[3.21] Cold Conversion Summoner | Build guides for all budgets | (Ghazzy Zoomancer)

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monik390 wrote:

Physical/impale minions are on a lower side of damage scaling. Elemental conversion have efficient buffs/debuffs and support skill gems to ramp up dps.

Elemental equilibrium, exposure, shock, scorch, chill+hypothemia, flat damage skill gems, endgame crafted minion helmets, etc.

While physical/impale minions have just brutality, chance to impale cluster node, and 1 minion mastery (although elemental minions have comparable mastery too).

Another thing is enemies defence. Physical damage reduction is harder than elemental resistance to deal with.


what about league start-low budget, elemental setup still better?
Last edited by ValorousCat on Aug 15, 2022, 11:31:46 AM
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ValorousCat wrote:


what about league start-low budget, elemental setup still better?


Depends on items.

If you have just some rares from acts - they are almost equal, besides elemental needs to press 1 or 2 more buttons.

Triad Grip starts to make difference.

Also, Deadandlivin made a really good ~low-budget starter in previous pages, it's hard to get smth close to that with physical/impale build w/o clusters, unless Demon Harpy is really strong.

The only good point of phys/impale is somehow "cheap" clusters, Rotten Claws ain't cost much in comparison to what other minion builds use.

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kayella wrote:
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Deadandlivin wrote:
Rhex Matriarchs debuff is bigger than 10% increased lightning. I'm not 100% sure what it is, I haven't tested it. But according to Ghazzy and his playtesting it's 50% increased.


Viperesque said it's 10%.

Lothrik added it to POB fork in 3.17. Just add the spectre and tick the box for spectre buffs :)


Oh, I thought you said both the Primal Rhex and Crushclaw were 20%. So crab is 20% and the Rhex is 10% then?

If that's the case, then it doesn't seem all that powerful honestly. Still a dps increase with good uptime though.

Btw Kay, you know how Ruins Hellion spectres work?
https://poedb.tw/us/Ruins_Hellion


30% LESS dmg done and 15% increased damage taken with a 100% uptime just seems too good to be true. It also says the damage increased is proportional to the number of nearby enemies. No idea what that means. Does it mean that you get 15% increased dmg for each neraby enemies stacking upwards so x3 enemies gives 45% dmg to all? Or is the debuff like 3% dmg increase and you can taunt up to 5 targets and then it caps at 15%?

Kinda hard to tell how it works from the text alone.
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ValorousCat wrote:
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monik390 wrote:

Physical/impale minions are on a lower side of damage scaling. Elemental conversion have efficient buffs/debuffs and support skill gems to ramp up dps.

Elemental equilibrium, exposure, shock, scorch, chill+hypothemia, flat damage skill gems, endgame crafted minion helmets, etc.

While physical/impale minions have just brutality, chance to impale cluster node, and 1 minion mastery (although elemental minions have comparable mastery too).

Another thing is enemies defence. Physical damage reduction is harder than elemental resistance to deal with.


what about league start-low budget, elemental setup still better?


Necro is better for league start due to Mistress of Sacrifice. Being block capped is extremely important during league start or you will fall over several times in every high tier red map.

I think Elementalist power comes in the later parts of the game where you can start scaling your Elemental Equilibirum alot. EE gives -25% res, with Mastermind of Discord it's -50% res which is extremely powerful. Problem is, low budgets won't have EE since I pick it up through Skin of the Lords.

It's also EXTREMELY far away from the uper left corner of the tree and not worth getting. This means Elementalist minion builds would have to manually apply Frost Bomb on a 4 sec CD to apply Mastermind buffed exposure to enemies.
I prefer to just run Necro at that point with Elemetnal Army for a Cold Exposure instead which makes the playstyle way more fluid.

Also, Necro has access to 30% ele res from Commander of Darkness which will be extremely important to keep minions alive during league start and early game. One of the most problematic part with non-necro minion builds during league start is the annoyance with having to deal with your minions having 63% elemental resistances which doubles the elemental damage they take in maps. GGG already said minions will have ~30% less HP during the campaign and having them take double damage there aswell sounds like a recipe for disaster.
Last edited by Deadandlivin on Aug 15, 2022, 1:17:45 PM
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Deadandlivin wrote:
Oh, I thought you said both the Primal Rhex and Crushclaw were 20%. So crab is 20% and the Rhex is 10% then?

If that's the case, then it doesn't seem all that powerful honestly. Still a dps increase with good uptime though.

Btw Kay, you know how Ruins Hellion spectres work?
https://poedb.tw/us/Ruins_Hellion


30% LESS dmg done and 15% increased damage taken with a 100% uptime just seems too good to be true. It also says the damage increased is proportional to the number of nearby enemies. No idea what that means. Does it mean that you get 15% increased dmg for each neraby enemies stacking upwards so x3 enemies gives 45% dmg to all? Or is the debuff like 3% dmg increase and you can taunt up to 5 targets and then it caps at 15%?

Kinda hard to tell how it works from the text alone.


Whoops. Miscommunication!
Crabbies is 20% and rhex is 10%. both aoe.
Seraphim is 15% all damage but only for single target.

Basically Lothirk from POB team just asks viperesque (GGG dev) about these spectre buffs/debuff and then adds it to the fork.

Ruins hellion is flat 30% on enemies and 15% for you. No stacking. Very good for defensive debuff, but hellion is super squishy. AOE taunt + 100% life mod = dead spectre.
🔰🌀✨ Video guides on youtube! https://www.youtube.com/KayGaming ✨🌀🔰
🔶🔷🔶 Kay's Summoner build guide: https://www.pathofexile.com/forum/view-thread/3179145 🔶🔷🔶
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Whoops. Miscommunication!
Crabbies is 20% and rhex is 10%. both aoe.
Seraphim is 15% all damage but only for single target.

Basically Lothirk from POB team just asks viperesque (GGG dev) about these spectre buffs/debuff and then adds it to the fork.

Ruins hellion is flat 30% on enemies and 15% for you. No stacking. Very good for defensive debuff, but hellion is super squishy. AOE taunt + 100% life mod = dead spectre.


So if we somehow can find a way to keep Helions alive they'll provide us with a quasi permanent 30% less dmg taken and 15% increased damage dealt debuff?
Last edited by Deadandlivin on Aug 15, 2022, 6:59:13 PM
Will the build be updated to 3.19? or the nerfs are so significant and the new minion rings and shields are too weak that it becomes too uncomfortable to play


Ok, hi guys. I might have a silly noob question about the POB file for the build.
Why are there more skills given than an item has sockets? What am I missing?
Is this just a recommended range of skills from which I should choose?

thanks in advance!
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Heerbann wrote:


Ok, hi guys. I might have a silly noob question about the POB file for the build.
Why are there more skills given than an item has sockets? What am I missing?
Is this just a recommended range of skills from which I should choose?

thanks in advance!


The blue text below explains why :)

You have two optional setups, one for single target and one for AoE clear when mapping. GMP is used for Mapping in this case, and you swap GMP for Hypothermia for the boss at the end of the map if your single target is low.

Keep in mind that that PoB is outdated. I'm currently working on a placeholder PoB for 3.19 that's going to account for the massive minion changes coming next league.

Leveling as the build thorugh act1-10 should be the same so I won't be changing that part. But the PoB will include a setup for when you just get into maps, early maps(late white/early yellows setup), low budget and medium budget.
Might add a high budget but not sure how I want to make it.
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Dezager wrote:
Will the build be updated to 3.19? or the nerfs are so significant and the new minion rings and shields are too weak that it becomes too uncomfortable to play


I will make a placeholder PoB and make a short writeup about 3.19 at the top of the buldguide. I won't be updating the general buildguide until next patch though.

So far it's looking fine. I've been playtesting some extremely gimped versions of the build for early mapping. On a ~50c budget I'm able to comfortably clear T16 maps and Shaper Guardian bosses.

https://www.youtube.com/watch?v=F09FXCgbBc0&ab_channel=HenrikSwanstr%C3%B6m

I'm currently working on the PoB, it needs some more finetuning before I'll make it official.

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