[3.11]QUEEN OF NECROMANCY - STRONGEST ZOMBIES EVER? 55M+ DPS 7K+ LIFE MAX BLOCK 90% CHAOS RES

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Teerick wrote:
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saho123 wrote:
I see you craft endurance charges on gear, but i don`t understand how you generate them


If you have minimum endurance charges crafted on gear, they generate automatically.

He means, how is OP generating endurance charges.

Maybe from the "of endurance" mod stolen by headhunter if OP leap slams into packs?
So far it worked all good - now at 9.6k EHP ( using shapers touch ) i really start to struggle in delves below 200 ...

There are simply too often these "cold spikes" from the ground nailing a one-shot, damnit ... started today at 60% exp, not a hole day with 4 deaths later, 80% ( from 95 to 96 ).

And many ppl speak about going beyond 600? Uhm ... okay ,...
maybe i am just bad in playing, the fun of this build evaporates quite easy once you start to try pushing exp beyond level 95 -.-

( yes, no % all attributes currently on belt since i wasted 300c today for getting from 10 to 12%, i but this wont change much i think )
Last edited by bex_HB on Sep 29, 2019, 1:38:00 PM
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bex_HB wrote:
So far it worked all good - now at 9.6k EHP ( using shapers touch ) i really start to struggle in delves below 200 ...

There are simply too often these "cold spikes" from the ground nailing a one-shot, damnit ... started today at 60% exp, not a hole day with 4 deaths later, 80% ( from 95 to 96 ).

And many ppl speak about going beyond 600? Uhm ... okay ,...
maybe i am just bad in playing, the fun of this build evaporates quite easy once you start to try pushing exp beyond level 95 -.-

( yes, no % all attributes currently on belt since i wasted 300c today for getting from 10 to 12%, i but this wont change much i think )
Are you talking about the little ice monsters with cast on death ice shot? If so it’s like any other cast on death, just avoid the ensuing explosion. If you spent 300c going from 10-12% either you had rotten luck with divining or didn’t divine and just kept rerolling.
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bex_HB wrote:
So far it worked all good - now at 9.6k EHP ( using shapers touch ) i really start to struggle in delves below 200 ...

There are simply too often these "cold spikes" from the ground nailing a one-shot, damnit ... started today at 60% exp, not a hole day with 4 deaths later, 80% ( from 95 to 96 ).

And many ppl speak about going beyond 600? Uhm ... okay ,...
maybe i am just bad in playing, the fun of this build evaporates quite easy once you start to try pushing exp beyond level 95 -.-

( yes, no % all attributes currently on belt since i wasted 300c today for getting from 10 to 12%, i but this wont change much i think )

>> There are simply too often these "cold spikes"
Those are from the Unstable Wetas - they look like small cockroaches.

There are various approaches to dealing with this - the most common for summoners is to avoid stepping on the blue patches of ground the wetas leave behind until the on-death casts occur.

There's a video on youtube somewhere where a very deep delving summoner used an offering skill to remove corpses before proceeding - but that's really slow and unnecessary until very deep in delves.

You'll also probably want a quartz flask when delving - when you get stuck behind/in a pack of mobs, hit the flask and run past the blockade.
Last edited by hankinsohl on Sep 29, 2019, 2:01:41 PM
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( yes, no % all attributes currently on belt since i wasted 300c today for getting from 10 to 12%, i but this wont change much i think )
Are you talking about the little ice monsters with cast on death ice shot? If so it’s like any other cast on death, just avoid the ensuing explosion. If you spent 300c going from 10-12% either you had rotten luck with divining or didn’t divine and just kept rerolling.[/quote]

y did just roll, because there was literally no good combination ( on top of attributes ) worth divining ( i assume
i at least should have life + one res on top to be worth divining ).

and, yes, its probably some cast on death, i have no idea, too much action around to see really where it comes from ( or even identify / differentiate different enemy types -> to say so : i have no idea what these "wetas" are ... or how to see them early enough to escape ... )
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hankinsohl wrote:
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Edeka wrote:
Hello!

Can someone point out the main differences in build style between:

- Saqawal's Nest

- Geofri's Sanctuary


I cannot seem to find what's more leaned towards endgame?

Thank you!

Both chests are used by various players in the end game.

GS + Shaper's Touch + Discipline will gain a huge amount of life and energy shield and is extremely strong defensively.

Some players like GS + Shaper's Touch + Soul Tether + Vaal Pact - this combination is extremely strong.

Nest will result in higher DPS at the cost of some life/ES.

My recommendation is to start wtih GS and then, as your gear progresses and you want more DPS, consider switching to Nest.

Some players sharply disagree with my recommendation - so read previous posts on this topic and make up your own mind; let your in-game experience guide you as well. Dying too much with Nest? Leveling too slow for your liking with GS?
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Honestly, bottom line is that you won't go too far wrong choosing either chest.

Moreover, if you want BIS gear for every slot, clearly Nest is best; but BIS gear isn't necessary to breeze through all content and, if dying is getting in the way of leveling, GS is the far better choice.


How soultether and vaal pact work on necro?
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caladblog wrote:

How soultether and vaal pact work on necro?


i´d assume - checking the belt - the goal is to have a nice amount of ES on top of your life which - via vaal pact and the overleech from the belt ( like the old slayer overleech ) assures you have a nice and especially fast recherching ES buffer ( no longer relaying on faster ES recharge since the belt disables this anyway )

The leech for this of course is based on having 1k+ str and using Baron for your minions to provide you with it.
Got stupid lucky and traded in a set of The Wretched.
Guess I can buy some upgrades for myself :D

Also here's a decent lethal pride seed:



5% Strength: Devotion + Faith and Steel
4% Maximum Life: Righteous Army

Redemption has 20% increased burning damage, so that's not very useful. 20% fire res on the endurance charge, again not terribly useful but its there.
Last edited by General_Iroh1 on Sep 29, 2019, 4:44:39 PM


We did it boys, 320k more dps per zombie in the endgame. If you wanna see my stupid reaction, then check it out ^^

https://www.pathofexile.com/account/view-profile/Qlidascope/characters
Last edited by Qlidascope on Sep 29, 2019, 5:19:49 PM
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SodaPop9 wrote:
What mods from Bottled Faith apply to minions (Zombies)


as of my understanding its the 10% increased damage to enemies on concescrated ground, and ofc. the regen which is nice.

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