9.7 Auradin-Summoner [Dual-curse Templar Build]
About this build:
- This build relies on summons, heavily buffed by auras (hopefully all 9 of them!), as well as maintaining 2 permanent curses on enemies. - The path takes all but 1 node-isle (containing 3 nodes) to increase summons' life-damage-number. The last one was skipped in favor of dual-cursing. - Having as many auras as possible requires quite a lot of mana (either percentage or pure number). However this should not be a big problem since we have -10% to % reserving auras and separate -10% for flat-mana ones. Furthermore, both if linked with a mana reduction support gem (gets up to *75% IIRC), get ~25% reduction. In general, whatever reduction stands for regular skills, stands also for flat-mana auras. U can always drop the least important aura in case of mana deficiency. Lets hope if someone succeeds in maintaining all 9 auras his PC does not explode.. - The aura priority should be added cold/fire/lightning dmg first, defensive ones later,or whatever suits ur playstyle better. - Also, the "increased cold dmg" nodes could be substituted with fire or lightning, but i would suggest cold because this aura adds cold dmg based on physical dmg summons do. - Lastly, the aura radius is increased 36% by passives (it should be possible to further increase it by aoe radius support gem, which should also increase the cost though..). - ***NOTE:This build was made under assumption that "increased elemental damage" and "increased cold damage" nodes apply to auras (if its not the case u r welcome to correct me). - The build itself (74 points): - ***NOTE2 (taken from discussion below): After some research i found these mana % auras to be optimal for this build: - Hatred (extra cold dmg,as % of physical), reserves 30% of mana - Haste (fater attack speed/cast speed), reserves 40% of mana - *** Adding another 40 % reserve aura is actually possible, with the expected leftover mana to be around 20-28%. Only defensive choices here, so best candidates are Vitality (% life regen) and Determination (% armor). The leftovers optimally should suffice to maintain the 4 flat-amount auras. Curses and resummoning might be still done by augmenting with blood magic support gem. - *** Should the mana be insufficient for the above, one could just drop the third % reserve aura, then maintain 4 flat-mana reserve auras (Anger, Wrath, Discipline, Grace), it should be possible with moderate +mana/cost_reduction gear. Cursing/resummoning can be performed using blood magic support gem, as suggested by Sarganym. Also, here is a variation of this build, which should be more friendly to blood_magic_support_gem users: Still 74 points. Pros: - Another 15% reduced mana cost for flat-mana auras (as well as regular skills) - Extra 40 DEX for easier support of DEX-based aura gems Cons: - Loses minion instability - Loses necromantic aegis - Loses 30% increased aura radius (The top 2 of the above can be re-added for 4 skill points, 2pt each, going to total 78 points) UPDATE 1: According to feedback aoe radius and mana cost reduction work on auras. UPDATE 2: Updated how mana reduction works on auras,based on Mark's clarification. EDIT: Any feedback is greatly appreciated, guys! Last edited by strldr1 on Mar 21, 2012, 12:23:12 AM
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Think it will be impossible to have all of the auras since each one can take up to %40 of your max mana, but running two at once with 2 curses seems like a good combo with minions.
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you cant activate an aura if its not in your skill bar, right?
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Two things:
1) You will not have "all 9" auras with that, as they take a huge chunk of your mana reserves. You can shove all elemental damage ones on there, if that is your goal. However, you probably won't be able to get more than 5 auras total... and that's if you aren't picky and load up on ones that are fairly cheap to utilize. 2) As far as I know, mana cost reduction does not apply to reserved mana for auras. To this end, you only have 10% reduced mana reserved from passives, not 20%. | |
" Considering that support gems that increase mana cost increase mana reserved, I see no reason why reduced mana cost wouldn't do the same in reverse. In addition, there is 20% worth of reduced mana reservation nodes in the skill tree, so you're wrong either way. |
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I know for a fact that the mana cost reduction support gem works on mana reservation skills, though it was fairly minor reduction with how multiplication works. However I have a nagging feeling that mana cost reduction ability's won't work for the sole reason that mana reservation skills got their own unique nodes for reducing the cost. Though if they do work, I'm 100% positive it won't reduce the reservation by the whole % listed. It will be multiplied to the reservation cost and actually be a lot less then the face value. (much like the support gem)
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" AoE and mana cost reduction supports are currently working with auras, checked that 20min ago | |
alright, but I'm sure the effect is multiplicative.
Last edited by Lionguild on Mar 19, 2012, 6:21:58 PM
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nice to know that mana reduction skills/support_gems work (even if multiplicatively).
Now what is left to find out: *** if + % elemental/cold damage works on auras Last edited by strldr1 on Mar 19, 2012, 6:51:42 PM
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" It should, i have made wrath (+lightning) into my build and dps jump up like 600 (+dmg is 1-144) Unviable build tester.
Fuse mechanics: http://www.pathofexile.com/forum/view-thread/21503 95% Crit Build Without Charges [0.10.1c]: http://www.pathofexile.com/forum/view-thread/172438 |