[2.6] Zombie summoner - 6 Big Zombies
I like increased area of effect and conc effect right now
Here's what I use, multistrike synergies with it due to how it works with the slam. No idea about what's technically the best though as I don't know how to math it out |
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For the lazy people here/who use SRS for additional dmg and controlling zombies and don't want to cast ball lighting to curse:
Enfeeble (high lvl) - Curse on hit (high lvl) - Firestorm or some other aoe skill (lvl 1) - Cast when damage taken (lvl 1) It's a decent alternative IGN: Tjoen Last edited by Tjoen#1717 on Mar 7, 2017, 4:04:45 PM
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" you forgot Empower - if you get a level 3 or 4 its always better than anything else and i would Added Fire Damage insted of Faster Attacks if you use Multistrike |
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" I've read some opinions that if you don't use melee splash with multistrike its pretty much worthless so that build would be like: - Raise Zombie - Minion Damage - Melee Physical Damage - Poison - Melee Splash - Multistrike This is just my opinion but Mon'tregul's Grasp causing enemies to explode on death pretty much covers your AoE but if you want the melee splash/multistrike combo go for its more of personal preference really. Without those 2 combo gems I would probably run something like this: - Raise Zombie - Minion Damage - Melee Physical - Poison - Faster Attacks - Empower If you come across a Severed in Sleep/United in Dream I would run (not running multistrike/melee splash): - Raise Zombie - Minion Damage - Melee Physical - Faster Attacks - Minion Speed - Empower The only I'm not sure about that would probably need some testing is Empower vs Void Manipulation use. So that might be changed because I am not sure how much damage Void Manipulation would increase your zombies poison damage on hit vs the increased gem levels of empower. Hope this helps. |
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I'm trying to figure out a min-max Zombie/Golemancer hybrid. And I'd like your guy's opinon.
What side, Zombie or Golem, would see less of a hit being 4l-ed into the helm instead of 6l in the chest? I'm guessing Zombie? |
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Question. Why are we using Violent Dead jewels. If the locations we are placing them in do not have enough intelligence to activate the threshold. Would rare jewels with minion damage/life/ something else not be a far better choice?
Last edited by mateng#4736 on Mar 7, 2017, 5:03:30 PM
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" from my FAQ (second post in thread) " The jewels are working. They changed the way threshold jewels work so that you no longer need to allocate the targeted stat requirements, it just needs to exist in the radius the jewel provides. The two spots for these jewels on the tree I prefer are the one between witch and shadow and the one at the scion life regen start. |
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" the intelligence does not need to be allocated - just to be in radius ... |
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" Alternatively, you could use CWDT (high level) - Enfeeble (high level). Save 2 gems, but you do have to take more damage to proc it. Could be worthwhile if socket starved. Edit: You could also throw your stone golem into this mix to have an autosummon stone golem when you get hit hard. Would make for a nice 3L setup in your shield. Last edited by Smaptastic#7385 on Mar 7, 2017, 5:49:43 PM
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With the 2 threshold jewels and multistrike, pretty much every attack is the slam, rendering melee splash unnecessary. I would say:
4L: Minion Damage, Melee Phys, Multistrike 5L: + Poison 6L: + Added Fire (maybe Minion Speed) Gem sockets, in order, being BBRRG(R/B) This discounts access to a lvl 3 or 4 Empower, of course. |
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