and Blasphemy+Enfeeble with Mind Over Matter. I lose 63% mana, which would otherwise act as health, but the net gain in protection from Enfeeble makes up for it. I reason when I'm in a Curse Immune map, I can disable Enfeeble and get my mana back for similar protection. The worst are those quill monsters who on death release a nova of spine projectiles. Since minions like to go HAM, they can quickly kill a group of the a-holes all at once, unleashing fresh insta-death all over your face. Temp Chains offers no protection against that, while I don't know if Enfeeble properly reduces the damage or accuracy. I was once one-shotted by a throw from a Pocked Goliath/Behemoth. I wonder if it's based on Leap Slam's damage? I was pretty surprised how damaging it was. Long range snipe attacks are definitely a weakness of aura-based curse defenses. It's making me consider the keystone Arrow Dancing, lol. " That's an interesting idea, I'll have to try it out. " The best defense is a good offense. EE on a Rare brings it down sooo much faster. It's like an extra gem on your Spectres and Raging Spirits. You only get Power Charges on kill from Victario's Charity, so lightning damage is an inconsistent source. I wouldn't worry too much about EE affecting it when I'm only using it on harder targets, who may not have trash around to generate said Power Charges. " Oh, sure, the speed and efficiency are nice perks, but it's the protection that I love. I can use Elemental Weakness+Blasphemy and run around keeping Phase Run up before it expires, and monsters almost never target me. Meanwhile my minions trail behind me, take aggro, and slaughter everything. Many of my deaths as a Summoner over my career have been when I was running ahead of my army and face-checked a monster pack. Since using Phase Run, I no longer have that problem. You also stay Invisible and Phased when opening strongboxes, allowing you to get the hell outta Dodge without being targeted or body-blocked. Your only trouble is freeze or taking damage that cancels Phase Run. " I checked out your stream only to find your summoner had died! I am sorry for your loss. =o( Last edited by Hercanic#3982 on Jun 12, 2016, 5:25:45 AM
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No one is talking about Phase run... I feel like it's op as F. I pop flesh offering, whip out 25-35 ragers, waith for my 2 or 3 frenzys, then pop phase run and sit undetected until everything is dead. Rinse, repeat.. it seems op.
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What luck have you all had with this build? Anyone clearing Uber Lab? I'm currently using AA's 2.2 build which has a pretty significant branch change into Acrobatics instead so I was wondering if I should switch to this.
The 2.2 build is one of my first builds, as I just started playing this season. Can clear 11 maps pretty easily, but even Merc Lab gets a little spooky with the high damage. With capped resists, 4k health, and around 2k mana for Mind over Matter, I doubt I could do uber lab given the damage I've seen it deal out. Even Merc lab can get a little spooky, and given there is a little more of a commitment to farm keys for Uber lab I don't want to go in wasting my time. I'm still rocking a Tab, so getting that would improve things I"m sure. Just wanted to see your thoughts on this 2.3 variant before I started leveling a new tree. Last edited by ChoklitCow#4440 on Jun 13, 2016, 4:25:28 PM
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Started Prophecy with this, it was really good for a long while. Did some mapping, the Council fight easily etc. Tried to run the endgame lab a few times. On the first try my guardian died to something, probably a trap. Did the first two Izaro encounters (easily, spectres do so much damage), lost one spectre somewhere along the way. The last Izaro (or the traps in the room) destroyed the spectres super fast, at which point I was down to SRS that just wasn't good enough.
Made an another attempt, again first two encounters were effortless, third one instantly deletes spectres. Gave up on the character at that point, it's just no fun dealing with spectres :P Last edited by Keemossi#1662 on Jun 13, 2016, 11:09:49 PM
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" Apparently Sentinel traps are not dealing reduced damage to minions (which they should do). As per usual Spectre QoL is lagging behind the game. I would recommend either switching your SRS into a 6 link just for the lab, or even using a 5l +2 staff on weapon swap with SRS (which is more than doable). If you're too lazy to do that buy a boost. The build is fantastic in most places, but until the bug with Sentinal traps doing full damage to minions is fixed the build is not amazing in the uber lab. |
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