The Summoner Compendium

Has anyone here linked a pure summoner build anywhere else? I didn't see one in this thread. I saw someone talking about it in-game. He was saying how not to use damage farming the endgame maps, you'll just kill yourself.

Whether or not that's true, I'm interested in this pure summoner build. Says he pulls out 31 minions or something and doesn't do any damage himself, his minions do some insane damage and have 4k life or something.

Sounds a bit amusing playing the massive personal army summoner spec. I'd personally be playing on softcore, but I'd look at HC builds too as a base to modify.
In-game: WrongHoleBaby
Last edited by Sepelion on Jan 19, 2013, 11:16:36 PM
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Sepelion wrote:
Has anyone here linked a pure summoner build anywhere else? I didn't see one in this thread. I saw someone talking about it in-game. He was saying how not to use damage farming the endgame maps, you'll just kill yourself.

Whether or not that's true, I'm interested in this pure summoner build. Says he pulls out 31 minions or something and doesn't do any damage himself, his minions do some insane damage and have 4k life or something.

Sounds a bit amusing playing the massive personal army summoner spec. I'd personally be playing on softcore, but I'd look at HC builds too as a base to modify.


The pure summoner is basically the core I posted, with double curse and double totem(2 of the options I mentionned), then tanky stuff. Most of the stuff other than that is going to be through unique items, such as Queen's Decre or Midnight Bargain which give you 1zombie 1spectre 2skeletons and Bones of Ullr which gives you 1zombie 1spectre. Past that it's a standard build really.

Something like this, threw that quickly, it's a non CI build:
Last edited by PyrosEien on Jan 19, 2013, 11:37:59 PM
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BlackCorsair wrote:
PyrosEien, thx for your answer about blood magic summoner!
It helped me a lot in understanding the possibilities and disadvantages of this build.

Maybe you can suggest some variants how to make use of Blood Magic. What skills will be better even if completely instead of summons then?


Generally Blood Magic for spells would be reserved for extremely expensive spells. Most caster builds however will ignore Blood Magic builds because of the lack of life leech(on items) to recoup the costs, as well as the need to have large amounts of health and regen which is found in the bottom left of the tree, far from all the elemental, cast speed and spell damage stuff which is basically on the opposite side.

The main exception to this is Ethereal Knives. The reason this spell is used in Blood Magic builds often is because 1) it costs a ton of mana to use 2) since it's a physical spell, it doesn't benefit from most of the good caster stuff anyway 3) it scales very well off supports alone, not necessarily passives, which let you use all these passives on tanky stuff. Oh and it's a really good spell if you support it nicely other than the insane mana cost. That's why EK BM builds are common, specifically EK marauder builds but you could templar/marauder/duellist the build easily. There's a caster variant using Eldritch Battery, or possibly not using it along with a mana leech support and strong mana regen.

You should look into the marauder forums for the EK Blood Magic build threads, there's a few of them, you can see how it works out. It's nice because you're very tanky, but it is very innefficient early on(you might have to do some of the early levels as a ground slam marauder until you get all your stuff in order).
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PyrosEien wrote:
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Sepelion wrote:
Has anyone here linked a pure summoner build anywhere else? I didn't see one in this thread. I saw someone talking about it in-game. He was saying how not to use damage farming the endgame maps, you'll just kill yourself.

Whether or not that's true, I'm interested in this pure summoner build. Says he pulls out 31 minions or something and doesn't do any damage himself, his minions do some insane damage and have 4k life or something.

Sounds a bit amusing playing the massive personal army summoner spec. I'd personally be playing on softcore, but I'd look at HC builds too as a base to modify.


The pure summoner is basically the core I posted, with double curse and double totem(2 of the options I mentionned), then tanky stuff. Most of the stuff other than that is going to be through unique items, such as Queen's Decre or Midnight Bargain which give you 1zombie 1spectre 2skeletons and Bones of Ullr which gives you 1zombie 1spectre. Past that it's a standard build really.

Something like this, threw that quickly, it's a non CI build:


Looks very good. I could see how that would play out.

I googled and searched around here a bit on builds like this. It seems that the aura is a tossup when soloing? There is no clear choice to run for auras with the pure summoner in this sort of build? Discipline maybe? Or maybe clarity if the minions die and need to be re-summoned frequently, but it doesn't seem they would.
In-game: WrongHoleBaby
Last edited by Sepelion on Jan 20, 2013, 1:22:09 AM
hey, what do you think about this one:

http://www.pathofexile.com/passive-skill-tree/AAAAAgMB37CSwY6-LJxJG6-3h2WcLR8CVysHY3NTa9t9GOyKNsXYJKcIj0bQ0JuhSOf318y8hWCqxE25RAQQlzbY8WzsVZeFKo2IG--FrJgUsDowOVK8N05tWAcA_XRVfM7r5F8qF1BMLYIeiELyHcHFLL_B88NtbRk74eL3pyuLeuaBwFR_xhzckye_l8k98h6drhpspqyIQJAz2QsqmPqABAeXlVJTPV-X9E-_HdlDVB0U-tJmnsAaWfNaKyyno_I3Ziympus3g7iT6-4o-oLH0_uofVqRaqwRULvW6ro=

summoner with

- Firestorm as main aoe-dmg spell,
- flammability+elemental weakness(or vulnerability, depends on the party) curses
- going for 2 totems(f.e. 1x spell totem-> skeletons, 2nd totem free choice if needed)
- going for CI
- some auras; clarity is needed anyways; maybe adding purity

if i take necromantic aegis, the shield-bonus like +xx% energy shield would be gone also or?
and because i want to use CI, necromantic aegis wouldnt be a good choice or?
with spell totem->skeletons i can use them as bombs with minion instability i think.
Made a few fixes, removed some useless int nodes at the top, removed a couple of 6% ES nodes as well as the not so good fire nodes and instead grabbed the templar good caster stuff and the early witch good stuff. There's 3points you'll need for CI too that you'll have to pull from somewhere, based on current alpha build.

On necro aegis, everything on your shield is gone. The +x% ES mod on shields anyway are local, which means they only affect the value of the shield, not your total ES. With CI it's definitely not recommended to sacrifice your shield's ES, unless you play softcore but even then.

Great guide :D
Whats about Necromantic Aegis? Didnt see one Build with it.
Is it so Bad?! Or Whats the Problem with it?
100% SSF! <3
thx@ PyrosEien

what about the gems? i thought about:

chest:
raise zombie
raise spectre
minion health
minion dmg
(x)
(x)
---
x:
firestorm
incr crit dmg
reduced mana
---
x:
clarity
discipline
reduced mana
---
x:
raise skeleton
spell totem
faster cast
---
x:
flammability
spell totem
faster cast
---
x:
elemental weakness
warlord's mark
vulnerability

any ideas to make it better?:D


€dit: as of alpha version, if i take the 2nd totem skill i will not be able to make dmg with my spells.

so i think i wont take it and put the skillpoints in fire-dps and so on...
Last edited by Atum84 on Jan 21, 2013, 6:41:27 AM
Hi,

I didn't read very carefully through this thread, but I believe nobody has tried using Elemental Equilibrium with Minion Instability yet. So here's my trail of thought.

I was wondering how the damage of Minion Instability could be maximized and these are my conclusions:
1) MI can be improved by Minion Life ... obviously
2) MI can be improved by Necromantic Aegis, if you use a shield with +Life or +fire damage (also +spell damage? Damn, I forgot)
3) MI can be improved by Wispers of Doom, since I can use Elemental Weakness and Flamability at once
4) MI can be improved by Static Blows, since shock ailments increase basically every damage
5) And finally: MI can be improved by Elemental Equilibrium, since I can decrease fire res. by 50% and the minions won't cancel the debuff

So here's a rather typical Minion build with CI, some ES, mana regen and a bit of aura improvements.
EE_Minion_Support_Witch

Please also note, that I want to give my minions as much Fire damage output as possible, since I will constantly decrease fire resistances by a lot.

My main skill combination would be:
Skeletons/Zombies/Spectres + Minion Life + Minion Damage + Added Fire Damage
Optional support gems:
Melee Damage, Faster Attacks, Weapon Elemental Damage, (oh yeah and Elemental Proliferation to set everything on fire)

As auras I think the must-haves are:
Clarity, Discipline and Anger
Optional Auras:
Haste, Wrath, Hatred, Purity, Determination, Grace

Now comes the tricky part of the build! I want some secondary spell to trigger Elemental Equilibrium and is capable of producing multiple shock stacks. Here's a collection of my thoughts:
- It must do cold and lightning, so I need either Added Cold support or Added Lightning support
- A quality Added Lightning support is nearly essential for this build because of the added shock chance (I hope this doesn't chance in OB)
- I can't use an attack because I use Anger
- For utility and mana issues, a spell totem might be mendatory
- Elemental Proliferation (EP) is awesome for stacking shock ailments, but might not be essential

This leads be to the following options (in decreasing order of feasibility):
1) Ice Nova + Lightning + EP + Totem (+incr. AoE)
2) Spark + Fork + Cold + Totem (+Lightning +EP +Pierce +Faster Proj. etc.)
3) Arc + Cold + GMP + Totem (+Lightning +EP)
4) Arctic Breath + Lightning + GMP + Totem (+EP)
5) Ice Spear + Lightning + GMP + Totem (+EP +Chain)

As you can see, 1) is the only option to incorporate Lightning and EP in a 4-link while still hitting enough monsters to be worthwhile. However, the AoE is not the greatest and I feel as if this is not the optimal solution.

Another option is to go for dual totems. This makes perfect sense for this build, since I'm really not indending to do any damage myself (I'm referring to the OB changes of course). At the moment, I'd have to spend 7 more passives to reach the extra totem and then I might try Arctic Breath without GMP or just a lame Spork build. Of course this would be very benificial in any case, even with the Ice Nova version and I could also drop the occasional decoy totem to make the mobs stop chasing me. I could even consider putting skellies or zombies on a totem for lazy micomanagement. Although, I don't think this serves the purpose of the build.

Alright, I hope this can initiate some thoughts and you can give me some feedback/advice. Thanks.

Also, I hope all my thoughts aren't wasted on an outdated concept of EE and CI. Well, whatever.


TL;DR:
How about using Elemental Weakness, Flamability, Elemental Equilibrium, then add tons of fire damage to minions and use a secondary spell totem with cold+lightning to trigger EE and shock ailments. All for extra big Instability BOOM!
Last edited by mokschi on Jan 21, 2013, 8:08:19 AM

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