Raise Spectre
That's because Spectres scale down with area level :/ They deal more Damage in higher level areas, scaling up to the area level they were raised in (Spectres from a level 50 zone cap at level 50).
Also, try using actually worthwhile monsters. That could help. While leveling, I usually just grabbed a big fat melee dude (Auric Collosi always stuck around for a good long time) with Melee Splash and they did just fine. Last edited by Vipermagi on Mar 17, 2014, 10:55:58 PM
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Hi and first of all, thanks for your reply.
Ok so I understand they scale down, and as such they were level 7. But that makes no sense in multiple ways, I'm guessing the only goal with that kind of system is to avoid players to get boosted to a higher level instance -> summon specters -> face roll with the specters from that instance. That can be easily achieved with scaling the level of the specter with the gem in a manner that they wouldn't be useless in lower level zones for a summoner. Which other build have this kind of troubles? None. And if they scale down with area level, why don't they scale up with area level, making it easier to pick your summons for instance in normal, and then going into merciless? That would only make sense you go into a harder area, your specter keeps up the pace. Or just make it be the same level as you are, there are so many options and I do not believe the best one is implemented. Moving forward into the second part of your reply, please do not read more into what I said than what's actually wrote. This was meant as a test and I usually don't raise skeleton archers, thou I do prefer ranged specters to fill the roll left empty by the zombies I do not feel like having another "big fat dude" helps that much. Specters are meant to be unique, and to give prestige feeling into the summoner army, other than just another bulk of meat for you to be raising over and over again. Quoting your sentence about which minions are or should be worthwhile. Imo and I care to believe that in GGG opinion aswell, every minion with the proper passive tree should be worthwhile, so I don't follow your reasoning. This is a skill feedback, not a "deal with it, it's like this". | |
" The tricky part with this, shit 'base' monsters such as Hatchling spiders and Skeletal archers need a lot more to be powerful than an Undying Evangelist. They're all 'worthwhile' in that they can all deal a decent amount of Damage (Archers with LMP, Faster Attacks, maybe Added Fire or something should do decently), but monsters are inherently not balanced against one another. Some appear in packs, some are intended to be a bit shit, and Voidbearers are assholes. The way Supports work can also work against this all-monsters-will-do concept. It's the most efficient to specialise your Spectre skill, which inherently reduces the pool of monsters that work well with it. Ultimately, it depends on which definition of 'worthwhile' you use. For Raise Spectre, I would say Skeletal archers are not worthwhile because there are plenty other monsters that simply perform better (Kraityn's archers for example walk a bit faster and use Explosive Arrow). However, with a looser definition, for example 'is capable of dealing Damage and not exploding instantly', Skeletal archers do fit that definition... If you give them some Supports to work with anyways, as with most Spectre options. --------- As for the scaling, that's just how it currently works, and my only intent was to describe it :) I'm pretty ambivalent about the matter, so I'm not going to comment further on the subject. Sorry. | |
Alternative spectre design that I'd like to see:
Since spectres are only a nether reflection of their formal being, I think it would be better if they would shrink down into a tiny spirit whisp upon being defeated, becoming totally passive for X amount of time, till they recover and grow back to their normal form and start fighting again. During this time they would be like spectre glow colored charges flying around the player, counterclockwise to normal charges to be easily distinguished. This would allow us to free a slot on the action bar once we are done casting our favorite spectre, wherever it might be. The spectre icon on the top left could have a slim vertical line on its side, like a energy shield, showing how long it takes till your defeated spectre will restore itself again. This cooldown should be affected mostly by minion life nodes and gems, to balance the game and make tanky spectres come back to the fight faster, as they should, and unsupported spectres would have a respectfully much longer time to return to the fight. Also I think that since they are "ghosts", they should take highly reduced physical dmg, but a little bit more elemental dmg to add a touch of "dynamic, logical realism", even though we are talking about ghosts here. "Im smartest. Your stoped. Dael wiht it." Last edited by Quantume on Mar 25, 2014, 3:30:36 AM
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are they planning on nerfing this skill?
GGG listens to its fans!!! Thank you!
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"why does this need nerfing and what on earth would a fix be? | |
I hear on streams that there's going to be a nerf. Now, I need some clarification:
Burning Miscreations and Undying Evangelists are/were the most popular monsters to use for specters. Burning Miscreations were nerfed for specters, and I believe the streamers were saying that Undying Evangelists will receive similar treatment. The REAL issue I see here is the in-ability for GGG to fix SNAP-SHOTTING which is the only thing that makes specters broken. Once that is fixed, summoner builds go from being a great build to a good build. SNAP-SHOTTING trivializes items which provide benefits to minions... GGG listens to its fans!!! Thank you!
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"funny because the highest lv spectres are very fragile when brought into maps because of the level difference (lv 68/69 vs lv 74+. the very thing that is supposively making them strong, is also holding them back base on just as many complaints i've heard. Last edited by soul4hdwn on Mar 28, 2014, 10:18:16 AM
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" Speaking of Undying Evangelists specters specifically, even a lvl 67 one is extremely robust (without the use of snapshotting) at the start of mapping. I agree that at lvl 72+ maps they are way more fragile... BUT, and there is a but: SNAPSHOTTING If you raise specters with Chober Chaber (or Midnight Bargain), Sidhe_Breath, TABULA RASA (with all the right goodie gems), and the secutor helm for starters, then you have a VERY VERY VERY tanky Undying Evangelist (for a level 67 one). Go back to town, change into your mapping gear and you have an Undying Brick Wall Specter. GGG listens to its fans!!! Thank you! Last edited by Catchafire2000 on Mar 28, 2014, 10:57:15 AM
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Has anyone Theory Crafted a 6 Spectre build?
It's possible to get 6 spectres with: 2x Midnight Bargain Bones of Ullr Vis Mortis (The most expensive part) +passive tree Or similarly 5 spectres with Queen's Decree / 1x Midnight Bargain For the 6x, it would be a low life build. Anyone theories what good combinations of mobs would work? I'm thinking of trying 2 Evangelist, 2 Fireballs, and 1 Surpressing Fire mob. --------- On another note, I have mixed feelings about snapshotting. On the one hand, I like to swap out gems I no longer need for the possibility of using others. Such as curses or active spells. Even though I don't do this atm. On the other, I think snapshotting can be very powerful. I have not gotten to 70+ maps yet so I don't know how much of an issue it is, in terms of minion damage and suvivability. The only two offensive spells I use are Firestorm + Arc, along with one curse. "The absence of evidence is not the evidence of absence." Last edited by Hixxie on Apr 12, 2014, 12:27:24 PM
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