{3.10} Speaker for the Dead | The Mass Minion Summoner | League Starter, Leveling Guide 💀
I can't help myself. I just have to say it again.. This build is AWESOME AF. And I used to HATE summoner builds.
@Herc you should be in the Hall of Grandmasters! |
|
Thanks a lot for this build!
Played it in Synthesis already, but stopped halfway through the atlas b/c my SO and I really disliked the League. First time I killed Shaper and Uber-Elder myself ... ever. With this + some shitty flasks and half decent jewels: P.S.: Using Frost Sentinel Spectres with Elemental Proliferation btw. ... the defensive aspect is just really nice. Doesn't really help against the higher tier bosses though. Last edited by Kashi1988#6297 on Oct 7, 2019, 7:33:35 PM
|
|
One thing that kills this build - REFLECT maps.
I've tried only "18% phys damage reflected" map and my skellies and zombies were banished. You can predict that "18% ele damage reflected" map will banish your spectres if they're doing ele damage only like Frost Sentinels and Slave Drivers. Last edited by Singrave#2968 on Oct 7, 2019, 3:33:22 PM
|
|
" Spell Echo + Minion Damage + Ele Focus + Deathmark + Inc AOE / Conc Eff Zombies get Feeding Frenzy and Elemental Army. Support auras are Wrath and Ele Equilibrium. See Kayla's "BigDPS" forum post for a build based on SDs. |
|
" Agree on phys reflect maps that my zombies and skellies die, but I can usually still finish the map fast. Ele reflect doesn't phase my frost sentinels; never had one die. Sometimes I lose a zombie or 3 on ele reflect maps. I could probably turn off hatred for those maps if I wasn't lazy. |
|
Any ideas what could i improve in my gear/jewels? (first time playing summoner)
Also, thank you so much for this guide! |
|
" Huh, I'm pretty much running every map mod including both reflects without any bigger issues except having to resummon a few zombies here and there. I guess the minion variety here nullifies that problem. |
|
" i think it's just because of their lower DPS and higher Life. in addition DPS in PoB calculates for ALL projectiles sent by Frost Sentinels. but not all projectiles meet the target of course. Last edited by Singrave#2968 on Oct 7, 2019, 7:46:10 PM
|
|
when is the chest good enough to start trying to 6l? :o
Thanks! :D |
|
@ MochaDragon:
Full Post
" " " Go deep enough and eHP stops mattering. You simply must not get hit. Knockback, freeze, stun, slow, and avoidance mechanics (dodge, block, blind, evasion) are your best bet. Then there's the on-death Cold Snaps and ground degens (cold, fire, chaos, and a rare phys one called Mud or something). CwC Bone Offering without Desecrate could be used to routinely purge Weta corpses before they blow. Last league Bibpanana made it to depth 923. " Slave Drivers are squishier, though. Freeze and Range have high value in Delve, too. You want things to die far from you, not close. " Triad Grip gives 10% Freeze chance. This stacks with Elemental Proliferation's 20%. Add in Power Charges from NA for 35% crit chance. That becomes a 55% chance to freeze. With proliferation and minion AOE (Fearsome Force), you can keep everything perma-frozen. Knockback can then push them away and even freeze more by virtue of pushing frozen monsters toward new monsters. Temporal Chains would be a good curse here, not only slowing monsters but also making Freezes last longer. " No real benefit, but there's a chance for enemies to detonate those corpses. " Proliferated Freezes, CwC Spirit Offering, Bone Offering, Vaal Grace, Frost Wall, stacking minion Taunt and Blind chance, Quartz/Jade/Stibnite/Rumi/Wise Oak flasks. The best will be the greatest returns for the least amount of compromises, or pushing several defensive layers to cap. My attention isn't on Delve at the moment, so any big changes will have to be something you figure out. " Socket near Melding. Drop Melding. " The reduced accuracy works out to 5% evasion, so not as good as it looks. " People tend to follow others, so a misconception can propagate into apparent popularity. People also usually judge by feel rather than clinical testing, or they judge based on one ideal situation and not by Murphy's Law. It can also be tricky to meaningfully compare disparate, complex, and situational mechanics (but that's also what prevents the game from being 'solved' and keeps the theorycrafting alive). Spell Echo is 10% less damage for 70% more cast speed and forces two casts. Players can break animation now, but minions won't. If the minion's spell has a 1 second cast delay, then Spell Echo will bring it down to (1/1.7 =) 0.59 seconds. Two casts mean it takes 1.18 seconds to finish casting. In other words, Spell Echo slows overall cast time by nearly 20%, delaying when they can change targets/direction. In return, you get two 90% projectiles instead of one ~149% projectile (if using a different support like Elemental Focus). It looks faster, it feels faster, and to its credit the first-contact cast does launch sooner. There is a saving grace in that auto-teleport and Convocation both don't care if the minion is locked into Spell Echo. Most people won't notice this issue amid the chaos unless they're looking for it. Pledge of Hands brings it out more. Take a look at this video and watch carefully how long it sometimes takes for the Slave Drivers to finally engage a new pack, due to being stuck in repeat casts against empty air. With a high enough cast speed, such as from Soul Eater, it becomes less of a problem. Higher area coverage also reduces the disadvantage, since the extra casts are more likely to hit something than not. In short, Spell Echo is still good, but there are reasons not to always take it. @ Jespetin:
Full Post
" " Thanks! =oD @ Perdition619:
Full Post
"
Crafting Discussion
Relocated from here.
" " " " " " " " " " " That's some CRAZY-AWESOME gear! Fantastic job crafting and putting it all together! ...and then there's that level 6 Flame Dash. =oP Since Zombies already have Maim, you can swap out the Maim on Skeletons. Melee Splash is really good for general mapping. For the toughest bosses, like Uber Elder, you can swap in Multistrike (58% more damage but vulnerable to moving bosses) or Deathmark (61% more damage but requires an extra action from us to mark the boss) for higher single-target DPS. CWDT you want to keep at Level 1. We want it to trigger a L8 Spirit Offering as often as possible, because it'll heal ~1200+ ES every trigger. We don't get a whole lot out of a L21 over a L8. We also don't need more than a L1 Desecrate. Higher level corpses are just a liability if a monster detonates them on us. Purifying Flame gains a bit of AOE, but all we need from it is the Consecrated Ground, so it's best at L11 to trigger as often as possible. What are your character's stats? Your phys reduction is lookin' mighty fine: 10% Bone Armour 12% Endurance Charges 5% Amulet 5% Soul of Steel anointment 5% while moving (Cyclone = true) -------- = 37% + 15% Basalt = 52% total, doubling your eHP against phys. You can get another 6% vs solitary bosses with Solaris or 8% while mapping with Lunaris. Throw in a Chaos Golem and you could hit ~50% without Basalt and ~65% with. " Empower does not affect support gems, just skill gems. "+(0-2) to Level of Supported Active Skill Gems" " Added Fire loses steam since it is additive with Hatred and doesn't benefit from Maim's debuff. It ends up being worth ~22.3% more damage. +1 becomes 2 levels with Empower. It's worth 21.1% more damage, 23.3% more life, +1 Zombie (L28->L30), and 8% Cooldown Recovery Speed. Getting both is best, of course, but between the two +1 wins if you're already using Empower. " PRE: +1 PRE: +2 Supports PRE: % minion damage/life SUF: Maim SUF: Multi-craft SUF: % minion attack/cast speed Added Fire is a prefix, so if you have both it and +1 you cannot have % minion damage/life. 54% increased minion damage = ~11% more damage. 28% increased minion damage = ~5.5% more damage. 28% increased minion life = ~8.4% more life. Even though Added Fire is worth 22% more damage, the craft wins out in overall DPS because it's global and affects Skeletons and Spectres/Phantasms as well. @ vincentk & MochaDragon:
Full Posts & Proceeding Conversations
" " " " 1. Raise Spectre 2. Minion Damage (49% more) 3. Spell Echo (53% more) 4a. Elemental Focus (49% more, but cannot shock) 4b. Elemental Army (~42% more + tankier from max resistances) 5a. Controlled Destruction (44% more, but -5% crit chance) 5b. Feeding Frenzy (25% more + Aggressive) 6. Area Effect (clear) / Deathmark (61% more for bosses, but must mark target) / Concentrated Effect (54% more for bosses, but less range) " There's nothing special for Lightning Damage beyond Shock and dropping ele resistances. EE, -9% Fossil-crafted helm, Conductivity curse, Elemental Weakness curse, and Exposure from Wave of Conviction (would have to juggle EE with another ele skill). But you lose Maim in return. " Spell, just to be clear. " Even if our Spectres don't benefit from Hatred, it's still worth running. We are not a dedicated Spectre build. They have a specific role in our army, so we don't need to pamper them. It's more important that our Skeletons have the most DPS, since bosses are where damage matters most. @ sengson3rd: " Awesome! Congrats! =oD @ LeeTeex:
Full Post
" " How deep do you want to go? ES on Hit Watcher's Eye with CwC Ball Lightning will really help. CwC Spirit Offering + Desecrate is another great solution. Otherwise, you want to work on your total eHP. You can achieve over 14k with this build. For very deep delving, you must avoid being hit at all, because eHP stops mattering. Knockback with Ball Lightning can keep you very safe (support, Projectile Weakness in Mark of Submission, Fending anointment). Stacking dodge and evasion is also nice. " Play safe, don't deep delve. Run Pure Breachstone rota groups. Either go CwC Ball Lightning with ES on Hit and Life on Spell Hit, or CwC Spirit Offering (better for party play). Push your eHP up. Stack some Chaos Resistance and anoint Cleansed Thoughts to cap your Chaos Resistance. @ Kashi1988:
Full Post
" " Congrats! =oD @ Kubamen01:
Full Post
" " Carrion Golem isn't worth the link on Zombies. Enduring mod for Mana flask. You can use up all its charges at one time and it'll stack up the duration of all those uses. This lets you play No Regen maps with ease. Melee Splash for Skeletons. You really only need max single-target DPS against bosses like Shaper and Uber Elder. Since you're not using Phantasms, try Pierce or Chain if you're still using Frost Sentinels. If you're instead using a Fireball Spectre, ignore this. @ Singrave:
Full Post & Previous Conversation
" " " " " " I can't say I've ever struggled with reflect maps on this build. You'll lose Zombies, but you always have Skeletons on demand. And Phantasms are quickly auto-replenished by our Spectres. " It doesn't. You might be thinking of the Ice Spear skill for Players, which is different from the Frost Sentinel's Ice Spear despite sharing the same name. @ centrumsilver: " If you're in a trade league, it'd be much cheaper to start with an existing 6L Vaal Regalia. We really don't need anything too crazy on our chest, just two basic prefixes: high ~100 flat ES and high ~100% ES, then craft Gavicius' 10% of Life as Extra ES. Done. Anything else is a bonus. If you need a prefix for something else (+1 Spectre), then go for ~100 flat life and 10% of Life as Extra ES. Last edited by Hercanic#3982 on Oct 22, 2019, 2:13:29 AM
|
|