{3.10} Speaker for the Dead | The Mass Minion Summoner | League Starter, Leveling Guide 💀
@vitality1987
" I have done the shaper three times and uber elder twice this league, tanked and survived quite a few shaper slams. He does around 12k physical damage normally, up to 17K if he crits you which is actually quite often. You'll need a ton of HP+ES plus lots of damage mitigation to live, and instant heal flasks afterwards of course. Your gear could use quite upgrades in most places... I'll just list the most urgent ones only Biggest one is your helm. Change that for an elder helm with increased socketed minion gem level (+3 is ideal but expensive, +2 is much cheaper and only a small dps loss) AND minion damage support. This gives you an effective 6 link on your skeletons which are your main DPS vs bosses, the extra DPS will make you finish the fight much quicker and take less slams. For a +2 helm with minion damage cost should be around 5-30c depending on the base and the other stats. That amulet isn't too great, your cyclone physical dps is very low so that life leech is irrelevant, life rolls ain't too good either. Consider the cheap Jinxed Juju which basically gives you 10% more eHP when you have spectres up (which should be all the time). Ring - what gear's on your animated guardian that warrants the loop? From my experience they basically do minimal damage unless you invest heavily on them (100+c at least). It dies really quick against the shaper anyway so I recommend taking it off if you have expensive gear on the AG, or if it has cheap gear just use it in an unset ring and re-buy the items if it dies, last time I re-bought leer cast + dying breath + victario's flight it cost less than 10c all together. Just switch sell/stash the hungry loop and get an unset ring that gives +life and resists. Flasks - consider the taste of hate sapphire flask which gives awesome damage reduction and stacks with your basalt. Chaos golem - add this guy somewhere for an easy 4% phys dmg reduction. What's your HP and ES? If its low consider the awesome Glorious Vanity timeless jewel (must be the Doryani version). Cost about 120c and you need around 8 passive points to set it up, but its totally worth it cos it easily gives you around 1000-1200 extra ES, really makes a difference in surviving big 1 shot hits. Last edited by Drakoturt on Nov 19, 2019, 6:13:53 AM
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@ vitality1987 & Drakoturt:
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" " " Shaper's Slam deals 300% of 5689.7 base damage, which equals 17069.1 phys damage. All monsters have a 5% base chance to crit and a 30% multiplier, so if he crit the Slam would deal 22189.83 phys damage. " You can make him immortal to Shaper's Beam with a Mask of the Stitched Demon helm. You can get over 70% life regen with that item (@ Dashbb for more about this). " You're Cold Conversion and your helm does not have Minion Damage. The phys debuff of Maim is useless because your minions are all dealing pure Cold Damage. So Maim is only worth 30% more damage in this case. There's no reason to use Maim on Skeletons over Minion Damage (49%). If you use Melee Splash normally and want to keep the red socket, then Melee Physical Damage Support (49%) is also better than Maim. You could use that empty green socket for a manual curse. Temporal Chains (slight slow and longer freezes), Projectile Weakness (pierce and damage buff for Frost Sentinels and Phantasms), or Poacher's Mark (life on hit for Cyclone). If your AG is already cursing, then Enhance can be used to buff Phase Run's movement speed and Dash's cooldown. You'd probably want to break the link to Hatred so it's unaffected by Enhance's mana multiplier. " For reference, here's Dashbb's gear and their Uber Elder kill video using the Triad Grip variant. Last edited by Hercanic on Nov 19, 2019, 12:46:35 PM
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buena guia
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@Drakoturt and Hercanic:
Thank you both for your feedback. I will try to get the sugested items and setup. |
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Saw my post btw Hercanic about the Cloak of Defiance + Devouring Diadem??
Might be easier to get at first rather than crafting epic rare items :) " |
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@ thegamingkage:
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" " " " " I think you may be misunderstanding a mechanic or two somewhere. Eldritch Battery just moves your ES from protecting Life to protecting Mana. It no longer converts ES to Mana (this was removed in Patch 2.0). Even if it did, recovering current ES/Mana does not have any effect on maximum ES/Mana, so nothing would happen with the Guardian's Radiant Faith ascendancy (15% of reserved mana as ES; mana recovery from Diadem is not reserved mana). Mind Over Matter redirects a portion of incoming damage. It does not redirect mana recovery to life or life recovery to mana in any way. Feast of Flesh only applies to you. It will not affect allies. It is not an Offering, either. " The radius of the 2% heal is very small, making it unreliable if you are not on top of your minions when they die. To make this work, you would need: 1. CWDT + Zombies + Meat Shield (keep them close to you) + Minion Life (maximize the heal). This will raise a Zombie when you are hit, killing an existing one when you are over your max Zombies. 2. CWDT + Desecrate (optionally + Cascade + Spirit Offering). This is to generate corpses for raising Zombies. Otherwise, you would need Aukuna's Will to forgo the corpse requirement. However, this puts you at risk to any enemy or strongbox that can detonate corpses. If your 100k+ life Zombies who are sticking near you due to Meat Shield are ever detonated, you're dead. 3. 10% minion resistance jewels to counteract -50% from the Lens. Otherwise, your minions will be wiped out from elemental damage. You don't want to lose your Zombies prematurely or they won't be at cap and thus no heal when you really need it. If you can keep Spirit Offering up (e.g. CwC Cyclone) and use Elemental Army on your Spectres, then you would only need one minion resistance jewel. (-50% from Lens, 51% from tree, 31% from L20 Spirit Offering, 40% base for Zombies/Skeletons and 30% base for Spectres = 72% Zombies/Skeletons and 62% Spectres without EA.) For a (~100k * 0.02 =) 2k heal, you would lose Victario's Charity (Frenzy Charges = ~37% more damage; Power Charges = 10.5% more or 28% more with Kingmaker AG; which altogether would be worth 51% to 75% more damage), 1 passive point to take the extra resist node in the Indomitable Army cluster, 4 passive points to take Necromantic Aegis (if you weren't already, depending on if using CwC Ball Lightning vs Spirit Offering), at least 1 jewel mod for resists, and 1-5M Zombie DPS (since they'd have zero damage supports now). I think there is merit in the idea. It can potentially be as powerful as Spirit Offering currently is (which may end up nerfed sometime in the future). It would shore up the biggest vulnerability of Glorious Vanity. If you wanted to go Acrobatics and pure Life, it could act as a replacement. It also does not require the Necromancer ascendancy. Its ultimate downside, however, is its unreliability. If you are not within ~melee range of the dying minion you will not be healed. The self-damage of the Gluttony belt casts at your feet, so that's one possibility, but you lose all ES and Cyclone will only cause self-damage when you first start a channel but not during a channel. A Heartbound Loop ring would create a self-sustaining loop if paired with a low-level minion CWDT, but I have not tested how it affects CWDT's targeting. If it casts at your feet, then the ring would be the best solution. Triggering Spirit Offering as well and using Glorious Vanity in tandem would result in massive eHP recovery. Hmm... I'm starting to like this idea... The trouble with this approach, though, is that to have high Zombie life you would need a high level Zombie gem, and thus a high level CWDT. Needing to take 3272 damage to gain ~2k life back would be a loss on its own if you tried to turn it into a loop. It could work as something that triggers once in a while, but if it doesn't trigger rapidly then the spawned Zombies have time to move too far from you and you'll lose the heal. Last edited by Hercanic on Nov 22, 2019, 12:53:06 AM
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Spoiler
" Ty for that Hercanic ye :D i had no idea Eldritch Battery into mana shield was nerfed pfff... Btw ! With 250 k HP you can get a lot of healing, with more zombies at once,also benefiting from minion instability so they do fire damage blasts +++ the more caustic clouds on death of zombies etc :) you could do a mega auto healer + autobomber :D ,either manual or automated -> autobomber :D right? Btw anyone here willing to lend me some necromancer gear so i can get the challenges asap until league ends in december?:( I took a bad risk linking cloak of defiance turns out my experiment with devouring diadem + cloak of defiance was a fail xD |
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Sorry for the double post, poe forums are lagging out,i guess 4.0 and PoE 2 HYPE :D
Last edited by thegamingkage on Nov 22, 2019, 1:12:55 PM
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Hey,
thx for this great build ! I also got problems with some end game content because my gear isnt optimized. This is my first character since 3.0 or something and i am a bit overhelmed with all the new possibilities the game has to offer now. Could you please help me with upgrades also ? I am currently have about 10 ex to invest in gear and 9 unused skill points. Thx Edit: I finally upgraded my gear and made all the endgame content. Last edited by Miraculix2xx on Nov 26, 2019, 4:36:26 PM
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GAME UPDATE
If you missed it, GGG made four big announcements at ExileCon last week. (Streamer reactions) I will cover a few things that stuck out to me that will likely impact the build.
ExileCon Announcements
So a couple weeks after BlizzCon, the makers of Path of Exile, GGG, hosted their own convention, ExileCon, in New Zealand, where they announced all their upcoming projects. The biggest is their 4.0 patch, not due out for another year, which began development years ago with the intention of competing with an eventual Diablo 4. Now that we've had an early peek at D4, comparing it with PoE 4.0 was something I looked forward to. There was much speculation, but no one expected what GGG had up their sleeves:
Path of Exile 2 (4.0) A new campaign (demo) with seven acts that take place 20 years after Kitava. Overhauled mechanics, graphics, monsters, and more. Will feature 19 new Ascendancy classes and a different passive tree. GGG does not want to split their community, so it will run parallel with PoE 1 within the same client, as "One Game, Two Campaigns", sharing their endgame and all past and future league content. You can even play in the same party regardless of which campaign you come from. All microtransation purchases carry over between both, too. They also announced the next league, Metamorph, and expansion, Conquerors of the Atlas, due out this December: Metamorph League (3.9) Build-a-Boss: Combine five flesh samples, dropped from monsters, to create a boss-level monster, the Metamorph, who has the properties of the samples used. The Metamorph can dynamically shift forms during combat between the shapes of any boss samples you used, changing its abilities and dangers. More challenging samples will give better rewards for slaying the Metamorph. Conquerors of the Atlas Expansion (3.9) While Leagues are temporary and may not be added to the base game, Expansions feature core system changes. 3.9's Conquerors of the Atlas will revamp the map system and continue the endgame storyline. Finally, after all that, GGG unveiled their most experimental project: Path of Exile Mobile Nope, it's not April 1st. GGG wants to make a mobile game devoid of all the bullshit that mobile games are infamous for, like they did with Free-to-Play back when such a model also had a sour reputation. GGG has consistently shown great integrity and openness with their community all these years. If any company can make a good game, before anything else, that just so happens to be on mobile, something fun to do while on the bus and such, GGG has the track record. 3.9 will hit in December. 4.0 won't be for another year or so. 3.10, 3.11, 3.12, 3.13 leagues will fill the gap.
3.9 Changes
The most concerning change is how much rarer Shaper- and Elder-influenced items will be now that their Atlas-influence mechanic will be gone. The four new types of Influence have their own mod pools, so it remains to be seen whether they will provide anything similar to bonus supports.
Plus supports will be nice chase items. In particular, GMP+, Multistrike+, and Spell Echo+ look pretty good for us. Double damage from Spell Echo+ means longer freezes from our Spectres and Phantasms. An extra repeat means Zombies are more likely to be able to Slam every attack. An extra projectile means more overall coverage from Spectres and Phantasms. The new Barrage Support and Arrow Nova Support do not support minions. GGG keeps letting me down with this kind of stuff. To this day, I still remember my brief fantasy of using Undying Evangelists with Spell Cascade, only to soon realize to my utter dismay that it couldn't support minions. Bottled Faith divination card means more on the market, which is one of the few flasks that can actually benefit minion DPS. Leash of Oblation would pair very well with The Queen's Hunger, turning the body armor's random Offering into a benefit. Catalysts will be nice, if minor, but excellent for crafting. Their effect on mod probability should help with making your own Abyssal belt early on. Both Metamorph and Conquerors are boss-centric. We perform rather well against most bosses with little gear, so barring any major summoner nerfs this should be a good league for us.
4.0 Changes
With so much unknown and still in development, it's hard to say what summoners will look like in 4.0.
What we do know, though, is that every piece of socketable gear will be capable of having one or more 6Ls. The concept for Speaker for the Dead is a Mass Minion Necromancer, to have a diverse undead army with as many fully-supported minions as is practical. In 4.0, we would be able to achieve this without Influenced gear. In fact, it'll more than likely become the de facto way to build a summoner. If this happens, will Speaker still have an identity among the crowd? In any case, here's what we could do if we had this skill system right now: Nine 6L, and possibly two more with Unset Rings (Hungry Loop on suicide watch). We could use any helm and weapon. 1. Zombies + Minion Damage + Melee Phys + Feeding Frenzy + Multistrike + Ruthless 2. Vaal Skeletons + Minion Damage + Melee Phys + Feeding Frenzy + Deathmark + Melee Splash 3. Carrion Golem + Minion Damage + Melee Phys + Multistrike + Maim + 1 more 4. Spectres + Phantasms + GMP + Faster Proj + Minion Damage + Elemental Army/Spell Echo 5a. Cyclone + CwC + Raging Spirits + Fortify + Minion Damage + Melee Splash/Melee Phys 5b. Cyclone + CwC + Ball Lightning + GMP + Curse on Hit + Curse 5c. Cyclone + CwC + Desecrate + Spirit Offering + Fortify + Life on Hit/Nightblade 6a. Flame Dash + Faster Casting + 4 other utility skills/supports. 6b. Ice Blink (instant, won't interrupt Cyclone) 6c. Leap Slam/Shield Charge + Faster Attacks 7. Animated Guardian + Meat Shield + Minion Life + Fortify + Melee Splash + Empower 8. CWDT Metagem + Desecrate + Spirit Offering + 3 more 9. Enlighten Metagem + Hatred + Generosity + Skitterbots + Bonechill + 1 more (Banner?) 10. (Ring) Holy Relic + Minion Damage + Controlled Destruction + Area Effect + 2 more 11. (Ring) Spell Totem Metagem + Animate Weapon + 4 more. Because why not. Yeah, there's a looot of space. I predict Unset Rings may end up with a restricted number of support sockets (if any). Triad Grip gloves will need a change. Spectral Wolves and Spiders from The Scourge/Arakaali's Fang will potentially have many more support sockets. It'll be an interesting time for Speaker, that's for sure. The new Defiler ascendancy for Witch looked like a new type of summoner class at first, due to her bone armor and the zombie-like look of the soldiers. On second glance and seeing the Arcanist again it's clear those are enemies and not the Defiler siphoning life from her own minions. The Arcanist, who focuses on one element, Lightning, and has some sort of unique mechanic where she can build up energy. @ Hologram_o:
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" " " 1. Pure Breachstone ROTAs are one of the best sources of XP. 2. Swap Bloodlust and Vile Toxins out with Melee Splash and Feeding Frenzy. The AOE and dash give Skeletons new life when it comes to utilizing their advantages when mapping. In open, dense maps, you can cast a group or two ahead of you and just follow the destruction. In closed maps, using them to sweep side rooms without entering yourself is both safer and quicker. 3. Don't worry about the Agony Crawler and instead focus on mobility. Stopping to cast at the wrong time can turn ugly. 4. Turtle up. CWDT + Desecrate + Spirit Offering makes you practically immortal to medium and small packs. CwC Spirit Offering makes you practically immortal to non-Chaos degens. Even if Acrobatics reduces it from 15% to 10%, I still had great success in 3.7 with only 9%! 5. If you remember Bibpanana from Legion league, they too sought and reached level 100 with this build. Discipline + ES on Hit Watcher's Eye are extremely powerful for mapping, and Glorious Vanity gives more eHP while also pairing well with our existing LGoSH. 6. Consider Cyclone. It allows you to have a constant stream of Ball Lightnings on the field, feeding you with LGoSP to top off and spring back your life in an instant, while also moving you forward so you are no longer located where monsters started aiming at. The closer your mouse is to your character, the slower you'll move, so you are afforded some speed control. You can even spin while stationary when the mouse is on top of your character. 7. Tactics. Always approach unknown territory or a monster pack at a slight diagonal, a lazy zig-zag. This will avoid smacking face-first into a sudden volley of projectiles. Porcupine novas target you, so there's always a convergence of spines at wherever you were standing when they died, so you can avoid the worst just by strafing. Is there anything in particular that's killing you? " XP to: L98 = 273M L99 = 295M L100 = 318M It only rises by 23M, but the penalty is what kills it. T15 Penalty for: CL97 = 7.66% CL98 = 5.50% CL99 = 4.02% The penalty for a character at level 99 is nearly twice as much compared to 97. If you can average 20M xp per hour, it'd take ~16 hours to reach 100 from 99. One death would be a loss of 96 minutes. Take this with a grain of salt, though. The wiki numbers may be outdated. GGG has made adjustments in the past to increase how long it takes to reach 100, so I do not know if those changes have been properly accounted for. @ Larabiata4711:
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" " " " Meat Shield will prevent the AG from engaging anything further than 35 radius away from you (under Minion AI). As long as you let the Ruin Hellion taunt the boss first before you get too close, your AG's taunt won't matter. " Consider that he'll have around ~100k life, maybe less, and while uncommon we do still lose a 100k+ life Spectre on occasion. Sometimes map and monster mods align for some truly nasty amounts of damage. Unless you're wealthy enough to not mind the loss of items, I'd personally play it safe. " I finally tested Enduring with anti-curse, and unfortunately the curse immunity doesn't stack with the mana regen. So its only advantage over a longer duration utility flask (5.3sec vs. 6sec Silver) is the low charge consumption of the mana flask (5 sips vs. 1-2 sips). " If your ES is already higher than your life, then it's debatable. It also has the downside of undermining Spirit Offering in situations where you would otherwise be essentially immortal (Chimera smoke cloud, for instance). @ Drakoturt:
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" " I talk about HoGM here. It was overall pretty easy. Most lines fell over. I was able to take out the archer builds that try sniping from the stairs by flooding them with an unending horde of Skeletons. The Flame Sentinel guy gave me trouble simply because I wasn't aggressive enough with Skeletons. Since I went into HoGM blind, my mistakes were from recon. The CWDT guys fell over to fire degen. The only real danger was TheGrandHamster. You have to keep the pressure on so she can't recharge her ES and exhausts her initial flasks and Vaal skills. I plan to try Infernal Legion on Skitterbots to deal with her and the CWDT guys. " Yes, though anything Chaos is countered by CI builds. " Frost Bomb and Block Chance Reduction Support (or degen). " Yeah, definitely keep him out of there. @ xaeror35:
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" " " " Check out my response @ alexauron82. " Spirit Offering won't work without corpses. Boss arenas typically don't have corpses. Desecrate creates corpses for Spirit Offering. @ not3not4:
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" " " Every minion (instead of you) would have the 5% chance on hit to give nearby allies (but not themselves) Frenzy Charges (then those same allies grant them charges in turn). You'll find freshly summoned Skeletons will near-instantly be at max Frenzy Charges because our minions collectively hit a huge amount of times and trivialize the 5% odds. The main build does not need NA because of Ball Lightning, but if you want to use CwC Spirit Offering or Triad Grip, then NA is best (costs 4 passive points and you lose the resistances, block, and life/es of shield). As a bonus, you also gain Frenzy Charges from your minions, which the attack and cast speed is nice for mobility skills. Phase Run in particular benefits from a greatly increased duration if you have Frenzy Charges, which I'm making use of in my Triad Grip variant (see Hegemon_of_the_Dead character). @ thegamingkage:
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" " " " Anointments do not give you the original node. Whatever it has been converted to, that's what you'll get if you anoint that node. " I did the math in an earlier response. The result was that Juju is competitive even with an ideal rare amulet, so long as your eHP is decent or high. " Bloodgrip definitely lost value with the new Bone Armour. Its main benefit, though, is that it doubles the life from life flasks, which is also multiplicative with recovery rate like from the Bone Barrier ascendancy (30%) or Herbalism notable (20% - anointable). A 900 life-per-sec flask would become 1170 with Bone Barrier and then double to 2340 with Bloodgrip. Quite a nice bit of recovery. The Blood of the Karui flask gives up to 1168 life-per-sec. It'd become 1518 with Bone Barrier and double to 3036 with Bloodgrip. " Certainly an option, but dangerous. Even when rapidly teleporting around, monsters can surprisingly still land hits on you and we don't have any leech. " The issue is the range of Lens. You would have to be right on top of your minions when they die to benefit from the healing. To use Minion Instability, the minion cannot simply die or despawn, they must enter the Low Life state (<35% life) or they will not detonate. Meaning if you want Zombies to explode you'll have to use Infernal Legion, but resistances will run counter to this while low resistances will make using any other minions problematic unless you socket them with Elemental Army. You could instead use a Coruscating Elixir with Umbilicus Immortalis, but then you'd be limited by flask charges. Skeletons might be better. Although they have less life, you get 4 in one cast and don't need corpses. They can also be burned down even faster with Earendel's Embrace. Fire Triad Grip could be used to let your other minions scale from fire debuffs like Ash, Combustion, and Elemental Army. @ Dashbb:
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" " I could have sworn I remember seeing Death Bishops and other variations had a 10sec cooldown on casting their curse, but I'm not finding it on PoeDB anymore, so I'll have to test to verify. The nice thing about the Death Bishop, though, is his curse offers 20% chance to freeze, which is more than the 14% of a L20 Frostbite (10% @L5). Since your Animated Guardian already curses with Elemental Weakness, you'll just be replacing each other's curses if you try to use Frostbite as well. To apply two curses from separate sources, the Animated Guardian would need a chest with "additional curse" crafted, and you'd also need a source of +1 curse if using the CoH ring. The game uses the curse limit of whoever curses last, so you both need to have a limit of 2 to avoid overwriting each other. You might be able to make it work with only +1 curse on the AG if you curse and then hold off, allowing the AG to be the last to have cursed and therefore using his limit. The Death Bishop would be no good, since there's currently no way to increase its curse limit (NA could do it if we ever get a +1 curse shield, or Umbilicus Immortalis if we ever get a +1 curse flask). " Nice, looks good! Only thing missing was quality on the helmet for a tiny bit more ES and regen. =o) @ Kirian42: " Yeah, that always sucks to get excited and let down within the same second. In your search options, you can exclude certain mods with 'Not'. It's possible to use the claw, if: 1. Avatar of Fire or 2. Only hitting with a spell. @ CanadaDemon:
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" " Congrats! =oD I talk about HoGM here. My as-yet untested plan is to use Infernal Legion on immortal Skitterbots. @ alatar: " Thanks! @ Miraculix2xx:
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" " Use Desecrate (5 corpses) not Unearth (1 corpse). Drop Empower from Zombies. +1 level is not worth it. Empower only becomes worthwhile when it adds 4-6 levels. I recommend Feeding Frenzy as a replacement. They'll maintain the buff for your Spectres and Phantasms, and the Aggressive AI really helps Zombies get into the fray sooner. 10% of Life as Extra ES body armor craft (prefix) from Gravicius (Syndicate). It'll give you ~1000 ES on its own. More movement speed on boots. You're only at 15%. You could have 30-35%. Then there's another 10% from a Labyrinth enchant. This'll make general movement feel a lot better. Gem Quality. You can vendor a L20 gem with one Gemcutter Prism to get a L1 gem with 20% quality back. This is great for upgrading supports. For minion skills it's best to have a backup set, so you can swap them in while the 20%Q ones re-level in your second weapon set. Quality is especially good for Zombies, since it gives them both life and movement speed. L21 gem for Phantasms. We don't care about quality here, so it's usually pretty cheap. This'll give you 11 Phantasms and increase their base damage by ~10% more. L21/Q20 gems for all our other minions is desirable, but some are pricey. +3 Minion Damage helm is worth ~80% more damage than a normal +1. Faster Projectiles Support will give Phantasms significantly more range and area coverage. Trash monsters are more numerous than they are tough. Clearing them sooner means your harder-hitting melee Zombies don't waste their time running up to trash instead of a chunky rare. Bone Armour purges Bleeds, so we don't really need Staunching on our flasks. Blood of the Karui is an excellent life flask to consider. You are lacking anti-freeze and anti-curse flasks. You want an Enduring (prefix) Eternal (better duration) mana flask. You only need to use this for No Regen maps, but it's also helpful for raising Zombies quickly. I keep mine equipped just out of laziness, but it's not optimal. A regular Quicksilver flask is better than Rotgut for us. Last edited by Hercanic on Dec 12, 2019, 9:11:45 PM
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