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Hi great guide! Just wondering what should my final specter be because i know you go solar guard on act 8 but what should my final end game spectre be

Also is there going to be a pob and build for 3.11 soon or is it similar to the 3.10, I noticed that in the harvest crafting you can now craft on +1 specter so will that influence anything?
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Dogman123456 wrote:
Hi great guide! Just wondering what should my final specter be because i know you go solar guard on act 8 but what should my final end game spectre be

Also is there going to be a pob and build for 3.11 soon or is it similar to the 3.10, I noticed that in the harvest crafting you can now craft on +1 specter so will that influence anything?



Where do you see crafting +1 spectre?
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ExileMeHarderDaddy wrote:
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Dogman123456 wrote:
Hi great guide! Just wondering what should my final specter be because i know you go solar guard on act 8 but what should my final end game spectre be

Also is there going to be a pob and build for 3.11 soon or is it similar to the 3.10, I noticed that in the harvest crafting you can now craft on +1 specter so will that influence anything?



Where do you see crafting +1 spectre?






Tier 4
Wild Thornfruit

Reveal a random crafting effect that locks a random modifier on an item when Harvested
Fracture a random modifier on an item with at least 5 modifiers, locking it in place. This can't be used on Influenced, Synthesised, or Fractured items
Fracture a Suffix on an item with least 3 Suffixes. This can't be used on Influenced, Synthesised, or Fractured items
Fracture a Prefix on an item with at least 3 Prefixes. This can't be used on Influenced, Synthesised, or Fractured items.

Theoritically you could fracture on +1 spectre mod unless im interpeting this wrong
Last edited by Dogman123456#2486 on Jun 19, 2020, 2:36:28 PM
You understand this correct :)
Hello! Is it possible to just add a skeleton setup on the helmet and a zombie setup on one of the weapons (shaper mods)? Or would this need significant changes to the skill tree? I would like to have some extra minions but if it sacrifices many things then it's probably not worth it.

By the way, great guide! It looks really good.
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Levirael wrote:
Hello! Is it possible to just add a skeleton setup on the helmet and a zombie setup on one of the weapons (shaper mods)? Or would this need significant changes to the skill tree? I would like to have some extra minions but if it sacrifices many things then it's probably not worth it.

By the way, great guide! It looks really good.


You can always use a hungry loop ring. Did that last league and went fairly decent. Had plenty extra res so was no issue fitting it in
so do we use anger or wrath when using solar guards and cannibals? - what about frost sentinels? thanks
Last edited by jman1986#5773 on Jun 19, 2020, 3:19:43 PM
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Dogman123456 wrote:


Tier 4
Wild Thornfruit

Reveal a random crafting effect that locks a random modifier on an item when Harvested
Fracture a random modifier on an item with at least 5 modifiers, locking it in place. This can't be used on Influenced, Synthesised, or Fractured items
Fracture a Suffix on an item with least 3 Suffixes. This can't be used on Influenced, Synthesised, or Fractured items
Fracture a Prefix on an item with at least 3 Prefixes. This can't be used on Influenced, Synthesised, or Fractured items.

Theoritically you could fracture on +1 spectre mod unless im interpeting this wrong


I don't see how you could ADD a +1 Spectre mod to an item. From the description, it looks like if you already had that mod on an armor, you could fracture it, thus locking it in place and allowing you to scour/craft a better armor and retain the +1 spectre. But you can't get that added onto an armor that doesn't already have it.

In otherwords, you can only fracture a mod that already exists on the item.
Any reason for the change from Slave Drivers to Solar Guards?

Thanks a lot for the build Kay, first league and I'm defo going for it.

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