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kayella wrote:
The update is from levelling notes for a new alt in SSF. I changed the notable progression for more minion DPS early and then minion notables in templar area. I didn't have a problem with act 4 piety (one zombie died) and Dominus. But I got lucky 4-link blue helmet and I crafted +1 minion.
Maybe I will change back to Skeleton instead of SRS for early act as well.
Flame Sentinel actually has more life than FE, but less DPS. Stygian Revenant has more DPS similar life, but it shoots a nova (bad for bosses). I can't think of another spectre to use >_<
So, i'll get into more details of how i tested:
Overall i did 5 *spectres from 28* tests in fresh SSF league.
Pathing generaly was: Witch Start->Enduring Bond -> Lord of the Dead -> Death Attunement
After this i tried different aproaches, going to Sacrifice or to Indomitable Army or to Gravepact or rushing Spiritual Aid (worst idea)
The gearing and skill setup was mostly the same:
Raging Spirits with Zombies and Holy Flame Totem. As mana Reservation i was using Skitterbots except for 2 last runs where i got rid of them at 28 (bad idea again)
The skellie runs were as follows:
Enduring Bond -> Lord of the Dead -> Gravepact -> Death Attunement -> Indomitable Army with Elemental Equilibrium.
This was followed by more life and Spiritual Aid.
The links i used were (up untill skellies it does not rly matter)
Summon Skeletons with Melee Splash and Minion Damage
Summon Skitterrbots with Infernal legion and Minion Damage
Holy Flame Totem with Phantasm and Minion Damage (or just with Phantasms if i did not have the 3rd link)
Flame Dash
Smoke Mine
Overall required 3x3L and 2x1L
Later i added Dread Banner, Stone Golem and Punishment
I got spectres in act 5, Slave Drivers in a 4L getting rid of Holy Flame Totem
If i had the links i also added Zombies and Feeding Frenzy (all linked to the Golem)
Edit:
I plan to rush Redemption Sentries next league, playing with Slave Drivers until i get them in the first Veritania map, so i am looking for the least painful method to progress up until there with as few respecs as possible
Last edited by muramiri#3426 on Jun 10, 2020, 5:01:17 PM
The inconsistencies in PoB got me to thinking about how Enhanced Vaal Fallen work, so I decided to do some real-life tests, because PoB is no help at all with EVF.
I tested it by using a level 7 raise spectre gem, and only 1 EVF and nothing else. Then I tested its damage in blood aquaducts. With 0 support gems, it would usually take 2-3 hits to kill a regular enemy, and 4-5 hits for a blue magic enemy, and about 10 hits to kill a yellow rare enemy.
Then I would try adding in support gems to test what the damage difference was. The first thing I noticed is that Melee Physical Damage has ZERO effect on EVF's main attack! Also, when I turned on Hatred aura, when EVF would do a cold attack, there was a huge difference (with cluster jewels my hatred has +90% aura effect), but it had ZERO effect when he did fire or lightning attacks. You can tell what type of element attack he is doing by the color of the attack. And finally, "Added Fire Damage" also has no effect on damage.
So I've come to the conclusion that EVF's Elemental Hit attack does ZERO base physical damage. Their damage is not physical being converted to a random element, it's just 100% elemental. Which makes sense because that's how the skill gem Elemental Hit works. Their leap slam attack does do physical damage though, because melee physical attack did seem to increase it's damage.
I don't know who uses EVF anymore, but it seems like from testing that Melee Physical Damage support doesn't apply to their attacks. When I look at spectre builds that use EVF, they all are using melee physical damage support, but real-life testing shows it to be useless. And Hatred only effects 1/3 of their attacks. ^^
I plan to rush Redemption Sentries next league, playing with Slave Drivers until i get them in the first Veritania map, so i am looking for the least painful method to progress up until there with as few respecs as possible
I'm pretty sure that Redemption Sentries will only spawn on T14+ maps. I could be wrong, but that's what I remember.
The inconsistencies in PoB got me to thinking about how Enhanced Vaal Fallen work, so I decided to do some real-life tests, because PoB is no help at all with EVF.
I tested it by using a level 7 raise spectre gem, and only 1 EVF and nothing else. Then I tested its damage in blood aquaducts. With 0 support gems, it would usually take 2-3 hits to kill a regular enemy, and 4-5 hits for a blue magic enemy, and about 10 hits to kill a yellow rare enemy.
Then I would try adding in support gems to test what the damage difference was. The first thing I noticed is that Melee Physical Damage has ZERO effect on EVF's main attack! Also, when I turned on Hatred aura, when EVF would do a cold attack, there was a huge difference (with cluster jewels my hatred has +90% aura effect), but it had ZERO effect when he did fire or lightning attacks. You can tell what type of element attack he is doing by the color of the attack. And finally, "Added Fire Damage" also has no effect on damage.
So I've come to the conclusion that EVF's Elemental Hit attack does ZERO base physical damage. Their damage is not physical being converted to a random element, it's just 100% elemental. Which makes sense because that's how the skill gem Elemental Hit works. Their leap slam attack does do physical damage though, because melee physical attack did seem to increase it's damage.
I don't know who uses EVF anymore, but it seems like from testing that Melee Physical Damage support doesn't apply to their attacks. When I look at spectre builds that use EVF, they all are using melee physical damage support, but real-life testing shows it to be useless. And Hatred only effects 1/3 of their attacks. ^^
Nah. Elehit from EVF converts their base Phys to one of the 3 elements unlike the player elehit that has flat damage as a base.
The reason you don't see much of Hatred when they use fire or lightning is because of the Ele Hit mechanic.
"Each attack with this skill will choose an element at random, and will only be able to deal damage of that element"
Thats why Added Fire only works on the fire portion of ele hit.
Melee Phys still applies to the base, which then gets converted, you can use Maim and Fortify aswell.
We still decide to focus on one element despite wasting potential and cold damage has simply the most support. Other than Hatred/Haste, there isn't much for scaling EVF.
Treat them like a walking Ruthless Gem. Every 3rd or so attack when elehit procs cold they just slap the living shit out of something.
Last edited by Prevy#1389 on Jun 10, 2020, 5:46:45 PM
Note: I just copied the Default attack from Redemption Sentry.
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Edit: I checked the stats in the big google spread sheet and RK's MeleeCold has the same stats as RS's MeleeEyrieArrow.
Edit 2: I installed PyPoE. And trying to find skill stats to add to POB. It's really hard to find stuff in the gpk file. Does anyone know where the monster skills are??
Hi Kay, can you provide a bit more detail how I can add RK to POB?
First off, where do you find this file:
Path of Building\Data\3_0\Spectres.lua
It does not exist on my computer. Do I edit this file online?
I plan to rush Redemption Sentries next league, playing with Slave Drivers until i get them in the first Veritania map, so i am looking for the least painful method to progress up until there with as few respecs as possible
I'm pretty sure that Redemption Sentries will only spawn on T14+ maps. I could be wrong, but that's what I remember.
You can get them in lowest tier of maps where Veritania can spawn (so at least T3), tested.
Wouldn't that mean that the source of Consecrated Ground also must be from the AG since he (presumably) only affects his own Consecrated Ground?
Hmmmmmmmmm.
The body armour conc ground mod just procs the ground effect. I tested it with AG and body armour with conc ground it just procs when AG is standing still. So I think it will be the same but different mod name and effect. Bex said "create Profane Ground instead of Consecrated Ground".
Not sure if we're talking about the same thing at this point as your post wasn't quite clear. Bex's full quote says:
"
While holding it you now create Profane Ground instead of Consecrated Ground.
The "you" in this case is the Animated Guardian, not the player because he's the one with the item. So Holy Flame Totem will still create Consecrated Ground because it inherits your stats, not the AG's.