[3.9] Discomancer - Skeleton Mages | SSF HC viable | All Content | Budget

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matesasd wrote:
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AkumaNoTsubasa wrote:
Stone Golem gives us lifereg. Flame Golem was an "option" because some asked for a damage increase for arc which doesn't make sense but some people won't listen.


ok, so the hp regen from the stone golem is still better than chaos golem or animate guardian?


I like the Stone Golem most.
If you like you can use the Animate Guardian but I don't like it and I never needed it and some def is always nice. Also with all those veiled mods which include minion damage there is less need for more external damage.
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Well,

I bought a 5L Pledge thinking that my 250 Chromatic Orbs would see me to the right colors and nope. Didn't happen.

Am a little miffed, but will work at it.

On the plus side, I did find the 5L Crafting Pattern, so once I have the Fusings, I can easily make my Vis Mortis a 5L. Still having fun with this build.
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Kroonck wrote:

I bought a 5L Pledge thinking that my 250 Chromatic Orbs would see me to the right colors and nope. Didn't happen.


It took me like 300 chroms to make it 4B 2G, guess I was lucky.
Hey, I want to ask about the dead reckoning jewel radius. It says that it needs at least 40 int to activate, but the int nodes seem to be out of range, since it's a medium range jewel. Is this a wording issue on the item description?
Edit: nevermind, i got it, the wording got me thinking that i had to have 40 int nodes active.
Last edited by Odarox#0780 on Dec 11, 2018, 3:28:58 PM
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Odarox wrote:
Hey, I want to ask about the dead reckoning jewel radius. It says that it needs at least 40 int to activate, but the int nodes seem to be out of range, since it's a medium range jewel. Is this a wording issue on the item description?
Edit: nevermind, i got it, the wording got me thinking that i had to have 40 int nodes active.


You don't need to allocate points to the int nodes. There just has to be 40 int in the tree area. The 3 around the Witch starting area, the 1 upper left to the Scion and the 1 left to the Templar all meet this
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Odarox wrote:
Hey, I want to ask about the dead reckoning jewel radius. It says that it needs at least 40 int to activate, but the int nodes seem to be out of range, since it's a medium range jewel. Is this a wording issue on the item description?
Edit: nevermind, i got it, the wording got me thinking that i had to have 40 int nodes active.


Hello,

please follow the guide and the leveling trees. They show you how to level and where to put your jewels. You put them on the left side of the witch startpoint and above it.

kind regards
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In the tree you seem to favor minion cast speed and leave out a lot of minion damage, like in the spiritual aid circle for example, and instead you stretch really far for some jewel slots. Are the cast speed and distant jewel slots really worth it at the expense of minion damage nodes?

What do you think about Minion Instability? Skeletons are quite disposable and die a lot in some syndicate fights, that way they could cause some extra damage when they die
Hey I am new to POE and do not understand the terminology for the game. Is there any way you can put a legend in your guide? Also because I am already in ACT 2 should I restart with a new player because my current character's passive skills are not the same?
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Lexicon91 wrote:
Hey I am new to POE and do not understand the terminology for the game. Is there any way you can put a legend in your guide? Also because I am already in ACT 2 should I restart with a new player because my current character's passive skills are not the same?


https://pathofexile.gamepedia.com/Community_shorthand

Else everything is pictured and very detailed explained.

Everything under level 70 can easily be made with a new character. If you're a bit experienced with the first few acts you can get through them in far less than an hour, so unless your tree is off by a max of 5 points you should just restart. Doesn't take any time to get to act 2 again.

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matesasd wrote:
In the tree you seem to favor minion cast speed and leave out a lot of minion damage, like in the spiritual aid circle for example, and instead you stretch really far for some jewel slots. Are the cast speed and distant jewel slots really worth it at the expense of minion damage nodes?

What do you think about Minion Instability? Skeletons are quite disposable and die a lot in some syndicate fights, that way they could cause some extra damage when they die


Even the jewel on the very far right I kept (the way is only that long because we used to use Grave Intentions for +1 skeletons for having 10) is stronger than the 2 damage nodes alone. Most cast stuff gains more bonus from speed and the jewels give not only cast speed but also increased damage. As this build is not meant for level 100 you can still get some more levels and take those extra damage nodes for sure.

About Minion Instability I am not so fond of that because we use spectres and you do NOT want them to blow up because they ran through something really bad. Skelletons would be fine as you can resummon them quite quick but their life is... well... low... They don't even have 4k life. That would translate into 1250 damage per explosion. Every single projectile they do is about 30 times as much with the example gear.
TwitchTV: http://www.twitch.tv/akumanotsubasa
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I feel special. Someone took the time to send me a private message about following me through my work on this build. :D


As an update; Sometime in my farming over the Weekend, a Cospri's Malice dropped for me. Again I am a total and complete N00b so I had no clue what I had until I Started trying to list stuff for Trade.

A Kind player took pity on me and taught me the basic of getting online trading going.

I got rid of my Cospri's for 2 ex, and then converted those into 157 Chaos Orbs.

I then traded up and got 5L Pledge and a 5L Vis Mortis in the right colors for my build. So am a happy boy.

Am 40/157 on my Atlas of Worlds mapping. Hope to add 10 more to it tonight using some of this wealth if I don't have enough new maps.

Still loving it.

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