{3.2.0} Spectral Gods: [Life Based Spectre/Golem Hybrid Summoner | Clear Speed | End Game Bossing]
" Yep, it would be, but would it net the most damage? Is that damage worth the loss of Zombie tankiness? Revenant Spectres, if you look at the chart I just posted, deal a rough average of 2,710 lightning damage per projectile, which has huge range and can chain, though the base attack speed is unknown. Level 20 Zombies deal an average of 777 physical damage at melee range with an attack speed of 0.625. Damage type is important to consider, since you can lower elemental resistances into the negatives, but there is no way to reduce enemy armor (bigger hits do reduce the total effectiveness of armor, but an attack will always be some amount smaller than what the base math says). If we exclude a 6th link on both and stick to your 4 MORE modifiers for Zombies, your DPS Zombies would deal ~3,812 damage per hit. Minion damage nodes on the passive tree total 105%, excluding jewels, so their damage would become 7,814. At a Zombie's 0.625 attack speed, this gives one Zombie a DPS of 4,884. I'm ignoring the 12% minion attack/cast speed passives and Flesh Offering/Vaal Haste bonuses because Revenants would benefit by the same amount (well, spell echo says otherwise). Nine Zombies would give a combined 43,957 DPS, excluding time to run into melee range or chase a fleeing caster. In exchange for this damage, you've sacrificed a lot of Zombie tankiness, which will endanger your Spectres if they die. Tanky zombies would gain 44% increased melee damage from the Fortify gem, which combined with minion damage nodes would result in 149%. They can be in a +2 helm, so their average base damage becomes 947. With modifiers, this becomes 2,358 damage per hit, 1474 DPS, and a combined 13,264 DPS. Subtracted, your 5-link DPS Zombies do 30,693 additional DPS compared to 4-link tanky Zombies. Now, factoring Revenant DPS is tricky without a known attack speed, plus they have a special rapid-fire attack animation, and the fact that they are ranged and fire multiple chaining projectiles means the number of targets and distance from one another matter quite a bit. I'll post this much for now, so my wall of text isn't too intimidating. =o) Last edited by Hercanic#3982 on Jul 17, 2015, 5:55:49 AM
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To be fair though, zombies greatly benefit from auras potentially more than spectres, especially hatred, which can be further enhanced through vulnerability and frostbite/ele weakness. I realize that wrath benefits revenants specifically quite a bit, but its no where near the numbers of hatred. Also, I may be wrong on this, but zombies scale quite a bit better with gem level than spectres, so a 21 zombie gem linked to a 3/4 empower would significantly boost its damage (at the cost of any type of AoE damage of course though).
There's also the fact that zombies are infinitely easier to replace than spectres, and yes, you endanger them by zombies dying, but they should also be clearing out things ridiculously fast as well? Indirectly, the spectres can also enjoy some of the damage boost with this bow build, as you would be able to use hypothermia on them as a link. |
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in the guide it says *** Replace chain with faster proj/culling for bosses ***
wouldn't slower projectiles also work pretty well and do more damage? i only have a 4link yet in warbands. another thing i have noted is that those stygian revenants are not as squishy as i had thought. they stay alive really well for some reason. Last edited by kompaniet#2874 on Jul 17, 2015, 7:41:02 AM
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Oh, looks like Zombies have been buffed from what's on the wiki. No wonder they had so much more health than I expected.
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@Hercanic
I was using this extensively in the beta I totally forgot to tell you guys lol... The one thing that confuses me is this: " Does that mean merc is that dmg cruel is the lower one? Is this per volley damage or per bolt damage? I also believe these numbers should be a bit lower I remember GGG mentioning they nerfed revenants by 20% towards the end of beta. They fire 5 bolts I had to use a gif generator and slower proj in order to count lol. ![]() ==================================================================================================== **************************************************************************************************** ==================================================================================================== Prepare your anus for a huge wall of text(Revenant dmg calculation in an ideal situation):
Spoiler
Since we are on the topic let's calculate Revenant Damage as a per bolt and each volley. Let us state our variables: - Flat damage of 2439-5691 - # of bolts per 'Volley' = 5 - Assume: 1 bolt = dmg = 12195-28455 = volley damage <- that really does not seem right lol - Assume: mobs has 0% resistance (for easier calculations) --------------------------------------------------------------------------------------------- - Raise spectre 21/20 = 12% More - Spell Echo 21/20 = 71% More Cast speed | 10% Spell dmg | 2x the bolts - Chain 21/20 = 30% Less | 20% Proj Spd | 2x the bolts (ideal pack hit scenario) - Minion Damage(sgem) 21/20 = 50% More | 15% Add - Light pen 21/20 = 38% More | 10% Add <-anything under 0% res = MORE - Slower proj 21/20 = 30% More | 10% Add --------------------------------------------------------------------------------------------- - Minion Damage Tree = 105% Add - Minion Cast Speed Tree = 20% - Minion Damage Jewel(potential) = 16% * 8 = 128% Add - Minion Damage (cat master craft gear potential) = 15% Add - Animate Guardian double buff = 15% + 18% = 33% Add --------------------------------------------------------------------------------------------- - Flesh Offering 21/20 = 30% cast speed - Vaal haste Cast speed = 36% * 1.91 = 36% * 1.51 = 54.36% cast speed - Total curse effectiveness possible:
Spoiler
- 40% from tree - 18% from AG dying breath - 10% from 20/20 CoH Total: 68% - Elemental weakness * curse effectiveness = 58% * 1.68 = 94.44 MORE - Conductivity * curse effectiveness = 45% * 1.68% | 14% * 1.68% shock chance = 75% MORE | 23.52 Shock Chance - Shock = 50% ADD Total aura effectiveness possible:
Spoiler
Tree = 51% <- not counting the ones at the very bottom of the tree or near ranger tree Wrath * effectiveness + generosity = 21% * 1.91 = 40.11% MORE haste * effectiveness + generosity = 16% cast * 1.91 = 30.56% cast __Total number of ADD: 366% ADD __Total number of MORE: * 7.713 MORE __Total number of cast speed: 194% cast speed __Total number of 'bolts': 5 * echo = 10 * chain = 20 potential bolts __total number of spectre: 3 The calculations: Per Bolt: 336% * 7.713 = 2592% = 25.92 * 2439-5691 = 63,218 - 147,511 DPS(assume 1 cast per sec is base): 1 * 2.94 = 2.94 * 63,218 - 147,511 = 185,861 - 433,682 Per 1 spectre volley dps: 20bolts * 185861 - 433682 = 3,717,220 - 8,673,640 Per 3 spectre volley dps: 11,151,660 - 26,020,920 The Final Verdict: 11,151,660 - 26,020,920 DPS LMAO. That doesn't sound right... *** Key thing to remember is that my assumption is mobs at 0% resist. You will normally face 75% lighting resist mobs. TR:DL; Revenants do a fuck ton of damage. 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 17, 2015, 10:14:00 AM
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Hey i would love to try your build now it looks really cool.
Do you have any tips for where my skill tree should be at like lvl 40 or 60 ? I would really appreciate it. |
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Build updates:
*New passive tree - One for hardcore and one for softcore. The obvious difference is that the softcore is built for dps while the hardcore one is built for survivability. *Damage calculations *Skill links adjustments Time to answer some questions... " I was assuming you were using a 6L, but in your case slower proj will do more. " Damage zombies are a thing of the past in my opinion. I have only run up to 76 maps in warbands but MY GOD the monsters do wayyyyy too much damage to not run your zombie and animate guardian in a defensive setup. Your also underestimating the damage potential of MORE dmg from wrath multiplied by aura effectiveness. " I have thought about a bow summoner for a while now. Your idea definitely sounds pretty solid imo. But what about this: Staff SRS: Knitted Horrors constant bleeds: SRS + BloodLust + Echo + Minion Damage + Mstrike + Meleephysical. 4L zombie defensive 6L knitted is: Knitted Horrors + Physical Proj + GMP(coverage) + Minion damage + Slower Proj + addedfire Now you have a front line, Retardedly op bleeds on enemies and super mega strong SRS. Jeez this is a great build. I might have to make 2 summoners on Warbands lol. 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 |
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" Hey DokoOo. I appreciate you think my build is cool =). I love summoners and the amount of unique things you can pull off with different kinds of spectres. I think I made my final adjustments to my build so it is safe to say I won't be tweaking too hard anymore. Am pretty happy where its at. And there is a clear differentiation between the HC tree and SC tree. Good luck, and happy summoning. 40 pts: http://poedb.tw/us/passive-skill-tree/AAAAAgMBBAcI9BVQFm8bJR0UJKoqmDbpOlhFnUuuTLNNuVNSVcZqQ2vbbRl9GIPbhWCPRprgm6GnCKrErJjAVMy82QvZW9rd34rjaukC6-731_qA-tI= 60 pts: http://poedb.tw/us/passive-skill-tree/AAAAAgMBBAcI9BVQFm8YahslHNwdFCSqKPoqmDLRNuk6WEVHRZ1LrkyzTblTUlSuVcZYB1qRakNqrGvbbRl4L3zlfRiCx4PbhWCIQI9GkDOYrZrgm6GmrKcIqH2qxKyYuJPAVMy80_vZC9lb2t3fiuNq6QLr7vfX-ej6gPrS 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 |
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Thanks!
I'm starting my summoner today ;) |
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" Just got ahold of a Tora's Bow, and it does everything I'd hope it would do. Applies massive amounts of ground Ice as well as Bleeding everything around. With Temp Chains you could abuse the massive slows, which I think would make up for less tankier zombies. Also, another interesting quirk, I believe if you wanted to, you could pick up the block quiver and necromantic aegis, and in theory you should be able to keep the block since it only applies to shields? If you really needed more tankiness on them, you could run bone offering + the new unique jewel fortified wall. That + Necromantic aegis notable should regenerate 7% of their max life per block with a perfectly rolled jewel (you could probably get away with buying a badly rolled one and divining it a few times). |
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