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{3.0} Necronomicon / Raise Spectre Monster Info...[The Unofficial Minion Wiki]
" Fire-eater + slower proj + minion dmg + fasterproj/poison + elemental focus + Controlled Dest " Don't use poison unless you have Immortalis + atziri flask combo. That gives their elemental dmg extra chaos to poison with. Poison nodes on the tree will not benefit minions only nodes the says minion. RS + minion dmg + spell echo + gmp(swap gmp for slower proj on bosses) Necronomicon: https://www.pathofexile.com/forum/view-thread/1617098
Build: https://www.pathofexile.com/forum/view-thread/409940 Summoner Dischord: https://discord.gg/XwWdSUa Youtube Channel: https://www.youtube.com/user/zhoukon |
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" The poison gem won't work because only chaos and physical damage can poison. Fire damage cannot for minions. Does anyone know of spectres that benefit from burning status ailment on enemies? A spectre that casts flame surge for example? I'm experimenting with a summoner at the moment that has: - max block & spellblock - cannibal fire-eaters because they deal nice fire damage single target or small AoE - scorching ray to quickly clear through white mobs while spectres deal with bosses/yellows - flammability combined with scorching ray to lower fire resistance I'm also interesting in experimenting with an animate weapon cast when channeling build for next league. Are there spectres that provide good party buffs defensively or offensively? | |
" I think there is something in kaom's area that casts flame surge. " I was thinking about the same type of build. You can semi-automate animate weapons with channeling and have other minions as backup. Might as well go for some kind of spectre that has good area clear and have animate weapons as single target. Necronomicon: https://www.pathofexile.com/forum/view-thread/1617098
Build: https://www.pathofexile.com/forum/view-thread/409940 Summoner Dischord: https://discord.gg/XwWdSUa Youtube Channel: https://www.youtube.com/user/zhoukon |
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" I mean there's always Undying Evangelist bubbles. |
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" I would swap Poison for controlled destruction or fire penetration if you are not EE |
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When using Wrath + Anger auras while having Stygian Revenants as my spectres, I've noticed they probably don't deal any fire damage with their projectiles...
When they get close and use their melee attack, there seems to be some sort of fire dmg involved, but their main projectile attack is probably unaffected by the Anger aura. That's a bit weird considering what the Anger description says (both additional fire damage with attacks as well as additional fire damage with spells are mentioned). Is this a known issue, is it intentional (or, to be more precise, is it somehow logical considering the mechanics), or am I just wrong? :) Will be glad for any feedback! (it kinda screwed my build plans tbh :/) Last edited by pathfinding#6624 on Nov 29, 2016, 10:46:48 PM
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" Are you basing it on the small on-hit animation? iirc that animation only plays for the one elements that deals the most damage (excluding physical) of a given hit. So the lightning projectiles should only show the brief lightning animation (since it's damage is still mostly lightning) while the auto-attack would show the fire animation (since the hit is otherwise 100% phys) eventhough both are getting some added damage from Anger. Try linking raise spectre to chance to ignite (and remove elemental focus if you're using it) and bring just a lone Revenant to a low lvl zone and see if it's able to ignite enemies with its projectile spell. If you see burning corpses, Anger is working fine. My supporter items: Victario's Charity and The Forsaken
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" This helped me tremendously. When I test it with Increased critical strikes and Increased critical damage support gems they're capable of igniting mobs, so Anger should be working. I think your explanation covers it all, fire damage is apparently just a small fraction of the overall projectile damage, so it doesn't show the animation. Thanks a lot for your help !! Last edited by pathfinding#6624 on Nov 30, 2016, 8:43:42 PM
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Great thread! Stumbled upon it while researching for Animate Guardian Detailed Thread
https://www.pathofexile.com/forum/view-thread/1717062 I have a few questions and some info to share. Frenzy Apes
Spoiler
Is there a difference between Carnage Chieftain and Stygian Silverback? Aboriginal Chieftain has Extra Life and spawns in the Untainted Paradise unique mission. Making it a dedicated boss grind day summon for builds that use Frenzy Apes. I have found that 2 will keep frenzy charges up, with a third being more as a backup when leveling. Clarity could be used to improve the rate of frenzy cry if kept low lvl which usually defeats the purpose. Blood Magic causes them to spam until they have low life, which is detrimental both to survivability and their use as a tank, as well as being wasteful since they don't check max charge limit or duration. Linked with Minion Ele. Res. and Fortify with my own defensive auras Purity of Elements, Discipline and the res bonuses from Beacon of Corruption and Commander of Darkness has kept them alive through all but the most BS oneshot bleed hits; while doing enough dmg to be more than tanky support into some sketchy T7 maps at mid lvl60s. With Power Charges from Assasins Mark they truly go Kong on things. A.I., Detection Range and Tethering
Spoiler
Lion Statues A.I. is exactly what you want them to be...RAWR... I wish AG had the same A.I. Any comparison to the A.I. in terms of Aggro and defending the player char is a good place to start IMO. The detection Range is in the sweet spot, not so close they don't attack on their own; or get far enough away they don't notice when your getting hit; and not so far out they suicide rush off screen like AG did when first introduced; which led to the whole tethering mess we have now. A.I.
Spoiler
In general the AI dictates aggressiveness, self preservation, how it reacts to another ally being attacked and what abilities it prioritizes. YOU are the MAIN focus. Some have a group "mentality", others are solo; dictating whether they care about your other minions being attacked or not. Your abilities direct your minions to the mouse cursor on activation. Except novas which call them all to you. Detection Range
Spoiler
How far away it notices enemies, and you. This is important for both Ranged and Melee, as well as pure supports timing and use of abilities Aggro Rush should have more detection range for less wandering. Meat Shields should have less so they stay close to you. Ranged should start shooting before enemies close in. Supports should be chosen based on your mob style; shorter detection range leads to support abilities being used as melees close in, while longer range allows for debuffs to apply in time for ranged to get full effect. Tethering
Spoiler
Your Minion can only get so far away from you before it's coding forces it to disengage and run to its' radius around you. This can lead to a conflict in detection range and aggro vs tethering; causing your minion to dance at the tether range. This also makes kiting and re-positioning dangerous when a boss is no longer surrounded by a wall of hurt and can freely target and chase you! Skeletons and Raging Spirits are not tethered. |
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Thanks for sharing. I'll see if I can incorporate some of this info into the main post.
Necronomicon: https://www.pathofexile.com/forum/view-thread/1617098
Build: https://www.pathofexile.com/forum/view-thread/409940 Summoner Dischord: https://discord.gg/XwWdSUa Youtube Channel: https://www.youtube.com/user/zhoukon |
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