{3.2.0} Spectral Gods: [Life Based Spectre/Golem Hybrid Summoner | Clear Speed | End Game Bossing]

"
Zinja wrote:
Hi Matt,
Hope we can see an update to this build with awakening.


Heya Zinja, Sorry for the wait. I did a rough information splatter on my build. It plays very similarly to what AngryAA came up with the exception of a few tweaks here and there.

I'll try and get a build video as soon as I pull the rest of my core gear together on warbands.
Necronomicon: https://www.pathofexile.com/forum/view-thread/1617098
Build: https://www.pathofexile.com/forum/view-thread/409940
Summoner Dischord: https://discord.gg/XwWdSUa
Youtube Channel: https://www.youtube.com/user/zhoukon
Have you considered Innervate for Revenants? They'd potentially shock everything for +50% damage, benefiting the whole party, and gain the Onslaught buff for +20% attack/cast/move speed.

Is Ball Lightning that much better than Firestorm for Curse on Hit?

I've been away for a year, and am currently suffering from information overload and am paralyzed as to how to distribute all my points. Resetting from a mistake isn't cheap!
Last edited by Hercanic#3982 on Jul 15, 2015, 3:15:09 AM
Hi matt,

Is 3 keystone summoner (zealot +mom +eb) a better option for current meta? I dont see you and AngryAA pick up those nodes, can you explain why? Sorry for my bad english.
"
Hercanic wrote:
Have you considered Innervate for Revenants? They'd potentially shock everything for +50% damage, benefiting the whole party, and gain the Onslaught buff for +20% attack/cast/move speed.



@Hercanic, I have recently got a tabula drop last night so am testing a bunch of different combinations out.

"
Is Ball Lightning that much better than Firestorm for Curse on Hit?

What I like about Ball lightning is it seems to hit almost everything in a pack in one cast. I will give firestorm a go and compare it to ball lighting.

Innervate was definitely on the list of things to try.

So far I believe this 5-link is pretty much core, the 6th link is extremely flex as these spider dudes clear incredibly fast even with a 4L.

RS + echo + chain + min dmg + lightpen

some options: ***things I had not tried yet
faster casting -> not bad but their 'windup' animation and their back and forth movement doesn't seem to take advantage of faster casting that much as oppose to flame sentinels that shoot with 100% uptime.

slower proj -> So far the best support in my mind in terms of straight up dps when the spider dudes initially hit a pack, most of the time it is enough to completely 1 shot most mobs in the pack with chain.

faster proj -> If you notice some of the projectiles actually never hit anything, this could be an option to min/max the bolts that miss and travel to hit the next pack and chain

Pierce -> We can also play around with the projectile mechanics in this game. For researching the wiki the projectile bolts that don't pierce will now chain. This could increase the aoe clear speed

*Pierce seems to reduce pack clear speed. Not enough chaining going around.

Innervate -> I do see the revenants shocking but this particular support does not really increase my clear speed that much.

conclusion. I believe slower proj is still better then all the other options.

"
Is 3 keystone summoner (zealot +mom +eb) a better option for current meta? I dont see you and AngryAA pick up those nodes, can you explain why? Sorry for my bad english.


It is mostly because hybrid is incredibly strong right now. I got to level 80 last night and with some guild found gear have about 7.4k effective life. 3.45k life and 3.95k es. And am not even using discipline. With properly rolled jewels and some high es helm/chest/shield you can easily pass the 10k effective life line.

Zealot + mom + EB is quite a hefty passive pt investment. say u have 5k life and 3k es on your mana

3000 * .3 = 900 "life". So you end up with 5.9k life pool. Pretty decent but hybrid's total life pool endgame vs zealot + mom + eb endgame life pool has a massive difference. I would say that combo will be better against chaos damage but that is pretty much it.



Necronomicon: https://www.pathofexile.com/forum/view-thread/1617098
Build: https://www.pathofexile.com/forum/view-thread/409940
Summoner Dischord: https://discord.gg/XwWdSUa
Youtube Channel: https://www.youtube.com/user/zhoukon
Last edited by mattc3303#7526 on Jul 16, 2015, 8:15:15 AM
@Hercanic

Ok yeah, I just tested firestorm and it is a lot better for coh then i thought. Welp saved a passive pt. Thanks for the tip.
Necronomicon: https://www.pathofexile.com/forum/view-thread/1617098
Build: https://www.pathofexile.com/forum/view-thread/409940
Summoner Dischord: https://discord.gg/XwWdSUa
Youtube Channel: https://www.youtube.com/user/zhoukon
Last edited by mattc3303#7526 on Jul 15, 2015, 1:18:21 PM
Hehe, that's great!

I really wanted to try getting a summoner/SRS going, on top of dual-curse on-hit, but there just aren't enough gem slots. With Staff taken by SRS, Chest by Spectre, and Helmet by Zombies, that leaves only two items left: Gloves and Boots. Dual Curst-on-Hit takes up four gem slots alone, leaving just Boots for auras, Generosity (if damage auras), Flesh Offering, Vaal Haste, Convocation, and Increased Duration. Not to mention Desecrate and a movement spell like Lightning Warp or Flame Dash, but that could be on swap. For Curse-on-Hit, if I use Arc or Ball Lightning with EE, it weakens Revenants, but if I use Firestorm it weakens SRS. I'd have to use a cold spell, but all those options suck, or go with Flame Sentinels.

I also considered a pure fire build with Sentinels, -150% fire resist (EE, Elemental Weakness, Flammability), and MI Zombies loaded with Chance to Ignite + Elemental Proliferation + Added Fire Damage, like the days of yore. Since the Fireball spell was buffed and had ~33% ignite chance added, I wondered if Sentinels were likewise improved. The -150% fire resist would give all those burns double-dipped damage (negative resistances buff the initial damage hit, then also buff the burn damage). However, Elemental Proliferation has been double-nerfed on range (from ~24 to 12) and a new 30-20% LESS damage multiplier. Burn damage has also been nerfed, from ~120% total damage to 80%. It wouldn't be as powerful as before, but Zombies would do around 8k intial MI blast followed by 3.8k burn damage per second for four seconds (15k). A boss who wipes them would take roughly 72k+15k.

I had really wanted SRS because it would give me a reliable source of damage that benefits from all those minion nodes, and would be great against bosses. In the end, to make this work I'd have to take away from somewhere. I could make it work by taking only 1 aura and dropping Increased Duration (since passive tree would already give +95%). Boots would then have Flesh Offering, Vaal Haste, Haste, and Convocation. I could buy two unset rings and get an aura and Increased Duration back. If I went Sentinel, I could use Arc or Ball for CoH. Keeping Zombies as tanks might be better than MI firebombs, though. I would also be sacrificing a lot of tankiness on the passive tree (certain routes taken should I decide to go for EB+ZO) and on items such as a shield. I also need to worry about mana and cast speed with SRS, unlike a pure summoner.

Ultimately, just how much more damage do Revenants deal over Sentinels?

EDIT: What do you think about using Potency of Will for your build? +45% increased duration for 3 skill points. That would benefit Flesh Offering and Vaal Haste (very good here), but also Firestorm (prep an area for cursing longer), Abyssal Cry (which is further increased by Temporal Chains), and chilled ground when you use it (Arctic Breath / Arctic Armor). Curses, too, but that's negligible.

EDIT2: I see you have auras on your shield, meaning you can't weapon swap without losing them. If you put Desecrate on swap to resummon zombies whenever needed, you'll lose all your auras, which would be especially bad in a map/boss fight. If you took Potency of Will, it'd be easier to move Abyssal Cry off of Increased Duration so Auras could move from your Shield to your Gloves. Do Vaal gems keep charges if you swap? That'd be troubling if not. A second unset ring would at least allow you prompt access to Desecrate. Or you could put two auras on the unset rings (which makes changing them around easier on your Chromatics) if you aren't using Generosity. If you're not worried about that, then consider a second unset ring for Summon Chaos Golem and the 4% reduced physical damage buff he gives you.

EDIT3: If you go triple Purity auras, what about the Influence passive? With the Sovereignty cluster that's a 36% increased effect of auras. Wouldn't that boost the +max resist on the Purity auras? 4% should become 5.44%. If the game rounds down rather than hides decimals, then you can drop the 6% node in Sovereignty for +5.2% max resist. I think I recall back in the days of Inner Force GGG did something to combat boosting max res too high, but I forget what was done. In any case, if it works as described, that extra 1% max resist (79% to 80%) is worth ~5% additional elemental protection.

EDIT4: You mentioned Brightbeak was buffed to 2.1 attack speed. I have one in my stash at 2.1, but it's at least a year old. Usually item changes result in legacy versions, so how exactly was Brightbeak buffed? Was the attack speed of the base item type increased?
Last edited by Hercanic#3982 on Jul 16, 2015, 8:09:03 AM
Trying to find questions in the wall of text so bear with me if i did not answer all of them =).

"
Ultimately, just how much more damage do Revenants deal over Sentinels?


There are no actual dps value comparisons since we really have no info over their stats and skill base values. But yeah just from play and feel Revenants do wayyy more damage. The difference is really noticeable if you time your clear speed with 3 sentinels vs 3 revenants in the same exact map.

"
What do you think about using Potency of Will for your build? +45% increased duration for 3 skill points. That would benefit Flesh Offering and Vaal Haste (very good here), but also Firestorm (prep an area for cursing longer), Abyssal Cry (which is further increased by Temporal Chains), and chilled ground when you use it (Arctic Breath / Arctic Armor). Curses, too, but that's negligible.


I thought about that same node clusters for a while. Honestly after level 80 when the build is completely done. Pts after that are luxury. You can do whatever you wish ;P. Lets take a look at some of the skills duration nodes will have the biggest impact on. Abyssal cry has such a short cd so u can re-apply often and normally 1 cast per pack is enough damage/time to wipe them out with their own hp.

Inc duration 74% + 45% = 119%.
Flesh base: 3->7 | 6.57->15.33
vaal haste base: 6 | 13.4
vaal discipline base: 3 | 7

Inc dur 74%
Flesh base: 3->7 | 5.22->12.18
vaal haste base: 6 | 10.44
vaal discipline base: 3 | 5.22

"
I see you have auras on your shield, meaning you can't weapon swap without losing them. If you put Desecrate on swap to resummon zombies whenever needed, you'll lose all your auras, which would be especially bad in a map/boss fight. If you took Potency of Will, it'd be easier to move Abyssal Cry off of Increased Duration so Auras could move from your Shield to your Gloves. Do Vaal gems keep charges if you swap? That'd be troubling if not. A second unset ring would at least allow you prompt access to Desecrate. Or you could put two auras on the unset rings (which makes changing them around easier on your Chromatics) if you aren't using Generosity. If you're not worried about that, then consider a second unset ring for Summon Chaos Golem and the 4% reduced physical damage buff he gives you.


Yeah it is something to definitely consider. Fortunately most map boss rooms are no longer gated and I was able to exit the room find some corpses outside and resummon zombies, most boss rooms also have adds now.

I believe vaal gems still keep their charges even if u swap.

Once I can get access to some decent unset rings in warbands there are actually a ton of options to consider.
Like you said golems is one,
rejuv totem,
decoy totem,
devouring totem(no and less regen map),
move abyssal to unset and use immortal call + increased duration,
molten shell,
phase run,
smoke min,
desecrate,
bone offering,
vaal discipline,
hell even shockwave totem + Empire's Grasp is a great option.

"
If you go triple Purity auras, what about the Influence passive? With the Sovereignty cluster that's a 36% increased effect of auras. Wouldn't that boost the +max resist on the Purity auras? 4% should become 5.44%. If the game rounds down rather than hides decimals, then you can drop the 6% node in Sovereignty for +5.2% max resist. I think I recall back in the days of Inner Force GGG did something to combat boosting max res too high, but I forget what was done. In any case, if it works as described, that extra 1% max resist is worth 4% additional elemental protection.


I think you will get more mileage out of discipline, pol, pof. Cold seems to be a non issue still.
But yes, any pts after lv 80 I regard as luxury. You can do whatever =).

"
You mentioned Brightbeak was buffed to 2.1 attack speed. I have one in my stash at 2.1, but it's at least a year old. Usually item changes result in legacy versions, so how exactly was Brightbeak buffed? Was the attack speed of the base item type increased?


Am almost positive it was 1.9atk speed in the past... maybe i am just going crazy...
Necronomicon: https://www.pathofexile.com/forum/view-thread/1617098
Build: https://www.pathofexile.com/forum/view-thread/409940
Summoner Dischord: https://discord.gg/XwWdSUa
Youtube Channel: https://www.youtube.com/user/zhoukon
Last edited by mattc3303#7526 on Jul 16, 2015, 8:08:56 AM
Thanks for the response! I think I'm leaning more toward pure summoner now, but I still carry the trauma of boss fights that obliterate minions and leave you feeling helpless, so I had liked the idea of a constant supply of flaming skulls dealing millions of deeps.

Empire's Grasp looks really interesting with its reverse knockback effect, sucking everything in. That would have been really nice back in the day I was running my dual shockwave totem summoner. Before Curse on Hit existed, I wanted a way to apply EE with cold damage (even today all cold options suck), so a Shockwave totem with Added Cold did the job wonderfully, and having two gave a lot of control with constant knocking. With your build's stacked slows, monsters would never escape unless they have a leap/blink-type skill.

"
mattc3303 wrote:
Am almost positive it was 1.9atk speed in the past... maybe i am just going crazy...

Wiki still shows Brightbeak as having 1.95 attack speed, so I'm guessing either it was nerfed and then buffed between when I got mine and now, or the base item type was increased (when they do that it affects all items regardless, like when they lowered base evasion on shields).
I've finally committed my build points. Now to actually play! Ha!

Meeting Dexterity and Strength requirements can sometimes be tricky. As a tip to anyone struggling, if you've already used up the two +30 nodes and still need more of one or the other: for 2 points in the middle of the Witch tree is the Practical Application notable node, right off of Deep Wisdom. It gives +20 to both Dex and Str.
Last edited by Hercanic#3982 on Jul 16, 2015, 9:49:15 AM
I been thinking about a hybrid build as well.

here is the lv80 tree

Ideas behind it:
- Since we are holding down SRS all day there really isn't time to curse much leaving out the coh setup gives us more space since we have less with a staff.
- Might need some adjustment for mana regen and cast speed

https://www.pathofexile.com/fullscreen-passive-skill-tree/AAAAAwMBA-4EBwceCPQNfBFQEZYVUBZvFy8abBslHNwdFB2-IuIi9CSqKPoqTSqYMtEzhzWSNbk26TpYPydBh0QERUdFnUfiSVFJsUrIS65Ms025U1JVxlXWV8lZbVqRXGtfmGTnakNqrGvbbAttGW6qfRh_xoCkgseD24RIhWCIQI8aj0aQM5MnlS6a4JuhpDmmrKcIpyuofarErJi18rc-uJPAVMNtzLzPMtP718_YvdkL2Vva3d-K42rpAuvu7IrviPDV98H31_k3-ej6gPrS_go=

Rough skill linkage:
staff - SRS links
chest - revenant links
helm - zombie/animate guardian
glove - Inc dura - flesh - vaal haste - curse
boot - convo - haste - discipline - phase run

"
I've finally committed my build points. Now to actually play! Ha!

Meeting Dexterity and Strength requirements can sometimes be tricky. As a tip to anyone struggling, if you've already used up the two +30 nodes and still need more of one or the other: for 2 points in the middle of the Witch tree is the Practical Application notable node, right off of Deep Wisdom. It gives +20 to both Dex and Str.


Nice! Play around with the tabula and the new act 4 spectre

knitted horror
lantern bearers/illuminates

These are quite good as well but not revenant level.


Necronomicon: https://www.pathofexile.com/forum/view-thread/1617098
Build: https://www.pathofexile.com/forum/view-thread/409940
Summoner Dischord: https://discord.gg/XwWdSUa
Youtube Channel: https://www.youtube.com/user/zhoukon
Last edited by mattc3303#7526 on Jul 16, 2015, 10:10:45 AM

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