[3.6] Zombiemancer - High Survivability - End Game Viable
Hi there,
I'd Like to ask about your opinion about my following adjustments to your build. So far i am lvl 92. As a shield i use a shaped one with 10% Mama Reservation for socketed gems. It has nö strength but high life, good Res and energy shield. With that shield i dont need enlighten (which would have been quite expensive) and i can use the Extra slot for a holy relic which gives a nice boost to energy shield Regeneration think this is a quite good Change, the only Thing i am missing is some more strength on the shield so far. As jewels i use 3x efficent learning, 2 brawn, 1xviolent dead and because i still get to 1204 strength without a third brwan i switch to a watchers eye jewel which gives me +5% es, +6%life, +6%mana and 2,4 % Es regen per secound. With the watchers eye instead of the 3rd brwan i lose about 100ES, get about 50 life but i get about 140 Es regen. I am currently at about 6700 life, 5800 ES and 580 ES regen without holy relic and spirit offering procc. On the Hands i got enfeeble on Hit which is quite nice i think and i Just bought a montrgals with added lightning dmg corruption which gives me more freedem to find a better Ring. Although they are pretty good so far. As a head enchant i tried to get a Golem buff but wasnt able to, instead i got the 40% Zombie dmg but i realy dont know how good that enchant is or how much sense it makes. Whats your opinion to the Zombie dmg enchant? I use diciplin instead of haste. Much slower but extra tanky. I Like that so far. And with diciplin in the shield i now have about 400 mana to cast which is more Than enough to summon Zombies of needed. So, i'd basicaly would Like to know what you think about a shield Like that, about using holy relic or maybe you have a better idea? Do you think using watchers eye with energy shield regen when using disciplin is a good or Bad idea and if you think the Zombie enchant is good enough or if i should sell it and get a Golem one? Thank you all and especially cloony for the build. It is so great that it's the first build that i played twice. Simply love it. | |
" That shield is ok, but try to get something like this: Strenght helps with other things (like jewels), good life, some resist and 15% mana reservation reduction. This gives you a chance to run Haste if you want. And I'd run Haste instead of Discipline while doing exp runs. Switch to Discipline if doing big bosses. Getting a white socket helps with gem swapping. I probably would use second Violent Dead (VD) instead of Watcher's Eye (WE). But if you can mange to get enough str (like +12% increased attributes on belt), you can afford to run both VD's and WE. I chose Phasing + immunity to Temp Chains on my WE because some delve corridors are narrow and Shield Charge doesn't fare well in that environment. Zombie Enchant is fine, but I'd choose a defensive one. Personally I settled for 45% increased Spirit Offering duration since I got it cheap. OP listed some good enchants on 1st post: * Stone Golem buff * Desecrate enchants * Zombie speed * Convocation cooldown recovery * Haste/Hatred mana reservation (not needed with 15% shield I think) * Shield Charge attack speed Last edited by Wermine on Jan 20, 2019, 12:49:41 PM
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Its very hard to compare these Helm enchants, cause they do very different things (defense/offense).
If you find yourself tanky enough, Zombie dmg or attackspeed is definitely quite good by itself, but it obviously provides no defense. Theres only 2 offensive helm enchants for this build, but a plethora of defense/utility ones (stone golem buff, spirit offering duration, desecrate + corpses, enfeeble curse effect, holy relic buff, reduced mana reservation etc.), so most ppl just settle when they get anything useful. Considering you're already running a more defensive setup with discipline and holy relic, sticking with an offensive helm enchant might be a good idea. The ES regen is pretty decent, but im pretty sure it gets outclassed by "faster start of ES recovery while affected by discipline" if you can get your hands on one (for the record, i'm using "gain extra ES based on your maximum mana while affected by clarity" and its giving me an extra ~1500 ES). In general, faster start of ES recovery is a very noticable defensive upgrade. 400 Mana is way more than enough tbh, you should probably try to find an extra slot for war banner (unset rings), as it will boost your zombies DPS enormously (they have quite bad accuracy) |
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" If you manage to get them attack only with Slam (2x VD Jewel) they have 100% accuracy and never miss. So this isn't needed at all then. Last edited by Dan_Rey on Jan 20, 2019, 6:14:34 PM
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Will zombies use this affix on their abilites or are none of them considered a "spell". Are any abilities from our other minions a "spell"? Maybe the nova from Holy Relic? Minions have 3% chance to Hinder Enemies on Hit with Spells, with 30% reduced Movement Speed | |
" Interesting, i didnt know that. War Banner still makes enemies take 11% more physical damage though, i'd just advice to make sure that excess mana is used for something |
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Sure but only if you have Perma slam already and still mana left for shield charge.
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" Wait how does that work exactly? Do you need to have Slam cooldown to be lower than the number of seconds between attacks? Doesn't that make "frenzy charges" useless then? Or is it something completely different? If Slam CD is (let's say) 1.25 sec and you attack every sec, will the zombie alternate between slam and normal attack and only do a slam every 2 sec? I'm really confused about how that whole attack speed/slam cooldown/attack selection work exactly. Last edited by Aesahethr on Jan 21, 2019, 9:14:13 AM
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" Since you can't fine tune the Slam cooldown, it doesn't matter. What does matter is that you get two VD's and you're set. Then Zombies slam constantly and accuracy is not an issue anymore. Zombie slam's graphic is a red aoe thingy that flashes on their feet when they hit. Keep an eye on that with one VD and with two VD's. Frenzy Charges give 15% attack speed, 4% more damage and 5% increased movement speed per charge. Attack speed doesn't just affect normal auto attacks, it also speeds up Slam speed (and your Shield Charge but only 4% per charge). I'm not completely sure how Slam's cooldown and attack speed help each other (like are there thresholds), but Frenzy Charges are extremely helpful even if they don't perfectly align with cooldowns. Bottom line: Use Frenzy Charge ape and use two VD's for maximum zombie damage output. Last edited by Wermine on Jan 21, 2019, 11:17:30 AM
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" This is wrong. Your Zombies gotta stay below 2.38 SLAM attacks per second (with Multistrike). Otherwise they start a rotation with 3x default attack, that has a chance to miss, which is exactly what you want to avoid. Read page 13 onwards please: https://www.pathofexile.com/forum/view-thread/2167692/page/13 There you see my and TokeMcBongs conversation on this exact topic. Last edited by Dan_Rey on Jan 21, 2019, 12:36:01 PM
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