[3.11]QUEEN OF NECROMANCY - STRONGEST ZOMBIES EVER? 55M+ DPS 7K+ LIFE MAX BLOCK 90% CHAOS RES
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Boseafus wrote:
First, Thanks to OP for this build. Been having a blast this league and can do all content.
Second, I've read through quite a bit of the thread and have made upgrades to my build along the way but would like to know what I should upgrade or change next? Gear, links, etc. I have 16 zombies, but a little lost on how to get more.
Thanks
Getting a +1 zombie amulet that makes it worthwhile dropping astramentis should be your next upgrade it seems ^^ You can also work on a pair of hunter boots with T1/2 flat str and T1 % strength to not lose str from dropping alberons.
Thanks for the insight. Wanted to ask about Grave Intentions - is it that necessary to have it? I'm not enjoying going for it in passive tree so I guess I'll just annoint it.
I cannot speak for high end Metamorph bosses, but I’ve never had any trouble with any content I’ve done. I’ve done up to Awakened 5 Sirus (whenever the first encounter is) and Delve ~500. I’ve never picked up the passive and don’t find it all that useful. Unholy Might is a 4 second buff on kill. With only the zombie landing the killing blow having a 25% chance of getting the buff, it has a very low uptime, and it gets zero benefit from Impale or Spirit Offering scaling.
By default minions have 20% chaos resistance, 80% higher than us. I’d much rather keep me alive than a zombie, and something has to be going seriously wrong for AG to die. SO alone gives Zombies 20% life as ES, refreshed in full every ~.7 seconds. The 3rd Efficient Training slot also seems like a waste of passives imo. There are too many other goodies you sacrifice for the little strength gain.
I've been running without it for abit of time now, haven't seen any issues without it so far, so i started opting out of it. Did some changes in general to my tree this evening and did some more PoB'ing ^^
I haven't played a summoner until this league and this guide and build (even though i've made a few changes here and there) really helped me quite a bit along the way!
Thank you Qlidascope for the awesome contribution! :)
I'm glad you enjoyed it, and more importantly, i am glad you understood that a guide is a tool, not the only way that things should be done :D
You going to give us an updated pob link? Looking to do some random optimization. Lots of things to consider but as the person who created the guide like to see what you are looking at end game now after some time.
Neither this link nor the one on the front page seem to be what you are intending as the end game build based on what you said. At the very least this one seems to serve no purpose as a guide build since it looks to invest heavily based on a specific Lethal Pride roll.
I'd like to thank the Op and all the knowledgeable contributors who have made this one great summoner build guide. And, for what it's worth, the ONLY guide I have been successful with in my 3 years of PoE.
Three topics which have been discussed, but not clearly addressed are:
Flesh & Stone: I get the ~20% dps increase linking it with maim, but I lose blinding all nearby enemies and 11% all damage to enemies not nearby. Frankly, I am old and not good enough to be very comfortable with that tradeoff So, for survivability purposes, is it still the clear best choice?
Infused Channeling: I am now seeing some players go to 5 linking CWC setup, stating that the 8% damage reduction is for physical-only damage (whether by attack or spell), not 8% all damage types. Is this correct or not?
Fearsome Force Cluster: It's been talked about, the OP recommended it strongly at one point, but is the additional aoe/small dps gain actually worth the 3 passives?
Thanks again from a grateful supporter and follower of all 500 pages of this guide!
I'd like to thank the Op and all the knowledgeable contributors who have made this one great summoner build guide. And, for what it's worth, the ONLY guide I have been successful with in my 3 years of PoE.
Three topics which have been discussed, but not clearly addressed are:
Flesh & Stone: I get the ~20% dps increase linking it with maim, but I lose blinding all nearby enemies and 11% all damage to enemies not nearby. Frankly, I am old and not good enough to be very comfortable with that tradeoff So, for survivability purposes, is it still the clear best choice?
Infused Channeling: I am now seeing some players go to 5 linking CWC setup, stating that the 8% damage reduction is for physical-only damage (whether by attack or spell), not 8% all damage types. Is this correct or not?
Fearsome Force Cluster: It's been talked about, the OP recommended it strongly at one point, but is the additional aoe/small dps gain actually worth the 3 passives?
Thanks again from a grateful supporter and follower of all 500 pages of this guide!
Sand Stance doesn’t provide that much utility if you gear correctly. You can get minions % chance to blind on hit from abyss jewels. It won’t have the same uptime on trash, but you will have bosses permanently blinded. The less damage is only applicable to ranged attacks which isn’t all that common.
While channeling Cyclone, Infused Channeling grants you 8% less physical hit damage. It does nothing for sources that do not hit nor other damage sources. I still think this is good, but not necessarily as good as other defensive options you may Sacrifice being so gem starved. Personally I think Maim would make for a decent substitution for any build that wants to drop F&S.
Fearsome Force is still a solid choice since we should always have cast a minion skill within the past 4 seconds (recently), but the AoE is much less effective since it stacks on the 116% the gem itself provides. Everything is a trade off. If pathing past there, I’d say it’s still worth it if you don’t need those 3 points to reach a strength cap, but if anointing Death Attunement then it’s too far away.
Keep in mind A = πr². The increased area is ‘A,’ not ‘r.’ That means the smaller the area the larger radius increase you’ll get per increased AoE. Slam has a base radius of 17, so at level 30 it is 25. If you add in Fearsome Force it goes up 2 points to 27. Up to you if those 2 radius points are worth it.
Last edited by Aldonés#1294 on Jan 22, 2020, 10:22:03 PM
Hey guys, sorry for the not being active the last couple days, haven't been around the computer much. However i think i came up with the endgame setup for 3.9 and i'd like your opinion on it.
https://pastebin.com/BEi71ccm
The DPS seems very high, almost 3.8 levels at this point which would be quite insane to reach again. As always all criticism is appreciated! :D
1) If you provide pastebin with the endgame setup, etc. then add placeholders for timeless jewels (not very hard, you can even allocate actual passives and then negate their bonuses on the custom item), also on this custom item you can place additional things like multistrike multiplier, kingmaker crit multi/cull, es from spirit offering, etc. With proper captions people then maybe will ask less questions about dps and ehp in pob. Also your watcher's eye placeholder missing life/es/mana rolls (and you can put here just regular eye, pob can calculate it).
2) For the actual items:
Amulet should be with +1 zombie or +1 to Int gems, easy to craft and better than just t1 str roll.
We don't need 2 rings with Elreon's mod. Even for no regen maps you want to bring a mana flask anyway for convocation and movement skill.
It's better to use Heavy belt than Stygian if you take suffix on abyssal jewel for strength instead of a second damage mod. In this gear example we can use better amulet (+1 zombie or lvl) and still have 1.5k str.
As for the tree, I don't know if it's worth to take 3rd efficient training. With my routing to Ravenous Horde and Grave Intentions anointment in this PoB we gain 2 more passives, 5% damage, 9% minion movement speed and lose only ~50 str (1464 vs 1515), I'm also not sure that using 4x corrupted jewels with reduced mana and 4 passives is worth the gain from flesh and stone. You can also switch 1 unset ring then.
I also think, that with the real endgame gear, you can have chaos res somewhere and save a jewel slot (another 5% damage) and switch to skitterbots from purity of elements.
That was my quick feedback.
Okay looked into your feedback.
1. I did my best to add the most relevant mods to the timeless jewel to show more true stats of it, however i'm not the best at adding and removing the mods. Regarding the kingmaker stats etc. I know they're somewhere in the guide just couldn't find them. Too.. Many..Pages ^^
2. The +1 zombie should have been added but removed itself for some reason, i re-added it to the PoB, also The zombie has ~400k DPS increase over int/str gem level. I fixed the elreon mod on the second ring. I actually never used mana flask for that, i just cyclone with no movement, maybe an enduring would be worth it. As for the stygian i'd say that a well rolled ghastly eye will always outshine the strength implicit as it adds alot more overall that the strength alone could ever do. I manage to get 1,5k str even though using it.
3. Treewise i ended up dropping grave intentions aswell as the efficient training. However the mana reduction is still needed for the flesh & stone aura so i picked up brawn south of the scion wheel for the mana reservation / strength. This can be reverted into flat life and the str node in the scion wheel if you get +1 chest or 1% watchers eye. Flesh and stone adds about 18% more damage when linked to maim, so i'd keep that. I also moved around pathing abit to the outer ring of marauder again as we ended up with most of the clusters there again.
I am really not sure how the resistance math would add up by dropping watchers eye and purity for skitterbots. However if it could make sense the addition of skitterbots would be insane to be honest. Maybe getting a stupidly well rolled elegant hubris with chaos resist etc. would do it along with some high rolled items.
https://pastebin.com/dBFdPWTq
Also doc, thanks for the hard work you've been putting into helping people out and improving the build. I appreciate it ^^
I've added to your pob all missing stuff (I don't know what gives your elegant hubris, so I've added insane 6x80 = 480 increased minion damage. You can change it later if you want. I've also added gear to AG, so you can see his actual stats. https://pastebin.com/2zSyp46q
As for 2, pob do not understand new hunter's mod on amulets. I calculated it manually and extra zombie ~1.3% better than +1 to all int skill gems in theory, but on practice +1 to int gems might be slightly better.
As for flesh and stone, if you link maim to the golem, then this aura gives only ~8% damage. I've also added high dps abyssal jewel (from my character) to the pob, so you can compare it to brawn and your abyssal jewel. I think it's better to give up 1 zombie and have more damage instead (It should even compensate loss of flesh and stone and you can spend extra aura passives on something else).
Last edited by DocRoberts#4869 on Jan 22, 2020, 11:39:22 PM
I'd like to thank the Op and all the knowledgeable contributors who have made this one great summoner build guide. And, for what it's worth, the ONLY guide I have been successful with in my 3 years of PoE.
Three topics which have been discussed, but not clearly addressed are:
Flesh & Stone: I get the ~20% dps increase linking it with maim, but I lose blinding all nearby enemies and 11% all damage to enemies not nearby. Frankly, I am old and not good enough to be very comfortable with that tradeoff So, for survivability purposes, is it still the clear best choice?
Infused Channeling: I am now seeing some players go to 5 linking CWC setup, stating that the 8% damage reduction is for physical-only damage (whether by attack or spell), not 8% all damage types. Is this correct or not?
Fearsome Force Cluster: It's been talked about, the OP recommended it strongly at one point, but is the additional aoe/small dps gain actually worth the 3 passives?
Thanks again from a grateful supporter and follower of all 500 pages of this guide!
Sand Stance doesn’t provide that much utility if you gear correctly. You can get minions % chance to blind on hit from abyss jewels. It won’t have the same uptime on trash, but you will have bosses permanently blinded. The less damage is only applicable to ranged attacks which isn’t all that common.
With the new conquerors mods you may not need blind jewels or sand stance at all. You can now get your AG to blind your enemies very reliably.
The key is the chest armour. Redeemer (blue) influenced chest pieces with ilvl 75 can roll the 'nearby enemies are blinded' mod. I use it myself and the AoE actually covers a reasonable radius. Reliably perma blinds bosses and also very good at mass blinding trash monsters. Since it's a rare armour you can then craft the gain 10% of max life as es mod to it too.
Last time I checked blue influenced chests with this mod are pretty cheap.
Last edited by Drakoturt#6735 on Jan 22, 2020, 11:27:22 PM
I've added to your pob all missing stuff (I don't know what gives your elegant hubris, so I've added insane 6x80 = 480 increased minion damage. You can change it later if you want. I've also added gear to AG, so you can see his actual stats. https://pastebin.com/CHpg4xgw
As for 2, pob do not understand new hunter's mod on amulets. I calculated it manually and extra zombie ~1.3% better than +1 to all int skill gems in theory, but on practice +1 to int gems might be slightly better.
As for flesh and stone, if you link maim to the golem, then this aura gives only ~8% damage. I've also added high dps abyssal jewel (from my character) to the pob, so you can compare it to brawn and your abyssal jewel. I think it's better to give up 1 zombie and have more damage instead (It should even compensate loss of flesh and stone and you can spend extra aura passives on something else).
Spoiler
was checking that out looks like you went for auras in chest and cyclone in boots in that pob? where is the war banner coming from as helm enchant is dread banner?
Last edited by WulfKnightz13#5646 on Jan 22, 2020, 11:30:25 PM