{3.10} Speaker for the Dead | The Mass Minion Summoner | League Starter, Leveling Guide 💀

The lgoh or lifeleech on any minions links will not affect you.

If you need more life sustain I recommend a shaper ring with "+ life gained for each enemy hit by your spells"

With ball lightning constantly hitting mobs it will keep you at max all the time.
https://i.imgur.com/XYudCqz.jpg

This was my progress during the Synthesis League.

I really enjoyed the build and it was a blast playing it. Thank you @Hercanic once again for the detailed guide. Cheers!
Last edited by YYakovliev#3695 on Jun 4, 2019, 2:37:09 AM
Herald of Agony is getting nerfed in 3.7. Not sure by how much yet.

What kind of nerf can this build survive?
Or does just mean that we will have to use skeletons more? Both regular and Vaal.


If melee improvements apply to minions (which they should), then this build gets a bit of buff regarding clears, which wasn't a problem anyway.


All in all, build remains intact?
Consider replacement for HoA already?



Having read the leveling and gearing guide again for this build, I am super hyped to try this build. I skipped 3.6 and have been waiting since :D
"
Rakio wrote:
Herald of Agony is getting nerfed in 3.7. Not sure by how much yet.

What kind of nerf can this build survive?
Or does just mean that we will have to use skeletons more? Both regular and Vaal.


If melee improvements apply to minions (which they should), then this build gets a bit of buff regarding clears, which wasn't a problem anyway.


All in all, build remains intact?
Consider replacement for HoA already?



Having read the leveling and gearing guide again for this build, I am super hyped to try this build. I skipped 3.6 and have been waiting since :D


I wouldn't worry about any HoA nerf. I can run all content in the game with just the Spectres, Zombies and Holy Relic up (cast Skellies for bigger mobs/bossess). For me, HoA just makes the build faster, more efficient, but the build in no way relies upon HoA to be effective.
Last edited by MadJackMcMadd#2521 on Jun 4, 2019, 6:12:46 PM
First off, thanks so much for the guide! It is one of the most comprehensive and well done guides I've ever seen, I will definitely be using it for 3.7

Now for my question, in the guide it says
"
Generates Frenzy Charges for minions - 5% chance on hit, and Ball Lightning hits an awful lot of times. You will easily cap your minions on Frenzy Charges, even against bosses. No need to waste 6+ passive points and lose your shield for Necromantic Aegis. Three Frenzy Charges grant minions 45% increased attack and cast speed, 15% increased movement speed, and 12% more damage.


For the life of me, I can't figure out how we get 5% on hit to generate a frenzy charge. I only see on Victario's Charity shield that we have 5% to generate a frenzy charge on kill, but not on hit.

Thanks to anyone who can clear this up for me!
"
tenw30d wrote:
First off, thanks so much for the guide! It is one of the most comprehensive and well done guides I've ever seen, I will definitely be using it for 3.7

Now for my question, in the guide it says
"
Generates Frenzy Charges for minions - 5% chance on hit, and Ball Lightning hits an awful lot of times. You will easily cap your minions on Frenzy Charges, even against bosses. No need to waste 6+ passive points and lose your shield for Necromantic Aegis. Three Frenzy Charges grant minions 45% increased attack and cast speed, 15% increased movement speed, and 12% more damage.


For the life of me, I can't figure out how we get 5% on hit to generate a frenzy charge. I only see on Victario's Charity shield that we have 5% to generate a frenzy charge on kill, but not on hit.

Thanks to anyone who can clear this up for me!


https://pathofexile.gamepedia.com/Victario%27s_Charity

This clearly states that it has 10% chance on kill and 5% chance on hit. Is that not the shield you have?
@ tenw30d:
Full Post & Previous Conversation
"
tenw30d wrote:
First off, thanks so much for the guide! It is one of the most comprehensive and well done guides I've ever seen, I will definitely be using it for 3.7

Now for my question, in the guide it says
"
Generates Frenzy Charges for minions - 5% chance on hit, and Ball Lightning hits an awful lot of times. You will easily cap your minions on Frenzy Charges, even against bosses. No need to waste 6+ passive points and lose your shield for Necromantic Aegis. Three Frenzy Charges grant minions 45% increased attack and cast speed, 15% increased movement speed, and 12% more damage.
For the life of me, I can't figure out how we get 5% on hit to generate a frenzy charge. I only see on Victario's Charity shield that we have 5% to generate a frenzy charge on kill, but not on hit.

Thanks to anyone who can clear this up for me!
"
myshild wrote:
https://pathofexile.gamepedia.com/Victario%27s_Charity

This clearly states that it has 10% chance on kill and 5% chance on hit. Is that not the shield you have?
"
tenw30d wrote:
I can't figure out how we get 5% on hit to generate a frenzy charge. I only see on Victario's Charity shield that we have 5% to generate a frenzy charge on kill, but not on hit.

Read the shield's description carefully. There are two mods, one for Power Charges on Kill and one for Frenzy Charges on Hit.




@ Rakio:
Full Post & Previous Conversation
"
Rakio wrote:
Herald of Agony is getting nerfed in 3.7. Not sure by how much yet.

What kind of nerf can this build survive?
Or does just mean that we will have to use skeletons more? Both regular and Vaal.

If melee improvements apply to minions (which they should), then this build gets a bit of buff regarding clears, which wasn't a problem anyway.

All in all, build remains intact?
Consider replacement for HoA already?

Having read the leveling and gearing guide again for this build, I am super hyped to try this build. I skipped 3.6 and have been waiting since :D
"
McMad_Hatter wrote:
I wouldn't worry about any HoA nerf. I can run all content in the game with just the Spectres, Zombies and Holy Relic up (cast Skellies for bigger mobs/bossess). For me, HoA just makes the build faster, more efficient, but the build in no way relies upon HoA to be effective.
"
Rakio wrote:
Herald of Agony is getting nerfed in 3.7. Not sure by how much yet.

HoA will lose about 280% increased damage, which is ~22.4% less damage. The Crawler makes up 17% of our total DPS, so the nerf represents ~4% less damage for us versus bosses.

While clearing, the Crawler is 25% of our standing army's DPS, so it's a 6% loss.

The Crawler is our hardest hitting minion, at 282,766 damage per hit before the nerf. Its purpose is to take down Rares while our Spectres, Phantasms, and Zombies deal with weaker but far more numerous fodder. Now it'll be ~219,426 damage per hit.

In 3.7, Rare Monsters in maps will have double life from what they had before. 463% more life will now become 1,126% life. Level 84 monsters have a base life of 16,161. This is increased or decreased depending on the monster type. A Rare monster whose type has 100% base life would have (16161 * 11.26 =) 181,973 life. Many monster types are around 200% base life, so as Rares they would have ~363,946 life.

We will especially feel the difference in Incursions, where Risen Vaal have 540% base life, which means lvl84 Rares will have 982,653 life. That's as much as T10 map bosses.

So our Crawler will be less likely to one-shot rares in 3.7.


"
Rakio wrote:
What kind of nerf can this build survive?

Because we don't rely on any single skill, we're incredibly resilient to nerfing. Fundamentally, we're a concept build, not a [Skill X] Summoner. We are a [Mass] Summoner. So long as we can fulfill the fantasy of a massive undead army, our build will always survive.

This is why I have and will continue to put forth as much effort as I have into the supplementary sections. I plan for this build to endure, and serve as a launch point for any and all new summoners.
Last edited by Hercanic#3982 on Jun 6, 2019, 3:28:33 PM
@ FonograF:
Full Post
"
FonograF wrote:
"
Hercanic wrote:
Are you raising Rime Sentinels? They look similar to Frost Sentinels, but shoot explosive beams instead of Ice Spears. Use the Corpse Targeting hotkey, default A, to double-check the name of the monster corpse you are aiming at with Raise Spectre.

You can find Frost Sentinels in Act 8's Lunaris Concourse and Harbour Bridge. Once you've successfully raised at least one Frost Sentinel, you can take it into any other area and Frost Sentinels will be entered into the corpse database of that area.

That's the informations I needed!

"
The Desecrate skill creates corpses based on what is in the area's corpse database. By going to a high-level zone with a low-level Frost Sentinel in tow, you can then replace it by raising new Frost Sentinels who will be the Monster Level of the new zone, unless capped by Desecrate or Raise Spectre's own level cap. These caps are listed among the gems' stats and increase as the gems level up.

Thanks for those precisions.

"
Just in case you missed them

I did was tired

"
be sure to read the Spectre section in Minions Explained, as well as the tips on raising Flame Sentinels in the Leveling Guide, which are also applicable to Frost Sentinels.

Thank you !

So I have to find those frost sentinels and up them to high level before starting my farming session, I didn't understand that. ;)
"
FonograF wrote:
Thank you !

So I have to find those frost sentinels and up them to high level before starting my farming session, I didn't understand that. ;)

Yep! Good luck! =o)




@ YYakovliev:
"
YYakovliev wrote:
https://i.imgur.com/XYudCqz.jpg

This was my progress during the Synthesis League.

I really enjoyed the build and it was a blast playing it. Thank you @Hercanic once again for the detailed guide. Cheers!

Awesome job! You only had one map left to unlock, though! =oP
"
myshild wrote:
"
tenw30d wrote:
First off, thanks so much for the guide! It is one of the most comprehensive and well done guides I've ever seen, I will definitely be using it for 3.7

Now for my question, in the guide it says
"
Generates Frenzy Charges for minions - 5% chance on hit, and Ball Lightning hits an awful lot of times. You will easily cap your minions on Frenzy Charges, even against bosses. No need to waste 6+ passive points and lose your shield for Necromantic Aegis. Three Frenzy Charges grant minions 45% increased attack and cast speed, 15% increased movement speed, and 12% more damage.


For the life of me, I can't figure out how we get 5% on hit to generate a frenzy charge. I only see on Victario's Charity shield that we have 5% to generate a frenzy charge on kill, but not on hit.

Thanks to anyone who can clear this up for me!


https://pathofexile.gamepedia.com/Victario%27s_Charity

This clearly states that it has 10% chance on kill and 5% chance on hit. Is that not the shield you have?


Well now I feel dumb haha. I've been playing mostly summoners since 3.0 with most of them using Victario's and Necromantic Aegis...I guess I just never read it correctly :)


How are people feeling about switching to Cyclone instead of Charged Dash with the new changes to the skill?
BUILD UPDATE
The 3.7 Patch Notes and Gem Info for Legion League have been released (Reddit infodump).

TL;DR
No changes to build. Herald of Agony nerfed by ~22% damage, 10 less Life on Abyssal Jewels, Shield Charge is faster, and Zombies/Skeletons gain Strike AOE.



Art by KILART (choe, heonhwa)

"
Bex_GGG wrote:
In the Legion Challenge League, you will encounter monoliths as you journey across Wraeclast. Touching one of these monoliths will reveal ancient armies frozen in the midst of battle.

Shatter the magical bonds that keep these warriors locked in time, but do so quickly, because the monolith's revealing effects are brief. When the effect ends, the soldiers you released will continue their battle, and even turn their violent attention to you. Defeating these soldiers in combat will earn you great rewards and, if you're lucky, splinters you may later use to access the Domain of Timeless Conflict.

We shouldn't have any problems with this. Minions will attack time-frozen monsters like normal. And since we use Charged Dash to constantly move around, we keep all our minions aggressive without stopping to cast. EDIT: Info from Rory.
"
Rory wrote:
Minions will go after other targets once their target is broken out, so they'll break out legion armies fairly intelligently.



"
Bex_GGG wrote:
Discover powerful new jewels that drastically alter your Passive Skill Tree from each of the 5 legions, as well as new Unique items, and a brand new type of item: Incubators. Incubators can be applied to any equipment, and will remain there until you've slain enough monsters to reveal what lies inside. There are many different kinds of Incubator to find!

Added 15 new keystones to the Passive Skill Tree, visible only when you have one of the new unique jewels introduced in Legion socketed.

There may be a lot of potential in these jewels for us, but their rarity combined with their random seed means basing a general build around them will be rather difficult. The seed number can at least be changed with Divine Orbs. EDIT: Info from Rory.
"
Rory wrote:
Most of the keystones are defensive, so there is nothing minion-specific in a keystone. The jewels however include a variety of minion bonuses. Some factions are more minion based than others.



"
Bex_GGG wrote:
Added a new Strength Skill Gem - Steelskin: Instantly reduce incoming damage for a short duration. Shares a cooldown with other Guard skills.


Molten Shell
  • Now has a base duration of 3 seconds at all gem levels (from 10).
  • Now grants 50 additional armour at gem level 1 (from 17), up to 858 at gem level 20 (from 943)
  • Now creates a buff that can take damage equal to 20% of your armour.
  • Now causes 75% of damage from hits to be taken from the buff before your life or energy shield.
  • Now reflects 100% of damage taken from the buff as fire damage when the buff expires or is depleted at gem level 1, up to 1050% at gem level 20.
  • Now has a 4 second cooldown (from 1).
  • Shares its cooldown with other guard skills (Steelskin and Immortal Call).


Immortal Call
  • No longer makes you immune to physical damage for a duration.
  • Base duration is now 1 second at all gem levels (from 0.4 seconds).
  • Now has an instant cast time (from 0.85 seconds).
  • Now causes you to take 25% less elemental damage and 25% less physical damage at gem level 1, with the values growing based on the gem level, up to 34% less elemental damage and 35% less physical damage at gem level 20.
  • Now consumes endurance charges up to a maximum of 5, causing you to take 15% less physical damage per endurance charge consumed for the buff's duration.
  • Increases the duration of the buff by 20% for each endurance charge consumed.
  • Now has a 3 second cooldown, which does not recover during its effect.
  • Shares its cooldown with other guard skills (Steelskin and Molten Shell).


Vaal Immortal Call
  • Now instant. It can still no longer be obtained from drops or corruption, and will receive a full rework in future.

The new/reworked Guard skills are a nice defensive option for reactive players. Since we don't get much armor or Endurance Charges, Steelskin seems like it would be better for us than Molten Shell or Immortal Call. However:

Steelskin can absorb 2209 damage at level 20.

Immortal Call's 25% less damage is effectively (1 / 0.75 =) 33% more life. @7k life, that's up to 2,333 damage mitigation.

This means Steelskin is better if you have less than 6.5k life, while Immortal Call is better when you have more.

They both have a 3sec cooldown, but Steelskin lasts 0.5 seconds longer (1.5 vs 1 sec).

Then there'd Vaal Immortal Call to consider, but it can't drop this league. I've got some on Standard, though! Heh. =oP


"
Bex_GGG wrote:
Added a new Dexterity Skill Gem - Dash: Performs a series of quick teleports towards a targeted location. If using the "Attack in Place" option, the direction is reversed.

Might be a nice alternative for those who like to use Flame Dash instead of Shield Charge. It cannot store charges, but has a lower cooldown (2 vs 3 sec) and practically no cast time (0.15 vs. 0.7). Its reverse direction when holding down the Attack in Place key gives it added flexibility when dodging.


"
Bex_GGG wrote:
Added a new Intelligence Skill Gem - Frostblink: Deal cold damage in an area around your location, leaving chilled ground around you, then teleport to a targeted location. Has a cooldown that is reduced based on the number of nearby enemies when cast.

Another alternative to Flame Dash. Instant cast time and 2.6 sec cooldown with double recovery if five monsters or one rare/boss is in range. It fills an escape niche, but won't be good for traveling normally or backtracking.


"
Bex_GGG wrote:
Added a new Dexterity Skill Gem - Precision: Casts an aura that reserves a portion of your mana, and grants you and nearby allies accuracy and increased critical strike chance.

The second aura since Clarity to reserve a flat amount of mana. This looks to be a very nice aura for Summoners in general (level 1 gem with Commander of Darkness), but for us it'd be very hard to work in.


"
Bex_GGG wrote:
Added a new Strength/Dexterity Skill Gem - Flesh and Stone: Casts an aura that reserves a portion of your mana, causes nearby enemies to be Maimed while in Blood Stance, and causes those enemies to take increased physical damage. While in Sand Stance, this aura causes nearby enemies to be Blinded, and causes enemies not affected by the aura to deal less damage to you.

At only 25% reservation, this would be a very nice defensive aura for Summoners with Sand Stance and the area Blind and less damage effects. We don't have the spare mana, though, unless we reduced reservation in some way.


"
Bex_GGG wrote:
Added a new Strength Skill Gem - Pride: Casts an aura that reserves a portion of your mana, and causes nearby enemies to take more physical damage, increasing the damage they take the longer they are affected by the aura.

Up to 39% more Physical Damage Taken is nice, but Pride reserves 50% mana. It doesn't beat Hatred for us.


"
Bex_GGG wrote:
Added a new Strength Support Gem - Pulverise: Supports melee attacks, causing them to deal more damage and with a greater area of effect, but with a slower attack speed.

This only affects Area Damage, so it would only benefit Zombie Slams. No good for us.


"
Bex_GGG wrote:
Added a new Dexterity/Strength Support Gem - Impale: Supports attack skills, granting them a chance to Impale enemies, increases the effect of Impales caused by those attacks, and causes those attacks to deal more physical damage.


Multistrike
  • Now grants supported skills 35% more melee attack speed at gem level 1 (from 75% more), up to 44% more at gem level 20 (from 94% more).
  • Now causes the first repeat of supported skills to deal 40% more damage at gem level 1, up to 50% more at gem level 20.
  • Now causes the second repeat of supported skills to deal 80% more damage at gem level 1, up to 99% more at gem level 20


Ruthless Support
  • Now causes ruthless blows with supported skills to deal 75% more melee damage at gem level 1 (unchanged), up to 132% more at gem level 20 (from 113%).
  • Now causes ruthless blows with supported skills to deal 75% more damage with bleeding at gem level 1 (unchanged), up to 132% more at gem level 20 (from 113%).

Impale works out to be a 51.5% more multiplier if dealing pure physical damage and only after surpassing five hits. You can get more out of it with other sources of increased Impale effect (e.g. Dread Banner). Since we use Hatred, this gem is weaker for our Skeletons than their current supports.

The reworked Multistrike (50.1% more = 1.44 * ((0.7 + (0.7*1.5) + (0.7*1.99)) / 3)) and Ruthless (44% more = 132% / 3) are in a similar position, where their damage contribution doesn't pay off until multiple hits.


"
Bex_GGG wrote:
Added a new Strength Support Gem - Rage: Supports melee attacks, causing you to gain 1 Rage when you hit an enemy with a supported skill, with a short exclusion timer on Rage gain from the support. Supported skills deal added physical damage based on your Rage, adding a significant amount of physical damage if your Rage is above a threshold.

Added a new Strength Support Gem - Shockwave: Supports melee skills. Triggers a Shockwave skill on kill that deals attack damage in an area around the slain enemy. Restricts the use of supported skills to maces and staves.

Added a new Dexterity/Strength Support Gem - Close Combat: Supports melee attacks, causing them to deal more damage to enemies based on their proximity. Also causes supported skills to grant a buff on hit, which increases attack and cast speed for the next travel skill you use. Restricts the use of supported skills to axes and swords.

None of these work with minions.


"
Bex_GGG wrote:
Hit Multiple Enemies: Every attack -- even Glacial Hammer -- can now hit multiple targets by default. Previously, an attack would look at targets in melee range in front of your character and choose one. Now it chooses all of them that the attack physically passes through. Note that this is not "area of effect", "area damage" or "melee splash".

Directional Attacks: Many monsters now deal damage in a specific area in front of them when they attack, meaning you can avoid taking damage by sidestepping or moving away. Previously, monsters would deal damage to their target, even if they had moved to the side. The area for most of these attacks is a 120 degree cone in front of them.

Attack Signalling: We've improved a lot of enemy attack signalling, slowing down the initial windup but speeding up the strike, giving you an opportunity to respond with an appropriate movement or skill use. This is particularly the case for 'old' monsters.


"Strike" is now a skill type as well, and appears on items which do not have an 'area of effect' but can still hit multiple targets (essentially, all the previously single-target skills now have this tag). This is used to determine which skills some supports (such as Melee Splash Support) can now support.


Melee Splash
  • Now supports Strikes.
  • Now creates a melee splash for each enemy hit, meaning if your Strike attack hits multiple enemies, they can also each hit each other with their overlapping splashes.
  • Now deals 50% less damage with the splash at gem level 1, up to 41% less at gem level 20.
  • Now gains more melee splash area of effect as it levels, up to 57% at gem level 20.
  • Now has a mana multiplier of 140% (from 160%).

No idea if any of these changes affect Zombies or Skeletons. EDIT: They do!
"
Rory wrote:
Bex has summoned me, and I am here to grant you your one wish. Here are some minion points, and I'll try answer any other questions that come up:

  • Zombies, Skeletons, Raging Spirits, Herald of Purity and Dominating Blow minions, Animated Weapons, Animated Armour, Golems, Arakaali's Fang minions, Spectral Wolves, Dancing Dervish, the bestial minions from Yriel's Fostering, Spectral Spirits from the essence, Rampage minions and glove enchantment minions now have melee damage patterns that match their swings. This can mean they've got larger or smaller hit areas than player attacks. Sadly spectres need to be set up individually for each attack, so we've started on this for some monsters throughout the game, but there are many more to go.

  • Because of the above changes, Melee Splash will work with all of the above attacks.

  • There were a few technical reasons that Rage couldn't work with minions right away, and the restriction to weapons is only there because of Facebreakers. We'll try get round this in future.

  • Minions don't currently have a weapon specified in the same way players do, but this would be nice to fix at some point. This would open up the ability to let weapon restricted effects apply to minions, though there may be other technical hurdles.

Ask your questions and I'll answer them when I can, though there is still a lot to do for the patch!



"
Bex_GGG wrote:
Blocking Enemies: Enemies with shields can block attacks, but will only prevent a large portion of the incoming damage, rather than all of it. When an enemy blocks an attack, an effect will play.

Unlike monsters, Skeleton minions have had a default block chance for a long time now. I doubt this change to monster block applies to minions, since we have many sources of minion block (Bone Offering), which works like player block.

The only exception may be Spectres. If a monster who can block is turned into a Spectre, how does their innate block stack with Necromantic Aegis, Bone Offering, etc? Will the be two separate effects (most likely)? If they do stack, is full damage blocked as per normal minion block, or only some damage blocked as per monster block?


"
Bex_GGG wrote:
Accuracy: Accuracy is no longer capped to a 95% chance to hit. With enough accuracy, an enemy will never be able to evade an attack, so you will no longer have lone surviving monster frustratingly taunting you (unless you didn't get enough accuracy!).

In light of changes to melee combat (see above), the formula which turns Accuracy Rating into Chance to Hit has been changed. In general, it will be easier to hit and be hit.

This may be good news for Zombies, and might help offset some of the damage lost on the Agony Crawler. EDIT: Info from Rory.
"
Rory wrote:
The values of accuracy that minions implicitly have isn't changing, the general calculation changes do mean they'll also need to reach 3000 accuracy to always hit most level 83 monsters.



"
Bex_GGG wrote:
Character Balance
Melee damage is now treated as having dealt +25% damage for the sake of calculating Stuns.

Elemental and Chaos damage is treated as having dealt -25% damage for the sake of stuns. This is additive with the Melee damage stun bonus, so a purely Elemental or Chaos or mixed non-physical Melee hit will see no change to previous Stun behaviour.

Projectiles are now treated as having a smaller collision size with regards to terrain than monsters. This should alleviate the frustration of casting Freezing Pulse through a doorway and watching your projectiles vanish before hitting anything.

Since these are listed under Character Balance, do they not also affect monsters or minions?


"
Bex_GGG wrote:
Cyclone
  • Now a channelling skill.
  • Now costs 2 mana at all gem levels (from 12).
  • Now deals base damage equal to, and has an added damage effectiveness of, 44% at gem level 1 (from 45%), up to 54% at gem level 20 (from 56%).
  • Now adds 10 to 15 physical damage to attacks at gem level 1, up to 56 to 85 at gem level 20.
  • Now gains stages as it is channelled, up to a maximum 3 at gem level 1 and 6 at gem level 20, and loses stages every 0.2 seconds while not channelling.
  • Now gains +1 to melee range per stage.
  • Now has an attack speed multiplier of 300% (previously had 50% more attack speed).
  • Modifiers to melee attack range now also apply to this skill's area radius.

A promising alternative to Charged Dash. It'll be slower (0.7 vs 1.3 movement speed), but safer if you are often stunned due to a lower life pool.


"
Bex_GGG wrote:
Shield Charge
  • Now deals damage in a cone, rather than a circle, on impact.
  • Now bashes when used against targets at very close ranges.
  • Can now be used with wands.
  • Now deals base damage equal to, and has an added damage effectiveness of, 100% at gem level 1 (from 50%), remaining the same through to gem level 20 (from 61%).
  • Now has 75% increased Stun Threshold Reduction on enemies at maximum charge distance (from 50%).
  • Now deals 150% more damage with hits at maximum charge distance (from 200%).
  • Now grants 90% increased movement speed during the attack at gem level 1 (from 75%), up to 109% at gem level 20 (from 94%).
  • Now has a mana cost of 10 (from 8) at all gem levels.
  • Now gains 1% increased movement speed per 1% gem quality (previously 1% increased damage per 1% quality).
  • Now deals damage based on your equipped shield, not your weapon. Here's how it does it:
  • Base off hand critical strike chance is 5%.
  • Adds 0.1% to critical strike chance per 10 maximum energy shield on shield.
  • Deals 11 to 17 base off hand physical damage at gem level 1, up to 132 to 198 at gem level 20.
  • Adds 2 to 3 physical damage per 15 armour or evasion rating on shield.
  • Base off hand attack time is 0.53 seconds at gem level 1, down to 0.48 seconds at gem level 20.

By the looks of it, Shield Charge will be much faster. Before, its attack time was derived from your weapon speed. Now that Shield Charge is no longer based on your weapon, it has a base attack time that looks to be equivalent to a 2.0 attack speed weapon. Like a Brightbreak.

With only 100% attack speed, we can bring it down to 0.24 attack time. To put this into perspective, on my Delve build, I had a 0.28 attack time with 140% attack speed.

1 / 2.4 = 0.4167

0.48 * 0.4167 = 0.2 attack time.

On top of that, Shield Charge is buffed from 94% to 129% movement speed. That's an additional 35% movement speed.


"
Bex_GGG wrote:
Minion targeting is now less weird if using a movement skill while also channelling.

Hah, so that explains why minions lost all brains on my Arakaali Fang build when I used Winter Orb + Cast While Channeling + Flame Dash.


"
Bex_GGG wrote:
Charged Dash
  • Now deals base damage equal to, and has an added damage effectiveness of, 95% at gem level 1 (from 75%), up to 110% at gem level 20 (from 92%).
  • Now has an attack speed multiplier of 160% (rather than 60% more attack speed).

These changes don't really affect us.


"
Bex_GGG wrote:
Herald of Agony
  • Now causes Agony Crawler to deal 6% increased physical damage per virulence you have at gem level 1 (from 10%), up to 12% at gem level 20 (from 19%).

HoA will lose about 280% increased damage, which is ~22.4% less damage. The Crawler makes up 17% of our total DPS, so the nerf represents ~4% less damage for us versus bosses.

While clearing, the Crawler is 25% of our standing army's DPS, so it's a 6% loss.

The Crawler is our hardest hitting minion, at 282,766 damage per hit before the nerf. Its purpose is to take down Rares while our Spectres, Phantasms, and Zombies deal with weaker but far more numerous fodder. Now it'll be ~219,426 damage per hit. So our Crawler will be less likely to one-shot rares in 3.7.


"
Bex_GGG wrote:
Monster Changes
Magic monsters now have 50% more life at level 1, up to 75% more life at level 68 and above.

Rare monsters now have 33% more life at level 1, up to 100% more life at level 68 and above. They now grant 54% more experience.

Double life of Rare monsters means their original 463% more life will now become 1,126% life. Level 84 monsters have a base life of 16,161. This is increased or decreased depending on the monster type. A Rare monster whose type has 100% base life would have (16161 * 11.26 =) 181,973 life. Many monster types are around 200% base life, so as Rares they would have ~363,946 life.

We will especially feel the difference in Incursions, where Risen Vaal have 540% base life, which means lvl84 Rares will have 982,653 life. That's as much as T10 map bosses.


"
Bex_GGG wrote:
Fortify Support
  • Supported skills now have 15% increased Fortify duration at gem level 1, up to 34% at gem level 20 (from 25% at all gem levels).
  • Supported skills now deal 20% more melee physical damage at gem level 1 (from 25% increased melee physical damage) up to 34% more at gem level 20 (from 44% increased).
  • Supported skills now deal 20% more damage with bleeding and poison caused by melee hits at gem level 1, up to 34% more at gem level 20.


Infused Channelling Support
  • Now works correctly with the new Physical gem type.
  • No longer implicitly provides a reduction to physical damage taken, and will only provide such a reduction while channelling a skill with a physical gem tag.


Poison Support
  • Now causes supported skills to deal no more damage with poison at gem level 1 (unchanged), up to 28% more at gem level 20 (from 19%).


Summon Phantasm on Kill Support/Summon Phantasm Support
  • Renamed to Summon Phantasm Support.

Fortify will last a bit longer, but otherwise none of this affects us.


"
Bex_GGG wrote:
The values on Life, Mana and Energy Shield modifiers on Abyssal Jewels have been reduced, and the top tiers made rarer relative to lower tiers. The top roll for these modifiers is now 40 (from 50). Divining existing jewels will update them to these new values, so don't do that unless you're hoping to create one of those 'viral videos' that are all the rage these days.

Added damage of all types on Abyssal Jewels has also been lowered, by about 30% at the top end, scaling down to lower tiers. Top tiers of these have also become rarer. This is true for all top-tier added damage modifiers on Abyssal Jewels, including caster and summoner ones.

The drop in Life on Abyssal Jewels sucks, but their double attack/cast speed mods are hard to beat, not to mention Taunt, Blind, and Hinder for minions.

Added Damage had already been weak for our minion types. Now it'll be completely non-competitive.


"
Bex_GGG wrote:
The following items no longer drop outside of the Legion challenge leagues. Versions dropped in Legion will have new modifiers and balance which we won't be spoiling here, barring changes that affect existing versions, which will be outlined below. The items are: Rathpith Globe, Pledge of Hands, Rebuke of the Vaal, Kaom's Primacy, Lavianga's Wisdom, Marohi Erqi, Asenath's Gentle Touch, Darkscorn, Al Dhih, Voll's Protector, The Sorrow of the Divine, Divinarius, Honourhome, Lioneye's Paws, Maligaro's Virtuosity.

The new Rathpith looks insane for Necromantic Aegis Spectres. No word on how rare this item will be, however.


"
Bex_GGG wrote:
The Ancient Wraith and Ancient Suffering monsters can now be desecrated while in the appropriate Delve area.

Ancient Wraith uses Ethereal Knives and applies a level 8 Enfeeble on hit.
Ancient Suffering is a bat type who deals Chaos Damage with its Screech and applies Temporal Chains on hit.
Last edited by Hercanic#3982 on Jun 7, 2019, 3:06:21 AM

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