{3.10} Speaker for the Dead | The Mass Minion Summoner | League Starter, Leveling Guide 💀

How is the build gaining endurance charges?
@ OGBalrog:
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OGBalrog wrote:
How is the build gaining endurance charges?

+1 to Minimum Endurance Charges craft (general Syndicate unveil) on your rings and amulet can net you 3 permanent charges.

You could also anoint Disciple of the Unyielding. More than three minimum charges will require you to also have a source of maximum charges in equal measure.

Another option altogether is anointing Charging Offensive or Smashing Strikes (only line we care about doesn't specify requiring a staff, so it should work without one) to generate charges.
Last edited by Hercanic on Dec 7, 2019, 9:12:04 PM
Really hope this build will be viable in 3.9.
So much fun :)

Thanks for your work Hercanic!
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Hercanic wrote:

"
now POB is actually suggesting Multistrike

Multistrike isn't correctly modeled in PoB, as it only accounts for the attack speed against the less damage, leaving out the bonus damage from repeats.

PoB hasn't received an update since September. Did you install a fork?


Yes, I installed the popular fork created by LocalIdentity. I no longer have to edit Triad Grip when stuff is imported! I don't know if the fork calculates Multistrike properly though.
Might try this for 3.9
@Hercanic

Looking forward to reading your thoughts on the balance manifesto. It looks like to me that we didn't get hit very hard. Is skitterbots still useful?
@ Kirian42:
Full Post & Previous Conversation
"
Kirian42 wrote:
now POB is actually suggesting Multistrike
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Hercanic wrote:
Multistrike isn't correctly modeled in PoB, as it only accounts for the attack speed against the less damage, leaving out the bonus damage from repeats.

PoB hasn't received an update since September. Did you install a fork?
"
Kirian42 wrote:
Yes, I installed the popular fork created by LocalIdentity. I no longer have to edit Triad Grip when stuff is imported! I don't know if the fork calculates Multistrike properly though.
"
fork created by LocalIdentity

Yep, then that's the reason for Multistrike popping up as a higher suggestion for you. It should be around ~58% more damage when properly calculated (= 0.9 * 1.44 * (1 + 1.22 + 1.44) / 3).

The downside of Multistrike is that it locks the minion in place for three consecutive attacks. If the target moves too far away, those attacks hit air. So a boss like Phoenix who is constantly whirling around their arena is terrible for Multistrike, but a stationary boss is perfect.

The other downside is that it cannot support Vaal Skeletons (the normal Skeleton skill nested in the Vaal skill will still be supported), something I overlooked when I first suggested Multistrike.
@ eryox:
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eryox wrote:
Really hope this build will be viable in 3.9.
So much fun :)

Should be. Based on the Manifesto, we weren't hit too terribly.


"
eryox wrote:
Thanks for your work Hercanic!

You're welcome! =oD




@ __Shady__:
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__Shady__ wrote:
Might try this for 3.9

Nice! Skeletons deliver a lot of boss-slaying power for Metamorph content and let us stay mobile to avoid dangerous mechanics. Spectres/Phantasms/Zombies give us clear while running. Hybrid ES/Life supplies high eHP to take big hits, and Spirit Offering on CWDT/CwC grants us the necessary recovery.

If you like minions, I think you'll like this build.
Last edited by Hercanic on Dec 10, 2019, 3:18:49 PM
@ IchiMorghulis:
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IchiMorghulis wrote:
@Hercanic

Looking forward to reading your thoughts on the balance manifesto. It looks like to me that we didn't get hit very hard. Is skitterbots still useful?

Skitterbots dropped from 24% (= 20% * 1.21 effect) to 18% damage taken from Shock (= 15% * 1.21 effect).

Skitterbots will have a Chill lower than 10%, but we don't know the value yet. This will hurt Bonechill for Cold Triad Grip. (Edit: No mention of this in the actual Patch Notes, so looks like the chill aura will remain at 10%.)

With the new Ailment Threshold for bosses, it may be practical to shock bosses with Lightning Triad Grip or Slave Driver Spectres. Cold Triad Grip could potentially use Bonechill on another minion.

Shaper's Ailment Threshold will be half his life, so 10M "life". The damage of a hit must deal 0.4% of the target's life or threshold to minimally chill by 5%. This means Shaper will need to be hit for 40,000 damage (= 10M * 0.004).

A 10% chill will require a hit of 180,000 damage (= 10M * 0.018).

A 30% chill will require a hit of 2,800,000 damage (= 10M * 0.28).

We must deal 4.5 times more damage to go from 5% to 10%, and 15.6 times more to go from 10% to the max of 30%. To go from min to max Chill requires 70 times.

My initial impression is Skitterbots should still be worthwhile, but we'll have to see for sure.
Last edited by Hercanic on Dec 11, 2019, 3:18:22 AM
GAME UPDATE
3.9 Balance Manifesto
3.9 Balance Manifesto! I will go over what affects us:

Minions
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Natalia_GGG wrote:
The weighting of Minion modifiers on Convoking Wands have been lowered, making it harder to roll a great Minion wand.

A couple people opted for wands when playing this build, but you give up a lot by doing so. The harder chase/expense for a good wand, with few other advantages, makes the sacrifice all the less desirable.


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Natalia_GGG wrote:
Minion Movement Speed increases on the passive tree and Necromancer have been lowered.

This will mainly hurt our Zombies.

Frost Sentinels have so much range that they're more likely to be auto-teleported to us than to move around, while Phantasms spawn next to the comrades of the departed. Skeletons have Dash and can be placed wherever we want.


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Natalia_GGG wrote:
Both the damage and the buff from the Feeding Frenzy support have had their values lowered, as the support was providing too much damage; Even if a player didn't want Aggressive minions, the support was too powerful not to use.

I wonder what GGG expected. They gave us the minion-equivalent to Arcane Surge. Of course every minion build would try to work it in when it provides a global buff.


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Natalia_GGG wrote:
Raise Zombies had too much damage and life for a small investment. They've been lowered in power slightly in several ways: lower base damage, lower area on their Slam, no life multiplier per gem level and a longer Slam cooldown.

The hit to life hurts the most. I can stomach everything else, but having your Zombies wiped out in a boss fight is the worst. It's simply not practical to re-raise them during pitched combat with their slow 0.85 cast time when you have 9-12 of the things to individually raise. The large mana cost and corpse requirement just compound the issue.

That said, they'll still have more life than in 3.7.


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Natalia_GGG wrote:
We felt Raise Spectre was too easy to get a third Spectre at gem level 21, especially with Necromancer’s Unnatural Strength passive. The third Spectre is now granted at gem level 25, giving a more challenging threshold for characters to strive for.

Luckily, Phantasms smooth out any changes to our Spectre count, since we can still have 10-11 Phantasms even with one Spectre.

With a L21 gem, we'd need another +2 levels to gain back our fourth Spectre. That could come from a L3 Empower, +2 Minion Wand, +1 boots with +1 chest corruption, or moving them to a +2 helm. I don't feel it's especially worth it, unless you want to drop Phantasms in favor of focusing on Spectres (like Slave Drivers).


Non-damaging Ailments
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Natalia_GGG wrote:
Chill, Shock and Freeze are mechanics intended to give identity to elements, but have been falling short of this goal. To reliably apply a non-damaging ailment to an end-game boss, either a huge damage hit would need to have been applied, or more likely a guaranteed effect like Chilled/Shocked Ground or the Elementalist's Beacon of Ruin would be used. For attack characters, there were almost no options to reliably apply these effects. We plan to change that.

  • We've greatly changed the calculation for Chill and Shock. Now, applying a 5% chill only requires you to deal ~0.4% of a target's life, down from 1.67%. A 10% chill requires you to deal ~1.8% of a target's life, while applying a full force 30% chill requires you to deal 28%. This makes any reasonable hit of an element much more capable of applying a Chill or a Shock, without massively weakening tougher enemies. It also means that Chill Effect and Shock Effect are much more useful, as it'll be much easier to turn a 10% chill on a boss into a 20% chill using 100% increased Chill Effect rather than having to deal ~460% more damage.

  • Because of these changes, attack skills dealing cold or lightning damage will be able to apply these effects on bosses much more easily, but will also benefit from investment. Near the Ranger starting area on the passive tree, we've added a new Shock and Lightning cluster, a new Ignite cluster, and have made improvements to the Flash Freeze cluster.

  • In addition to these changes, we've changed non-damaging ailments to care about an Ailment Threshold when applying an effect, instead of the target's maximum life. For many monsters, the Ailment Threshold and the monster's life will be the same, but very high health targets like map bosses and end-game bosses will now have a significantly lower Ailment Threshold than they do life. This should make shocking or chilling the Shaper much easier, as you'll be applying the effect as if they had approximately half the life they have now.

  • Chill and Shock now have a minimum effect of 5%, up from 1%. This is because this value is much easier to apply, so having insignificantly small chills and shocks don't justify the visual signalling.

  • We've lowered the base Shock Effect and Chill Effect of some mechanics that have a guaranteed value. Shocked Ground now has a minimum of 15%, which will affect similar mechanics like Skitterbots, Necromancer’s Corpse Pact and Storm’s Gift.

  • Freeze hasn't had its duration calculation changed, but will be applied against the lower Ailment Thresholds. Scorch, Brittle and Sap have had their value calculations updated to be similar to Chill and Shock's new value calculation.

Shaper's Ailment Threshold will be half his life, so his threshold would be 10M "life":

5% chill (min) = 0.004 * 10M threshold
= 40,000 damage required

10% chill = 0.018 * 10M
= 180,000 dmg req.

30% chill (max) = 0.28 * 10M
= 2,800,000 dmg req.

We must deal 4.5 times more damage to go from 5% to 10%, and 15.6 times more to go from 10% to the max of 30%. To go from min to max Chill requires 70 times.


Monster Resistances, Armour and Life

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Natalia_GGG wrote:
As the average character's damage has grown over time, we're going to be incrementally updating monster defences to be more challenging. This league, we're looking at monster life, resistances and armour.

  • We have done a pass over the resistances of all monsters in the game. Monster resistances should now be far more consistent. In general monsters have more resistances than before; in particular bosses. A regular map boss now has 40% elemental resistance (up from 30%) and 25% Chaos resistance (up from 15%). A very strong boss like the Shaper now has 50% elemental resistance (up from 40%) and 30% Chaos resistance (up from 25%).

Elemental Equilibrium will be all the more important to us, since minions have no sources of penetration on gear or the passive tree. Support gems and debuffs are all we have.


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Natalia_GGG wrote:
Monster Armour has been largely irrelevant beyond a very low level for a long time, reducing reasonable physical damage hits by almost nothing. To mirror the resistance changes on monsters, we're updating monster Armour growth to be something that noticeably impacts physical damage characters when fighting highly armoured monsters.

Our damage is spread across dozens of minions who deal smaller individual hits than another build type of similar DPS.

Armour will never prevent more than 10% of its value in damage. 100k armour can prevent up to 10k damage from a hit. Also, it will only prevent up to 90% of the damage of any hit. So at least 10% is guaranteed to hit.

In the 3.8 PoB Pastebin, Zombies dealt a total of 695,727 DPS. This came from 9 Zombies who each dealt 77,303 DPS. This came from a 1.82 attack speed, with an average hit of 42,462 damage. 45% of the damage is Physical, while the rest is Cold, Fire, and Chaos. This comes out to 11,473-26,445 phys damage per hit.

Armour / (Armour + 10 * Damage) = Damage Reduction

100,000 / (100,000 + 10 * 11,473)

100,000 / 214,730

= 47% Damage Reduction

11,473 * (1-0.47) = 6,081 phys damage dealt
11,473 * 0.47 = 5,392 phys damage mitigated


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Natalia_GGG wrote:
For builds that are most affected by this change, we'll be adding a new stat you can invest in that lets hits bypass an amount of physical damage reduction on enemies. This stat is "Enemies have -x% to Total Physical Damage Reduction against your Hits". This can't reduce Physical Damage Reduction below 0%, unlike Resistance Penetration stats. This will be found on various weapon notables on the passive tree, as well as a few smaller clusters, and new influence modifiers. This stat would also apply to Physical Damage Reduction from other sources, like Endurance Charges and map modifiers.

These nodes won't benefit us, unless GGG is gracious enough to add one that specifically applies to minions, or one that debuffs the enemy itself.


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Natalia_GGG wrote:
Impale is significantly affected by the higher armour values because of how its damage is dealt in many small hits. Impale isn't directly affected by your modifiers, so it doesn't benefit from the stat mentioned above. Instead, some Impale passives and the Impale Support will cause impales applied to give monsters -x% to Total Physical Damage Reduction against Impale. This effect doesn't stack for each impale applied. These bonuses will usually have higher values than the generic hit reduction found on the tree.

If only it wasn't restricted to "against Impale", this debuff would have given us a support gem option for our physical minions.


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Natalia_GGG wrote:
The life of all unique monsters in the game has been increased by 10%. On top of this, we've re-evaluated the life of all bosses in the campaign, with some of them getting considerable life buffs to bring them in line with the health of other campaign bosses. Some of these bosses, particularly early on, have had existing skills improved or new skills added in order to make these encounters more challenging.

Map Boss Life has been greatly increased at the highest tier of maps, and now scales much more linearly towards higher tiers, rather than jumping suddenly at Tier 16. Notable bosses like the Elder now have significantly more life, as they're now only fought in late map progression. Special bosses like Atziri have had their life adjusted to match the new boss life progression. Non-boss monsters in maps have also had their life increased, to a lesser degree.

GGG didn't nerf Skeletons, so we should still be fine against bosses.



Leveling
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Natalia_GGG wrote:
Certain skills and supports were too prevalent when leveling, allowing players leveling new characters to advance too quickly while not rewarding players using skills appropriate to their final build.

  • Orb of Storms, Lightning Spire Trap, Onslaught Support, Smoke Mine and Stormblast Mine are being reduced in power at low levels, but will be around as effective late game.

Movement speed is very important while leveling. Onslaught provided 20% (muled to a Witch with a Templar or Scion), and Smoke Mine (available to Witch after completing The Caged Brute) another 20%. With 10% movement speed boots and 40% from a Quicksilver flask, we could rock 90% movement speed (as long as we avoided the hidden -3% from a chest/shield). Plus the teleport of both Smoke Mine and Flame Dash.


Modifier & Miscellaneous Adjustments

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Natalia_GGG wrote:
Some modifiers no longer appear on Shaper or Elder items, like the "increased Physical Damage and Socketed Gems are Supported By" modifiers on Two Handed Weapons.

Sounds like 2H Maim is off the table. This alone would be 22.9% less damage for the 2H Triad variant (@ thegamingkage).


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Natalia_GGG wrote:
The "Can have multiple crafted modifiers" mod has been changed, now granting "Can have up to 3 Crafted Modifiers". Multi-mod crafting an item was proving too powerful for too low a cost compared with rolling an item of relative power. We'll be keeping an eye on the modifier to see if further changes are required.

Losing the Speed craft would be 9.5% less damage for the 2H Triad variant. Missing both a craft and Maim is 30.3% less damage (equivalent to a 43.4% more multiplier).


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Natalia_GGG wrote:
Fortify and the buff from the Unshattered Will now give less damage taken, rather than reduced damage taken, preventing cases where players were close to or reaching 100% reduced damage taken.

Damage Mitigation, like Physical Damage Reduction, is processed a step before Damage Taken, like Fortify. So there's no difference for us here.

It will, however, provide greater protection against curses like Projectile Weakness and Vulnerability. For example, instead of taking (44% - 20% = 24%) 124% damage from Projectile Weakness, we'd take (144% * 0.80 =) 115%.

This is a nerf to extreme Damage Taken stacking builds, and a buff for the likes of us.



3.9 Patch Notes
3.9 Patch Notes!

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Natalia_GGG wrote:
Major New Content and Features
Added a new Dexterity Support Gem - Greater Volley Support: Supports skills that fire projectiles from the user. Supported skills fire 4 additional projectiles. Supported skills also fire projectiles from up to 4 points on each side of you. It's like Volley, but greater.

Quest Rewards
Added Greater Volley Support as a quest reward for the Ranger, Duelist, Shadow and Scion for completing The Eternal Nightmare in Act 4, and as purchasable from Petarus and Vanja for the Templar, Marauder and Witch.

I plan to test this as an alternative to GMP for Frost Sentinels and Phantasms. If it has a smaller damage penalty from GMP, all the better, and should help make up for the weaker quality mod.

My reasoning is the "square" damage area is great for Phantasms who spawn in the midst of packs, where they would be able to hit adjacent monsters on either side of themselves.

The biggest downside is Volley is much weaker to doorways, which is already a summoner's Achilles's Heel.

It'll be available to the Witch after defeating Malachai.


"
Natalia_GGG wrote:
Minor New Content and Features
You can now add Item Filters to your account through the Path of Exile website. When you then log into your game client, no matter where you are logging in from, you will then have access to all of the Item Filters tied to your account (even if you're playing on Console!).

Other skills have also received visual improvements, including Firestorm, Frostblink, Freezing Pulse, Heavy Strike, Magma Orb, Summon Skeletons, all the Warcry skills, Lightning Tendrils, Flesh Offering, Arc and Sunder.

Online Filter - This is really cool! We'll be able to subscribe to a filter like NeverSink and it'll automatically receive updates.

Visual Improvement - Skeletons were just changed in 3.8, their glow color altered from red-orange to green, so I'm curious what they've done further in 3.9. Perhaps an updated model from 4.0?


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Natalia_GGG wrote:
Character Balance
  • Fortify's damage reduction effect is now multiplicative with other similar effects.

  • Shock and Chill calculations have been changed. In general, it is much easier to Shock and Chill monsters with low values of the ailment, but harder to reach high values of Shock and Chill. The formula used to calculate Shock and Chill magnitudes is now: 1/2*[Damage % of Ailment Threshold (see below) ]^0.4

  • We've added an Ailment Threshold to monsters. In the great majority of cases, the Ailment Threshold matches the monster's Maximum Life. It primarily differs for especially high-life monsters (such as The Shaper), where the threshold is reduced to allow ailments to be applied with hits that wouldn't ordinarily reach the required Life thresholds.

  • The minimum Shock and Chill value is now 5% (from 1%). To reach the minimum, you must deal 0.4% of a monster's Ailment Threshold with the associated element in a single hit. To inflict a 10% Chill you must deal 1.8% of a monster's Ailment Threshold with the associated element in a single hit. A 30% Chill requires a hit of 28% of the monster's Ailment Threshold.

  • The default Shock magnitude for effects that apply Shock without damage (such as Skitterbots) is now 15% (from 20%).

  • The alternate ailments Sap, Scorch and Brittle have a slightly different calculation as they have lower caps on their magnitudes.

Fortify - I covered this in the Manifesto, but in summary it's a buff for us. The change works in our favor against curses and other debuffs that increase damage taken.

Ailments - Also covered in the Manifesto section. With the new Ailment Threshold for bosses, it may be practical to shock bosses with Lightning Triad Grip or Slave Driver Spectres. Cold Triad Grip could potentially use Bonechill on another minion.

Skitterbots - Dropped from 24% (= 20% * 1.21 effect) to 18% damage taken from Shock (= 15% * 1.21 effect). A loss of 6%. Chill effect remains the same, so Bonechill will continue to be good for Cold Triad Grip. My initial impression is Skitterbots should still be worthwhile, but we'll have to see for sure.


"
Natalia_GGG wrote:
Specific Skills

Raise Spectre
Additional Maximum Spectres are now unlocked at gem levels 13 and 25 (from 11 and 21).

Smoke Mine
The buff granted by Smoke Mine now grants 10% increased Movement Speed at gem level 1 (from 20%), up to 29% at gem level 20 (same as previously).

Summon Raging Spirit
Summoned Raging Spirits will now try to travel to the location your cursor was over at the point they were summoned, unless they find an enemy before they arrive.

Smoke Mine - A temporary -10% movement speed. The remaining 10% movement speed should still be decent while leveling, where even 10% boots feel like an improvement.

Raging Spirits - Neat. This will let people send them around corners and through doorways. Great for indoor maps.

Spectres - Covered in the Manifesto. Simply put, it doesn't hurt us much due to Phantasms.


"
Natalia_GGG wrote:
Raise Zombie
The Zombie Slam ability now has a 6 second cooldown (from 4) and has a base radius of 17 units (from 28). The slam is now slower and has 30% less base damage effectiveness at gem level 1, rising to the previous damage effectiveness around gem level 17. Note that these changes are not visible on the skill gem.

Base Zombie damage has been reduced by approximately 25% at all gem levels.

No longer grants Zombies more life as the gem levels (but the Zombies themselves do gain base life with each gem level, like other minions).

Now increases Zombie Slam Area of Effect as the gem levels, up to 76% at gem level 20.




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Natalia_GGG wrote:
Support Gem Balance

Feeding Frenzy Support
The Feeding Frenzy buff now grants 10% increased attack, cast, and movement speed to your minions (from 15%).
Minions from supported skills now deal 5% more damage while you have the Feeding Frenzy buff at gem level 1 (from 15%), up to 15% at gem level 20 (from 24%).

Fortify Support
Fortify is now multiplicative with other sources of damage reduction.

Lesser Multiple Projectiles Support
Supported skills now deal 15% less Projectile Damage at gem level 1 (from 25%), up to 6% less at gem level 20 (from 16%).

Minion Damage Support
Supported skills now deal 25% more damage at gem level 1 (from 30%), up to 49% at gem level 20 (no change from previously).
Now gains 1% increased damage from minions from supported skills per 2% quality (previously gained 1.5% per 2% quality).

Onslaught Support
Supported skills now have 20% chance (from 25%) to grant Onslaught for 3 seconds (from 8 seconds) on dealing a Killing Blow at gem level 1, up to 39% chance (from 44%) to grant Onslaught for 6.8 seconds (from 8 seconds) at gem level 20.
Now gains 1% increased Attack and Cast Speed per 2% gem quality (from 1% increased Attack and Cast Speed per 4% gem quality).

Volley Support
Supported skills now deal 12% less Projectile Damage at gem level 1 (from 25%), up to 3% less at gem level 20 (from 16%).
Now has new art!

Feeding Frenzy - Now worth a net ~32% more damage (= 1.14 more * 1.1 buff * 1.05 speed), from 47% (= 1.24 * 1.1 * 1.075).

Volley & Lesser Multiple Projectiles - A significantly smaller damage penalty. Tempting for Sentinels, both Flame and Frost, who already have bonus projectiles.

Minion Damage - A temporary -5% More Damage, and a permanent -5% Increase Damage from quality.

Onslaught - A bit harder to gain, and lasts significantly less time. Maintaining it while leveling doesn't look very promising.


"
Natalia_GGG wrote:
Passive Tree Balance
The movement speed for Minions granted by the Ravenous Horde cluster has been halved.

-19% minion movement speed, from 38%.


"
Natalia_GGG wrote:
Ascendancy Balance

Necromancer
Mindless Aggression now grants your minions 10% increased Movement Speed (from 30%).

-20% minion movement speed. With the changes to Feeding Frenzy (-5%) and the Ravenous Horde cluster (-19%), that's a total loss of -44%.

What we have left:

10% Mindless Aggression
19% Ravenous Horde cluster
10% Feeding Frenzy
10% Redemption
---------
= +49% minion movement speed

In other words, we've lost nearly half of our bonus movement speed for minions.


"
Natalia_GGG wrote:
Crafted Modifiers
You can no longer craft +1 to Maximum number of Curses on Body Armours or Unveil it from Immortal Syndicate members.

The 'of Crafting' crafted suffix which previously allowed you to craft any number of additional mods on the item now allows you to craft up to three mods on the item. This affects existing items (items with the mod will now be limited to 2 additional crafts), however any items with more than the allowed number of crafted mods will keep those mods.

The Veiled and crafted modifiers with hybrid defenses (Armour, Energy Shield or Evasion) and life have had their values halved, and their tier progression split by item type.

Fossil Crafting
The added Maximum Life and increased Life modifier from Pristine Fossils can no longer roll.

Losing the +1 curse chest craft throws a wrench into my corrupted Oskarm idea for the Animated Guardian, where he'd be able to double curse. Oh well.


"
Natalia_GGG wrote:
Shaper and Elder Modifiers
You can no longer roll Chance to Maim and Maim Support modifiers on two-handed maces.

I covered this in the Balance Manifesto. The 2H Triad variant won't be as far ahead damage-wise from the Charity Triad variant. It's looking less appealing now, since the advantage it paid for with a sacrifice to range and clear speed is far less overwhelming.


"
Natalia_GGG wrote:
Other Item Changes
The Matatl's modifier on boots which grant chance to dodge attacks or spells now grants 5 to 6% (from 11 to 12%). Existing versions can be updated with a Divine Orb if you want to be hit more often for some reason.

Modifiers exclusive to the Convoking Wand base-type have had their relative weightings adjusted.

Dodge on boots was nice to get. Hard to say it's worthwhile now unless you're already stacking dodge.

Although the official build does not use wands, a few players still preferred them. Making them harder to roll is unfortunate, but their potential power is still there. GGG wants us to have more to chase, after all.


"
Natalia_GGG wrote:
Unique Item Balance
Yriel's Fostering's minions are now immune to damage and cannot be targeted by enemies.

Neat. They can use a 7L Infernal Legion, with no downside like Skitterbots and reservation limitations. Perfect for HoGM.


"
Natalia_GGG wrote:
Monster Changes
Monsters throughout the game now have more armour, from 33% at level 1 up to 2762% at level 84. Sounds a lot scarier than it is, because their base armour is stirringly unimpressive.

Monster resistances throughout the game have been reviewed and made more consistent. In many cases this has resulted in more resistances on monsters.

Various Monster Armour Values (pre-3.9)
Flame/Frost Sentinel = 0
Colossus Crusher = 612
Carnage/Host Chieftain = 816
Risen Vaal Advocate = 816
Bone Husk = 1020
Slave Driver = 1020
Solar Guard = 1020
Solaris Champion = 1633
Tukohama Vanguard = 2041
Undying Evangelist = 2041
Cinder Elemental = 2041
Knitted Horror = 2041
Hairy Bone Cruncher = 2449
Shaggy Monstrosity = 2449
Sandworn Slaves = 2449
Kitava's Herald = 2449
Bone Stalker = 3062
Colossal Bonestalker = 3266
Fighting Bull = 4083
Enhanced Vaal Fallen = 4083
Wicker Man = 6124

A L84 Wicker Man would have (6124 * 28.62 =) 175,269 armor.


(Source)


3.9 Gem Information
3.9 Gem Information!

"
Natalia_GGG wrote:
Added 35 Awakened Support Gems, which are more powerful versions of existing Support Gems. These Gems are only available from the Conquerors of the Atlas content.

1. Awakened Added Fire Damage Support
2. Awakened Ancestral Call Support
3. Awakened Brutality Support
4. Awakened Burning Damage Support
5. Awakened Elemental Damage with Attacks Support
6. Awakened Fire Penetration Support
7. Awakened Generosity Support
8. Awakened Melee Physical Damage Support
9. Awakened Melee Splash Support
10. Awakened Multistrike Support
11. Awakened Added Cold Damage Support
12. Awakened Arrow Nova Support
13. Awakened Cast on Critical Strike Support
14. Awakened Chain Support
15. Awakened Cold Penetration Support
16. Awakened Deadly Ailments Support
17. Awakened Fork Support
18. Awakened Greater Multiple Projectiles Support
19. Awakened Swift Affliction Support
20. Awakened Void Manipulation Support
21. Awakened Vicious Projectiles Support
22. Awakened Added Chaos Damage Support
23. Awakened Added Lightning Damage Support
24. Awakened Blasphemy Support
25. Awakened Cast While Channelling Support
26. Awakened Controlled Destruction Support
27. Awakened Curse On Hit Support
28. Awakened Elemental Focus Support
29. Awakened Increased Area Of Effect Support
30. Awakened Lightning Penetration Support
31. Awakened Minion Damage Support
32. Awakened Spell Cascade Support
33. Awakened Spell Echo Support
34. Awakened Unbound Ailments Support
35. Awakened Unleash Support

GoogleDoc Awakened Gems Comparison of Changes (source)

Priority:
  • Awakened Cast While Channelling
    -0.05 trigger cooldown (=17% more trigger speed)
    12% more Damage
    10% increased Damage (Quality)

  • Awakened Melee Physical Damage
    10% chance to Intimidate for 4 sec on hit (10% increased attack damage taken)
    5% more Melee Physical Damage


Good:
  • Awakened Generosity
    +1 to aura
    10% increased aura effect (Quality)

  • Awakened Minion Damage
    5% more Damage
    10% increased Damage (Quality)

  • Awakened Melee Splash
    +3% as AOE Damage
    15% more AOE
    10% increased AOE (Quality)

  • Awakened Greater Multiple Projectiles
    +1 Projectile
    10% increased Attack/Cast Speed (Quality)


If Triad Grip variant:
  • Awakened Elemental Damage with Attacks
    5% more Elemental Damage
    10% increased Elemental Damage (Quality)


If focusing on Spectres:
  • Awakened Spell Echo
    19% Double Damage chance for Final Repeat
    5% more Cast Speed
    5% less Damage
    10% increased Cast Speed (Quality)

  • Awakened Controlled Destruction
    5% more Spell Damage
    10% increased Cast Speed (Quality)


Although we're not too concerned about them, other notable awakened supports are:

Curse on Hit: 24% chance to apply to Hex Proof enemies.
Spell Cascade: Two additional casts on either side, like a + shape.
Multistrike: Third repeat.
Fork: Forks twice.
Ancestral Call: +1 target.
Chain: +1 chain.
Arrow Nova: +1 projectile.



Art by Peter Polach
Last edited by Hercanic on Dec 13, 2019, 2:32:02 AM

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