[2.6] Ben's Ranged AutoSummoner (BUDGET, MoM, guardian/shaper viable, projectqtup viable)

Was about to make this build have all the equip... well time to sell.
Enjoy your random mid season nerf , remember HOWA is still a thing...
I wonder if they even know.
Last edited by Amarath#3548 on Mar 15, 2017, 9:44:53 PM
I come up with a different setup that focus on farming over leveling. Turn out to be insane farmer but not for HC Player cos you will die if u didn't pay attention.



Unique item drop in Every map XD. Which motivate me to play.

Using Flame Sentinel in a 4L + 6L Range WA.

Don't really need weapon to start a map cos Flame Sentinel will start the kill. Animate any weapon that drop until u get like 20 weapon to start the snowballing and focus only on range weapon once u get enough range weapon.
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Fire309 wrote:
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lalib wrote:
"
Fixed an issue with Jorrhast's Blacksteel not being able to target and thus animate ranged weapons.


So this means our Jorrhast will autoanimate ranged weapons now. Gems are obviously diff for ranged vs melee, perhaps making them a bit more in line now? replacing melee phys with void manip in the Jorrhast perhaps?


This. Seems important. I really don't want to 4 or 5 offcolor a jorrhast, so will the strategy now be to stay away from ranged weapons and just manually animate them before jorrhast can?


OP (bendoverxnao), what's your experience with this? Any changes to this build, or is it too annoying/impossible to play now? (still haven't got a jorrhast :D)

I mean the only change i can think of would be to literally scrap autosummoning and separately summon ranged/melee. I really like the idea of ranged weapons, so I would want to keep that. But that would get rid of jorrhast 7L, as well as the whole "autosummoner" premise.
Last edited by Fire309#4332 on Mar 15, 2017, 10:19:23 PM
So someone stated the the weapon limit is based per gem. So with this change you could have 32 range possible now or 16 range and 50 from jorrhast (range +melee) can anyone confirm ?
So i did some testing and this doesn't seem to be the case.
Last edited by Amarath#3548 on Mar 16, 2017, 12:07:33 AM
This was my absolute favorite this season and I have tried almost everything including the absolutely broken OP Mathil Mortem Morsu Spectral Throw Build. I have had so much fun progressing through the Atlas with this build, and I was breezing through tier 10s before the unforeseen patch changes. Before today I actually was using the same gear since Cruel for mapping (I had 2500 hp + 1500 mom) and I almost never died. You were already able to make this amazing build so I believe you will figure out what to do next, and keep it going.

Thanks again for the best build I have ever played.
https://www.youtube.com/watch?v=eMy4rm8xMjI

Quick Shaped strand with beyond test, unchanged from normal build. I am level 84 with level 19 added chaos gem (quality on all my gems too)

I learned a few things:

1) Your AW gem and the Animate Weapon in Jorrhast have separate limits, that means each one can animate 16 ranged weapons and 50 melee weapons for a total of 132 potential weapons. Appears to be a hard cap of 16 ranged weapons, looks like we need to change gem setup.



2) I think if we use a gem setup in Jorrhast that benefits both ranged and melee weapons, we could allow for auto animating of ranged weapons. Perhaps no need for a 6L dedicated to ranged weapons? Void Manipulation is a great double dipping gem instead of melee physical for example.
Last edited by lalib#2526 on Mar 16, 2017, 12:53:06 AM
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lalib wrote:
https://www.youtube.com/watch?v=eMy4rm8xMjI

Quick Shaped strand with beyond test, unchanged from normal build. I am level 84 with level 19 added chaos gem (quality on all my gems too)

I learned a few things:

1) Your AW gem and the Animate Weapon in Jorrhast have separate limits, that means each one can animate 16 ranged weapons and 50 melee weapons for a total of 132 potential weapons.

2) I think if we use a gem setup in Jorrhast that benefits both ranged and melee weapons, we could allow for auto animating of ranged weapons. Perhaps no need for a 6L dedicated to ranged weapons? Void Manipulation is a great double dipping gem instead of melee physical for example.


"1) Your AW gem and the Animate Weapon in Jorrhast have separate limits, that means each one can animate 16 ranged weapons and 50 melee weapons for a total of 132 potential weapons. "
I tested this its false. There is a hard limit of 16 range weapons, I tested this with a legacy threshold with a limit of 4 i could never get more than 4 ranged weapons.
I never saw your total AW count go above 66 - this is the theoretical max.
Last edited by Amarath#3548 on Mar 16, 2017, 12:46:59 AM
Yup, you're right Amarath. I did more testing like you said and there's a hard cap of 16 ranged weapons regardless of gem origin. I'm not sure about the limit for melee weapons though, more testing is needed.
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lalib wrote:
Yup, you're right Amarath. I did more testing like you said and there's a hard cap of 16 ranged weapons regardless of gem origin. I'm not sure about the limit for melee weapons though, more testing is needed.

I did not test melee weapon cap. Wither coch + jorrhast :)
Man this bug fix is a huge hit to QoL and.. that's about it. It's a nerf but to my sanity rather than the build.

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