{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. |
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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
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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 |
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" 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
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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 " 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! |
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" 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? |
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@ tenw30d:
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" " " Read the shield's description carefully. There are two mods, one for Power Charges on Kill and one for Frenzy Charges on Hit. @ Rakio:
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" " " 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. " 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
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@ FonograF:
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" " Yep! Good luck! =o) @ YYakovliev: " Awesome job! You only had one map left to unlock, though! =oP |
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" 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? |
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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) " 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. " " 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. " " 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 " 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. " 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. " 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. " 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. " Up to 39% more Physical Damage Taken is nice, but Pride reserves 50% mana. It doesn't beat Hatred for us. " This only affects Area Damage, so it would only benefit Zombie Slams. No good for us. " 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. " None of these work with minions. " No idea if any of these changes affect Zombies or Skeletons. EDIT: They do! " " 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? " This may be good news for Zombies, and might help offset some of the damage lost on the Agony Crawler. EDIT: Info from Rory. " " Since these are listed under Character Balance, do they not also affect monsters or minions? " 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. " 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. " Hah, so that explains why minions lost all brains on my Arakaali Fang build when I used Winter Orb + Cast While Channeling + Flame Dash. " These changes don't really affect us. " 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. " 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. " Fortify will last a bit longer, but otherwise none of this affects us. " 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. " The new Rathpith looks insane for Necromantic Aegis Spectres. No word on how rare this item will be, however. " 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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