Waves' 9.12 One Week Hardcore Race Build/Feedback:

Hello, I'm Waves, I'm making this post to share my experience with the one week event and give some feedback.

The first 4 sections are basic details and some comments, I'll get into my actual critiques in section 5 and onward.

I played "Cancil", a Witch Summoner. I ended at lvl 77 at rank 10th. During the last portion of the final day I had to sleep/work/class so I dropped from 4th to 10th. 4th place peak and 10th place finish is pretty satisfactory if I do say so myself.

Section 1 - The Build:
Spoiler

So you'd think as a summoner, you'd be picking out minion nodes left and right as quickly as possible, correct? Wrong, it's hardcore after all. While minions indirectly improve my survivability by killing things and dying for me, MY OWN survivability is top priority.

30 Points spent

Lord of the Dead is picked AFTER getting Arcane Focus then progressing to Unnatural Calm. Its the only minion passive I picked up and will pick up aside from minion instability for some time. I then move down towards the middle to pick up the ES nodes in addition to getting the ES cooldown near CI. I also pick up the +30 to dex/str for skill gems. (such as phase run)

50 Points Spent

Next, I bum rushed to Minion instability. I nabbed the other side of the middle of the tree ES nodes and picked up CI in addition to another 30 to str/int.

I had been given by a bud
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as I got CI for a massive defense increase.

70 Points spent

Increase to buffs first, +90% energy shield on shield next near elemental equilibrium. I finally give my minions some love and grab the cluster above improved buffs.

I had traded for--
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--so I then moved down to the Templar's shield node that gave a chance to block spells in addition to another +35% to shield defenses.

Now that I had picked up all (or at least most) of the defensive nodes I had intended to get, I focused on QUICK buffs to my minions, the ones near the middle of the skill tree ES (NOT the minion damage node cluster). At this point your aiming to increase the # of meat shields available.

The final 21 points to LvL 77

Basically, this is focusing on the end game. I picked up defense to see me through to this point and keep me going, but now the minions REALLY needed to take over.

I first got the minion nodes above the templar starting area. Then I got the minion damage cluster at the middle of the tree. I picked up the spectre node and finished by getting the 2 minion nodes around Lord of the Dead.

I actually think I missed something slight, I had picked up a 12% mana node around the Lord of the Dead, but I couldn't remember when I did, it doesn't really matter though as mana wasn't a real issue. Just say I tacked it on at lvl 77 :P


Section 2: The journey
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I played Act 1 Normal --> Act 2 Merciless Solo, as in played it solo. I traded and got some nice stuff from other players along the way.

Spoiler

Act 1 Normal:

Get freezing pulse, use it for the rest of the game (upgraded to a 12% freezing pulse somewhere down the line).

Pick up raise zombie ASAP (upgraded to a 13% raise zombie somewhere down the line)

Get phase run somewhere, don't remember where...

Skipped Fetid Pool.

Get a 13% quality Detonate Dead as a drop before prison.

Picked up clarity.

Traded for skeletons I believe, rolled brutus with them.

Breezed through to the ship graveyard, had a fright in the ship graveyard cave with like 20 flicker strike mobs, but I skeleton/freezing pulse kited them down.

Merivel, was, a, BITCH, to kill.

Minions at this point were USELESS, I also had minimal ice resist, like 40% or something. It took me 30 minutes or so to kill her, constantly going back to wrath to go find corpses for zombies, as she only 2-3 shotted them instead of insta 1 shotting skellies. 2nd form of her was easy.

Act 2 Normal:

zzzzSnorezzzz

Skipped bear/church

Oak: WTF OAK IS ON STEROIDS? I fought normal oak before he got nerfed, and let me tell you, that was a crazy fight. He must have killed a hundred skeletons and a handful of zombies over the course of the fight.

Waterfall Cave: OH GOD THE CHAOS DAMAGE WHEN CAN I GET CI?

zzzzVaal Normal Easyzzzz, seriously, Skeletons, EVEN AT 2 PER CAST, really make vaal a breeze to fight. Rocks hurt, but were manageable. I skirted the outskirts of the fight, so it took awhile, but I killed him without any real danger.

Act 1 Cruel:

I find Lesser Multiple Projectiles and then get offered a Greater Multiple projectiles from the guys on mumble for free >.>. So I attach GMP to Freezing Pulse and LMP to Ice spear on and off as sockets allowed.

Skipped Fetid Pool.

I pick up Discipline off brutus (YES!). I believe somewhere after killing brutus is where I'm given Ephemeral Edge and pick up CI.

I also find or trade for anger/wrath sometime in cruel and start leveling them (act 1 or 2 don't remember)

Act 2 Cruel:

Skipped bear/church

I "think" somewhere in act 2 cruel is where I picked up totem and super glued it to summon skeletons.

I think I also picked up Elemental weakness in this time period (eventually found and upgraded to a 6% one).

Picked up spectre but didn't really use it (like a dumbass >.<), just stuck it in a slot to lvl.

Traded for purity aura.

Act 1 Ruthless --> Act 2 Merciless:

Skipped Fetid Pool
Skipped bear/church

Nothing too major happened in this period, it was just a slow grind.

Pick up a granite flask somewhere along the way though and got a map off the first monkey rare I killed in act 2 forest merciless >.>.

I had about 3-5 maps I think by the time I killed Vaal.

I had also picked up a 4Link staff to use as my 2nd weapon set and put RMC + Purity/Discipline/Clarity on it.

I'll talk about my endgame in section 5.


Section 3: Equipment:
Spoiler

Energy Shield is ABOVE ALL ELSE the most important stat on a piece of my gear, NOTHING else mattered as much.

Resists came second, followed by mana/mana regen, anything else except maybe movespeed on the boots I didn't really care for.

The exception being the unique amulet, it was important to keep for the spell block chance.

My final gear was:

Spoiler
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Section 4: Gems and Playstyle:
Spoiler

1-2-3-4 as granite flasks, 5 as mana pot.

Auto attack (move) as <-- click, Ice Spear as middle click, Freezing Pulse as --> click

Q as Summon Zombie

w as Skeleton Totem

E as Phase run / Detonate dead / Lightning warp

R as Elemental Weakness

T as Summon Spectre (PRIORITIZE ranged enemies or casters, especially goat shamans, and frenzy monkey chieftains)

Use GMP freeze pulse as a side damage, elemental weakness everything in sight, use ice spear in situations where u need to stay on the outskirts.

If the situation isn't very dangerous, which is like 75% of most maps I'll be right behind my minions, if not neck and neck with them.

Seriously, with 11k energy shield end game and 4 granites, I was standing in the middle of some packs on occasion (which is a stupid thing to do by the way, but w/e)

Not to gloat, but...

I can recall one instance in a map, "let the summoner head down the stairs first to make sure its safe", along with some instances of 'let the minions tank'.

I wont lie, I'd have to screw up REAL badly to die with my build. I rarely go below 6k ES unless its leftover burn or puncture damage.

I only did escape --> exit path of exile ONCE in the entire week event. Fricken graveyard map with Merival chain freezing me with no minions up and my out of freeze flask down. I logged back in and killed that ***** after.

I do NOT run from anything (well, I kite some things >.>), I am fairly certain I killed mostly everything I came across in the league. I never abandoned a map.


Section 5: Endgame:
Spoiler

This portion was an... interested part.

I started maps solo at 58 or so, then teamed up for a bunch of maps with some of the ladder folks (Fayded, ToE_NotADeersNotARabbit, and Paralyze) then went solo again for a bit, then teamed up with them again till near the end of the race.

I picked up another 3 for a total of 4 granite flasks. (using 1 mana pot as the 5th slot)

I preformed pretty much the same with or without a group, my minions tanked/blew up and I did some side damage with freezing pulse. Although as a group I did not use elemental weakness as they favored Temporal Chains.

I also realized during this time that I was an idiot for running purity, as it made my minions survive longer (also the reason I never picked up grace myself). So I dropped using it to use wrath/anger except on maps with elemental weakness mod.

Sub-Section 5a: Map Mods:
Spoiler


Mods I refused to do:

Blood Magic for obvious reasons.

No Mana Regen because I refuse to run anything but 4 granite flasks and 1 potion. I 'might' have been able to do this mod, but I considered it too much of an inconvenience to do so I always rerolled it.

Moderately Annoying Mods:

Temporal Chains, because it slows 'me' down, but was a high quantity boost, so I did plenty of these.

50% less ES/mana regen, because it slows down my minion upkeep and side damage.

Patches of Burning Ground because it made minion upkeep annoying, especially on the 'shrine' map and thicket map where you have to retrace your steps.

Fire Resistance on maps, because it weakens minion instability, even with elemental weakness.

Any mod combination that resulted in below 30%.

Anything else was negligible, as a summoner, map mods don't really affect you much.

Important Notices:

CURSES DO NOT AFFECT YOUR MINIONS, this makes the curse rolls almost irrelevant and only a desirable quality boost.

INCREASED DAMAGE/SPEED SPEEDS UP MINION DEATHS, which means the enemies die to instability faster. These rolls are desirable as they also give decent quantity. The only thing to watch out for are goats, have a finger ready to granite for speed goat slam.

I've done plenty of vulnerability + monster damage maps, doesn't scare me at all. Although if I see "INHABITED BY GOATMEN" I sometimes consider re-rolling it. Although, goatmen leap slamming into minion with explosive results is highly amusing.

Can't really think of anything else that stood out.



Sub-Section 5b: The Map Grind:
Spoiler

First and foremost, I rarely did a map under 30% unless it had like +% magic monsters, which is THE best mod in the game except for maybe Maze on certain maps.

The map grind, was, so, PAINFUL.

I (as was mostly everyone I believe) was constantly stuck at 60-62 maps. It wasn't until near the end of the race where I/the group FINALLY started being able to barely sustain high level maps.

I had many high % quantity maps (talking 70-90+) drop 0 maps, which is INCREDIBLY frustrating. I agree and acknowledge that maps should not be a guaranteed drop, but when you burn so many mats to roll/re-roll maps and get nothing in return more often than not its just pure frustration.

I also acknowledge that while a large majority of my endgame was painful, it did have its pleasant spikes. I had 2 or so occasions where I got 5+ maps out of a single map that let me briefly do 63-66s. It wasn't until I was with the group at the final portion of my play time that we consistently did 64-67s (we had 1 68 I believe)

So, I will say this as much as I don't want to:

THE PATCH CHANGE TO MAPS WAS IN FACT A BUFF TO MAP CONSISTENCY...

...and it made it so I didn't have to stack IIQ to get maps, <3 GGG.

However the catch is you need to invest high amounts of time to realize that it was a buff to those who didn't have IIQ / a buff in general. If you are running proper quantity maps (30-40%+) You will most likely sustain maps (A.K.A never run out of all your maps) of at least 60-61s unless the RNG Gods decided that it's time for you to begin hating your life.

THE ISSUE IS PROGRESSION, when your doing 60-62 maps as a lvl 70+, its just pure and utter frustration at watching the XP bar crawl along.

It took a very long time (at least for me) to begin to sustain 61s and 62s. The next stage was also brutal, I had digressed constantly back and forth between 63s and 62s.

By the end of my race time, I had begun to sustain 63s. With enough time I believe I would be able to fully sustain high level maps.

(I'm not including group map drops in this portion, if you choose to then you could say we had begun to sustain 64 maps with a few 65+ map spikes)

THE ISSUE IS TIME, which means the issue is potentially easily solvable, tweaks to the drop rate are all I think need to be done, well... not all...

MAP DIGRESSION is perhaps the most infuriating thing in the whole grind. You finally start seeing some higher level maps, do a few, say maybe 3 63s and a 64, then you run dry and are back to 61-62s. You see 60-61 maps as drops from rare mobs in 64+. We as a group began to laugh and mock whenever we got troll map drops (a 60 map from a 66 map as an example)


Sub-Section 5c: Item Progression:
Spoiler

Because I had to, and I mean HAD TO burn all my orbs (well, alchs, chaos, scouring, and regals anyway) to roll decent maps, I had utterly nothing to improve my gear on. I could not warrant using orbs to upgrade my gear.

ALCHS were REQUIRED to use on maps.

CHAOSES were needed to re-roll iffy/low quant rare maps, as were scourings.

REGALS were rare, used on some blue maps

I was at the utter mercy of the drop gods. But the drop gods were kind on occasion, dropping me my sexy shield and chest on a map.

I acknowledge however that this was a TIME LIMITED race, I have now way of knowing if it would have remained as such for a continued time.



Section 6: Specific Feedback Points

Spoiler

Curse Map Mods and Minions: I don't know how I feel about this. Its an easy bypass for summoners, but should it be taken away? If minions were affected by map-wide curses, not only would the screen be cluttered with curses over every single minion, but it would be seen as a highly specific 'nerf'.

Skeletons Per Cast: I feel that summoning 2 skeletons per cast stops being 'okay' after normal difficulty. After that, you are FORCED to attach them to totem ASAP to justify their continued use. Having to keep recasting them every single time is not only tiresome, it forces you to do so rather than damage, debuff, or reposition.

Fetid Pool, the Old Fields Cave, and the Church Dungeon: They are pointless quests at the moment, at least race wise, even in a 1 week. If you plan out your build, you don't need the regrets, and belts from the cave are not that juicy of a reward, I didn't care enough to diverge to kill the bear.

Arctic Breath: So, I finally got to use this skill with GMP over Freezing pulze and---OH GOD THE LAG WTF THE LAG?

Ehum, Arctic Breath shares the skeletons immediate lag upon first use. It is also INSANELY laggy when used in a group setting. Based upon the "WTF LAG" comments I got from mumble I thought I was going to get someone killed when I used it. So I immediately switched back to pulse. I really wanted to use this skill too :(.

Lightning Arrow: I played with 2 rangers, and I got headaches/eye aches, plenty of them. I swear I was seeing spots. Is it possible to tune down its brightness a bit?

Dysnc: I don't doubt that GGG knows about this. Fortunately, my build allows for me to occasionally teleport across the room or be damaged randomly when nothings on me.

Spider Forest Map: Has a SEVERELY high chance to graphics glitch. I also see this map have random black squares QUICKLY appear and disappear while moving. The dungeon maps sometimes also get this, but at a far less frequent rate.

Drops and Walls: I found that Rare Mob drops near walls/pillars/corners would frequently drop either 0 loot or a reduced loot like 1 white. I'm assuming walls eat mah loot.

Raise Spectre and switching weapons: It is REALLY obnoxious for all my spectres to die when I switch my weapons (I have spectre on my shield at the moment). If Auras don't follow this philosophy then why should minions? (In my opinion)

Skeletons and Map Bosses: Occasionally, when surrounded by skeletons/other summons, bosses will 'freeze' and take no other actions.

Buying One Orb at a Time: It's kind of a hassle to buy one orb at a time from a vendor. I'm fairly certain that GGG has already gotten this feedback, just reiterating it.


Section 7: The Passive Skill Tree

Spoiler

This section is more theory-crafting and my own opinion rather than anything more concrete.

I made another thread Here about what I thought could be dropped/changed. They are only a few small things.

There are many spots in the tree that I hope GGG will fill up. I don't particularly care how cluttered it would look, more options is great! I'm a bit tired to go point many of them out, but if requested I could give some more specific suggestions that aren't touched upon in the above thread.

Necromantic Aegis: I will NEVER EVER EVER take this node so long as it removes my defenses and Minion Instability exists, and I don't even wana consider what would happen to a summoner if minion instability were removed.

The thing I potentially see with this is if you want your summons to actually continually FIGHT rather than die. Which could be a divergent type of summoner, I haven't tried it out. I just cant justify losing all my shield defenses over it. Maybe its just one of those "Default League Only Builds".

Leadership: I'd actually be VERY curious to know how often this is taken, I personally don't think its very often, but I could be wrong. With aura's sole quality bonus being aura AOE and increased aura AOE being forced upon you to get the reduced reserve passive point, I don't see the worth in this skill.

Buff Effects: Why do witches have "sole" access to such a general node? I'd think that mostly everyone uses a 'buff' of some kind. I'd also think that GGG could 'maybe' add a cluster to the other corner of the map (south-eastern side) or shift it to the middle instead of just the witch side, as much as I'd hate to have to go out of my way to get it.


Section 8: Other:
Spoiler

This section could also be called the edit section, as I'll edit in some minor things mayhaps.

Random Tip #1: Pick up quality flasks that you find and throw them in a stash tab if you have the room. By the time the race was over I had almost a complete tab full of quality flasks that I vendored after the race for about a stack of Glassblowers orbs.


Alright, so I've been typing this for awhile and I think I'm done (or just tired). I'll continually check back on this thread and reply to any questions.

Speaking of which, feel free to ask questions if you want particular feedback on something I forgot or only briefly acknowledged, or on w/e.

Thank you for your time reading the thread ^_^.

Quick Edit 07/19/12 12:32 am: Fixed a typo in the endgame section, I had said it was incredibly frustrating for high quantity maps to drop maps instead of it was incredibly frustrating for high quantity maps to drop -->0<-- maps. My goof, typos happen XD.

And a typo in the amount of extra energy shield from passives, was 90% instead of 120%.

Edit #2: Remembered something and added "Drops and Walls" to the Specific Feedback section. Also added "Other" section. Also added a "Raise Spectre and switching weapons" to Specific Feedback as well. Added skeletons and map bosses to Specific Feedback as well.
Last edited by Waves_blade#0878 on Sep 20, 2012, 9:50:35 AM
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Great read Wave!
Gave me some good tips for the next race too :)
That was an incredible read, thank you.
Very comprehensive summary, well done.
I can vouch for monsters that die near walls having reduced or no drops. This happened fairly often to my teammate and i with rare monsters near objects or walls, even happened once with the dunes map boss- he died after being knockbacked against a rock and dropped absolutely nothing.

I disagree with the trans orb suggestion, as theyre rare enough starting out or early on in short term events already, and also tend to get spent pretty fast even lategame when its time to try rolling endgame flasks. I didnt have an excess of these until the last couple days of the event. Extra trans can be made into augs as well, which is good since augs dont have a shard component like trans and alts.

Good feedback in general. Some nice gear there btw!
IGN: KoTao
Great post! Bookmarked for use as a guide in case I decide to build a summoner.
IGN: Friar
Knight of Guild Medieval http://www.pathofexile.com/forum/view-thread/545783
Game Mechanics http://www.pathofexile.com/forum/view-thread/11707
Recipe Book http://www.pathofexile.com/forum/view-thread/15223
Quest Reward List http://www.pathofexile.com/forum/view-thread/36776
"
KoTao wrote:

I disagree with the trans orb suggestion, as theyre rare enough starting out or early on in short term events already, and also tend to get spent pretty fast even lategame when its time to try rolling endgame flasks. I didnt have an excess of these until the last couple days of the event. Extra trans can be made into augs as well, which is good since augs dont have a shard component like trans and alts.


Mmmm I hadn't considered the recipe, then again I never used it. Kind of a hassle to constantly open and close the vendor buy interface to get the orbs one at a time. I'll take it off the list though.
Great post, very interesting and informative.
For the record "Let the summoner go down first" was totally not me. A Marauder is never scared =P

Good read bro. Now can you type mine up for me? XD


-Fayded
Fayded 78 Marauder - 1st Place One Week Race (09/11/2012)

IKnowYouLoveMe 24 Ranger - 1st Place 2-Hour Party Race (09/15/2012)

Fayded 76 Marauder - 1st Place (Tie) One Week Race (08/23/2012)
Hey just checked out your build, (I was the guy you were talking to when you just finished posting it ;D) and overall great info, but I feel like you left out the sheer difficulty of the rocky climb and prisoner's gate in act 1 normal, summons in those areas are mowed down by nearly everything those monsters do and you have to play those areas basically as a cold witch... And also mervil in normal is cake if you get minion life support from quest and put it on your zombies and just keep running at her with a group of 4 of em, replenishing them everytime they die from the cavern of anger (I had 4 zombies when i got to her, MI too obviously :P) but I found her to be super easy now that minions can cross over from other areas...
"Playing jank off-meta minion builds since 2012"

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