Herald of Purity

Not using the Skill for long but so far i love it. Well actually i just want to ask to make the Herald MTXs work with Herald of Purity (and guess Argony too).

Just bought the Automaton Herald MTX to find that it doesnt work with Herald of Purity. Dont know if that is intentional, but i would love that to be changed
I'm doing a minion focused melee Guardian using HoP and Smite, getting every minion node, the ones that add minion damage and attack speed to your character are pretty powerful when you build them all up... just in act 8, two spectres, 7 zombies, summon phantasm on kill linked to Smite, using Stormwall with full lightning conversion. The Specters and Zombies keep things busy, then the first hit of smite in a pack summons 4 Sentinels of Purity and 4-8 Phantasms, all massively buffed and fast... then there's Vaal Summon Skeletons. Every boss is simply overwhelmed and beaten down into a corner, stunned until it dies, while I just do cleanup and maintenance, or hit with Stormwall Smite on a serious problem. It seems extremely powerful in many situations that can be problematic for many builds. I may be fooling myself, but this seems to have real potential once I can afford real endgame equipment. If you focus on only minion buffs and minion quantity, this build is powerful and quite fun.
Quick question with the new infernal Legion support
When your Sentinel lose HP, if you trigger the summon via the 20% effect or by killing, they will get healed to full. Is that normal?
Sounds great for some, but it does impact my build greatly as I made it so they would eventually die and trigger Minion Instability and Siege breaker.

Right now I need to stop killing mobs or attack Rare/Unique just to make sure they don't get healed. Its quite troublesome in many cases and ir greatly reduce the effectivness of my build.

Any help you can give me to "fix" this?
Last edited by Funinyourgame on Sep 25, 2019, 11:03:21 AM
I would always recommend building around using maligaro's lens with necro aegis and make sure you have 0 additional minion resist because the difference between them degening to 33% in 2.75 seconds (40% base resists) vs 1.5 seconds (-10% resists) is huge considering probability you refresh them within 1.5s vs 2.75s is like "lucky" versus not lucky mechanic.

some rough probably math

you'll hit 8 times in 2.75 seconds = 1 - 0.8^8 about 83% you will refresh before 2.75 seconds is up and your last refreshed/oldest ones doesn't explode

versus 4 (4.5) hits in 1.5 seconds = 1 - 0.8^4 59% chance, (67% if you hit 5 times)

so like almost 2.5x the chance (17% chance to not refresh vs 41% chance to not refresh)

Obviously having lower attack speed increases chance you will get explosions but also limits your generation rate and makes it more dangerous. Surefire ways to get explosions is attack super fast to cap out your minions and then wait for explosions (in which case lens is optimal since the wait time is the limitting factor)

If theres way you can debuff your minions even more even better, like Fortress Covenant unique jewel. Faster the minions die your explosions will get SIGNIFICANTLY more consistent and also less delayed!

Also i would consider using a slower skill like dominating blow as well (sentinel of dominance have similarly high base hp to herald of purity for MI) so you aren't losing out on as much minion generation for dropping your hit rate if not already doing so.

I also had a build for this planned but was busier this league so haven't tried it out yet.
Hello there,

my name is JeckNoTree and I have an suggestion, how about to make the Sentinels with more life but less base Resistances so, we can spec into Auras preventing them from dying, (a little debuff)


Old/new life/Resistances:
Spoiler
now:
life: 10,119 per Sentinel at level 20
resist: Sentinels have 40% Elemental Resistances and 20% Chaos Resistance.


myidea(later):
life: 15,000 per Sentinel at level 20
resist: Sentinels have 10% Elemental Resistances and 10% Chaos Resistance.


Change Ideas:
Spoiler
4-6 Sentinels based on Level
They Leap Slam or use Consecrated Path maybe because of their slow attack/movement speed and it would suit them perfectly.


kind regards
JeckNoTree
A
Last edited by JeckNoTree on Dec 29, 2019, 4:57:39 PM
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Last edited by xDislikeme on Jul 20, 2021, 8:42:26 PM
3.11 flat damage removal is the worst thing that happened to melee.

"You got a 420pdps 1h sword? Awesome! You got 800% increased damage from tree and cluster jewels?! Great! Got all the "more" multipliers? Keep it up! Have fun with your 150k DPS Cyclone"

"Why don't you play strike and SLAM skills? They are great, the slowness is intentional, yes, this is the only way to make you appreciate animation CANCERING"


Great game! 10 necromancers out of 10.
Problem: impostor syndrome
Solution: nerf everything
Result: depressing mess
Last edited by a_z0_9 on Jul 3, 2020, 10:16:16 AM
Hello, I want to suggest the rework of Herald of Purity.

Herald of Purity skill gem is what give life to most facebreaker builds, its the main source of damage scince there are just a few ways to get flat phys damage when unnarmed, this nerf killed most facebreaker builds, wich is my favourite one tbh. The nerf to the Circle of Guilt rings was more than enough.

IMO the best solution may be to add to the HoP skill gem that flat physical damage back -maybe limited when unnarmed? idk-. That way everything will remain the same and Facebreaker builds will be playable again.

I think devs have not considered this impact to unnarmed builds, and I hope you look forward to fix this, thanks for your time and have a good day.

:)
For reference, I usually play DB as main with Holy Relic and have tried Absolution as main this league with HoP. The secondary minions are mostly there to proc feeding frenzy and I fill the rest of my sockets with utility spells and a mix of auras.

Suggestion 6 (Herald of Purity): Replace its area melee attack with Leap Slam and change effect of gem quality to minion damage like the other skills. The area melee attack is redundant since it has access to Crusade Slam and would give it a mobility skill similar to DB’s Shield Charge to close in on enemies. This would also reduce the need to have minion movement speed for its gem quality.

For full context, please see this thread: https://www.reddit.com/r/pathofexile/comments/pji5cc/skill_comparison_and_feedback_absolution/
One of my favorite skills, but I learned it's almost useless in the Hall of the Grandmasters if used for its minion capabilities, since it seems to count the exiles there as ordinary enemies rather than unique. Probably the same in PvP. I think it'd be nice if it treated other exiles as unique for he purpose of minion generation.

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