Auramancer build critique



The idea of this build is to rely mainly on auras and zombies, skeletons and (more than one) spectres. Sure, it's lacking in some personal damage, but I've seen how minions can perform in the late game and I'm fairly impressed.

So what do you guys think? Are there any improvements that could be made to this build?

Also, I do intend to unspec from Aegis later on, as its usefulness seems to diminish in the late-late game. I will also probably unspec from the Leadership cluster when auras have enough radius on their own.

Edits: Replaced long, page-breaking link with a tinyurl & removed gear since it's most likely irrelevant.
Last edited by Vakana#3402 on Feb 8, 2013, 3:30:40 AM
I would suggest using the spoiler and URL buttons on the top of the content box when typing a forum post - a lot of people don't trust tinyurl.

(spoiler](url]your build linked here[/url][/spoiler] - replace the two ( for [
"I see now that the circumstances of one's birth are irrelevant; it's what you do with the gift of life that determines who you are." - Mewtwo
Thank you for the tip, I'll use this from now on.

Does anyone else see any possible improvements for this type of build?
The build looks solid - no inefficient pathing as far as I can tell, the minions do good damage late game, so personal damage isn't really that required. Basically, if you're in Hardcore, get some more life because that's always needed, but other than that, looks like it should work well.
"I see now that the circumstances of one's birth are irrelevant; it's what you do with the gift of life that determines who you are." - Mewtwo
hum well, if u play this game solo without partying, taking minion instability that late will give u hard time i guess.
Looking at this made me smile. It's the *exact* path I'm taking on my Witch. Not a single point out of place. Even taking those two 20% Mana Regen nodes on the way towards the middle of the tree. I completed the build, taking it to max points, just to see how it'd go, so mine is a little more developed than yours, but yeah... exact same base build.

As for playing without Minion Instability, I definitely had some trouble up until about level 25. Been pretty much smooth sailing from there. I still don't have Minion Instability, and while I recognize that a detour to go get it, and then refund the points later on when I link up to it, would probably be a good idea... I still haven't bothered. Doing fine without it.

Also, I play this character solo, so I can't speak to viability in group play.
Thanks for all of your help, everyone. :)

I realize that taking minion instability later might give me some trouble (currently level 31, in Act 3 almost to Piety), but I've been playing with a buddy of mine who plays a marauder, so I'm doing alright there.

What auras do you think I should be running at this point? As of now, I have Clarity, Anger and Wrath. All of these auras are at 7. I figure that I could *probably* keep leveling Clarity, since it does not reserve much mana. Perhaps I should cap off Anger for now? Maybe I could cap it and take Discipline later. Later on in the game, I think it'd be cool to run Clarity/Discipline/Wrath/Anger/Hatred/Purity, but idk. Having auras in general is fun.

On Discipline Aura, does it also affect my minions? I noticed they had ES after taking Aegis. Does it affect them without Aegis?

Sorry for so many questions. I recently started the game, and after having tested many builds, making and remaking tons of characters, I feel that a summoner witch would be most fun for me.

Thanks again for all your help!
Last edited by Vakana#3402 on Feb 8, 2013, 10:12:34 AM
It sounds really interesting.

Plus you didn't use all the skillpoints so is an achievable build and not a final ideal.

I will surely try it on the withc i was making.

What Bandits rewards do you suggest?

Since i think this is a pve build, you should get EB and run auras instead. I got a aura summoner with elemental equilibrium running 8 auras atm. If you want i can link it here.
"
Kethzen wrote:
It sounds really interesting.

Plus you didn't use all the skillpoints so is an achievable build and not a final ideal.

I will surely try it on the withc i was making.

What Bandits rewards do you suggest?



Personally, I'm taking the skill points on all difficulties. You don't really need the 40 mana on normal, pretty worthless. Cast speed CAN be good on an Auramancer, but I still find the skill point to be more worth it. Finally, this build doesn't use any charges, so again, take the skill point.

The only thing I could see being potentially useful is the 40 mana in normal, but even then, you could probably reap much more benefit from a skill point. In the end though, it's up to you and how you like to play your character.
Last edited by Vakana#3402 on Feb 8, 2013, 4:06:15 PM

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