[3.6] Zombiemancer - High Survivability - End Game Viable
" Animated guardians can't share endurance charges with ambu's armour because they are not a party member. " Better to go to a level 83 depth in the mine. Last edited by kompaniet on Jan 10, 2019, 9:13:59 AM
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Hello, currently doing this build, it's awesome. I went to change minion speed on pob and I noticed that CWC gives a ton of dps; do you know why is that? Could it be that casting the zombies with CWC and then re-socketing the right gems leaves them with that +9% more damage?
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Thanks for build! Just made my first Shaper)
Spoiler
Last edited by zZzeratuL on Jan 10, 2019, 2:33:39 PM
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" Oh trust me, your gear isn't maxed out..not at all lol | |
" How can something trigger via Shield Charge?? Can you explain this please? Or did you mean CWDT? | |
" The thing in question is Summon Holy Relic. And its effect does trigger on Shield Charge. The gem says "When you hit an enemy with an attack, the Holy Relic triggers a nova spell, with a very short cooldown, that deals physical damage to enemies and grants life regeneration to allies." Shield Charge is an attack, so it triggers Holy Relic's effect. I use this myself and I indeed see the effect on me and on my summons when I Shield Charge around (glowing icon on top of you). Last edited by Wermine on Jan 11, 2019, 4:37:22 AM
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Anyone think holy relic is worth it? We don't attack all too often compared to a dom blow summoner. The healing will be subpar at best. That's how i see it.
The relic only heals when we actually attack. Keep that in mind. I wonder if a rejuvenation totem wouldn't be better for healing overall. Last edited by kompaniet on Jan 11, 2019, 7:38:52 AM
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" lol and you think an extra squeeze out of some perfectly rolled rings or a double corrupted geofri's will work against syndicate members right? | |
I think people forget to mix/max the Syndicate encounters in a defensive way. Giving them items and never removing them - bad. Stacking too many members to one encounter and being overwhelmed by 3+ masters - bad.
I understand that you want to max the profits when the safehouse is available. but maybe we have to look at it like we do at map modifiers. Certain things together ARE too much for our defenses and we reroll these mods and don't play them. After all it's a thing people run low lvl areas like Ossuary, Harbour Bridge etc. to farm Syndicate for the Syndicate rewards. It was and still is the same with low lvl delve speed farming for side areas. I was PoB tinkering around with Cyclopean Coil, but I don't think it is worth the sweet rolls on belts or even a decent Stygian Vise with a Jewel. And then I got this belt and discarded the idea for now: Now my current thought is to find a replacement for Astramentis. It is a huge stat boost for low cost, but what would be the BiS option? | |
" Yes, I've never died to any of them, Mastermind included. I'm at about 1,5k ES Reg per second..dunno what kind of problems you are talking of. 7k HP and 7k ES unbuffed is hard to get down, even with lots of chaos dmg incoming, I still have my flasks. Last edited by Dan_Rey on Jan 11, 2019, 5:33:51 PM
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