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aerial wrote:
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Shentx wrote:
For physical skeletons, what is being used to proc the curse on hit ring for vulnerability?
For physical you use cast curse manually or use profane proxy.
On unrelated note, i was testing some other items, what works quite well with this build is.. arakaali's fang.
For clear this is miles ahead of skeletons, because how insanely fast these spiders are. We lose dps from weapon (and can't use 2nd wand), but for pure map clear, we don't need millions of dps per skeleton.
Worst thing about skeletons for clear is recasting and fact that they don't follow. Spiders are immortal, and they follow you super fast.
Issue with standard spiders build is how annoying they are to spawn. Normally you'd need jar flask, create corpses with desecrate, and then land a kill hit on worms, before your minions hit, in order to spawn spiders. And then need to pay close attention to spider count, to repeat this, as their base duration is 30s. Pretty annoying.
There is however one item that makes it easier, it's helm called Speaker's Wreath. "Minions Hits can only Kill Ignited Enemies". That line prevents minions from killing enemies, unless ignited or if minions deal poison damage. Spiders deal physical (before conversion to cold via triad grip) and poison (viper strike). This means spiders will self-generate upon killing enemies if used with the helm. Without helm spider hits (which is far greater than poison part) will kill the enemy and not spawn another spider. Minion poison kills count as player kills, that is the reason it works, it also has further implications.
When we start map, our minions engage first pack, can't kill it because of the helm (reduce their hp to 1), and then we cast whatever we use to proc EE, that spell kills these enemies, and if there are corpses around (from desecrate), we spawn spiders. Any amount starts chain reaction and spiders then replicate on their own, full map we have 20 of them. So we don't even need a jar flask.
If we want spiders for bosses, ones which have no enemies around to kill, such as sirus, elder etc. then we need jar flask. Cast desecrate for corpse, spam brand on them and then use jar flask, spiders appear. Can be other spell, whatever works, some are better than others.
But point here being, if we go with spiders, and still keep 6L skeletons, we can use skeletons as default single target skill, remove permanently melee splash (keep that on spiders). And we use skeletons/vaal skeletons on act bosses, on rituals, and rest of the map is facerolled by spiders. Against big bosses we can still swap splash to dps support on spiders. With my basic gear, and early red maps, spiders deal about 40% of damage of skeletons per minion, but thers 20 of them and they always hit, since they are so quick, no downtime.
There are some potential other combos to use with spiders, as their kills with use of the mentioned helm, count as player kills. Their hit doesn't kill, poison does finish the target and that counts as our kill, and any "on kill" effects trigger. Notable example here would be explody chest. Same goes for certain passives from tree, like elusive on kill. But chest seems to be big one, which would speed up the clear even more.
Btw nothing is stopping us, from just replacing the dagger with proper +2 wand, and go pure skeletons into big boss fights, its really preference. I wouldn't underestimate single target combined dps of 20 spiders though.
Good points for sure, but that's a bit beyond the scope of the guide even as an alternate setup in section 14. Kayella's guide, section 4.3 does a good job of this setup, but I agree that spiders make for a good time!
3.15 ❆ Cold Skeletons guide: https://www.pathofexile.com/forum/view-thread/2774965
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Posted byiLL3aT#4109on Jan 18, 2021, 8:49:14 PM
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Thank you for the guide. I am going with this build for ritual. So far it has been pretty smooth. I tried out skel mages, but decided to switch back to skel warriors.
I had a question regarding armageddon brand. Would this work on the trigger wand? Or is it not recommended? I would essentially switch it with enduring cry.
Also, for the curse frosbite on hit ring, how is this triggered? Which skill is considered a hit?
Thank you once again!
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Posted bywong007#1130on Jan 19, 2021, 1:00:43 AM
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wong007 wrote:
Thank you for the guide. I am going with this build for ritual. So far it has been pretty smooth. I tried out skel mages, but decided to switch back to skel warriors.
I had a question regarding armageddon brand. Would this work on the trigger wand? Or is it not recommended? I would essentially switch it with enduring cry.
Also, for the curse frosbite on hit ring, how is this triggered? Which skill is considered a hit?
Thank you once again!
The brand on the trigger wand works, but you only get one cast every four-five seconds (internal cooldown on trigger)...and if it misses, then you're out a lot of damage. That's why I recommend self cast brands.
Armageddon brand hits, and is our frostbite & EE activator.
3.15 ❆ Cold Skeletons guide: https://www.pathofexile.com/forum/view-thread/2774965
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Posted byiLL3aT#4109on Jan 19, 2021, 1:27:10 AM
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Is it better to buy the initial +1 int amulet or try and get the base and roll your own? Seems like base is 50-60 chaos and one with +1 rolled already is around 120c.
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Posted byNecropK#0118on Jan 19, 2021, 2:51:43 AM
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Hey guys. Is harvest crafting in 3.13 for +1 &+1 wand still the same as the harvest league? Tried today ghazzy tutorial but its says invalid mods. I tried remove/add caster and on the wand says there is caster affix and it says invalid.mod( crafted cannot roll caster mods) anybody can help how to craft +2 wand with harvest? Thanks
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Posted byap0y#1543on Jan 19, 2021, 10:51:09 AM
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NecropK wrote:
Is it better to buy the initial +1 int amulet or try and get the base and roll your own? Seems like base is 50-60 chaos and one with +1 rolled already is around 120c.
I'd try running it through Craft of Exile depending on your method (alt, chaos, etc.) My real suggestion is find the one with the better base (e.g. turquoise), or buy the uncrafted one and hit it with all your spare harvest crafts as you find them.
3.15 ❆ Cold Skeletons guide: https://www.pathofexile.com/forum/view-thread/2774965
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Posted byiLL3aT#4109on Jan 19, 2021, 11:27:04 AM
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ap0y wrote:
Hey guys. Is harvest crafting in 3.13 for +1 &+1 wand still the same as the harvest league? Tried today ghazzy tutorial but its says invalid mods. I tried remove/add caster and on the wand says there is caster affix and it says invalid.mod( crafted cannot roll caster mods) anybody can help how to craft +2 wand with harvest? Thanks
I remember abusing that a lot in harvest...I think they fixed it last league with the tags revamp, but I'm not 100%. I was going to try it, but I haven't gotten to that point yet.
Probably just the old method from the guide (the four socket resonator). A friend caster mod spammed his way to +2 somehow in harvest despite the odds as well.
3.15 ❆ Cold Skeletons guide: https://www.pathofexile.com/forum/view-thread/2774965
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Posted byiLL3aT#4109on Jan 19, 2021, 11:30:50 AM
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So I see you guys talking about harvest crafting. I skipped that league, so what items would be best to use that mechanic. Because I have no idea about harvest league. Thanks
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Posted byNecropK#0118on Jan 19, 2021, 12:49:50 PM
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Thank you sir. Didn't know they patched it.
Cluster jewels sir. Easier than alt spamming
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Posted byap0y#1543on Jan 19, 2021, 12:54:11 PM
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Reforge life or attack on ghastly jewels. Aug phys to finish them.
Reforge caster on convoking wands
Rerolling cluster jewels as said
Otherwise just fixing resistances, adding life, etc.
3.15 ❆ Cold Skeletons guide: https://www.pathofexile.com/forum/view-thread/2774965 Last edited by iLL3aT#4109 on Jan 19, 2021, 1:00:13 PM
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Posted byiLL3aT#4109on Jan 19, 2021, 12:59:48 PM
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