Cheap, Tanky, DPSy: Summon Raging Spirit [not updated for 1.3+]

No answe on my post =_=
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Grievalt wrote:
No answe on my post =_=


Your post is incoherent. I don't have the patience to work everything out for someone who clearly hasn't put much thought into it.

"
InventorOfTrees wrote:
Hey guys. I am level 87 currently, and am still using EB with the EB passives. I happened to create this last night:



Is this as good as it seems for this particular build? My current helm has a lot of armor/resists/life, but I feel like the synergy here ups my overall survivability more than almost any other helm would. Anyone have any thoughts? My resists are still maxed with this helm, and I am using Cloak of Defiance as well.


My thought is that the mana gained helps against attacks happening in quick succession, or if your unreserved mana pool is small. Since in general we care only about not getting killed by 1hit, and we don't really worry about successions of attacks, I would say the mana gained when hit mechanic isn't worth sacrificing a rare helm or alpha's atm.
All my builds /view-thread/1430399

T14 'real' clearspeed challenge /1642265
"
MatrixFactor wrote:

My thought is that the mana gained helps against attacks happening in quick succession, or if your unreserved mana pool is small. Since in general we care only about not getting killed by 1hit, and we don't really worry about successions of attacks, I would say the mana gained when hit mechanic isn't worth sacrificing a rare helm or alpha's atm.


The thing is this: I lose about 200 life, but gain about 100 mana (after auras). Since my mana will always hit 0 before I die, it is essentially part of my effective health, so I am only losing around 100 life. Factor in that I'm gaining back 9% of the damage I taken as mana, and it seems like I am essentially completely nullifying 9% of my damage taken, no?

It is also worthy to note that 'Damage taken gained as mana when hit' will always proc BEFORE 'Damage is taken from mana before life', so this mod would ensure that I always have at least a partial buffer to pull from my mana in high burst damage situations.

I might eventually switch to Alpha's when I drop EB and start running discipline, but currently my helm gems are Reduced Mana, Clarity, Haste, and AA (generous hatred is in another item). The 8% mana reduction is barely noticable with only these auras, I deal with freeze with flasks, and the +2 auras only gives me marginally more mana regen and 1% increased cast/attack speed.
Last edited by InventorOfTrees#2169 on Sep 5, 2014, 3:42:04 PM
Whats unclear about it? Wanna go Bild almost as CI u offered but low life. Changing CI perk on Adittional curse ... How much Low life IR with Wondertrap boots and rings-amuls-hat on rarity works good for this build? Ill lose cleaning speed for sure and will die time to time... Is it alot more terrible than usual or others? And if i go Double totem (WITH SOUL MANTLE UNIQUE) TO cast 1 totem to summon SRS and another to cast ark... and then i curse&summon SRS myself... will it be lost of dps?
"
Grievalt wrote:
Whats unclear about it? Wanna go Bild almost as CI u offered but low life. Changing CI perk on Adittional curse ... How much Low life IR with Wondertrap boots and rings-amuls-hat on rarity works good for this build? Ill lose cleaning speed for sure and will die time to time... Is it alot more terrible than usual or others? And if i go Double totem (WITH SOUL MANTLE UNIQUE) TO cast 1 totem to summon SRS and another to cast ark... and then i curse&summon SRS myself... will it be lost of dps?


You're talking about a fundamentally different build than the one proposed and discussed in this thread. Put together a build, start your own thread, and see if you can get some feedback. This thread is probably not the best place to discuss a low-life, dual totem, MF, SRS build as we're all interested in a life/es hybrid, self-cast, DPS, SRS build.

Also, you mentioned using spell totem + arc + curse on hit which is not possible and you would have known that if you read the thread, wiki, or tried it yourself.
Last edited by xythian#6511 on Sep 5, 2014, 3:52:30 PM
Urgh... Nope i asked about making little difference (deviation ) : "low life ( changing 4 skill points from CI build offered by matrix (and wearing wondertraps) make it totally different? rly? ) MF & making double totem for +1 totem to cast SRS" Into this build and wasnt gonna put them all together in one ... Ask howdu thenk they do =_= thinking if i shud try it or not ... Everyone talk here about lil bit different variations of it... read posts as u said
Last edited by Grievalt#4405 on Sep 5, 2014, 4:18:27 PM
I've leveled this build in the beyond league to lv 85 with a small amount of changes. I believe with a few extra points in life the build is entirely hardcore viable.

gear


The gear as you can see is not that great with all the non-unique pieces costing at most 5c except for the 5-link which I bought white at some price I do not remember and then alting +2 fire onto it. That was an extreme pain in the ass as I was VERY unlucky (18 times I got +2 cold, 7 times I got +2 lightning) but once I got it that was all I needed to have quite a decent clear speed. In the 5L, I usually use melee splash but I had an added fire damage from the last boss I was doing.


Tree

http://www.pathofexile.com/passive-skill-tree/AAAAAgMAA-4EBwj0DXwWbxcvGjgc3B0UHaodvh_HJKon7Sj6K3gsnC2LL28zhzWSNuk6WDrhQYdFnUZxSshMs025U1JVxlXWVytXyVltWfNakV8qX5hk52aeakNqrGvbbBZtGW6qcLt-WX_GgKSCHoLHgwmD24VghxmIQo9GkFWTJ5itmuCboaZXpwinhKh9qsSsmKyqtAy18rc-uJO86r2CwBrAVMHFzLzPMtP72L3ZE9rd2wvfiuGI42rpAuq66-Tr7uwY7IryRffX-ej60vxL_gr-sw==


I have near 3.9k life and about 600 unreserved mana, with about 240 or so mana regeneration and plan to get the additional life nodes in the life circle, which at that point I would then just have to get better life on gear.

DPS is very nice, survivability is very nice. My thoughts on the build are as follows:
Spoiler

- Summon Raging Spirits is a very strong skill in its mechanics. The skill is similar to arc in the way that you do not have to target mobs yourself and the aiming is done by the skill instead of you. However, unlike arc, it is very trivial to kill mobs around corners and in other rooms since they will automatically attempt to attack things close enough and what seems to be within line of sight. This makes it drastically safer in maps such as torture chamber, especially since they can fly directly through gates and clear whole rooms of mobs that have 0 chance of retaliating against you. Not only that, but since the minions are counted as "flying" units they can ignore terrain that would have an effect on other minions's dps output such as chilled/tarred ground.

- Summon Raging Spirits is very much like a DPS skill that has almost every advantage minion-based builds give with only one real weakness which can be played around in many cases. The fact that your dps is minion-based means that your character is unaffected by lightning thorns, reflect, corrupting blood, map enfeeble, and the fact that your spirits can actually be hit by things such as shield charging mobs even if they are not the target makes the skill an extremely strong, consistent, and most of all safe dps skill. The only downside is that your damage output is greatly hindered in the event that the spirits are wiped out by aoe skills before they can reach your target.

- The type of content you can do is greatly gated by your defensive gear and ability to continually summon spirits. Bosses such as Graveyard's Merveil are un-completable for my current character simply due to how Merveil now uses a cold-style dominus barrage, but I can easily defeat bosses such as Temple Piety and Torture Chamber's Shock and Horror without even needing to go back for topaz flasks.

- Vaal Haste is far more important that I initially thought it would be. I was hesitant to purchase once since on XYZ they were about ~8-12c, but the improvement in clear speed and increase in quickly dispatching of bosses before it turns into a war of attrition is invaluable.

- I switched to SRS in a 5L at around lv 60, but the damage wasn't impressive until I hit around level 66 or so.

- Getting the aura nodes and being able to run 2 60% auras along with clarity greatly improves the damage of the spirits.

- The build synergizes greatly with someone who plays a melee tanky style of character. My friend was playing a cyclone blender who greatly benefitted from a strong haste and hatred aura and ran grace + determination to act as a distraction so I could summon spirits unimpeded.
Last edited by ShadeFinale#7921 on Sep 5, 2014, 5:22:35 PM
Just passing by, to thank OP and everyone that contributed for such an amazingly strong and fun build.

And because i finally did it. At regal number 32:



Good luck out there ;)

Bye!
"
InventorOfTrees wrote:
"
MatrixFactor wrote:

My thought is that the mana gained helps against attacks happening in quick succession, or if your unreserved mana pool is small. Since in general we care only about not getting killed by 1hit, and we don't really worry about successions of attacks, I would say the mana gained when hit mechanic isn't worth sacrificing a rare helm or alpha's atm.


The thing is this: I lose about 200 life, but gain about 100 mana (after auras). Since my mana will always hit 0 before I die, it is essentially part of my effective health, so I am only losing around 100 life. Factor in that I'm gaining back 9% of the damage I taken as mana, and it seems like I am essentially completely nullifying 9% of my damage taken, no?

It is also worthy to note that 'Damage taken gained as mana when hit' will always proc BEFORE 'Damage is taken from mana before life', so this mod would ensure that I always have at least a partial buffer to pull from my mana in high burst damage situations.

I might eventually switch to Alpha's when I drop EB and start running discipline, but currently my helm gems are Reduced Mana, Clarity, Haste, and AA (generous hatred is in another item). The 8% mana reduction is barely noticable with only these auras, I deal with freeze with flasks, and the +2 auras only gives me marginally more mana regen and 1% increased cast/attack speed.


The way I like to think about it is what's the largest amount of phys/fire/cold/light damage that I could take in one hit and survive. I believe instant flasks, cwdt, vaal discipline, and instant-logout make all other damage mechanics (medium hits, many small hits) much less important to consider. Therefore, for me the damage gained as mana mechanic provides no value compared to normal MoM. Now if I could get 15% d2m for 100 life or mana I would still probably do it, but once it's 15% for 500 I would have to think about it.

"
ShadeFinale wrote:
I've leveled this build in the beyond league to lv 85 with a small amount of changes. I believe with a few extra points in life the build is entirely hardcore viable.


Thanks for your detailed writeup. I should either include it in OP or you should make a thread about it. I promise not to be an ass.

Sherkhan: well 2xx% mana regen from gear is pretty insane. You had a burn prolif thread started with piscator. In the first or second paragraph you mention how you didn't like Kaiserin's idea to GMP+Chain piscator.
All my builds /view-thread/1430399

T14 'real' clearspeed challenge /1642265
Hey there, again! I've done some progress since my last message.

My current tree is http://tinyurl.com/kv9g8sq

And my gear is:

Spoiler

Now I'm seeking the aura gems and mana reduced gem. After getting them, I'll probably unspec those spell dmg nods and pick the aura ones, then I'm planning to go for EB and Influence (but not through Foresight which I want to grab some later). And after all I'll take life nods since my current hp pool(which's about 2200 now) is kind of bearable.
So, what do you say?

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