{3.10} Speaker for the Dead | The Mass Minion Summoner | League Starter, Leveling Guide 💀
Question why don't you get Grave Intentions? It gives you more zombies, skeletons and is handy for early necromancer and late necromancer so why not get it to make the game easier for starting?
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I'm new to this build and am giving it a try but have a newb question: When I run hatred & herald of agony they go shaded and say not enough mana when I have mana left. Are they suppose to be shaded? Am I missing something important to get them to work properly?
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@ Oldmanfunkysak:
" Look at their tooltip to see what percentage of mana they reserve. Hatred should say 50%. Herald of Agony reserves 25% with no Support Gems, but reserves more based on the Mana Multipliers of any supports linked to it, including Support Gem affixes on items (like Maim on our claw). Mana Reservation means you are locking away a percentage of your mana to maintain a passive effect. You cannot use this mana while the skill is toggled on. You cannot reserve more than 100% of your mana, since that'd be mana you don't have. If you end up reserving 100% of your mana, you won't be able to cast anything with mana, so you don't want to go that far. Reserving mana also consumes said mana. As in, if your mana pool is completely drained, the skill will be grayed out until you have enough mana to cast it. So if you have 1000 total mana, then Hatred will require 500 mana to cast, because it consumes and reserves half of your total mana pool. If you accidentally cast Hatred multiple times, all your mana will be consumed in two casts and it will be grayed out until you have regenerated. @ Feralsouldriver1: " Passive Tree #1 (life node version) takes it. Passive Tree #2, the one my personal character uses, doesn't for the sake of another jewel socket. It's up to you. I go over Grave Intention's value here (from the Reply Index). @ Rakio: " Yes you need both. Look at Ball Lightning's tooltip. If it does not deal Chaos Damage or Physical Damage, it cannot inflict Poison even with a 100% chance. 0 chaos/phys damage = 0 poison damage = no poison inflicted. Physical Damage on your weapon is Local, meaning it only applies to the weapon itself. Attacks scale from your weapon, while Spells do not. Only global mods on your weapon affect Spells, local mods do nothing for them. Think of it this way: A sword coated in flames will only deal that fire damage if you hit with the sword, right? If you cast a lightning bolt from your hand, the sword and its flames have nothing to do with that. The same goes for Ball Lightning, so it doesn't matter how sharp our claw is (Phys Damage) when we're not hitting with it. The Virulence stacks you've been getting are coming from Charged Dash only. This will be fine against large packs, but no where near enough hits against single targets. I go over Virulence and hit rates in the FAQ. " Don't worry too much about freeing everything. Identify the dividing line between the two armies and rush toward the back corner of either army. Those two spots are where a General can spawn, who will drop a great many splinters (just like a Breachlord). Aside from them, look for monsters/chests with treasure symbols. You can also use Vaal Skeletons and Skeletons to fight on multiple fronts. Just be aware that if you get more than 1.5-2 screens away they will disappear. Last edited by Hercanic on Jun 16, 2019, 7:48:42 PM
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" So is this a result of over leveling my skill gems? |
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@ Oldmanfunkysak:
" No, neither % Mana Reservation nor the Mana Multiplier of Support Gems change with gem level. | |
You are the best Hercanic!
I learn something new every page of this thread. Like I said, I read most of you post but it is hard to keep it in the head. Didn't now about the skeletons disappearing if I go to far way for example. Regarding Ball Lightning stacking poison, the tooltip and character sheet both says 60% chance to poison even without chaos damage. But doesn't count? Ie it is a inherent/hidden mechanic. | |
@ Rakio:
" Poison scales from Chaos and Physical Damage. Ignite scales from Fire Damage. Shock scales from Lightning Damage. Chill and Freeze scale from Cold Damage. Bleed scales from Physical Damage. Even with 100% chance to inflict any of these ailments, if you do not deal their corresponding damage type then you will not inflict them. Lightning Damage cannot Poison. If it could, then Volkuur's Guidance wouldn't make any sense. | |
"Mechanics
A hit of damage that has a chance to poison is capable of inflicting poison. Only physical and chaos damage are able to inflict poison" Yes. Of course. That's what the guide says and what you have been trying to explain. I though poison chance was enough.... I added a chaos damage jewel and poison stacks are almost at 40 constantly in battles :D Regarding performance, I discovered sound had a huge impact for me. So i turned sound effects to 0%. No more messed up sound effects and better frame rates. Now to upgrading items or buying lvl 20/21 gems :) Mapping is easy so no need yet though. | |
Thanks Hercanic for the excellent guide. Really enjoying the build. Per comments in this thread, I am using Cyclone instead of Charged Dash and this has helped me with the Legion content.
My question: I don't notice the effect of the Faster Attacks Support gem linked with Shield Charge and would like to swap it out. Any suggestions for something that might complement Shield Charge effectively in this build? I suppose I could just throw in a teleport skill or Portal, but I would like something with a bit more synergy. | |
" I'd go with Onslaught, for the extra movespeed, personally. |