[3.14] Odif's Old Obsolete Skel Mage Guide, New one is in a new thread

Any gem recommendations if I am not running enlighten and also runnning dash in an unset ring rather than Flame Dash? Frees up 2 gems slots but not sure what to put in there

I also prefer convocation as an active ability rather than triggering with Immortal call - any other gems to put in with immortal call?
"
GERWARIC wrote:
"
Raykyre wrote:
I have to be honest, I was concerned about this but I didn't know if it does or not. I haven't noticed any sharp drop off in damage, but that is not to say that it isn't adversely affecting things (now up to T11 mapping, was T8 earlier when I changed things around). Anyone else have any insight?


The added fire is nerfing the damage from your fire mages, but it's also buffing the lightning mages if you don't have other sources of added lightning and aren't spamming storm brand to trigger EE. Either way, your cold mages will be buffed.

I didn't have dps problems even with the gmp setup until maybe T12+. Skeletons with enough added levels are just so strong you might not need to worry for now.


Now I am a little confused. I thought that only damage that we do (not the minions) trigger the EE effect. In the above example the minions take advantage of the change in resistances, but the fire damage that the minion does, does not change the resistances.

Is this correct?
Long time summoner here

Started a generic necro in SSF 3 days ago and dead reckoning dropped in act 7 so I'm on board for the mage skellis train now

Based on my past experiences where I saw zombies, spectres and golems getting wiped out on end game content(ssf subpar gear), I am looking forward to see how this works out as you can easily resummon skellies

Hopefully I'll get some minions cluster jewels and I can experiment with some relevant notable like blessed rebirthed or life from death + phantams

"
Skua99 wrote:
"
GERWARIC wrote:
"
Raykyre wrote:
I have to be honest, I was concerned about this but I didn't know if it does or not. I haven't noticed any sharp drop off in damage, but that is not to say that it isn't adversely affecting things (now up to T11 mapping, was T8 earlier when I changed things around). Anyone else have any insight?


The added fire is nerfing the damage from your fire mages, but it's also buffing the lightning mages if you don't have other sources of added lightning and aren't spamming storm brand to trigger EE. Either way, your cold mages will be buffed.

I didn't have dps problems even with the gmp setup until maybe T12+. Skeletons with enough added levels are just so strong you might not need to worry for now.


Now I am a little confused. I thought that only damage that we do (not the minions) trigger the EE effect. In the above example the minions take advantage of the change in resistances, but the fire damage that the minion does, does not change the resistances.

Is this correct?


I think I stand corrected. According to the EE site (https://pathofexile.gamepedia.com/Elemental_Equilibrium), "Minions do not trigger EE as they do not inherit your offensive stats, and are only affected by passives that explicitly mention minions." Think that means to get the benefit of EE, the enemy needs to be affected by an ele attack from a player, Trap, Mine, and Totem skill. So apparently Minions cannot trigger or un-trigger EE. Weird, sorry, looks like I was wrong!
Okay so I'm running the old build, should I switch to the new stuff? Easier for newbies is good, but now I'm mapping - is there a suggestion on next steps?

Thanks for everything!
Last edited by tpendragon#2408 on Jan 20, 2021, 6:36:55 PM
"
tpendragon wrote:
Okay so I'm running the old build, should I switch to the new stuff? Easier for newbies is good, but now I'm mapping - is there a suggestion on next steps?

The new build without GMP works really well into red maps. You have to recolor some of your gear for differet auras and stuff, but it's worth it. Much higher sigle-target, and clear is still decent, just less amazing.
Last edited by GERWARIC#7694 on Jan 20, 2021, 7:32:30 PM
I just tryed Maven invitation for all breach bosses, its the easiest one from that endgame tree. And its a serious DPS check for this build... :-( I'm not sure right now if i'll be able to do it, even with better equip.
"
Voopvoop wrote:


I think I stand corrected. According to the EE site (https://pathofexile.gamepedia.com/Elemental_Equilibrium), "Minions do not trigger EE as they do not inherit your offensive stats, and are only affected by passives that explicitly mention minions." Think that means to get the benefit of EE, the enemy needs to be affected by an ele attack from a player, Trap, Mine, and Totem skill. So apparently Minions cannot trigger or un-trigger EE. Weird, sorry, looks like I was wrong!


That is good news, appreciate the update and link!
From an oblivious player, who just enjoys playing :o)

So should we; use one element as our curse delivery (lightning for me, as I use and like Storm Brand) and then we can use minion deals extra fire/cold/phys/chaos without issue?
I was curious why bone offering isnt linked to CWDT since it needs to have a high uptime...
Last edited by Devilcorpsdoc#7520 on Jan 20, 2021, 8:37:51 PM
This is a fascinating build

Would fire/cold damage specters and phantasms bring anything to this build? Especially when retaining the Triad Grips? Or Animated Guardian for that matter?

If you have taunt jewels, wouldn't a pumped up number of minions taunting help camouflage yourself further? You could switch meatshield for phantasm that way.

Also, wouldn't Lesser multiple projectiles with pierce be a good middle ground between projectile spam and coverage?
Or Chain? Can Chain work on skele mage projectiles?

Report Forum Post

Report Account:

Report Type

Additional Info