{3.10} Speaker for the Dead | The Mass Minion Summoner | League Starter, Leveling Guide 💀
What are the alternative gems replacing?
Also how would you trigger spellslinger? Base wand attack? |
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@ Rakio:
" Skitterbots -> Spellslinger Cyclone -> Power Siphon & CWDT Zombies -> Moved from weapon to boots. Up to you if you want to work in a Holy Relic and/or Chaos Golem, but it'd come out of the Zombies, CWDT, or AG. " It triggers from any wand attack. Spellslinger is different from CoC and CwC, as it's able to exist independently of the wand attack, like CWDT. You can have a 6L wand skill, scaling attacks, and a separate 6L Spellslinger setup, scaling spells. This is what's making people very excited. You could have multiple Spellslinger setups across your gear, too, and they'd all trigger when you attack with a wand. The big limiting factor is reservation, so like Herald of Agony every additional support comes at a greater cost. Last edited by Hercanic#3982 on Mar 6, 2020, 8:41:44 PM
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Awesome write up and explanation @Hercanic
I missed it the first time I read your post above and totally underestimated/missunderstood Spellslinger use for summoners. But this mean we have to constantly cast a wand attack that would make use stationary? Cyclone advantage was mobility and phasing. Also, I was playing with a strength stacking ES summoner last league, this seems to quite easily convert to to that if you need more ES? Mainly thinking of adding required jewels, 2-3 unique witg STR benefits. This league I think Frost Sentinels will be superior for the delirious monsters/area clearing + that I would like to focus on Blight maps :) |
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I wont be playing summoner this league, juts decided to check up on your reaction to new spectres, good luck on your game!
Last edited by Horswag#6518 on Mar 7, 2020, 11:01:42 AM
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@Hercanic
" Vicious Bite say "+1 to Minimum Power Charge". Doesn't that mean that these minions will always have 1 power charge on them? |
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How is EE applied in the Spellslinger variant?
Ring with +lightning damage? Seems unreliable. |
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@ IchiMorghulis:
" Yep, you're totally right! My eyes leapt over that pesky word completely. GGG has nerfed the notable already, unfortunately, so I'll edit my original message with an updated breakdown. @ Rakio:
Full Posts
" " " Yep, that's one of the downsides. We'd have to shoot-n-scoot if things are too dangerous (which may offset the advantage), but ideally the faster ES healing would let us tank more often. We can also stay behind our army and still apply EE/curses. " Two things I've been meaning to try are Baron life leech paired with Soul Tether (life leech not removed at full life + leech applies to ES), and Mjölner (trigger lightning spell on hit) with Ball Lightning and Life+ES on Spell Hit. Either or both of these could fill the recovery void if Spirit Offering takes a big hit. " Power Siphon with flat added Lightning Damage somewhere (ring craft, jewel). Power Siphon auto-targets within an arc in front of you, and has 8 projectiles built-in, so you don't need to aim very hard at all. Pierce or Chain would let you apply EE to entire packs. The only unreliable thing would be accuracy. Some monsters might be missed on the first attack, but if we're spamming Power Siphon to trigger Spirit Offering constantly, missing on occasion won't matter much. In general map clear, we don't worry too much about applying EE on everything if they're dying quickly either way. EE is mainly for hard targets, like bosses. @ Horswag: " Thanks! =oD Last edited by Hercanic#3982 on Mar 10, 2020, 8:51:19 PM
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" Wow, thanks for the detailed breakdown! I'm very excited to give this a shot. I'm curious about the AG as I haven't used one in the past. Does it need this much of a gear investment to be good? Or can you make it out of any old crap and still have it be beneficial (assuming you have the hungry loop set up). If it's not good until investment, should I put my zombie 5L in a hungry loop until I'm ready to make the investment? Along those same lines, could the zombies go in a second hungry loop (so one for AG, one for zombies)? I guess big downside that you couldn't have any modifiers coming from your rings at all, but you would gain a free 4L. |
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Well, they did basically say they were nerfing us. Still, yikes:
Spectres are four levels lower. Skeletons do 40% less damage across the board, and 1 fewer skeleton at level 20 (no info on higher levels). Spirit Offering grants Chaos Resist instead of ES. Bone Barrier no longer gives 30% Resistances for free, recovery per minion decreased by a third. The Baron (not our build but lots of other Zombie builds) nerfed a lot. -------- My guess is clearing won't be affected that much--Spectres four levels lower shouldn't be too terrible. Boss fights are going to be a lot harder, and Spirit Offering... well, now you can do something else with those four gems you were using. Maybe something Spellslinger? Oh and grab Commander of Darkness instead of Mistress of Sacrifice, I guess? -------- I was planning on a different build anyway this league. I still haven't played a working fire character, so Fire Trap Sab it is? Should be fun. Despite the nerf, thanks for the guide Herc! |
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GAME UPDATE
I will be editing in more about the 3.10 changes, the new cluster notables, and the upcoming gem preview. 3.10 Gem Information! (Dev QA on Reddit)
3.10 Patch Notes
3.10 Patch Notes!
" Spellslinger Cooldown Thresholds With my earlier Spellslinger idea out the window, I'd really like to incorporate this into a minion build at some point. Skeleton Mages, so they benefit from Spellslinger's added Spell Damage mod? The trouble is justifying Spellslinger over directly casting the minion spell. Like dual-casting Skeletons and Raging Spirits. Animate Weapon with Bladefall seems like a waste. They last so long (lots of easy minion duration), and now cast in an area. Why not just manually throw down some Lingering Blades, manually get your Animated Weapons up, save links and keeping mana open for auras? " Second Wind doesn't exclude minions! There are many monster abilities limited by cooldowns, such as Carnage/Host Chieftains. Even getting Cooldown Reduction on minions is a big plus. It should work for any skill, too, so Zombie Slam and Skeleton Dash should be supportable. It's also a Green Gem! It can support Dash on Cold Triad Grip if we want. Just what I hoped for! " Good news for Elemental Proliferation! " Did it work? In any case, yay! Summoners had no way to directly mitigate reflect damage against minions until now. " I'm sad to see the resists go from Bone Barrier. It gave so much breathing room on gear, and helped a great deal during early mapping. I'm glad to see Commander of Darkness buffed, but it's still not compelling outside of aura and aura effect stacking. " I was expecting some kind of nerf, but they completely gutted the poor thing. Animated Guardian survival with Mask of the Stitched Demon also takes a huge hit from this change. A rare chest with the "10% Life as Extra ES" craft will be necessary now, so no room for Garb of the Ephemeral or Sporeguard if you want high regen. " " Each monster level is worth ~5% more damage and ~7% more life. Pre-L20, it's a four level loss. Post-L20 it gains two monster levels per gem level until L22, then it goes back to 1:1. Meaning it's only a loss of two levels instead of four. This change won't hurt us much, since Phantasms are unaffected and Frost Sentinels are pretty tanky. " -1 Zombie and further loss of damage on Feeding Frenzy. Not good, but not terrible. They'll still serve their purpose. I look forward to seeing the new animations! The value of Feeding Frenzy on Skeletons is becoming questionable. I plan to test out Minion Speed Support as an alternative. " Kind of surprised on this nerf. Carrion Golems were pretty good, but they were only as strong as a single Skeleton. " I'm glad GGG was able to get around to displaying the Holy Relic's life. Back when I first pointed out how the Holy Relic was missing its life and regen values in Stat Transparency, GGG shortly added the regen values but not the life. The nerf to the trigger rate isn't terrible. Considering they had just been buffed from a 0.5 trigger rate to 0.25, they're still ahead. But it seems like few people noticed this improvement, so it never got its time in the sun. " Nerfed to 360% from 480%, a loss of 120%. The original build would be less affected by this than other Agony builds, because we still stacked minion damage on the tree. " " What the new Dash will look like. " " " " " " " The best mods for us would be:
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3.10 Cluster Jewel Notables
3.10 Cluster Jewel Notables! I will cover any that could be of use to us.
1. Keystones
Nothing of any real benefit to us among the seven new keystones, unfortunately.
" A good pairing for the Devouring Diadem helm, since in both cases you'll want to be generating corpses for reliable recovery. 10% more damage taken is pretty risky. Another downside is that it'll consume automatically, and thus could mess up raising your Spectres. " Even for the original build, which uses Herald of Agony, this would be terrible, since we don't want to give up Hatred. " This keystone is very powerful when you consider that Skitterbots allow you to keep Shock and Chill, and even Burning if linked with Infernal Legion. You'd have to deal a significant amount of all three elements to get the most out of this, though, or use a rotating skill like Elemental Hit or Wild Strike.
2. Minion Notables
" Worth 10% more damage and improves potency of ailments. Minion Leech, Regen, and ES from Grave Intentions can help keep minions at full life. Pairs well with the damage immunity of Blessed Rebirth. " Worth ~7% more damage. Minions are poor for Ignite damage, since only the highest will deal damage and our total damage is spread out amongst dozens of minions. Its only real use would be a Minion Instability build (e.g. detonate Spectres) or for clearing trash with proliferation. " Worth ~10% more damage for pure phys minions against tough enemies (takes 5 hits to deal full damage). Can be improved with Impale Effect from Impale Support. " Worth ~8% more damage for our recent Skeletons, and ~3% more damage otherwise. The burst of 30% movement speed on creation would be a boon to Skeletons. Pair it with Minion Speed Support, and you may not need the dash from Feeding Frenzy. " Chaos conversion looks a little better with this. You could get away with only 3 white sockets on a Triad Grip and have most of their damage as Chaos. Meaning you wouldn't be dependent on Temple and could get white sockets from Syndicate with Vorici on Research. If paired with the Withering Touch support, Skeletons would have a 35% chance to inflict Wither. It stacks up to 15 times (90% increased Chaos Damage), and lasts 2 seconds. Meaning you must inflict at least ~8 per second to cap it. With Multistrike, Skeletons can reach at least 4.6 attack rate. With 10 Skeletons, that's 46 hits per second. With just Skeletal Atrophy, you'd only reach 4.6 Withers per second. Adding Withering Touch would bring it up to 16.1 Withers per second (=46*0.35). Meaning you can hit cap in less than a second. Trade out Multistrike, and you'd get (32*0.35=) 11.2 Withers per second. " Meh. Minion Taunt on a jewel applies to all minions, including Skeletons. The increased Zombie size may be detrimental to Skeletons/Vaal Skeletons being able to all surround a boss. " These are weak on their own. Vicious Bite is only worth 4.4% more damage. If combined with Power Charges, it becomes one of the highest sources of damage from a notable. With 3 Power Charges, Vicious Bites becomes 17.6% more damage. With both notables, 3 PCs, and a Kingmaker AG, your minions would have: 40% crit chance (= 5 base * 8) 245% crit multi (= 130 base + 50 + 50 + 15) Which is worth 58% more damage altogether. If you already have 3 PCs and a Kingmaker AG, adding Vicious Bites would be worth 16.2% more damage. Precise Commander would be 6.2% more damage, meaning even after all that investment it's still on the weak side (equivalent to ~12% increased minion attack/cast speed or ~30% increased minion damage). " Decent movement speed, and good for Animated Guardian survival. I wouldn't go out of my way to get this one, though. With Indomitable Army, your minions would have 35% phys reduction. With Grave Intentions, your minions would have +41% Chaos Resistance. " This would guarantee 4 seconds of Skeleton damage. This could be helpful in deep Delves, deadly boss AOE, and certain Legion mobs (like Templar). You could also unsummon and resummon your AG to give it invulnerability. Since you can freely swap out Cluster Jewels, it may be useful to keep this one on standby for the rare times you need it. " You could use Raging Spirit spam (e.g. CwC) to heal your other minions. Spamming Skeletons is also an option, since at cap you'd kill off four Skeletons per cast (16% heal, almost what we lost from Spirit Offering). But then you'd be resetting their Frenzy Charges, so it's not recommended. Phantasms is where it gets interesting. Because our Spectres are continually generating and replacing Phantasms for us, Life from Death would consistently heal our minions. This means the 2% regen for yourself would be in effect near-constantly as well. " Nothing special here. We get 0.2% leech from pathing to Death Attunement. For 1 point by Sacrifice, we could grab 0.6%, but we usually ignore this. For other builds that don't go to these locations, though, this opens up opportunities. So that's good. " Not recommended for melee minions, as it'll reduce their DPS. Knockback can be especially good if you're using Fireball-type Spectres, as pushing a boss into a wall means Fireballs that hit the wall will explode nearby the boss, potentially dealing splash damage to them if their AOE is big enough. Projectile Weakness curse would further improve knockback.
3. Offensive Notables
" Master of Fear is worth ~10% more damage. We could get Intimidate from Hunter-influenced gloves on our Animated Guardian, but that may be expensive depending on the market. There's also an Awakened Melee Physical Damage Support as another option, but that's definitely expensive. Intimidate aside, Unnerve would benefit our Spectres and Phantasms. Evil Eye is worth <5% more damage depending on how many other Increased Taken effects you apply, such as Shock, Bonechill Support, Maim Support, Aspect of the Spider, Intimidate, Unnerve, etc. Not the best for solo-play, but in a party it'll be great. Wish for Death is effectively worth 11% more damage if you have no other source of Cull. Power Siphon or a Kingmaker AG give Cull. " Vengeful Commander is worth 8.5% more damage from Hatred. For comparison, this would be equivalent to a node with ~43% increased minion damage or 17% increased minion attack/cast speed. First Among Equals is worth 2.8% more damage from Hatred. The duration effect would benefit Vaal auras, placed Banners, and Smite. Purposeful Harbinger is worth 2.8% more damage from Hatred if using Herald of Agony in the original build. We don't stack Heralds, so we can't get much out of this. Replenishing Presence is worth 2.1% more damage from Hatred. You could get up to 0.8% regen if using Hatred, Discipline, L1 Precision, and L1 Clarity, but using limited sockets on 0.4% regen is a waste. Master of Command would cut Banner reservation down to 5%. The bonus effect would apply to Pride's phys damage taken, Dread Banner's less accuracy, War Banner's phys damage taken, and Flesh and Stone's phys damage taken. It may also benefit High-Impact Mine Support's double damage aura, Icicle Mine's crit chance aura, Stormblast Mine's damage taken aura, and Pyroclast Mine's flat fire damage aura. " Corrosive Elements could be used with EE for Cold if we took Avatar of Fire and used a Cold Skill (e.g. Winter Orb), since the notable doesn't depend on dealing Cold Damage. It's not any stronger than Elemental Army Support, though, so we don't need it. Cooked Alive will stack with Combustion Support as well as Fire Exposure, so GGG is giving a lot to fire on this front over the other elements. Sadly, unless we used the Three Dragons helm, we can't make use of this due to EE.
4. Defensive Notables
" We'd be limited to a Mace or Sceptre, but this would free up the boot slot. " Hex Breaker is really good for certain situations. Map curses being the biggest headache relief. Curse reflection, such as from Atziri and the Maelström unique map, would be countered. Hall of Grandmasters, Necromancer monsters, and other curse casters would no longer be a worry. Vital Focus is a decent amount of regen, but there are better options. " That'd be 300 ES with 200% increased ES. A 5% life node is worth ~100 life, so this notable is roughly comparable to a 15% life node or 30% ES node. " Surging Vitality is very strong, but the 5 second wait is too long to be counted on. Fettle is a weaker Discipline and Training or Heart of the Warrior, but still pretty good. Flat life is always welcome. It's worth another 3% life, making the node equivalent to a 13% life node. Sublime Sensation is a weaker Written in Blood, but still a good hybrid node. ES has about half the value to us, so the node is roughly comparable to a 13% life node. Peak Vigour is a weaker Herbalism. Life Flask Recovery can be really good, but unlike the above it demands attention and action. " Feast of Flesh is a fantastic node. Solid life, leech, and the very rare Life on Hit. It'd help offset not using a claw. Improvisor would be great for No Regen maps. However, if you instead went for Enduring Focus, you wouldn't need to craft any "minimum Endurance Charges" on your jewelry, freeing up a craft for "-3 mana cost of channeling skills", essentially making Cyclone free. " Life Leech that is non-Attack is an extremely rare and controlled mod. This is absolutely fantastic for any elemental spellcaster that doesn't want to go Paragon of Calamity on Elementalist, Illuminated Devtion on Hierophant, trade a link for Life Leech Support, or use a Doryani's Invitation belt. For us, we don't output much personal damage to make proper use of leech, but with this on the table we could always consider going hybrid. " Enduring Focus is a must-have if you are going with Cyclone. It'll take roughly 4 seconds to generate an Endurance Charge, meaning you will be able to refresh and maintain the maximum within their 10 second duration. The Endurance notable next to Devotion would get you to four charges, for a total of 16% phys reduction. It would also free up your jewelry crafts from needing minimum charges. Enduring Composure is a decent substitute for generating Endurance Charges, but the requirement of being hit puts it in second place for us. Dragon Hunter gives us an accessible source of stacking phys reduction, and is definitely recommended if you plan to stack phys reduction at all. Stubborn Student is a bit weaker, but still viable. Putting the above together, we could have: 16% from 4x ECs 9% from DH + SS 5% from Chaos Golem 10% from Bone Barrier ascendancy ---------- = 40% sustainable phys reduction +15% from Basalt flask +6% from Solaris pantheon ---------- = 21% conditional phys reduction That's 61% phys reduction before armor. You can also anoint Soul of Steel for another 5%, and several rare item mods also give phys reduction. This is phenomenal protection against the most common damage type. I highly recommend stacking phys reduction wherever possible. " The singular elemental ones offer better secondary stats, but are less reliable if you don't get all three. To understand the value of max resistances, you would go from taking 25% damage to 24% damage. (24/25=) 4% less damage. (23/25=) 8% less damage. Born of Chaos would be hard to make use of without stacking to a positive 39% (99% total) Chaos Resistance and then anointing Cleansed Thoughts. " Antivenom not only frees up your Minor Pantheon from Shakari, but it's Unaffected instead of Immune. This means you can use the Golden Rule jewel to benefit from self-poison without any ill. Rot-Resistant has some rather nice and rare stats. Blessed is similar to Purity of Flesh. If you can stack up ~99% Chaos Resistance from gear and passives, anointing Cleansed Thoughts will cap it. " An alternative to freezing and shattering for dealing with many dangerous on-death monster effects. The mod is the same as on the Pyre ring. " We can blind bosses easily enough with a single Minion Blind Ghastly Jewel. However, this won't impact your safety while clearing by much. The Flesh and Stone aura is good for that, but it takes up reservation we'd rather not part with. If we're hitting with Cyclone and Ball Lightning, Blind can be applied much more thoroughly while clearing. Shifting Shadow would be the best of the bunch for this. Blind means you will only be hit by half of all attacks, making it very potent protection against large groups. Between the time of first encounter to wiping out a pack, there's a period of vulnerability for us to take hits from that pack. The usefulness of Blind on Hit, therefore, really depends on how quickly and thoroughly it can be applied. Which is what makes Flesh and Stone so great, as it's instant. As such, I cannot entirely recommend this approach, but it may be worth considering. You can accrue around ~8 CwC Ball Lightnings while moving forward with Cyclone, which represents a lot of first-contact hits. " If you can't use Skitterbots, due to Discipline/Hatred, this will give you a guaranteed 10% chill. Downside is it cannot be supported, so no Bonechill. Even so, it's good protection that also enables things like Hypothermia Support.
5. Utility Notables
" Advance Guard is worth 11% movement speed. Bloodscent is worth 10% movement speed after 50 seconds of hits. " Fasting is a huge movement speed buff in situations like bosses, where flask charges are limited. Mender's Wellspring helps against bosses and Darkness delving, where life flask charges can end up tapped out. It also makes the Concentrated prefix less of an issue.
6. Herald of Agony Notables
These notables hold potential for the original build, which uses HoA.
" If paired with the Golden Rule jewel and Antivenom cluster notable, you'd have the equivalent of Lesser Poison Support without needing a socket or Elder-influenced gloves. " Pure Agony is the best of the bunch. Virulence damage is cubic, so those five additional stacks are worth quite a lot. You'll probably need the Golden Rule jewel and Antivenom cluster notable to keep the stacks up against bosses. Disciples could also help, but is not nearly as strong as the doubling of Golden Rule. Once you're using Golden Rule, though, something like Disciples becomes unnecessary. Cult-Leader is worth ~7% more damage to the non-Crawler minions.
7. Speaker's Wreath Notables
These notables go well with Speaker's Wreath, which prevents minions from killing. Degen kills (e.g. poison, decay, burn) count as your own, so when paired with the Wreath you can benefit from On Kill effects.
" By giving Herald of Ice freeze chance and/or crit chance, and allowing those freezes to proliferate, chain explosions can be achieved. An alternate method for chain explosions, if you can afford the gear, uses Inpulsa's Broken Heart and Storm's Gift. Speaker's Wreath will cause minions to only bring monsters down to 1 life, where just about any degen can kill. These count as your kills, resulting in a Shock on the corpse from Storm's Gift, followed by a proliferated Shock onto surrounding foes. When they die, they'll trigger the 5% life explosion from Inpulsa, which is scaled up by the generic damage we get from Spiritual Aid and minion damage. These explosions also Hit, but cannot be reflected, so we can benefit from Life Leech. Such as the 0.2% elemental damage leech from Doryani's Lesson. Chain explosions are one of the top ways to quickly clear maps, but they don't do much against bosses. " 30% (37%) movement speed and 15% (18.75%) attack/spell dodge, tapering down to zero over 5 seconds. " Explosive Force and Devastator require you to hit, so they are an exception here. A Spellslinger Power Siphon build could make use of them, however.
8. Verdict
HIGHLY RECOMMENDED
1. Enduring Focus (cyclone endurance charge generation) GREAT, BUT NEEDS INVESTMENT/SUPPORT 2. Dragon Hunter (phys reduction) 3. Stubborn Student (phys reduction) 4. Vicious Bite (minion crit) 5. Energy From Naught (flat ES) GREAT, BUT REPLACEABLE 6. Overlord (mace/sceptre fortify) 7. Hex Breaker (cyclone curse immunity) 8. Master of Fear (curse intimidate/unnerve) 9. Wish for Death (curse cull) 10. Antivenom (unaffected by poison + chaos res) GOOD 11. Renewal (minion double damage and regen) 12. Vengeful Commander (hatred effect) 13. Feast of Flesh (life + LoH) 14. Fettle (life + flat life) 15. Sublime Sensation (life + ES) 16. Max res (any) 17. Peak Vigour (life + flask recovery) 18. Blessed (life + chaos res) 19. Rot-Resistant (regen + chaos res) 20. Advance Guard (movement speed) UNDETERMINED POTENTIAL 21. Surging Vitality (periodic heal) 22. Shifting Shadow (blind) 23. Fasting (flaskless movement speed) 24. Life from Death (minion heal) 25. Call to the Slaughter (temporary minion movement speed) 26. Chilling Presence (chill aura) SWAP IN AS NEEDED 27. Blessed Rebirth (temporary minion invulnerability) NOTE: If you're stacking block or dodge, such notables would rank much higher, since they get better the closer you are to cap, like resistances and phys reduction. Looks like, at most, we can have 9 cluster notables from one outer jewel socket. If Voices allows Large Cluster Jewels, then this would triple the max to 27. The point cost for these 9 notables will be, at a minimum: 2pt small clusters x2 (x6) 4pt medium clusters x2 (x6) 9pt large cluster (x3) 3pt outer socket (+4) ----------------- = 24pts (or 70pts for Voices) It's also worth noting that GGG has said Large Clusters (3 notables) contain offensive nodes, Medium Clusters (4 notables) contain mechanic/utility nodes, and Small Clusters (2 notables) contain defense nodes (life, ES, armor, evasion). Art by Valeria Styajkina Last edited by Hercanic#3982 on Mar 13, 2020, 12:07:51 AM
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