{3.10} Speaker for the Dead | The Mass Minion Summoner | League Starter, Leveling Guide 💀
" Is it a quick hitting spell or slow DoT (got discipline watchers eye) | |
" It has both components. Hit hits instant up front then applies a fast strong dot. All increased spell damage applies to the initial hit AND the dot. The interesting part is the homing part of the spell. Ball lightning can't hit more than once anyways. In theory this will find and hit more targets (it pierces by default just like ball lightning). If I remember right the projectile moves faster too, but I could be wrong. The MTX is cooler though... CATS! It definitely hits harder but don't really know if that matters much as our minions do most of the damage. But take something like the elder or uber elder fight where we are just running around in circles dodging as our minions do the work. Soulrend will still hit stuff even if we aren't aiming. |
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" Ball Lightning constantly hits everything within its 22 radius every 0.15 seconds. Multiple balls from the same cast (GMP) cannot hit the same target, but we only use GMP for more coverage anyway. Balls from separate casts (CwC) can hit the same target just fine. Soulrend only hits once. It constantly reapplies its DoT as the projectile passes over the target, in a way mechanically similar to Ball Lightning, but these DoT applications are not Hits. So Soulrend only hits one time, while a single Ball Lightning will hit a target with a radius of 4 about ~7 times (larger enemies = more hits). CwC casts every 0.35 seconds. That's (1/0.35=) 2.86 casts per second. Soulrend, against a solitary boss, will hit 2.86 times a second, whereas Ball Lightning will hit (2.86*7=) 20 times per second. This is a significant difference when it comes to generating Frenzy Charges (5% chance on hit) and gaining Life/ES on Hit (Shaper ring and Watcher's Eye). Soulrend is fun, and it'll work just fine against large packs, but Ball Lightning is the king of Hits Per Second. Last edited by Hercanic on Oct 10, 2019, 6:25:17 PM
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this one vial is cheap and pretty good for self-buff with Endurance charges and Spirit Offering on a go. @malebranche thanks about "rad" and "housecat" explanation! :) Avatar of Fire would made your day if you use Slave Drivers with Cyclone-CwC-BL-GMP :) Last edited by Singrave on Oct 11, 2019, 1:26:00 AM
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" Ah... I thought each pulse of the dot was a "Hit". Ok so if we use soulrend we sacrifice charge generation for ES leech. Now I see the tradeoff on boss fights. I tried soulrend on t15 and t16 maps last night and its superior and faster for map clearing. I can see it being worse for Shaper/uber elder though. |
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" How are you generating endurance charges? I have Ambu's on the Guardian but never see red balls (maybe he doesn't get crit often?) Last edited by vexed_lovecraft on Oct 11, 2019, 12:45:59 PM
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" The suggestion (I assume) is to get “+1 to minimum endurance charges” craft on your jewelry, so you don't need charge generation (not to be confused with “+1 max endurance charges” from skill tree) | |
" This plus anointed node of +1 minimum charge. I always have on me fortify, 2 enducharges and flasks. @hercanic Just did halls of the grandmasters as summoner. Hardest thing in poe so far as a summoner. | |
" Congrats! I just picked this up for 120c to try out my Infernal Skitterbots idea. If the T value on the wiki was accurate, Skitterbots should melt through Grandmasters several times better than Scorching Ray. Last edited by Hercanic on Oct 12, 2019, 12:03:27 AM
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@ Tigytallpants:
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" " It will create Consecrated Ground at the location of the monster who triggered CWDT. The golden sparkling ground effect is Consecrated Ground. While you or your minions are on this you'll regenerate 6% life, while monsters have 100% increased chance to take a critical hit (minions have 5% base, so it's worth another 5% crit). You will not see any icon unless you are standing on the Consecrated Ground, which can be some distance from you, and you may quickly Cyclone out of it when it triggers on a close monster. It shows its best effect in an arena, like bosses and Delve nodes, where you're likely to linger. You can remove CWDT and manually cast the spell to get used to its visuals. You'll probably start to notice it then. " You don't need Maim on Skeletons when Zombies already have it. Use Melee Phys Support. @ Dashbb:
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" " " Main reason I use Phase Run is for its 45% movement speed. Binding it to my left-click means it will auto-activate when off cooldown as I run around, so it takes no effort from me to benefit. " Conduit only affects Party Members (other players), not Allies (like minions). The Animated Guardian is not a Party Member (you two are not in a party together), so he can't even share charges with you. " Nice! Mind if it goes in the guide? One thing to be aware of is Skeletons will despawn if you get ~1.5-2 screens away from them. I find it's usually best to stay as central as possible and trust your Melee Splash Feeding Frenzy Skeletons to dash offscreen and clear in multiple directions. Then just watch the red dots vanish like F/A-18s in Independence Day. =oP @ alexauron82:
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" " " Soul of Steel: 1% max res and 5% phys reduction. Cleansed Thoughts: Double Chaos Resistance. Enduring Bond: 40% minion damage, 30% duration Silent Steps: 5% reduced damage taken from Blinded enemies (Minion blind jewel) Crystal Skin: 5% reduced elemental damage taken Freedom of Movement (+ Quartz Flask): While Phasing, +10% movespeed & 5% attack dodge Disciple of the Unyielding: +1 Minimum Endurance Charge Hardened Scars: Fortify during Life flask effect (w/ Foreboding Hybrid Flask) Charging Offensive: 20% chance to gain Endurance Charges when Hit while Channeling (Cyclone) I also cover others in the 3.8 INFO section. @ Apsiu: " One quick note for clarity, Minimum cannot surpass Maximum. So if you craft +3 Minimum on your amulet and rings, then anoint Disciple of the Unyielding, you will only have 3 Endurance Charges instead of 4, because your max is still 3. @ Veraclus:
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" " My 2H Triad variant is set to use a helm with Immolate. The flat damage is really strong for Phantasms and Carrion Golems.
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The only downside with your helmet is the Fire Damage added to Spells. You'll only want to inflict EE with Cyclone or another attack (Spectral Throw, Warchief totem), rather than Storm Brand or Ball Lightning. As for its value to the main build, where Skeletons are in the helm, it's a pretty small ~4% more damage boost. Probably not worth the mana cost if you're tight on mana. Last edited by Hercanic on Oct 16, 2019, 12:27:59 AM
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