[3.6] Zombiemancer - High Survivability - End Game Viable
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" The gloves alone give 2000-3000 energy shield and they do this by providing "% increased energy shield", unlike the body armour which povides a flat amount of energy shield. The strength of Spirit Offering is calculated by your flat life, % increased life and % increased energy shield. This means without the gloves, not only you miss out on all of the ES, but this also weakens the extra energy shield you get from Spirit Offering. This being said, without the gloves I recommend switching to Bone Offering and using this build as pure life version until you get both the gloves and the body armour. You can use rare gloves and body armour with life or a Tabula for the 6-link and Meginord's Vise for the giant strength boost to get you to 1000 early on. |
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I'm preparing to battle Shaper - I'd like to get my hands on the Elder orb.
I've read through the first 10 pages of this thread, and it sounds like I need to prepare for the Zombies dying on me. I've altered the configuration to give me enough mana, and added a separate level 20 desecrate gem. Minion Speed has been replaced by Minion Life. Extra slots allow for Summon Holy Relic and Phase Run. I've also replaced Hatred & Generosity with Purity of Ice & Rejuvenation Totem, although that can be switched back if it's better. Flask setup is shown below. I can swap Phase Run for a level 20 Convocation, if that's a better pick. Since it's my first time trying Shaper, I'm open to any and all suggestions. replaced with Last edited by TheWarBoar on Nov 14, 2018, 8:01:06 PM
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" You can use a cool setup of chaining skill that is: Storm burst + Cast while channeling + Desecrate + Spirit offering And with just good possitioning and popping the black balls in corners you are fine along with your zombies, supporting them with non stop ES that help them survive Shaper's attacks (don't forget they leech the life for thelselves while you just cover them with extra ES :) ). Storm burst as lightning skill also gives the shock effect which increases abit the dmg of your zombies. Example of me doing Shaper run: https://www.youtube.com/watch?v=QBnz1STfdf8 You can check on my profile my actual setup that I run everywhere and doing pretty much all the content. Only changing haste for grace and spirit offering for bone offering while deep delving. Also I don't like to have Golem gems on low lvls just for CWDT, you are summoner, your minions got tons of life and it's better to the golem run arund granting the life regen with more amount to rest of the summons. CWDT + Convocation is cool setup, because when something hit you then your minions immadiently spawns next to you and kinda deal with the targets that trying to hurt you. Out of that is also good to use in offhand for example Sinvicta's Mettle Ezomyte Axe while maping. Why? Well it gives a free Rampage, you don't need Bisco's belt also don't need to be wory (if using) Dancing Devirlish that it will block you weapon swapping if you kill more than 14 monsters (it block weapon swapping after summon the sword and it will be blocked untill Rampage end). Rampage out of cool killcounter gives us bonuses like % hp and stuff. You just press X at the starting point, killing few (even one) monsters and press X again, so after killstreak of 15 monsters the Rampage will be triggered. With more sockets you can lvl gems there or place other movement skills like I got Lightning Warp. It won't cost you lose any Zombie because of temporary shield off with strength because along with shield you "take off" Mon'treagul's so it no longer limit your cap of Zombies that is 14 (and you run "just" 7 of them) :) Also got a question that I was thinking today. We are using 2 Carnage Cheftains that is cool etc., but what about using one of them and one Host Cheftain for Power charges? Would the power charges works good for zombies or they are not so important and is better to stay with 2 Carnages for faster spam the buff? I like to summon things ¯\_(ツ)_/¯ IGN: @Dosarphic Last edited by Dosarphic on Nov 16, 2018, 12:40:02 PM
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Just got 50 IIQ with this build with some obvious gear swaps by losing only 1 zombie(still have 1k str to get leech) It's really nice that this build is quite flexible to make it possible.
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I only need 150 more vaals do i do it? the second montregul's and legacy united are in secondary weapon slot for the lolz Last edited by HobbleMan on Nov 18, 2018, 11:54:27 PM
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After following your advices on improving my gear, I bought a better "Mon'Tregul", lost a "Brawn" in favor of a second "Violent Dead" and compensated the missing strength by getting a 111 "Astramentis" and relocating a few points from Energy shield to stats. In the end I lost 2.4% effective HP, but I should have gained a substantial amount of dps for only 31 chaos spent.
But when I tried calculating the dps increase I realized I didn't even know how to do it properly! First I suppose that PoB's dps is shown for a single zombie since going from 1190 to 1212 str barely seem to affect my zombie's dps at all despite me getting 16.7% more zombies, so I assume that I should multiply any final result by 7? Then, there's "Slam": Slam dps is the damage * attack rate, but what good is the attack rate when it comes to slam (and incidentally the effect of the frenzy charges on slam since they increase the attack rate)? After all, Slam originally has a 1.67 sec Cooldown (1.25 sec now that I have a second "Violent Dead") so it's the attack rate completely useless in that case (as long as the amount of second per attack is inferior to the duration of the cooldown at least)? Is my real slam dps formula "slam dmg / max(slam cooldown, seconds per attack)"? Did I miss something? And after calculating slam's dps, how does the dps from the default attack and slam combine? Are they completely independent attacks that can occur at the same time in which case I should just add the dps of each to get my total dps? Or if the zombie uses "Slam" do they skip an auto attack? Does my zombie really use a slam every 1.25 sec or do some of the auto-attacks delay the slam, reducing the overall dps? I've tried to observe my Zombie in fights but I didn't manage to get any answers. I don't have access to shaper or his guardians yet and pretty much everything else either run or dies practically instantly. And many boss fights have phases with invulnerability that mess everything up, I'd really like to have answers, and understand how the zombies actually attack. | |
If you got already @HobbleMan 21/20 Zombie gem then +1 will give quite alot of dmg, but well it's also alot of vaals and it's up to you if this is only character done for fun or kinda one from your best ones and you gonna min-max it.
If I understand good the PoB as program and simulations there, then it shows dps per one of our Zombies so after all we should multiply our final result by 7, BUT! remember that there is 7 minions hitting (that are melee ones) and they can sometimes miss, so it's never exactly of x7. Also you need add the % of dmg and stuff your Animate Guardian using etc. I like to summon things ¯\_(ツ)_/¯ IGN: @Dosarphic Last edited by Dosarphic on Nov 19, 2018, 7:10:10 PM
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@dosarphic I hear ya, basically it's the best toon for me that I could make. I love this build. The dps is at least 10x what I've ever been able to do in the past, the survivability that comes from me popping 2-5 flasks (`80% phys with like 60% dodge, if I remember right). I feel that the plus one 6l is a fitting tribute, and something incredibly valuable, so I don't really lose the vaals.
It's taken a long time IRL, i don't get to/want to play much these days. In the end, the zombies get a buff to hp as well, which could make steering toward doing shaper more efficient. I could also spam chaos on my shield some more, but the one I have is hard to give up | |
I've been tooling around with doedre's elixir as well, to take advantage of my helmet buff.
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