[1.1.x] Cursed General (Tri Totem Raging Spirit / Summoner)

Hi I want to try a non-CI version of your build as my first character on invasion. I've tried to make a level 75 build:
Spoiler
http://poebuilder.com/#character/AAAAAgMAB2MI9BGWFm8XLxmFGmwc3B2-JKoksCj6KhMqmCynL28xiDWSNuk74TyOPydBh0jnSshNuVXGVytXyVltWfNaK1qRX5hmnmqsa9ttGW6qcLtzU3kDfRh_xoCkgseFYIbRiECI8Yt6j0aQM5Mnm6GdrqKjo_KmrKcIpyuofarEtAy18rc-uJO_l8AawFTB88k9zLzPZdDQ0_vZC9kT4vfjauq66-7sivF28h7z3ffX-ej6gPrS_go=


The stats are:

* 94Str 24Dex 252Int
* 122% Life 108.4% ES
* 54% Aura Effect -13% Aura Cost
* 105% Minion Dmg 20% Minion Speed
* +1 Sceptre, +5 Zombie, +6 Skeleton, MInstability
* 45% Increased skill duration
* 10 Allres 28 Chaos Res +2Maxres


The only non-trivial decision I made was to skip minion +life nodes. Also decided to do witch start since I didn't want the Scion +0.4% Regen and 10% Dmg Nodes. If someone could look over the build to check if I didn't make any durrrr mistakes, I would appreciate it. I would also appreciate other advice about the tree in relation to this build.

I also have a few questions.

1) How does aura DPS work with totem? If anger adds 100 Avg Dmg do the RS get +100 Avg Dmg or do they get +50 because the 50% of totem is applied after everything else is calculated?
2) Are increased aura effect nodes superior to totem +% dmg, +%cast speed? (Disregarding the effect of auras on zombies, skeletons)
3) Ancestral bond is far from witch start. For invasion it seems better to go down the tree slowly, getting the survivability nodes first. As a result ancestral bond may not be available until level 40 or so. Is my reasoning good here? Are there any good ways to take advantage of respecs with this build?
All my builds /view-thread/1430399

T14 'real' clearspeed challenge /1642265
"
MatrixFactor wrote:
Hi I want to try a non-CI version of your build as my first character on invasion. I've tried to make a level 75 build:
Spoiler
http://poebuilder.com/#character/AAAAAgMAB2MI9BGWFm8XLxmFGmwc3B2-JKoksCj6KhMqmCynL28xiDWSNuk74TyOPydBh0jnSshNuVXGVytXyVltWfNaK1qRX5hmnmqsa9ttGW6qcLtzU3kDfRh_xoCkgseFYIbRiECI8Yt6j0aQM5Mnm6GdrqKjo_KmrKcIpyuofarEtAy18rc-uJO_l8AawFTB88k9zLzPZdDQ0_vZC9kT4vfjauq66-7sivF28h7z3ffX-ej6gPrS_go=


The stats are:

* 94Str 24Dex 252Int
* 122% Life 108.4% ES
* 54% Aura Effect -13% Aura Cost
* 105% Minion Dmg 20% Minion Speed
* +1 Sceptre, +5 Zombie, +6 Skeleton, MInstability
* 45% Increased skill duration
* 10 Allres 28 Chaos Res +2Maxres


The only non-trivial decision I made was to skip minion +life nodes. Also decided to do witch start since I didn't want the Scion +0.4% Regen and 10% Dmg Nodes. If someone could look over the build to check if I didn't make any durrrr mistakes, I would appreciate it. I would also appreciate other advice about the tree in relation to this build.

I also have a few questions.

1) How does aura DPS work with totem? If anger adds 100 Avg Dmg do the RS get +100 Avg Dmg or do they get +50 because the 50% of totem is applied after everything else is calculated?
2) Are increased aura effect nodes superior to totem +% dmg, +%cast speed? (Disregarding the effect of auras on zombies, skeletons)
3) Ancestral bond is far from witch start. For invasion it seems better to go down the tree slowly, getting the survivability nodes first. As a result ancestral bond may not be available until level 40 or so. Is my reasoning good here? Are there any good ways to take advantage of respecs with this build?


1: +50

2: According to my calculations, with about +100% minion damage from passives/gear, +1% to aura effect has about the same impact on RS dps than +1% minion damage.

3: I can't help you much with this one as I'm not using totems with my RS build. You can check it out here if you are interested. To calculate RS dps, I used a public google spreadsheet : You'll notice that the best auras to boost RS dps are Hatred + Anger + Haste + Elemental Equilibrium.
Shadow : Covenant Pulser (504561)
Ranger : 12 charges Frenzy Archer (65154), Dual Claws Elemental ST (709126)
Witch : Self-Cast Arc Tanky Witch (770185), AoF EK/Bear trap (863970)
Templar : Frenzy + AB/Fireball "Cast on Crit" Wander (611200)
Marauder : Death Oath Staff User (498864)
Last edited by Velkor on Apr 9, 2014, 11:03:41 PM
TYVM for your answer and especially for sharing your spreadsheets Velkor.

Here I calculated the optimal supports/auras for raging spirits.

One thing I didn't account for at all is the 50% damage converted to fire damage, as I'm unsure how that mechanic works. If my base is 100 Phys dmg, do I now get 100 Phys+50 Fire Dmg all modified by phys dmg modifiers, or do I get 50Phys and 50Fire Dmg? Looking at Velkor's spreadsheet it seems it's 50/50, but since the fire dmg is modified by physical mods, we can treat it as if it was just 100 phys.

Also as Velkor suggests, EE seems to be a must. It seems a huge waste not to trigger EE since minions don't trigger it and we can increase cold dmg for all our minions as well as fire dmg for RS. What are our best options? Arc+FCR+Reduced Mana? Or shock nova+trap? Storm call? Can we even proc EE with ancestral bond?
All my builds /view-thread/1430399

T14 'real' clearspeed challenge /1642265
Last edited by MatrixFactor on Apr 10, 2014, 9:10:37 PM
"
MatrixFactor wrote:
TYVM for your answer and especially for sharing your spreadsheets Velkor.

I used it to calculate the best auras and 4L setup for 3-totem based on number of spirits up and their damage. Here is my modified spreadsheet. My base stats are 62% Aura Effect, 105% Minion Dmg, and 20% Minion Atk Speed. I used L17/Q0 gems for everything. My conclusion is best 4L is Melee Phys Dmg + Inc Dura + FCR run with Hatred+Haste (44.3k DPS). This is slightly better than Multistrike + Melee Phys Dmg + Inc Dura run with Hatred+Haste (42.6k DPS). Both are much better than MS+MD+Dura (37.65k) or MS+FCR+Dura (37.62k). If you can only afford 1 Dmg Aura make it Hatred, and stick with MPD+Dura+FCR (32.5k).

One thing I didn't account for at all is the 50% damage converted to fire damage, as I'm unsure how that mechanic works. If my base is 100 Phys dmg, do I now get 100 Phys+50 Fire Dmg all modified by phys dmg modifiers, or do I get 50Phys and 50Fire Dmg? Looking at Velkor's spreadsheet it seems it's 50/50, but since the fire dmg is modified by physical mods, we can treat it as if it was just 100 phys.

Also as Velkor suggests, EE seems to be a must. It seems a huge waste not to trigger EE since minions don't trigger it and we can increase cold dmg for all our minions as well as fire dmg for RS. What are our best options? Arc+FCR+Reduced Mana? Or shock nova+trap? Storm call? Can we even proc EE with ancestral bond?


I'll comment in my thread : http://www.pathofexile.com/forum/view-thread/871611
Shadow : Covenant Pulser (504561)
Ranger : 12 charges Frenzy Archer (65154), Dual Claws Elemental ST (709126)
Witch : Self-Cast Arc Tanky Witch (770185), AoF EK/Bear trap (863970)
Templar : Frenzy + AB/Fireball "Cast on Crit" Wander (611200)
Marauder : Death Oath Staff User (498864)
"
MatrixFactor wrote:


I also have a few questions.

1) How does aura DPS work with totem? If anger adds 100 Avg Dmg do the RS get +100 Avg Dmg or do they get +50 because the 50% of totem is applied after everything else is calculated?
2) Are increased aura effect nodes superior to totem +% dmg, +%cast speed? (Disregarding the effect of auras on zombies, skeletons)
3) Ancestral bond is far from witch start. For invasion it seems better to go down the tree slowly, getting the survivability nodes first. As a result ancestral bond may not be available until level 40 or so. Is my reasoning good here? Are there any good ways to take advantage of respecs with this build?


I would like to see how your build plays out. I'm looking to try out a life based build as well but I only have experience with CI builds so ;).

1) If Anger adds 100 dmg/hit then each of your RSs cast by the Totems will do 50 dmg/hit on top of being able to cast fewer RSs.
1a) A Level 64ish player with an Aura that adds 100 Damage per Hit will see the following DPS increase:
--- 4.3k dps Self Cast (No Totems)
--- 1.5k dps w/ 1 Totem
--- 3.0k dps w/ 2 Totems
--- 4.5k dps w/ 3 Totems
1b) In most cases, using totems vs casting the spell yourself will yield the following % of self cast damage (1-35%, 2-70%, 3-105%).

2) Keep in mind that Totem %damage nodes do NOTHING for your RS Damage. This is confirmed by a DEV linked in my first post.
2a) Spells cast by Totem Speed increases the amount of RS you keep up and as a result your damage will scale very closely to that % increase. With that said, there are very few of these and the point investment to get them tends to by high.
2b) I would take the 4% cast speed node, but beyond that they cost a lot to get for the little benefit.
2c) Aura Effectiveness Nodes also help you, and based on your Aura can be defensive in nature giving you more flexibility over simply having half an extra RS.

3) You are correct here. In my leveling section for Witch I shoot for Ancestral Bond around level 33-35. You don't get spell totem until 31 anyways and can't equip a Soul Mantle until 49. Between 31 and 49 is when you will transition through dual and triple totem.
3a) 31-49 you'll be doing a hybrid style of still casting RS yourself and using the 1 or 2 totems to cast Regeneration or whatever types of totems you like (such as searing bond).
3b) With respecs, I will pic up the +30 stat nodes while leveling so I can get better gear and gems. When my gear gets good enough (such as adding enough +str for my gems) I'll respec out of those nodes.
3c) You'll also use respec if you jump too soon into CI items.
(1.1.x) Cursed General (Tri Totem Raging Spirit / Summoner)
(www.pathofexile.com/forum/view-thread/854534)
General Looting Advice for New Players
(www.pathofexile.com/forum/view-thread/827994)
Hey Thanks for the wonderful build. I follow this build with my first character and I just finished cruel, now on mercilles. I'm dying a lot though :( Also any updates? echo just came out ;)
Last edited by silentkarl on Jul 5, 2014, 10:54:08 AM
Hey, thanks for the build idea. I played it to LvL 83 and enjoyed the play style.

With the 1.2 Skill tree released for the up coming rampage league I've been trying to rebuild the tree and think of the best paths. Was wondering if anyone of you are doing the same and could link your builds or could comment on what I have as a rough draft.

https://poebuilder.com/character/AAAAAgMA34rpAkuubRnZWxsla9t9GBFQNbmnKx1PLL_BxX_GHNwNjWwLIvRWYxXXhq7yHr-XyT2TJ6XEnDJObbQM6roNfFfJKPqCx9P7E2wGSWqs7IosnJAziECmrBpsna6nCLiT6-76gCqY2QtNucy899eboY9GhWCqxMNtXGuESKPyLKdaKyoTWfPAGmae-tIdFJ3EWPW3MUNjms9xTUjnWAd4LzlSvDfkIilPjHZN2DrY7Dh8uySL98FGceGIHarsGHC72RMvbxcvZOdV1oCkgwk=

With echo being released it seems tri-totem may have fallen out of favor, but I think tri-totem is great for this build.

Would be great to hear what you guys think, thanks.

my Old tree as a reference
https://www.pathofexile.com/passive-skill-tree/AAAAAgMBBkkHYxFQEZYTbBXXFy8ZihpsGo8c3B0UHaokiyj6KU8qEyqYLKcsvy9vOtg74TyORARGcUjnTblN2FXWVi1WY1crV8lZ82TnZp5qrGvbbRlvnnC7c1N8u30Yf8aApILHgwmFYIauiECMdo9GkDOTJ5uhm7WdrqKjo_KmrKcIpyuqxKx_tAy4k7vWv5fAGsBUwcXB88MTwzrDbck9ykrMvNDQ0_vXhtkL2RPhiOL35CLmgeq66-7sGOw47IryHvPd9tr3wffX-ej6gPrS-wk=)
I just wanted to say I appreciated this Build post more than any I have read. I am relatively new and have a 75 ELem Buzzsaw, and couple other builds in the 60s. I wanted to play around with minions and had a hard time getting my bearings.

This post so well written, it educated me, not only on this build, but other game mechanics.

Good Job!
I'm a little confused as to where the build link is. When I click on the links under the Passive/Leveling section of your post, it takes me to the skill three but I don't see that many points are being spent. I only see four or five skills highlighted and they are all over the tree, not even in order. Is this how the game works?

Thanks.
"
JohnJSal wrote:
I'm a little confused as to where the build link is. When I click on the links under the Passive/Leveling section of your post, it takes me to the skill three but I don't see that many points are being spent. I only see four or five skills highlighted and they are all over the tree, not even in order. Is this how the game works?

Thanks.


This build was posted for the 1.1 tree. As a result the passive tree link won't show anything on the 1.3 tree.
All my builds /view-thread/1430399

T14 'real' clearspeed challenge /1642265

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