Cold ANIMATE WEAPON Summoner | League-Start & Leveling Guide

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Joschka wrote:


The one big gripe I have with the build is the constant resummoning of 18 weapons, when I start a new map. This needs to be addressed somehow. But other than that, it's a very smooth ride so far for me.


What works out well for me :

just summon 6-8 once on start of map using bladefall, rest "on the run" with first killed and dropped white weapns ( using the lootfilter adoption ).

There is no need at all to summon all you can at start of map imho.
Hi there, just wanted to say thanks for the great build guide, I went ssf and played phys version for a while, until I luckily got the triad grip drop. Has been great so far and clears yellow maps really well so far. I got a perquils' toe, is it beneficial to use?

Also you dont need the added to spells mod, you can just craft adds fire + lightning damage on a ring (veiled mod).
Also for clear I just use inspiration instead of elemental damage with attacks so I don't need to worry about mana, damage is still sufficient.

Good Luck with the league!

IGN: anditisover
Last edited by NewSpirits#0330 on Mar 17, 2020, 9:53:29 AM
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bex_HB wrote:
"
Joschka wrote:


The one big gripe I have with the build is the constant resummoning of 18 weapons, when I start a new map. This needs to be addressed somehow. But other than that, it's a very smooth ride so far for me.


What works out well for me :

just summon 6-8 once on start of map using bladefall, rest "on the run" with first killed and dropped white weapns ( using the lootfilter adoption ).

There is no need at all to summon all you can at start of map imho.


If you see the mirror close, do you summon more at the start?
Regarding the loot filter, was anything else changed besides making the normal weapons visible?
Hello folks!

Im questioning myself containing the following aspect:

"
"When a weapon is summoned from a lingering blade (created by Bladefall) the process is slightly different. All summoned blades have base stats roughly equal to a Glass Shank. Then, Animate Weapon adds an additional damage bonus based on its own skill level to the created minion, if it is from a lingering blade. This boost is substantial!

What it means to you: the level of Bladefall you use, or any supports attached to that skill, don’t matter for your DPS. All that counts is the level of your Animate Weapon."


Now, when I look up on poe.ninja, I can see that nearly every Necro is wearing "Cold Iron Point"-Dagger. This means, 3 levels to physical gems and they use it with Bladefall.

This is exactly the opposit stated, right? Why would you increase the level of Bladefall when theres no additional DPS?

Thanks for your comments!
Last edited by Talinlucky#6066 on Mar 17, 2020, 10:54:00 AM
i am now lvl 87, and till now it was very fun to play.. because AW did enough damage that they dont die that much. Now getting to red maps it kinda sucks, cause you can not summon AW fast enought to kill everything.

Can someone check my build (profile is public), and see whats going on. Or is there a way to fast summon the AW, i am thinking about leaving the char and start another one... :/
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AndyLovesHisBge wrote:
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bex_HB wrote:
"
Joschka wrote:


The one big gripe I have with the build is the constant resummoning of 18 weapons, when I start a new map. This needs to be addressed somehow. But other than that, it's a very smooth ride so far for me.


What works out well for me :

just summon 6-8 once on start of map using bladefall, rest "on the run" with first killed and dropped white weapns ( using the lootfilter adoption ).

There is no need at all to summon all you can at start of map imho.


If you see the mirror close, do you summon more at the start?


No idea what you mean, sorry.
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ablaesse wrote:
Hello folks!

Im questioning myself containing the following aspect:

"
"When a weapon is summoned from a lingering blade (created by Bladefall) the process is slightly different. All summoned blades have base stats roughly equal to a Glass Shank. Then, Animate Weapon adds an additional damage bonus based on its own skill level to the created minion, if it is from a lingering blade. This boost is substantial!

What it means to you: the level of Bladefall you use, or any supports attached to that skill, don’t matter for your DPS. All that counts is the level of your Animate Weapon."


Now, when I look up on poe.ninja, I can see that nearly every Necro is wearing "Cold Iron Point"-Dagger. This means, 3 levels to physical gems and they use it with Bladefall.

This is exactly the opposit stated, right? Why would you increase the level of Bladefall when theres no additional DPS?

Thanks for your comments!


its "+3 for physical spell gems", and this buffs the animate guardian as this is considered a physical spell ...
irrelevant for bladefall as you already quoted.

Last edited by bex_HB#1414 on Mar 17, 2020, 11:05:47 AM
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ablaesse wrote:
Hello folks!

Im questioning myself containing the following aspect:

"
"When a weapon is summoned from a lingering blade (created by Bladefall) the process is slightly different. All summoned blades have base stats roughly equal to a Glass Shank. Then, Animate Weapon adds an additional damage bonus based on its own skill level to the created minion, if it is from a lingering blade. This boost is substantial!

What it means to you: the level of Bladefall you use, or any supports attached to that skill, don’t matter for your DPS. All that counts is the level of your Animate Weapon."


Now, when I look up on poe.ninja, I can see that nearly every Necro is wearing "Cold Iron Point"-Dagger. This means, 3 levels to physical gems and they use it with Bladefall.

This is exactly the opposit stated, right? Why would you increase the level of Bladefall when theres no additional DPS?

Thanks for your comments!


Two cold iron points increases aw level by 6. This is why.
hey guys, i can now summon a third spectre... is there any other good minion other than host and carnage ape?

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