{3.10} Speaker for the Dead | The Mass Minion Summoner | League Starter, Leveling Guide 💀
@futurefear
I'll take you up on your offer to answer questions on your set up. First, it's great to see someone using channeled cyclone-arc. I am using a self cast arc in a trap set as a levelling aid so I've been wondering how it does with cyclone compared to ball lightning or other things being used in this build. I wondered if the branching would allow even more of the pack to get EE'd while clone-ing through. If Hercanic or others have discussed it, if anyone can guide me to the posts I'd appreciate the help. Second, why do you use spell echo with Arc? I thought it couldn't support channeled skills Thanks for any insight you and the group can offer on the arc vs other channeling options I'm trying to pick this build up on the fly as I respec out of an SRS build I started with. It is a lot to learn (first time necro build in any game) but it is great to see so many knowledgeable people sharing their experience. Thanks a thousand times over to Herc for the patient and scholarly explanations behind his recommendations and his advice to others on their build choices. sorry for the TLDR. Brevity is not my strong point Last edited by ona_velzy#3324 on Sep 13, 2019, 1:33:37 PM
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" ilvl 86, not 84. |
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And which fossils? Dense + prismatic?
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@ FutureFear:
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" " " Grip of the Council has no effect on Frost Sentinels. It does help further incentivize scaling cold damage, such as equalizing Frostbite over Vulnerability, which would then benefit Frost Sentinels. " The web viewer will not show what Historic Jewels do, because the jewels operate using a secret algorithm that the website isn't privvy to. " This is incorrect. "Minions take 20% increased Damage" is completely different from "Minion Damage". Spiritual Aid means "10% increased Minion Damage" and "10% reduced Minion Damage" apply to you as generic damage modifiers to the damage YOU deal, not what ENEMIES deal (damage you TAKE). You're confusing the fact that it has the word "Minion" in it. Take that away for a moment and look again: "take 20% increased Damage". It doesn't say "Minion Damage", just "Damage". Because monsters don't deal Minion Damage. " The notables only apply if you have allocated them. As long as you use a jewel socket where you've taken no notables within the jewel's radius, then there's no downside to the jewel. " I mentioned this before, but if you're going Chaos then you really want to work in the wither debuff. It stacks up to 90% increased Chaos damage taken, roughly equivalent to 90% MORE damage. The easiest way would be to put Withering Touch Support on Zombies. " Anger is really good on something like the Carrion Golem, since it has a very low base damage but a lot of damage multipliers that will also affect Anger's flat damage. However, all our other minions have very high base damage. Compared to Hatred, Anger is worth: Solar Guards = 8% more damage vs. 0% for Hatred Phantasms = 18% vs. 53% Skeletons = 18% vs. 53% Zombies = 17% vs. 53% Carrion Golem = 59% vs. 53% So you're trading a lot of Skeleton/Zombie/Phantasm damage for a little bit of Solar Guard damage, while the Carrion Golem breaks even either way. Keep in mind, this build originally used Hatred even before it affected Frost Sentinels. " It costs 5 points, and is worth around 2.5% more damage per point (if you've used a minion skill recently, which is a pain). It's a nice cluster, but expensive, and it doesn't offer us anything unique, defensive, or necessary. Enduring Bond is worth 9.2 more seconds for Vaal Skeletons, who otherwise last 34 seconds without it. It's nice, but if you're in a defensive situation, like Blight, you'll generally make back the souls before the first batch expires anyway. Most bosses, including Guardians, shouldn't last longer than 10 seconds, let along 34. As for Uber Elder, I'd personally prefer more defenses. " Even with infinite damage, there are still On-Death effects, delayed and lingering effects, ground degens, and all sorts of other things meant to test your defenses. Auras on Rare monsters, map mods, these sorts of things can stack up and deal frightening amounts of damage. PoE is a game where defenses are extremely important, especially in the hardest encounters. This league mechanic is relatively safe due to most monsters not targeting us so long as we don't block their path. So you could probably get away with less defenses, but for all other content, especially future league content, I would always recommend more personal defenses. GGG is constantly at work thinking of new ways to kill us, after all. @ RegulusNorth:
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" " You might be able to resell it for what you paid, but looking at poe.ninja it would seem the price is starting to drop. " What made the damage split really good before was that it kept ES from depleting and allowed both Life and ES recovery, like Gains on Hit, to work simultaneously. 30 ES on Hit + 15 or 30 Life on Spell Hit with Ball Lightning = up to 60 recovery per hit. @7 hits = 420 recovery * 2.86 Balls per second = 1200 recovery per second per target. Spirit Offering could only guarantee us 5% Extra ES, compared to 15% now. By making ES only take half damage, instead of bearing the full brunt, 5% became comparable to 10% without the damage split, in terms of maintaining our ES pool. As long as we had ES, our Life would only take half damage. With the huge buff to Spirit Offering and the relocation of Death Attunement preventing us from utilizing Minion Instability for Corrupted Soul, I'd say Glorious Vanity is no longer worth it for us, especially at its current price of 2ex. @ haitike:
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" " 1. Cull - support gem, weapon corruption, Kingmaker AG. 2. Degen kills - Ignite (fire crit/Combustion Support), Proliferated Ignite (Elemental Proliferation Support/Ignite Proliferation Support), Burn (Infernal Legion Support), Poison (Severed in Sleep sword), Decay Support, Caustic Ground (Siegebreaker belt), Spectres that have a degen like Wickermen, Kitava's Heralds, Knitted Horrors, or Maligaro's Passion. 3. Damage - L20 Ball Lightning in non-reflect maps, L20 Soulrend in reflect maps (w/ added ele damage to spells, from jewel or another source, for EE). " Duration for Arakaali's Fang is mainly important for long boss fights where you might run out of flask charges. Aside from that, it's mostly for convenience. Up to you. I know I don't like having to re-raise Spiders all the time, so I'd take duration. @ Naadirius:
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" " The Extra Lightning from the Watcher's Eye only applies to you, not your minions. Meaning your Kinetic Blast is dealing Lightning Damage, causing monsters to be resistant to Lightning Damage and spoiling the Wrath aura damage on your minions. " Phantasms are better when you do not have Unending Hunger. If you do, then infinite cast speed from Soul Eater will push Spectres ahead. @ Xenobite:
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" " Which Spectre? Are you using Phantasms? Skitterbots? Tabula Rasa, or are your colors set? Skitterbots: Chill aura = Guaranteed chill on focused target = Hypothermia is an option for more damage Phantasms: Projectile fades out = Range dependent on Faster Proj Frost Sentinels, if socket color limited to Green: Pierce, if not using Projectile Weakness/Phantasms; gives damage and ensures most if not all targets over its entire area are hit. I also plan to experiment with Chain, as it received a targeting improvement this patch. Cold Penetration = Decent damage, especially if you haven't hit with EE yet. You can also increase damage by swapping GMP for LMP or Volley. Frost Sentinels, if any socket color: Elemental Army = 42% more damage, 10% Cold Exposure to boost other minions. Spell Echo = 53% more DPS but locked in place for two casts. Elemental Focus = 49% more Elemental Damage, but lose chill/freeze. Deathmark = 55% more damage against Marked target, but only 25% versus everything else. Feeding Frenzy = 47% more, due to buff, if they are the only minions with this support; otherwise it's 24% more damage since you're already getting the buff from another minion; also causes them to aggressively target without any input from you. Other Spectres: Depends what you're using. @ ona_velzy:
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" " It'll be convenient, because no aiming is necessary. It can hit up to 16 targets per cast, or curl back for 16 hits with at least four targets, and hits instantly. Far less hits than Ball Lightning, but no travel time. Its downside is it'll only hit a solitary target once per 0.35 sec cast, so it's not at all good for generating Frenzy Charges against a boss. " Yep, you are correct. Spell Echo cannot support triggered spells. I mentioned this before, but FutureFear may have missed it. You can check to see what is supporting an ability by the tiny letter icons that appear in the top righthand corner of the skill's icon. By adding and removing Spell Echo, you can watch the Arc icon (should be grayed-out due to CwC support) to check whether Spell Echo is applying to the skill. If nothing changes, that means the skill is not supportable by that support gem. Last edited by Hercanic#3982 on Sep 13, 2019, 5:38:48 PM
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Hi, i just reached level 68 following the guide, and it was awesome. But now i feel kinda lost, there are so many spectres, build option that i don't know where to start. Anyone can recommend me where to look on the guide, to start off ? its my first time playing necro, and i don't really know what im doing so far
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@futurefear
I didn't realize you were the person who also discussed key binding the bone barrier to a flask key. that would be a great thing for me. i've played around a bit in the input tab but I am dense or something because I'm not getting it. Could you clue me into how to make that key bind? a link to a post elsewhere would be fine. Thanks sorry for the double post with this question but Herc had linked to my original so I didn't want to edit in another question. |
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Can anyone explain why we need the "Purifying flame" in gloves?
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" For hp regen from consecrated ground i think , i kind of replaced it with carrion golem just because i felt like it was unneeded |
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@ Ona_velzy
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" " It seems I can't read anymore lolz and need to rethink how to make the best setup with arc-cyclone- cwc and something? I'm sorry for those who I mis guided!! Edit: changed spell echo for elemental proliferation- freeze,ignite & shock... to squize out even more dps! Flasked bone armour: To change bone armour's keybind check out your options, input, change any of the 5 "use flask" slots to something else then change the right "use bound skill" input (for me number 10) to the old flask slot keybind. you can check the keybinds at the bottom left corner of your skills to see if it's ok. (hope this helps, sounds more complex then it actually is) Last edited by FutureFear#3386 on Sep 13, 2019, 2:38:35 PM
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Trying out this build in HC now, seems good so far, just on T3 maps, but playing it safe (Im usually a SC player.). Trying to save up for a 6 link.
BUT this whole guide, the links to the leveling guide that is out of date, or completely different than the build and pob lvling skill points. Hard to navigate the guide and find the answers. Would be best to either remake the guide in a new post, or edit the first post, and maybe include some gear progressions. Make different sections on different setups. Everything to me seems so chaotic, specially the leveling section. It just says what gems to get, not the actual links. have to navigate 2-3 different places to understand the links and lvling stuff. Ive NEVER played with minions before so might be why things are a bit confusing. I'm enjoying the build tho :) |
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