It seems really worth it on a flame golem. Fire type damage always have scale very well with levels.
It should go by the level you can equip a gem like level 20 gem is character level 70.
@Asmosis
Yeah, if spectre did not have a capped movement speed. They would actually be ok with some minspeed investment. Patch 3.0 is going to be glorious thou. So many possibilities to test.
I'm having a lot of trouble finding a map with undying alchemists...any suggestions? I tried rolling humanoids 3 times I thought that used to have a chance for alchemists
I would say Demons only.
An other way is to summon them in warehouse sewers, and then using desecrate in a map.
I'm pretty sure they can't spawn w/ inhabited by demons. I was able to get some by summoning in warehouse sewers, and then desecrating in a waste pool (there were no alchemist mobs in the wastepool). I tried a shore first and it didn't work.
Last edited by chup_#0420 on Dec 14, 2016, 10:55:58 AM
I think it is about time we Necromancers compile far flung details on the mechanics of minions all in one place. This guide will have two sections.
A guide on the mechanics of every type of minion and minion related unique and a monster info list for you spectre users. Included will be gems links that I believe are good for dps, tanking, or utility. Links will vary depending on your build.
This Thread will be in PERMA Work In Progress Mode. Keep your ideas and information coming.
On the tree itself only the nodes that are labeled "minions" will effect minions. Period. There are special cases like SRS and Summon Skeletons where grabbing increased duration nodes will make them last longer since they are labeled with the "duration" tag.
• How does support gems interact with minions?
Spoiler
When it comes to support gem linking you will need to observe what that minion does. For example a zombie can be considered a melee toon who uses default attacks. Using a Multistrike gem will make him attack 3 times in quick succession. Using added fire gem will give him extra damage as fire. Raise Spectre is where things get more interesting. Take the flame sentinel for example. Upon observing its characteristic you come to realize that these guys has fork and lmp already "linked" to them. You then can surmise that any support links that work on the fireball skill gem will work on flame sentinels.
• How do I create Corpses?
Spoiler
Use the gem and it will summon corpses of the base type of monsters u find in that zone. The exception being Knitted Horrors cannot be desecrated for some reason
• How do I target Corpses?
Spoiler
The default key is "A", you can change this in the hotkey settings. Hover over the corspe hold A, then u can raise spectre
• How do I turn on minion life bars?
Spoiler
Go to options -> Ui -> Allies health bar
• How do I heal my minions?
Spoiler
• You can roll "of animation" on your life flasks for 40-60% effect provided to them.
• Using the Convocation Gem gives them a small heal over time
• Using a Rejuvenation Totem
• Any instance of heal on block
• Minion life regen
• Minion Life leach and leach support gem
• Vitality Aura
• If you are running this belt
you can heal them fully with any life flasks and use interesting unique flasks like
• Minion ToolTip
Spoiler
For the most part the tooltip is WRONG. The Life values might be right but the dps values are definitely wrong. We can't rely on the tool tip to see how much damage our minions are doing you will need to calculate that manually unfortunately.
• Does Stats like Dex, Int, and Str affect minions?
Spoiler
Minions do not have attributes. So no.
• What are minions Resistances?
Spoiler
By Default most minions(AW, srs, skele, zombros, anything summoned like spectral wolves) now have 40% ele res and 20% chaos resistances in all difficulties. Spectre's will have +30% naturally giving them 70% all res. Golems have 70% by default from their respective elements while chaos/stone will have 40%.
This means with the necromancer ascendancy that give +20% all res and the 16% you get from the tree will cap any kind of minion to 75%(they all get 76%). You can run purity to cap in situations where they get cursed it also makes it a lot easier to overcap with the tri purity auras for all minions.
What this means is minions in general are much tankier now in all situations.
Relevant patch notes:
• Raise Spectre now grants +30% elemental resistances to its minions.
• Fire, Cold, and Lightning Golems now have 70% resistance to their respective element. Chaos Golems now have 60% resistance to Chaos.
• Totems and all other minions now have 40% elemental resistance and 20% chaos resistance. This also includes minions that didn't have resistances previously, like wolves.
• Passive/Ascendancy Notables::
Spoiler
• Minion Instability
Spoiler
Low life means when minions fall below 35% life. With this node they will explode for 33% of their maximum life as fire damage. And yes this damage is boosted by your minion damage stat and related support gems linked to said minion who blew up. The general consensuses by most veteran summoners and myself included is that this is a terrible keystone. You effectively cut your minion life pool by 35% with a small explosion in return. Your minions will do way more damage alive.
• Necromantic Aegis
Spoiler
This makes it so ALL of your shield stats. Yes, every stat listed(The exception being added attributes). Will affect your minions and your own character will no longer gain those stats.
• Conduit and supplying charges to minion
Spoiler
Minions count as "allies" This is a very important key term. "Allies" are NOT "Party members" this means anything that says it effects party members will not effect allies. So conduit does not work. You will need to supply charges in other ways, for example warlords mark, assassin mark, poacher's mark, Frenzy Gorilla spectre, and Victario's Charity on Necromantic Aegis
• Elemental Equilibrium
Spoiler
You see this keystone picked up a lot in Summoner builds. Normally referred to as "EE" any elemental damage type your character deals will +25% that element and -50% the resistances of the other two elements. Your minions will not trigger EE themselves which makes it a free dmg boost for elemental dmg minions.
• Necromancer Commander of Darkness
Spoiler
This ascendancy node grants 20% resistances for any allies affected by your auras including yourself. Each aura grants 10% damage and 5%cast/atkspd. The damage and cast/atkspd you get is also buffed by aura effectiveness nodes. Because of this these 2 points has incredible value defensively and offensively. A must get for any summoner.
• Necromancer Beacon of Corruption
Spoiler
Beacon of corruption grants
• Minion Mechanics::
Spoiler
• Minions and Support Gem Swapping
Spoiler
Minions will gain the effects of the support gem while it is summoned. So you can swap out support gems in and out on the fly.
The minion gem itself is "snapshotted" to the link that you summoned it with. For example lets say u have 2 6L chests. You summon the Spectre with the first chest and the RS gem is in the upper left hand side. Go to town and swap to another chest place the RS in the same slot and it will still be summoned. Remove the gem in any place besides town and they will desummon.
A tip for people low on mana is to take out support gems and summon minions with a lower mana cost then requip the gem.
• Minions and Double Dipping on Degen
Spoiler
If you look up bleed or poison on poe.wiki you notice that there is a minion tag listed in the damage scaling section. Lets say your zombie deals 1000 flat damage. You have 100% minion damage . You now deal 2000 damage as physical. Poison is .1 of that 2000 dmg per s for 2s. So 400 damage over 2s. The double dipping occurs b/c minion damage stat boosts the poison again. So now its 400 * 1.5 = 600 poison over 2s. The minion damage stat itself is used to apply to your minion damage twice.
• On Raise Spectre Zone level scaling
Spoiler
When you use Raise Spectre on a corpse. The monster summoned will be equal to the level of that zone. If you raise a level 50 monster it will be a level 50 monster. Spectre's will zone down but NOT up. What I mean by this is if you take that level 50 monster and bring it to a level 1 zone it will be level 1. However, if you bring that level 50 monster to a level 100 zone it will have the stats of a level 50.
This is why getting a high level spectre is so important for high level map content. They have vastly higher stats like damage and life.
• Monster's and their AI and Mana use
Spoiler
"
Mark_GGG wrote:
Regarding the points on use of skills, Spectres have exactly the same AI as when not spectres. They use skills in the same situations. Yes, monsters use mana, and there are plenty of monsters where that's the primary timing mechanic - we know how much mana they have and how fast it regenerates, so set them to use skills when they can (and in some cases their AI specifically uses other skills when their mana is low, for example). For others mana consumption isn't a big issue, and it's based on the situation they're in - things such as numbers and positions of allies/enemies, which may well be different when they're minions compared to when they're monsters, because they'll mostly be expecting to fight a few strong enemies, not swarms of them.
What this means is that Mana use can be some spectre type's limiting factor. Using the blood magic gem produces some interesting results like monkey chieftains spamming their frenzy skill.
• Minions and On-Kill effects
Spoiler
If a minion does the kill, the on kill effect will not be attributed to you. However, if the minion Ignites or Poisons and either Ignite or Poison does the kill, the on kill effect will be attributed to you.
• Frenzy, Power, Endurance Charges
Spoiler
Minions can only gain a maximum of 3 charges
• Interaction with Unique Items::
Spoiler
• Unique Weapons
Spoiler
.
• Unique Armors
Spoiler
.
• Unique Accessories
Spoiler
.
• Unique Jewels
Spoiler
• Unending Hunger
Spoiler
• Spectre only gains souls when they kill other monsters and must be in range, something like a circle half of the screen from the spectre
• The fact that spectre needs to be so close, spectre types that are more mid range or melee will take much more advantage of the jewel. Things like flame sentinels needs to be micromanage into place with convocation.
• Spectre CANNOT gain souls from expiring or dying allied minions
• the 20% chance can stack up to 100%, the aoe stacks to 8 x jewel sockets, the 30s duration will not stack
• The jewel can be placed in 5 locations on the tree http://i.imgur.com/U26AqZO.jpg that activates soul eater
• since spectre eats souls, you can NO longer can gain vaal souls reliably, this also interferes with master missions that involve soul feeding.
• once that 30s is up the spectre loses all stacks and must start over
• one soul goes to one spectre at a time, with multiple spectre's the souls gets spread out between the spectre's that has the buff
• Each stack of soul eater grants:
5% attack/cast speed
5% phys reduction
5% resists
??% character size.
• Unique Shields + Necromantic Aegis
Spoiler
• Victario's Charity
Spoiler
When combined with the Necromantic Aegis notable this gives all your minions a 5% chance to gain frenzy charges on hit and 10% chance to gain power charges on kill. They then share these charges with all nearby party members and allies.
• Each Frenzy charge for minions grants 15% cast speed, 15% attack speed, 5% movement speed, 4% more dmg
• Each Power charge for minions grants 200% increased critical strike chance
• Umbilicus Immortalis
Spoiler
This belt makes it so flasks effects zombies and spectre but not your own character. This was probably one of the biggest damage boost to classic summoner's as we can utilize all of the very high damaging flasks in the game.
Assuming 3 witch flasks nodes.
Utility
Damage
The Overflowing Chalice will grant 52% increased dmg, The whole area under each minion will have consecrated ground regening for 4% life per second.
The Atziri Promise with grant 45.5% chaos res, 32% phy as extra chaos dmg, 19% ele as extra chaos dmg, and 2% chaos leech
Vessel of vinktar will grant 65% ele resistance, 7% light resistance, 50% more damage via shock, 26% lightning damage leeched, minions will be shocked themselves spreading the shock quite far
• Conversion will grant 26% phy as light dmg
• Added will grant (32-45) to (143-169) flat lightning dmg
• Pen will grant 13% lightning pen
Witchfire brew will grant 130% evasion rating, 91% damage over time, level 21 vulnerability, smoke clouds.
Defense
• Dying Sun will grant 39% AOE and 2 additional projectiles.
• Sulphur flask with the 25% increased effect mod gives 65% increased dmg
• Basalt with the 25% increased effect mod gives 32% physical reduction and 32% melee reflect
• Silver Flasks grant onslaught, 20% cast/atk spd and 20% movementspd
• Stibnite flask grants evasion% and smoke clouds under each zombie/spectre. This blinds the enemies.
• Blood of the Karui will heal your zombie/spectre to full life after x seconds. This is the most powerful heal flask for minions. They will regain all their hp.
• Doedre's Elixir will grant all 3 charges to your minions
• Coruscating Elixir will bring your spectre/zombie to 1life. Useful for triggering MI in MI builds
• Rumi's Concoction will grant 39% block and 19.5% spell block
• Lion's Roar gives 3900 armor and 45.5 more melee damage. As well as KB on every hit. This is a great offensive and utility flask. The KB will keep any boss that is not KB immune pinned to walls
The belt comes with a huge drawback in the form of being unable to use these flasks on yourself. I found that by playing a CI character with high regen + zealots oath is able to counter most of the effects. The only thing you really need to watch out for is bleed. convocating then hitting a sulphur flask should give you enough regen to counter.
• Minion Skill details::
Spoiler
• Useful Vaal skills
Spoiler
Vaal summon skeleton for holding agroo
Vaal Lighting Trap for the shocked grounds
Vaal haste for the huge increase in dps
Vaal grace for tanking
Vaal Discipline for burst of es shield
• Animated Guardian
Spoiler
In order to use the Animated Guardian you must zone to an area that is not a town or hideout drop your desired items you want to create a guardian with and use the skill on the item while you hover over the item. If you are familiar with the metal golem in D2 it works in the same way.
The animated guardian can equip a 2H, 1H+1H, or 1h+Shield + Body armor + Glove + Helm + Boot
One of the popular items to place on these guys is Dying breath and Leer cast. Leer cast gives 15% damage increase and dying breath gives 18% damage and 18% curse effectiveness.
If the animated guardian dies you will lose the items you equipped. If you de-summon him he will retain the items.
• Summon Skeleton
Spoiler
Summon skeleton summons 2 melee skeletons to fight by your side for a base duration of 20s. They do not require any corpses to summon. Treat these as u would a melee toon with default attack. Spell echo will cast the spell twice resulting in 4 skeletons. Spell totem will summon skeletons for you with a hit to their dmg via less dmg.
There are some interesting jewels notably Dead Reckoning. Which allows you to summon 3 skeleton mages per jewel when u cast summon skeleton. The mages themselves can be linked with projectile based support gems and spell ones
• Raise Zombie
Spoiler
This is a permanent minion until it dies. Treat this minion like you would a default attacking melee character. Raise Zombie has a default 35% All resistance in any difficulty.
You can raise the maximum limit of zombies through nodes and items. Raise zombie are considered by many to be the tank of a summoner build.
• Raise Spectre
Spoiler
This skill raises the corpse of a slain monster or a corpse of a monster that is summoned with desecrate. The monster raised will retain all of the properties of the base monster type. Raising a rare monster will not grant it's rare modifiers. You also cannot raise unique monsters. For example if the monster has "farshot" by default. The raised spectre will also have farshot. Some unique base abilities can be used in interesting ways.
Raise Spectre is considered the core dps minion of any classical summoner builds.
• Summon Raging Spirit
Spoiler
Like summon skeleton these are duration based minions. SRS has a default duration of 5s. Some of it's interesting properties include not being able to be directly targeted by monsters but can be damaged by AOE effects. Merveil's whirlpool ability is a good example.
They are flying minions so they go over terrain and ground effects. They are physical damage minions with 50% of their physical damage converted to fire damage.
Please note that locations may not have a 100% spawn rate. You may need to reload the zone multiple times or desecrate many times. Spectre info source : http://poedb.tw/us/index.php and personal testing.
These links are formed by personal opinion and testing if you got your own links that u think is better please let me know and I can adjust the guide.
*Note: damage modifier seems to work like damage effectiveness for spells and base damage increasers for attack skills.
* If you are not using EE, firepen becomes more valuable as a 6link.
Uses: Augmented Fireball with LMP + Fork Damage Range:
- 120% modifier
- lmp: Deals 1035 to 1553 Fire Damage 2 additional Projectiles
- single: Deals 1272 to 1908 Fire Damage
- fork: Deals 1183 to 1775 Fire Damage Adds an additional Projectile Defense:
- 180% life modifier
- 75% cold res Locations: Eternal Laboratory, Ramparts, Racecourse, Quay(t10), Arsenal(t10), Museum, Factory. Plaza(t13), Colonnade(t10), courtyard(t10) Video: Maze Boss, https://www.youtube.com/watch?v=uLuxvXu7MpQ&t=2m45s
These are the tried and true spectre. A good balance of damage and tankiness. They come a augmented fire ball which alternates between lmp and fork and regular. They also have an amazing AI and can reach 1-2 screens away. If you are looking for a consistent spectre this is your guy. The also benefit from being able to be desecrated in many high level map zones.
• Undying Incinerators
Spoiler
Links: GMP + MinionDamage + Spell Echo + faster proj/Chain + iAOE Links(single target): slowerproj + MinionDamage + Spell Echo + conc + controlled destruction Links(single target /w atziri flask + immortalis ): slower proj + MinionDamage + Spell Echo + conc + poison Uses: Fireball and firetrap Damage Range:
- 100% modifier
Fireball: Deals 719 to 1079 Fire Damage
SuicideExplosion: Deals 3120 to 4680 Fire Damage
Fire Trap:
- Trap lasts 2.5 seconds
- Base duration is 4.5 seconds
- Deals 1517 to 2275 Fire Damage
- Deals 1053.3 Fire Damage per second Defense:
- 100% life modifier
- 75% fire resistance Location:
Their fireballs do not have as big of a damage range as flame sentinels but their casting animation and general cast speed is superior. They also throw down firetraps which is a huge burst of damage. These guys scale extremely well with cast speed. There is also an interesting interaction with spell echo and their trap. Causes them to throw two traps down, with cluster trap you will get 6 traps per cast. They do have a huge drawback thou. They are squishy and they explode and die at low life which doesn't help.
• Knitted Horror
Spoiler
Links: Min Dmg + GMP + Slower Proj + Pierce + PPaD(4 G is quite hard to chrome try added chaos or less duration) Links(single target): Min Dmg + Poison + Slower Proj + Pierce + PPaD(4 G is quite hard to chrome try added chaos or less duration) Uses: Bow Puncture and melee
Location:[/b] Dried Lake Uses: Melee and Bow puncture Damage Range:
- 98% modifier
Default Attack
MonsterProjectileWeapon
- 200% increased Projectile Speed
- Bleeding targets take an additional 50% of the Physical Damage Dealt per second while moving
- Bleeding targets take 10% of the Physical Damage Dealt per second Defense:
- 225% life modifier
- 75% lightning resistance
Video : https://www.youtube.com/watch?v=uvWUTo6sXbM
These mobs are really interesting. They are actually 2 monsters in one. The archers that are on it's back shoot projectiles while the main body can melee independently. They are 100% Pierce already so you cannot chain the projectiles. Their projectile have a fixed length so slower proj will not make it any shorter. You want to scale the bleed as much as possible and projectile damage stat scales both the bleed and the initial hit at the same time. This spectre is also insanely tanky. They are also the best spectre to kill ghosts with, they run around till they bleed out.
They have an interesting interaction with sire of shards. Putting them in there gives it a free GMP and they fire their spells forward despite the sire of shards nova ability. They have a wonky AI and skitter around a lot but they deal a lot of damage since their base damage on the projectile is so high. The huge drawback in my opinion is their nails on chalkboard like noise that they produce.
• Undying Grapplers
Spoiler
Links: IAOE + Minion Damage + Elemental Focus + Controlled Dest + coldpen Links(Crit): IAOE + Minion Damage + coldpen + iCrit + hypothermia Links(Single Target): conc + Minion Damage + Elemental Focus + Controlled Dest + coldpen Links(Single Target Crit): conc + Minion Damage + iCrits + hypothermia + coldpen Uses: Flicker strike and Discharge Damage range:
- Damage modifier 100%
- Deals 401 to 1202 Lightning Damage per Power Charge
- Deals 570 to 854 base Fire Damage per Endurance Charge
- Deals 466 to base Cold Damage per Frenzy Charge Defense:
- Life modifier 100%
- 20 all res
- 20 chaos res Location : Vaal Pyramid, Lab(merc), Lab(uber), Residence
These guys are one of the few melee base types that is viable and its only due to their massive discharge damage. They are only usable with the Victario Charity shield with Necro Aegis. You need to combine that with a flood of minions, lots of zombies and srs to generate charges for them to discharge. With the Victario Charity you will most likely get more frenzy charges so our discharge element will be cold hence the cold pen.
• Slashed Miscreation/Spectral Scoundrel
Spoiler
Links: iAOE + MinDmg + Controlled Dest + void manipulation + Poison Links(Single Target): conc + MinDmg + Controlled Dest + void manipulation + Poison Uses: Melee normal attack and Blade Vortex Damage range:
- Damage modifier 100%
- Deals 276 to 414 Physical Damage
- Base duration is 5 seconds
- Can have up to 5 active spinning blades(1380-2070)
- 20% increased Radius of Area Skills Defense:
- life modifier 150%
- 0 all resist Location: Academy(slashed), Demon rolled maps(slashed), Factory(slashed),
Courtyard(Scoundrel)
Pretty much the other good melee type. With enough AOE these guys are pretty decent at clearing. Since it's a physical spell we can scale with extra phy damage and they pair extremely well with spirit offering which grants them a nice extra chaos bonus. The poison paired with multiple bv's going off does some serious damage to single targets.
* GMP is needed for single target if the boss is very mobile. If the boss mostly stands still you can use slowerproj instead for a dmg boost.
Uses: fireball, magma orb, molten shell Damage range:
- damage modifier 100%
- implicit modifier -50% reduced castspeed
- Fireball Deals 1583 to 2464 Fire Damage
- Molten Shell Deals 2698 to 4048 Fire Damage Shields break after 4334 total Damage is prevented +19399 to Armour
- Magma Orb Deals 2224 to 2965 Fire Damage Defense:
- life modifier 140%
- 19399 armor with molten shell up Location: Canyon(t6), shaped canyon(t11) Gorge(t13), Plateau(t12), any map that rolls with goatman or animals Video: Abyss Kaom, https://www.youtube.com/watch?v=YgwONmsBaJI
These guys has some of the highest damage potential possible. They have a huge damage range and their implicit of reduced cast speed is mostly countered by spell echo and stacking castspeed on them. They shoot their fireballs at long range and when they enter medium range they shoot their magma orbs. They will also occasionally cast molten shell which gives them massive armor and a huge burst of damage if they are on top of bosses. Due to magma orb mechanics the area between bounces can overlap.
• Merveil Blessed
Spoiler
Links: GMP + SpellEcho + FasterProj + MinionDmg + Hypothermia/Cont Dest Links(Single Target): GMP + SpellEcho + slower proj + MinionDmg + Hypothermia/Cont Dest Uses: Frost bolt and sea witch wave Damage range:
- damage modifier 102%
- Frostbolt Deals 1753 to 2629 Cold Damage
- SeaWitchWave Deals 1652 to 2478 Cold Damage Defense:
- life modifier 144%
- 75 cold res Location: Courtyard(t10), Scriptorium Video:https://www.youtube.com/watch?v=uuxqOE2SQN0
Finally a viable cold based spectre. Faster proj is needed b/c their projectiles seem to be too short for clearing without them. They constantly freeze rares and even bosses. When GMP'ed their sea witch wave attack seems to overlap onto one area.
• Bearded SkyCaller
Spoiler
Links: MinDmg + iAOE + pierce + echo + controlled dest Links(Single Target): MinDmg + conc + pierce + echo + controlled dest Uses: spark, shocknova, orb of storms Damage range:
- Damage modifier 100%
- Shock Nova Deals 509 to 1527 Lightning Damage
33% increased Radius of Area Skills
- Spark Deals 246 to 737 Lightning Damage
Base duration is 3.5 seconds
2 additional Projectiles
- Orb of Storms Deals 744 to 2232 Lightning Damage
Base duration is 5 seconds
Projectiles Split into 5 on hit Defense:
- Life modifier 140%
- 75% lighting res Location: Canyon, Gorge, goat mod maps
• Cannibal Fire-Eater
Spoiler
Links: Minion Damage + faster Proj + Controlled Dest + Ele Focus + GMP Links(Single Target): Minion Damage + slower proj + Controlled Dest + Ele Focus + fasterproj/poison Uses: Self casting Flame Totem Damage range:
- 120% damage mod
- Flame Totem Deals 612 to 918 Fire Damage
Skills Repeat an additional 8 Times Defense:
- 144% life mod Location:
Extremely High Single target damage. Possibly one of the best choices for Guardians and Shaper.
Links: MinDmg + mSplash + MPD + MinSpeed + addedfire Links(boss tank): life leech + poison + mindmg + fortify + mstrike Uses: melee puncture Damage range:
- damage modifier:
130%
- Bleeding targets take 25.8% of the Physical Damage Dealt per second
- Bleeding targets take an additional 128.8% of the Physical Damage Dealt per second while moving
- Causes Bleeding on Hit for 5 seconds Defense:
- 576% life
- 0 resistances
Probably the most tanky spectre in the game at the moment. Even with the merciless version from daresso's arena they can tank through dozens of full charged Atziri flameblasts on a offensive oriented support gem setup and only relying on passive tree regen. I am sure with life leach support gems not many bosses can kill them. The problem is their mobility which requires you to convocate them on top of your intended target. Location: Daresso's Arena
Links: MinionDmg + iAOE + Spell echo + addedchaos/CtrlDest + poison Links(Single Target): MinionDmg + conc + Spell echo + addedchaos/CtrlDest + poison Uses: delayed blast, physical aoe spell Damage range:
- 120% damage modifier
- DelayedBlast Deals 824 to 1237 Physical Damage
- ProximityShield Base duration is 8 seconds
- DelayedBlast Deals 495 to 742 Physical Damage Defense:
- 120% life
- 37% all resists Location: The Sceptre of God, The Upper Sceptre of God, Museum, Courtyard
Their proximity shield make these spectre the best defensive utility spectre type in the game. Anything within the shield cannot be damaged by any kind of projectile that is fired outside of the shield. Making you immune you a wide variety of attacks as long as you are standing inside the bubble. They also come with a solid damage type being a physical spell. Monsters naturally have low armor so this damage type cannot miss and cannot be mitigated well. They can also take full advantage of hatred and similar modifiers. The drawback of these spectre types in the relatively low clear speed due to the nature of their skill. They are a great pick against bosses.
• Carnage Chieftain
Spoiler
Links: Blood Magic + Minion Life + iAOE Links(Single Target): Blood Magic + Minion Life + Fortify Uses: Grants Allies Frenzy Charges Damage range:
- 150% dmg modifier Defense:
- 150% life modifier Location: The Old Fields,
A great utility spectre for constant Frenzy charge generation for all allies.