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

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Spruce89 wrote:
Hi, not sure if it's been mentioned but you can do some pretty cool stuff with animate guardian.

You can for example create a guardian with Zahndethus' Cassock,perandus shield and starkonja head, creating him this way will make him very very tanky and 50% of his blocks will create consecrated ground(5% hp/sec aoe heal.
You can also equip him with leer cast(15% damage aura) or voidhome for dps(exp penalty nullified), there are many creative possibilities. Some people have used blood dance shoes on him with a gorilla spectre for even more regen.

One thing i want to try is having gorilla+blood dance+deaths oath combined with some chaos resist gear, this is probably pretty expensive(think deaths oath is 1ex on domination) but might be worth it.

The best part about the guardian is that he is persistent so getting a disconnect or logging out wont make him dissappear(this also makes it very easy to kill the first mobs for your army).
If you have the animate guardian in your weapon or shield, swapping gear set will desummon him and swapping back will resummon him without even having to cast the actual spell.

Very well written guide btw, i really enjoy being a summoner in POE(based my build on yours but with personal alternations for preference)


I thought about and tried this already its good but he will still get blown away by end game map bosses. You'll have to unequip it if your facing anything with high burst 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
I'm 99% sure you dont get 5% to traps plus 5% to mines if you take those nodes, its a similar situation to the "increased armor and evasion" nodes. GGG's stance is a single source should only affect the end result once, so overall 5% increased trap&mine damage would be the same as 5% increased minion damage.

Also they did say originally that since all these buffs to DoT's would make them silly powerful, the base damage was going to be scaled back appropriately. How they do that for spectres im not sure though since we either end up with rediculously OP spectres, or really weak monster DoT's.

They might add a "80% less damage over time" mod to spectres similar to the elemental one on skeletons if it proves a problem.
i might be wrong (but i don't think i am and you guys also said that it would be OP) but on the anouncment is said that "...generic modifiers to damage dealt will now apply to damage over time that your character causes." yes we cast them but their dgen is cast by BM's themselves, it's not an efect of raise specter.

If this is true we can only be happy if we get rare or blue BM's "Magic, Rare and Unique monsters have a damage bonus built into their rarity - this will now also apply to any damage over time they cause.#
Hear this words but once and they will echo in your nightmares forever!
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Asmosis wrote:
I'm 99% sure you dont get 5% to traps plus 5% to mines if you take those nodes, its a similar situation to the "increased armor and evasion" nodes. GGG's stance is a single source should only affect the end result once, so overall 5% increased trap&mine damage would be the same as 5% increased minion damage.

Also they did say originally that since all these buffs to DoT's would make them silly powerful, the base damage was going to be scaled back appropriately. How they do that for spectres im not sure though since we either end up with rediculously OP spectres, or really weak monster DoT's.

They might add a "80% less damage over time" mod to spectres similar to the elemental one on skeletons if it proves a problem.


They are also worded completely differently though. With them being fairly new nodes, I wouldn't doubt that they don't function the same. It takes a fairly unique situation to even double dip into those nodes (using a remote mine AND trap support connected to a skill).

If they don't work that way, then those nodes are somewhat useless. Either way, Trap Support + Sunblast are still superior options to any other supports for BMs now after you have remote mine and Conc effect.
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RicardoMaceil wrote:
i might be wrong (but i don't think i am and you guys also said that it would be OP) but on the anouncment is said that "...generic modifiers to damage dealt will now apply to damage over time that your character causes." yes we cast them but their dgen is cast by BM's themselves, it's not an efect of raise specter.

If this is true we can only be happy if we get rare or blue BM's "Magic, Rare and Unique monsters have a damage bonus built into their rarity - this will now also apply to any damage over time they cause.#


I just talked with Mark, briefly, and he said "Any increases to damage that the minions have, will increase their DoT (if applicable). So increased minion damage will cause their RF to burn enemies harder."

So, support gems and passives that add to those (mainly talking about trap/mines here) will increase the BM's damage, but the generic passive multipliers will still only apply to you and not your minions.

Last edited by GoatEatingToilet#3170 on Nov 26, 2013, 7:29:26 PM
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GoatEatingToilet wrote:
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RicardoMaceil wrote:
i might be wrong (but i don't think i am and you guys also said that it would be OP) but on the anouncment is said that "...generic modifiers to damage dealt will now apply to damage over time that your character causes." yes we cast them but their dgen is cast by BM's themselves, it's not an efect of raise specter.

If this is true we can only be happy if we get rare or blue BM's "Magic, Rare and Unique monsters have a damage bonus built into their rarity - this will now also apply to any damage over time they cause.#


I just talked with Mark, briefly, and he said "Any increases to damage that the minions have, will increase their DoT (if applicable). So increased minion damage will cause their RF to burn enemies harder."

So, support gems and passives that add to those (mainly talking about trap/mines here) will increase the BM's damage, but the generic passive multipliers will still only apply to you and not your minions.



oh boy those BMs are going to be so good
ign: GotZappedForFree
Harbinger Store - Baalat's Harbie Shopie https://www.pathofexile.com/forum/view-thread/1931620
A question about hotlinking,swapping etc.

Can you summon zombies in an offhand 6L weapon, go back to town and put the gem into a 1H weapon + shield combo? what are the slot lineups for that i.e. where should the zombie gem go in each weapon?

Reason im asking is i was looking at the 2H poleaxe that has increased AOE support, thinking around a 7L raise zombie (or raise spectre now for BM's).

http://pathofexile.gamepedia.com/Wideswing
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Asmosis wrote:
A question about hotlinking,swapping etc.

Can you summon zombies in an offhand 6L weapon, go back to town and put the gem into a 1H weapon + shield combo? what are the slot lineups for that i.e. where should the zombie gem go in each weapon?

Reason im asking is i was looking at the 2H poleaxe that has increased AOE support, thinking around a 7L raise zombie (or raise spectre now for BM's).

http://pathofexile.gamepedia.com/Wideswing


You could.........but man good luck getting the colors you need in that polearm.

Its str/dex, and you need a MINIMUM of 4~5 blue sockets for BMs. Zombies on the other hand could very easily be rolled since you only need 1 off color socket for them, but now your giving up the option for grasp zombies.
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Baalat wrote:
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GoatEatingToilet wrote:
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RicardoMaceil wrote:
i might be wrong (but i don't think i am and you guys also said that it would be OP) but on the anouncment is said that "...generic modifiers to damage dealt will now apply to damage over time that your character causes." yes we cast them but their dgen is cast by BM's themselves, it's not an efect of raise specter.

If this is true we can only be happy if we get rare or blue BM's "Magic, Rare and Unique monsters have a damage bonus built into their rarity - this will now also apply to any damage over time they cause.#


I just talked with Mark, briefly, and he said "Any increases to damage that the minions have, will increase their DoT (if applicable). So increased minion damage will cause their RF to burn enemies harder."

So, support gems and passives that add to those (mainly talking about trap/mines here) will increase the BM's damage, but the generic passive multipliers will still only apply to you and not your minions.



oh boy those BMs are going to be so good

theyre already very good for clearing things fast...their survivability is the questionable part. the more bosses GGG rescale, the more vulnerable any spectre besides evangelists will be in those nasty boss fights
Hi, just looked through your build and it seems to be a more then decent summoner :D
Just one thing... I bet this must have bin asked tons of times, but I just cant seem to find it (or Im just retarded and overlook some mechanics here)
NO GRAVEPACT WTF LOLOLOL?!?!?!?!?!?!? xDDDDDD
just... why?
Last edited by Jupp92#0196 on Nov 26, 2013, 8:56:53 PM

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