Kay's Summoner Memorial Page | New Guide is linked inside!

"
DixuMixu wrote:
How does ele pen work with ele weakness, EE and exposure anyway?


Ele Pen, Ele Weakness and Ele Equilibrium are all the same kind of thing. They add a res modifier. The res modifier is a minus. And sometimes there is a map mod that adds a plus. So the final res is a combination of all modifiers.

eg.
trash mob: base (0) + ele weakness (-44) + map mod (+40) = -4% overall.
sirus: base (50) + EE (-50) + ele weakness (-13) + exposure (-10) = -23%% overall.

Fleshcrafter is like Inevitable Judgement

"
With Inevitable Judgment, a critical strike ignores the concept of elemental resistance altogether.[1] In practice, it is equal to overriding an enemy's elemental resistance to 0%. As a result, any elemental resistance reduction and penetration modifiers are ignored,[2] even if an enemy's resistance would be less than 0% otherwise.

https://pathofexile.gamepedia.com/Inevitable_Judgement


So Fleshcrafter = 4 spectres and enemy res = 0.

+1 delve bod = 5 spectres and use mechanics to reduce res.
EE (-50% or new number?)

or if there is no EE:

Frost Bomb/Wave of Conviction (-25% cold/fire/light)
Combustion from suppport minion (-19% fire)
Elemental Army from support minion (-10% highest hit)
Crown of the Tyrant from AG (-10% all ele res)
Profane Ground from AG (not sure what value is, but hopefully -10% or more)
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Last edited by kayella#0845 on Jun 11, 2020, 10:50:29 PM
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ShmooDude wrote:
Spoiler
It's not really much of a leap to add them because you already know how to get all the information from PyPoE.

1) Edit Export\Minions\Spectres.txt and add
Spoiler
#spectre <spectre type>

where <spectre type> is the ID column from the MonsterVarieties table. For example:

#spectre Metadata/Monsters/AtlasExiles/EyrieInfluenceMonsters/EyrieSeraphFighter

2) Edit Export\Skills\spectre.txt and add any missing skills (some share skills so they may already be added)
Spoiler
#skill <name of skill in control.ggpk> <label for skill in PoB>
#flags <relevant flags>

For example:

#skill MeleeCold Default Attack
#flags attack projectile melee
#mods

#skill AtlasEyrieFighterSlash Slash
#flags triggerable melee attack hit area
#mods

These are the relevant flags for the support gems.

There's also an additional flag called "hit" which will allow abilities that don't have the relevant flags in the game files to still be calculated. This is necessary on the AtlasEyrieFighterSlash ability because not labeled as an attack or a spell for whatever reason. Many of the new monsters have this issue and you can see it being used on the Baranite Thaumaturge ability.

3) Create a shortcut to access the export UI (only has to be done once)
Spoiler
I just put mine in the export folder but it doesn't really matter where.

Create a new windows shortcut with:
"<path to Path of Building.exe>" "<path to Launch.lua>"

Mine was:
"C:\Program Files (x86)\Path of Building\Path of Building.exe" "C:\ProgramData\Path of Building\Export\Launch.lua"

4) Open export UI
Spoiler
Once it's loaded you should end up with a window called Dat View.
In the upper left you put the path to Content.ggpk file (same as PyPoE I'm assume)

Mine was:
C:\Program Files (x86)\Steam\steamapps\common\Path of Exile\Content.ggpk

If you get an error, you probably entered the path wrong like I did (I put quotes in mine, it doesn't like that). If you did you can edit or delete the settings file in the export folder.

It'll remember the path for next time so you only have to do that once

5) Export
Spoiler
Simply double click on the "minions" and "skills" scripts and you're done. You can leave this window open while you add more minions and skills, just go back to it and repeat this step everytime you want it to update

It'll be much easier and more accurate to do it this way than trying to enter it manually.

---

One thing of note I found while doing all this is that the Knight's extra range slashes are actually different DPS wise than their default attack. They have a larger damage multiplier (1.1 instead of 0.75) but half the attack speed (-50%) resulting in lower DPS. Also, since they're not considered attacks they're (possibly) not supported by "Elemental Damage with Attacks." Both of these combined make the ranged slash about half the DPS of their default attacks.


Thank you!

I looked at pull requests and I saw a lot of code. So I thought it was very complicated. eg. https://github.com/PathOfBuildingCommunity/PathOfBuilding/pull/969


I'll have a try with your instruction!


Interesting point about the ranged attack with no attack tag. I think a lot of the new spectres have special abilities with no tags. Usually it's just 'trigger'.
🔰🌀✨ Video guides on youtube! https://www.youtube.com/KayGaming ✨🌀🔰
🔶🔷🔶 Kay's Summoner build guide: https://www.pathofexile.com/forum/view-thread/3179145 🔶🔷🔶
"
kx10yf wrote:
First of all, I think this thread is the best guide for me in terms of leveling and character progression. I have followed this guide for several leagues. Thank you very much for your efforts.

I'm sure this had been asked before, but please forgive me for that I cannot browse all the replies.

It seems like the build of your main character in the Delirium league (Kayella Lv.96 Necromancer) is a bit different from the build in this thread, are you going to reconcile this discrepancy? Or have you explained this difference in some previous replies that I miss? Thanks in advance.


I am testing something for fire spectres. Anger aura only gives a small boost because it is flat damage. So I stacked 6x renewal and other things to get 90% chance DD.

It's OK, but power feels a lot less than cold and liightning spectres because they can stack aura effect instead.

I'll delete Kayella so I can re-use my name for 3.11, but I will keep 3 necros in standard with different gear for examples. I think no cluster, 1 cluster, 2 clusters.
🔰🌀✨ Video guides on youtube! https://www.youtube.com/KayGaming ✨🌀🔰
🔶🔷🔶 Kay's Summoner build guide: https://www.pathofexile.com/forum/view-thread/3179145 🔶🔷🔶
"
kayella wrote:

With Inevitable Judgment, a critical strike ignores the concept of elemental resistance altogether.[1] In practice, it is equal to overriding an enemy's elemental resistance to 0%. As a result, any elemental resistance reduction and penetration modifiers are ignored,[2] even if an enemy's resistance would be less than 0% otherwise.

https://pathofexile.gamepedia.com/Inevitable_Judgement


This answers the question. Anything is better than this body hahaha
"
Prevy wrote:
I did like a few dozen practice runs the last few days, and I can't rly tell.

Pob says cleary skeletons, but SRS just performes better, on average ~22 mins for act 1 while skellies are closer to 28 for me.

I also like the the idea to skip zombie gem early aswell as srs (if you go skellie) and pick zombies up from act 1 once I have Sacrifice in Act 2 and obviously more than enough scrolls to buy gems. Makes act 1 currency management just smoother.

Act 4 we can pick up Gorgol Alpha/Turong in the mine, so thats a thing, both fire so works well with hatred + srs/skellie + lightning EE.



"
madspaz wrote:
i think rushing sacrifice in A1 is a must if you are using zombies. Havent timed it but that felt the most fluid.


"
muramiri wrote:
I am testing SRS with minon damage and melee splash plus skellies with minion damage and infernal legion for early acts, mid act2, feels smooth.

I think i will spec into minion intabillity so that i can spam both SRS and Skellies that will pop.

Skellies with burning legion are good, cuz you can deply them right into the pack, and minion instability is right next to main path, so unspecing it later will be no problem at all

Edit>
So the new erly lvling strat i am testing is basically 2x3L for:
Skellie + Infernal Leegion + Minion DMG
SRS + Minim DMG + Melee Splah

a 1x2L for Flame Totem + Phantasms (mainlty cuz consecrated ground)

and 1B 1G socket for Flame Dash and Smoke Mine.

with a 3rd 3L (BBB) you can also socket Skitterbots with Infernal and Minion DMG, but this is quite a pressure on sockets early on


I tested skeleton + infernal and SRS + infernal.

I thought SRS was better because they move quickly and can move to another target after they kill something. because they move a lot, the burn effect is spread easily.

I thought skeletons do more damage without infernal legion because they move like snails and burn to death before they can attack other monsters. So they are only good for attacking monsters if you drop them directly on top.


Is it OK with both SRS and Skeleton? you need to self cast both of them. It's easier to just spam one, I think?


Interesting idea with Minion Instability. It adds a little extra pop with infernal. But is the pop more DPS than extra attack before the minion dies?


15 passives to rush Sacrifice. So you can only get it at the end of Act 1 or start of Act 2. Sacrifice + HFT should be ennough to keepp them alive or refresh them between fights. So definitely usablee in Act 2+


I totally forgot about delve monsters! Did you test them for Act 4?
🔰🌀✨ Video guides on youtube! https://www.youtube.com/KayGaming ✨🌀🔰
🔶🔷🔶 Kay's Summoner build guide: https://www.pathofexile.com/forum/view-thread/3179145 🔶🔷🔶
Last edited by kayella#0845 on Jun 12, 2020, 1:25:02 AM
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Prevy wrote:
Cannibal Fire Eaters weren't intentionally nerfed, just a victim of the act adjustments for mobs.

The only Spectres that I can remember that got nerfed on purpose were Tukohamas and Wicker Man. They could probably revert the nerfs and both would be incredibly subpar in today's meta with Vicious Bite stacking.


In theory RS has less pob dps than EVF, so who knows, maybe they deem the whole package to good? But I don't think they are completely over the top. Its mostly the new cluster stuff that pushes the meta spectres over the edge.

Either way, Bex confirmed that they are trying to make Harvest mobs spectrable, so yeah, new overpowered beast might just be a week away.





For TV, I think it was just Dyadus nerf (no more 200% more burning damage taken). TV didn't change... maybe?

Wickerman's nerf is actually interesting because GGG nerfed all RF spectres. They all have the same dot/s damage.

Lanternbearer got nerfed in 2.0 closed beta? I think GGG said the damage was too high as spectre so they have a separate spectre damage value.

As alwayys, looking forward to new spectres! But am ready for disapppointment ^^
🔰🌀✨ Video guides on youtube! https://www.youtube.com/KayGaming ✨🌀🔰
🔶🔷🔶 Kay's Summoner build guide: https://www.pathofexile.com/forum/view-thread/3179145 🔶🔷🔶
I struggle with merv, everything else is fine, so rushing sac and leveling zombies as soon as you get it helps me. (laggy as fk connection )

SRS+Minion Dmg+Melee Phys is def the way to go.

"
kayella wrote:

For TV, I think it was just Dyadus nerf (no more 200% more burning damage taken). TV didn't change... maybe?

Wickerman's nerf is actually interesting because GGG nerfed all RF spectres. They all have the same dot/s damage.

Lanternbearer got nerfed in 2.0 closed beta? I think GGG said the damage was too high as spectre so they have a separate spectre damage value.

As alwayys, looking forward to new spectres! But am ready for disapppointment ^^


Can we get this thing somewhere?

https://poedb.tw/us/mon.php?n=Flame+Beast
"
kayella wrote:
Spoiler
"
Prevy wrote:
I did like a few dozen practice runs the last few days, and I can't rly tell.

Pob says cleary skeletons, but SRS just performes better, on average ~22 mins for act 1 while skellies are closer to 28 for me.

I also like the the idea to skip zombie gem early aswell as srs (if you go skellie) and pick zombies up from act 1 once I have Sacrifice in Act 2 and obviously more than enough scrolls to buy gems. Makes act 1 currency management just smoother.

Act 4 we can pick up Gorgol Alpha/Turong in the mine, so thats a thing, both fire so works well with hatred + srs/skellie + lightning EE.



"
madspaz wrote:
i think rushing sacrifice in A1 is a must if you are using zombies. Havent timed it but that felt the most fluid.


"
muramiri wrote:
I am testing SRS with minon damage and melee splash plus skellies with minion damage and infernal legion for early acts, mid act2, feels smooth.

I think i will spec into minion intabillity so that i can spam both SRS and Skellies that will pop.

Skellies with burning legion are good, cuz you can deply them right into the pack, and minion instability is right next to main path, so unspecing it later will be no problem at all

Edit>
So the new erly lvling strat i am testing is basically 2x3L for:
Skellie + Infernal Leegion + Minion DMG
SRS + Minim DMG + Melee Splah

a 1x2L for Flame Totem + Phantasms (mainlty cuz consecrated ground)

and 1B 1G socket for Flame Dash and Smoke Mine.

with a 3rd 3L (BBB) you can also socket Skitterbots with Infernal and Minion DMG, but this is quite a pressure on sockets early on


I tested skeleton + infernal and SRS + infernal.

I thought SRS was better because they move quickly and can move to another target after they kill something. because they move a lot, the burn effect is spread easily.

I thought skeletons do more damage without infernal legion because they move like snails and burn to death before they can attack other monsters. So they are only good for attacking monsters if you drop them directly on top.


Is it OK with both SRS and Skeleton? you need to self cast both of them. It's easier to just spam one, I think?


Interesting idea with Minion Instability. It adds a little extra pop with infernal. But is the pop more DPS than extra attack before the minion dies?


15 passives to rush Sacrifice. So you can only get it at the end of Act 1 or start of Act 2. Sacrifice + HFT should be ennough to keepp them alive or refresh them between fights. So definitely usablee in Act 2+


I totally forgot about delve monsters! Did you test them for Act 4?


Ok, so i finished testing the infernal and minion instability shenanigans.

I figured out a lvling pattern that i go back to every time:
1) 4L Skellies
2) Infernal Skitterbots
3) Flame Totem + Zombies + Phantasms

so i thought, what would be the best transition to this setup?

and here is my lvling walk-through, from Act 1 to end of Act 3

Act 1:
Looking for 1 BBR and 1 BBB wands, movement boot, 1B and 1G sockets and eventually 2-3L RBB.
Targeted Setup is:
SRS with Minion Damage + Melee Splash (wand 1)
Skellies + Infernal + Minion damage (wand 2)
Holly Flame Totem + Phantasms + Minin Damage (just anywhere where it does fit, sometimes i use only 2L Totem with Phantasms)
Flame Dash and Smoke mine in 1B and 1G socket anywhere on the other gear.

Passive tree goes to Enduring Bond then Lord of the Dead

This setup kills Marveil easy and safe, you spam SRS and use skellies/totem for extra DPS.

Act 2:
After getting skitterbots i use them instead of skellies that will go in of-hand for exp gain. No other changes to skill gems.

For passives i pick Heart and Soul, Quick Recovery, eventually the +30dex/str nodes (Agility and Might) and then start pathing for Death Attunement.

Act 3:
Looking for a 4L Chest piece (BBRG/BRRG) for skellies and 4L (BBBB) helmet for spectres, i change a bit the gem setup when i get my skellies in a 4L and lvl31:
Body: Skellie+Impale+Melee Splash+Minion Damage or Melee Phys
Wand 1 (BBB) Infernal Skitterbots with Minion DMG
Wand 2 (BBR that hosted SRS) Zombies + Phantasms + Holly Flame Totem
Helmet (BBBB, crafted with +1 to minion gems and a resist from bench) is getting ready for spectres.
In the gloves and boost i get my Flamde Dash, Smoke Mine, i add Dread Banner and Stone Golem.

I start pathing to Discipline and Training then to Indomitable Army (through phys reduction node). I have the node right before Dominus kill, so my zombies will have an easier time. they still die to the first 3 mini-bosses, but because of all those skellies and Phantasms you can safely resummon the zombies. Dominus and the miscreation bosses cant kill zombies.

Spoiler

Going for Indomitable Army before Discipline and Training may be the key to early spectres, but it means you will have lower life for a while
If you go For Indomitable Army (before Discipline and Training) you will get it by lvl28, with a +1 helmet spectres will get decently tanky, tho, i am still not sure they will survive Dominus


Once i get Indomitable Army and kill Dominus i Raise my Spectres: Flame Sentinels with Minion Damage, Ele Focus and Deathmark.

So the final setup is:
4L Body with Skellies
4L Helmet with Spectres
3L wand with Zombies Phantasms and Holy Flame Totem
3L wand with Infenal Skitterbots
Standalone Smoke Mine, Flame Dash, Convocation, Dread Banner and Stone Golem

Mid Act 4 (lvl32-33) i go for Izaro kill, picking Mindless Agression

This Setup will carry up to maps. Do not forget to change to Slave Drivers in Act 5.

I also change melee splash with melee phys in the skellie setup when my zombies and spectres get good enough clear, so skellies are pusre single target that obliterate any bosses

P.S:
Ofc there can be some minor changes along the way, like getting Spell Echo instead of Deathmark after killing Kaaom and Dareso, or using 1b2r1g for skellis that in single target will have Skellie+Impale+melee phys+multistrike, just do as situation asks.
Also, i have to mention that this setup is huge gear pressure, 2x4L that early are hard to get, the good part is that you really need only the 4L for skellies, and if the luck is bad, forego spectres until you get both 4Ls
Last edited by muramiri#3426 on Jun 12, 2020, 4:57:25 AM
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Prevy wrote:
Can we get this thing somewhere?

https://poedb.tw/us/mon.php?n=Flame+Beast


demon tag and no area, so I think it is a beyond monster?


I did quick test Gorgol and Turong in act 5.

Gorgol mostly does basic melee attack and sometimes the special spinny thing that takes a long time to spin up. Usually all the monsters are already dead from zombies and infernal skitters. Not sure if it is useful against bosses. There is also the flame thing but also on long cooldown.

Turong isn't bad. It's not good for clearing because it shoots one fireball at 1.2s. Hits really hard though. The big fireball usually just flies across screen and hits nothing. I thought CFE felt better because their DPS is constant.

Both of them are only available at act 4 though. But might be good for act 4 piety because they are tanky.
🔰🌀✨ Video guides on youtube! https://www.youtube.com/KayGaming ✨🌀🔰
🔶🔷🔶 Kay's Summoner build guide: https://www.pathofexile.com/forum/view-thread/3179145 🔶🔷🔶

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