[3.19] Lightning Dancing Dervish



Long story short - I like Dancing Dervish and always wanted to make it horrifyingly powerful...But this build died twice before and what you see before is a mere shell of it's former glory. At least it's functional.

Pros and Cons
Spoiler

+Somewhat around 3 to 10 mil Shaper DPS.
+Good clear speed and single target damage output
+Reasonably tanky with over 35k raw armor + fortify + adrenaline


-Manual rampage upkeep
-Any lightning degen is instant death (Shock and Horror boss, Baran's floor traps, mana siphon archnemesis mod)
-Impossible to leaguestart
-SSF and HC unfriendly
-Elemental reflect and no-regen maps are a problem



PoBs, Ascendancy, Bandits, Pantheon
Spoiler

Cheap setup
https://pobb.in/93dFMN6GeO81

Perfect setup with sweat mode on:
https://pobb.in/lZyl6_L8wKqz


Ascendancy
1.Unstoppable Hero
2.Fortitude
3.Inspirational
4.First to strike, Last to fall.

Bandits: Kill All

Pantheon

Ryslatha and The Brine King


*Build Concept*
Spoiler



Spiking Damage and Lightning Secrets

Lightning scaling for minions fundamentally differs from any other form of damage because generally all other forms of damage manipulate multipliers and external percentile modifiers to increase damage output while lightning approach grants a FAT FLAT elemental damage bonus. Again generally it's not that strong by itself and could be a consideration only if you've exhaused all other sources of minion boosts but in the case of DD's it's the opposite. You see - they deal very modest amount of damage but with extremely high attack speed making additions of flat damage boosts to be significantly more valuable for DPS:



Since we're using lightning damage - it could be used to inflict shock and get us another boost to DPS. To accomplish that build is converted into a crit focused because successful crit guarantees application of elemental ailment(shock). But to inflict BIG SHOCK we need to hit HARD. To do it I'm focusing on damage instead on speed. (Ruthless doesn't work with new Dancing Dervish cyclone but works for skeletons and non-damaging ailments which we want.)



But the nature of lightning is unpredictable. It's a common custom to look at average damage and average DPS but the biggest secret of lightning is it's damage range. If you'd look at the actual damage range of singular hits you would notice that it's very huge. Like overall difference between minimal damage and maximum is about 1 to 8 and if you'd ask lightning spell casters, those who prefer Elemental Overload, they will tell you that making non-critical Lightning damage Lucky through cluster notable is a very good idea...Well...We can do that for minions as well...



It even can roll [Wrath] aura effect corruption. That alone boosts our global/average damage roughly by 20% and with noted corrupt - even higher. Who would have thought?



-=Gear explained=-
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Helmet
Spoiler


Core component. To clarify what it does: When minions "hear whispers" after dealing a critical strike - they get +50% increased minion damage and attack speed but they degen 20% of their health with chaos damage every second for 5 seconds.
This helmet flips the idea of what summoner is on it's head and many classic setups don't work under it. Dancing Dervish has hidden super mitigation layer that stops like 99% of all incoming damage so chaos degen for it is not a consideration at all. Choice of a temporary easily replenishable support minions as skeletons also has been made for that reason.

{On high budget}
Look for enchants that give either Assassin's mark effect or Smite aura effect. Look for corrupts: +2 socketed Aura gems, +2 socketed AoE gems or both.


Gloves
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Core component. Converts most of physical damage that our minions do to Lightning. Why it's not 4 blue? Because I can't find a way to fit in 4 blue and it's not a big damage loss.

{On high budget}
Look for corrupts that give +%maximum life or +1 to socketed gems. Or both.


Boots
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Any rare with nominal resistances, life and movement speed would do at first.

{On high budget}

This exact configuration. They need to have at very least T2 cold and fire res, Movement speed, life and brittle ground implicit with open suffix to craft combo res. Base itself doesn't really changes a lot but lean towards armor base with armor preffixes.


Body armor
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Core component. As you can see with it we can scale our damage by dumping OUR OWN lightning resistance into deep negatives. Effect is so strong NOTHING in the game can negate it. This is why our normal DPS and Boss DPS is basically equal.
Apparently straight physical protection from armor adds as lightning mitigation from hits so with recent armor scaling buff now it's not necessary to have a redirect talisman. But beware of lightning degen such as Baran floor traps, Shock and horror boss and newly introduced "Mana Siphoner" Archnemesis modifier. You're taking degen damage as if your resistance is zero.
Also it's not important to 6-link it right away. 4-5 linked skellies are fine at the beginning. Effect of the armor is what makes it's all work.
Also it makes it so you don't have to bother with exposure sources or curses. Very nice.

{On high budget}
There's really no point investing here for meager bonus it will provide. Priority number 1 is harvest fire/cold resistance enchant on 30% base. But if you want to spend money I'd say go for +1 to socketed hems or +2 "Socketed duration gems" since skellies are there. PREFFERABLY with the enchant.


Dancing Duo/Dervish
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Here comes the boy. The chonkster. The most unwieldy minion in the game. The best.
*It's quite hard to hit RRRBBB socket colors, roll it with benchcraft "one blue socket" and eventually you'll hit it.
*Reminder: you don't have to link weapon at all. It works like that.
*Quality on the weapon seems to directly contribute to Dervish damage output but because we pump it with flat elemental damage bonuses externally it's more beneficial to use harvest enchant "+1 melee range per 10% quality" and beastcraft 30% quality afterwards.
Rolls on the weapon also contribute the minion damage so try to find as high as possible.
*in fact almost any modification on the weapon counts. Including Heist enchants and Keystone or stat corruptions. But beware GEM SUPPORTS IS THE ONLY THING THAT DON'T WORK. So no to lvl 10 fortify support for us. And generally global accuracy implicit is good nowdays anyway.
*I've said keystone corruptions. And I've meant "Resolute technique". it bricks this build completely.
*Dancing Dervish has something around 99.9% of natural mitigation from all damage and it's generally considered to be immortal. But it's not. "No regen" map modifier can occasionally destroy them and "no leech+elemental reflect" if occured together is more or less impossible. You could turtle through it tho if necessary. This is why I have at least some source of leech. Minion regen is not quite enough by itself and when you go above 4 mil DPS even leech is not enough to keep them alive under reflect. Also because of that mechanic - They could be used as a target for link spells. But that's for you to theorycraft. Buy awakened [Elemental damage with attacks] to resolve reflect issue.

{On high budget}
People like to have blinged out Dervishes that look cool.
To make it - buy a regular Reaver sword with shaper influence and awaken orb into it another two hander with a crusader influence,
apply Perfect fossil until you'll get 30% quality, apply Gilded fossil for a bling implicit and try to chance/scour it into Dancing Dervish. It's 50/50 chance of getting either DD or Hiltless. Then spam divines untill rolls are perfect.


Jewelry
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Rings and amulet Must have open suffix for you to benchcraft minion movement speed. It is VITAL and always should be a consideration. Annoit [Replenishing remedies]. It will enable Darkness enthroned early on.

{On high budget}

Amulet could be just life, resistances, open suffix for minion movement speed. Maybe find one with mana preffix as well. It's tight too. Annoit it with [Replenishing remedies] and when your chaos resistance is situated reannoit [Cleansed thoughts]. Do not attempt to squeeze perquil's toe yet. Resistances are very tight even without it. But don't forget it exists.
Get life, cold res, fire res ring with open prefix and suffix. Fill suffix with minion movement speed and slam Redeemer orb on prefix. Pray to hit minion damage.

The other ring is an abomination that I came up with to fit resistances and aspect but it's somewhat disposable and easy to make.
Steps:
1)get at least 84ilvl Amethyst ring(not unset) and while it has normal/white rarity put prismatic catalyst on it. 4 catalysts is enough to "20% resistance quality" it.
2)alteration spam T1 elemental resistance and T1 life. Flip resistance with harvest if it's rolled to be lightning resistance.
3)try to hit any prefix with regal. If you've failed try to fix it with beastcraft "remove suffix add prefix". Life and one resistance must remain.
4)Beastcraft "aspect of spider", Benchcraft minion movement speed.
5)Slam redeemer orb on last remained open prefix for minion damage.



Belt and Writhing Jar
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Early on use Darkness enthroned.

Another very important component of this build is Writhing jar. Not only we use it to upkeep rampage but also to sustain ourselves because it's basically the only way to do so.
With masteries, "Profane Chemistry", "Arcane chemistry" notables and "Mender's Wellspring" cluster notable - Writhing jar now removes all elemental ailments and bleed and regenerates 5 charges every 3 second
Belt is a vital synergistic component of this flask because if you'll get a belt with affix "Reduced flask charges used"(RFCU) then Writhing jars could be popped three times instead of two.

There's a little problem in pointing out how much you need though. PoB says that you need only 13% belt RFCU and 16% flask RFCU but it's not enough ingame. 14% belt RFCU and 19% flask RFCU work, so I'd suggest to get 1%-2% off max on both. Thankfully belt RFCU is an affix with just one tier so it's a question of a couple of divines to get it right.

{On high budget}

Stygian vise 84ilvl. Open suffix and prefix. Life, RFCU and one resistance that is necessary for your setup. Benchcraft combined elemental and chaos resistance of your choosing, and slam hunter for +% life.


Other Flasks and Flask Setups
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Running 3 Writhing jars feels most optimal but the other two must be swapped according to situation.
Quartz and Quicksilver are amazing for regular mapping and delve. Ruby and Sapphire(including taste of hate) are helping if you've rolled -max% player res or elemental weakness map mods. Granite flask with armor roll helping if you prefer molten shell. Roll poison immunity until you've situated chaos resistance.

And "Replica Sorrow of the Divine" If you've chosen to play in sweat mode.

{On high budget}
Theoretically "Bottled faith" could help bossing and give minions additional boost to their damage.


Jewels
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Min roll "Brute force solution" very precisely solves all problems with intelligence. We are starved on resistances on gear and DEX/INT/STR are a suffix so it's a good solution in this situation.
I like to use "From Dust" because you summon all skellies in one go. Due to low mana regen and small mana pool without it there will be a delay between casts and that feels very bad. Also both of those gems could be target for Corrupted blood immunity. Prioritize "Brute force solution" because you might consider removing "From dust" for another damage jewel.


Ghastly jewels are a significant help to our damage. There are many variations of those that could fit and be very helpful but at first you can buy ones that are just having flat lightning or phys damage to minions...


later though we need as much damage as we can squeeze out of any source to do endgame bossing. In this case mandatory should be tier-1 added lightning and conditional minion damage.

{On high budget}
Perfect jewels don't exist so don't sweat about it too much.
Mandatory mods should be: Added minion lightning damage, conditional minion damage(+damage after casting minion skill).
And after that it's either: +maximum life, Minion movement speed, Added minion physical damage, Added minion attack speed.


Clusters

Spoiler


Large Minion damage cluster 8 passives that should have Renewal notable(50ilvl requirement). Vicious bite(75ilvl requirement) is good as well and could be guaranteed with harvest that rolls items for crit.
Two mediums 4 passives. One is minion life cluster with blessed rebirth(68 ilvl requirement) will make skeletons to not die instantly and you can start relying on them. Other medium cluster is Flask duration cluster with Mender's wellspring(68 ilvl requirement) With it you now can clear bleed with writhing jars. One small Mana reservation cluster with Uncompromising notable(50ilvl requirement) and your reservation will be resolved. Those could be rolled by harvest, fossils or even alt spam.

{On high budget}

They should be somewhat like these.

just follow PoBs. Those a quite generic.


-=Melding of flesh and Divine flesh=-

Spoiler


There are ways to lower your Lightning resistance. Selfcurse with rotblood promise, Using negative lightning res Vientor's, thread of hope, Malachai artifice...But the biggest of them all is the new jewel called Melding of flesh.

To fit in both Melding of flesh and Divine flesh from Glorious vanity it takes very tight management for elemental and chaos resistances. Every rare armor piece has to have at least T1-T2 resistances with open suffixes to shift some of them and prismatic catalysts are mandatory. Either follow my PoB very precisely or weight every bit of resistance yourself. Basically all of the clusters has to have some amount of chaos res. After 3.19 it's even tighter than before.



-=Links=-
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Dancing Dervish

[Anomalous Minion Damage]-[Concentrated Effect]-[Damage on full life]-[Divergent Pulverize]-[Awakened Elemental damage with attacks]-[Increased Critical Damage]

Alternate Pulverize providing additional spiking damage with cost of small loss in attack speed. [Anomalous Minion Damage] almost equally competes with [Awakened minion damage] in PoB and since we rely on chance to deal double damage - increasing it by 3% is neat. Also because Dervish can't receive +minion levels it becomes an infinitely better option.

Skeletons
I like to run them at the leaguestart like this:
[Summon Skeletons]-[Added lightning damage]-[Minion damage]-[Elemental Focus]-[Feeding Frenzy]-[Summon Phantasm].
It feels safer even if a little unorthodox, especially while final setup is not online.

But later I suggest to run them like this:
[Summon Skeletons]-[Ruthless]-[Awakened Minion damage]-[Awakened Elemental Damage with Attacks]-[Feeding Frenzy]-[Increased Critical Strikes]
The point of the build is to SPIKE the damage to get consistent shock and scale crit to the moon. This is the way where skeletons could theoretically slam a Double damage + Ruthless attack. A QUAD. That delivers a considerably higher maximum damage than fully decked out Dervish(but less consistent).

*Gloves Setups*
There are a few and all work with colors BGBB:
Comfy Mapping
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[Mark on hit]-[Assassin's mark]
Smite is what's going to apply mark. Keep in mind it's quite expensive manawise and it might not go off all the time, so generally try to get a reflex to pre-pop one of your jars before intent to mark with smite.
But if you feel like you need that last boost of damage against something obscenely beefy like fat metamorph or pinnacle boss consider removing [Mark on hit] and replacing it with 20% normal quality [Poacher's mark]. With it you can generate frenzy charges on Dervishes that could tip the scale in your favor. Just keep alternating marks manually.

[Flame dash]
Self explanatory. Could be frostblink instead.

[Void sphere]
Quite enjoy this little thing. Helps to flock packs closer especially in heist and harvest, helps to run away from fast packs and quickly start up Dervish by popping worms. Remember to keep it level 1 because it's becoming too expensive and we're not interested in damage
{OR}
[Flesh offering]
Divergent variant. If you won't be lazy it speeds things up a bit.


Arcanist brand automation
Spoiler

So the idea is to generate frenzy and power charges on DD's without specters because they die due to ancient skull. To do this I have a mark trick:
Socket colors should be: B=G=B
[Arcanist brand] - [Poacher's Mark] - [Assassin's Mark]
Arcanist brand alternates marks on a target with a set interval. While dervishes hitting a boss they're generating both types of charges. Very important part is to make it so the FINAL mark that will remain on the boss after brand disappearing should be Assassin's. It's possible to whiff it with modifiers to cast speed. In that case in this color setup it's possible to simply swap the mark order:
[Assassin's Mark] - [Poacher's Mark] - [Arcanist brand]
Still Adrenaline from "First to strike, Last to fall" ascendancy point interferes with the setup constantly since it's granting cast speed modifier.


Cast When Damage Taken
[CWDT]-[Molten shell]
Previously I've used it in a certain level range but it seems like it doesn't quite matter. Lock [CWDT] support at lvl1 and [Molten shell] at 10. On a slightly higher budget use [Anomalous Cast when damage taken] and 20% quality Vaal Molten shell. This way duration will be increased by 40% and Vaal MS could be used manually in tight situations.
{OR}
[Divine blessing]-[Vaal Haste]
This is {*The Sweat Mode*} I'll explain In a bit.

Auras (in your +2 helmet)
[Precision]-[Wrath]-[Smite]-[Generosity]
And somewhere on your gear should be Aspect of the Spider.
Keep in mind that reservation is tight so keep level of precision on such level where you have around 75 unreserved mana. If you've whiffed it sell it with scour orb.

{On high budget}
[Wrath]-[Phantasmal Smite]-[Awakened Generosity]
[Purity of Fire]
unliked from generosity. It's to counteract Melding max res penalty.


Unlinked Gems
[Determination], [Defiance Banner] OR [Precision],



{*The Sweat Mode*}
Spoiler


Doryani's Prototype, Triad grips and Ancient Skull with Reasonably high intelligence of our character provide barely around 600 ES that on high budget does nothing because Divine Flesh from timeless jewel lets all damage to phase through it. With funky trick of a Replica Sorrow of the Divine we can temporarily make our ES to become mana and that will enable [Divine blessing] support on a [Haste] aura to be usable.
Vaal version of said aura could provide even bigger boost and with Flesh offering we have THREE options to boost speed of our minions to a monstrous degree.

Be very aware of the aura cost. It might not be enough to cast it at level 21 [Divine blessing]. So you have two options - either consider getting ES base boots or lowering the level of the Divine blessing.


-=Leveling=-

Spoiler

As I've said - leaguestart is impossible. You'll need leveling gear and mule literally all gems and then have transitional gear (the one without lightning resistance) at level 67. But it's not that bad.
PoB: https://pastebin.com/W7wTuA60
After that point of leveling go down and connect the skilltree in a circle so later you could unspec minion life and duration nodes.

Leveling gear
Spoiler

Something like that. Tabula enables 6linked skill, Aurumvorax and Goldrim fixes resistances, Perandus blazon and one "Le heup of all" gives initial bulk of stats while you're travelling up the tree.
"+1 physical spells sceptere"(from vendor recipe) can help with minion damage at the start. Sell a scepter with 40% worth of quality on skillgems with physical tag. Specter specifically because it can roll the affix and you still can smite with it while dualweilding it with Aurumvorax. Essence of fear theoretically could provide more damage but it's hard to predict what level requirement weapon ends up having.

*note: Absolution needs "skill duration" investment. Don't forget to get to "exceptional performance" tree notable. Phantasms will last longer too.
*While leveling in your swap slots start leveling Dancing Dervish supports.

-=Leveling Links=-
Utmost start
[Ground Slam]-[Chance to Bleed]-[Ruthless]
[Smite]

You can level up with a singular unlinked melee skill here

Level 4
Take [Frostblink] for now
[Summon raging spirits]-[Summon Phantasm]
[Smite]

At this point you'll need to look for intelligence on gear. Alt spam int on rings.

Level 8
[Summon raging spirits]-[Summon Phantasm]-[Minion Damage Support]-[Added Lightning damage]-[Added Cold Damage]-[Added fire damage]
[Smite]

Power of 6 link will show itself very early. Should be very easy leveling but keep two mana flasks from now on.

Level 12
Start using combo of [Smoke Mine] and [Flame dash] for movement. Put [Mine trigger] on left click.
[Absolution]-[Summon Phantasm]-[Minion Damage Support]-[Added Lightning damage]-[Added Cold Damage]-[Added fire damage]
[Raize Zombie]
[Smite]

Complete change of setup. Throw away SRS and start leveling Zombies. They are general meat shield and are not designed to deal any damage.

Level 18
Equip belt "Perandus blazon" and "Aurumvorax" sword.
[Absolution]-[Summon Phantasm]-[Minion Damage Support]-[Added Lightning damage]-[Controlled destruction]-[Physical to lightning]
[Raize Zombie]-[Minion life support]
[Smite]

Remove added fire and cold supports from Absolution. Replace it with control destruction and physical to lightning.

Level 24
Equip rings "Le heup of all".
Equip [Wrath] aura and [Conductivity] curse.
[Absolution]-[Summon Phantasm]-[Minion Damage Support]-[Added Lightning damage]-[Controlled destruction]-[Physical to lightning]
[Raize Zombie]-[Minion life support]
[Smite]-[Wrath]
[Conductivity]

One aura should suffice without making mana pool too small, manually throw conductivity at tougher packs or bosses

Level 31
Link [Generosity] to [Wrath] and [Smite]
Link [Raize Zombies] to [Feeding frenzy]
[Absolution]-[Summon Phantasm]-[Minion Damage Support]-[Added Lightning damage]-[Controlled destruction]-[Physical to lightning]
[Raize Zombie]-[Minion life support]-[Feeding frenzy]
[Smite]-[Wrath]-[Generosity]
[Conductivity]


Level 34
Equip [Carrion Golem] and link it to zombies in 4link.
[Absolution]-[Summon Phantasm]-[Minion Damage Support]-[Added Lightning damage]-[Controlled destruction]-[Physical to lightning]
[Raize Zombie]-[Minion life support]-[Feeding frenzy]-[Carrion Golem]
[Smite]-[Wrath]-[Generosity]
[Conductivity]

Level 38
Consider using [Cast when damage taken] on [Steelskin].

It doesn't matter if you equip triad grips or not and it should carry you through campaign.
Transition to Dervish with Doryani's only at 67 even though you can equip DD at level 59.
Last edited by Woobby on Nov 21, 2022, 10:00:00 AM
Last bumped on Nov 15, 2021, 3:38:01 AM
Interesting build. Noob questions though: how are u mittigating the effect of Doryani Prototype?
How would an impale build with Master of Metal Ascendancy compare to this in terms of dps? (Currently most DD builds on poe.ninja are using that)
(Rewrote most of the "guide" it so it would be more clear and easier to digest)

"how are u mittigating the effect of Doryani Prototype?"
Like any other Doryani's build - with Talisman that redirects half of the lightning damage to cold or fire. Be aware that's talisman helps with only HITS not the degen.

"How would an impale build with Master of Metal Ascendancy compare to this in terms of dps?"
Not sure. My attempts to make phys impale champion ended up being inferior in terms of damage but I might be missing something. But phys impale is more consistent in terms of damage though.
Awesome, my two favorite items. Prototype and Duo. Well done.

"
How would an impale build with Master of Metal Ascendancy compare to this in terms of dps? (Currently most DD builds on poe.ninja are using that)


I am playing the build atm. So excited to not have to play Scion for flask upkeep. This league I am through T16s just fine, and I don't get 1 shot in Scourge until 150+ stacks. I will say it feels amazing, super fast. (Scaling Pride, War Banner, and F&S+Maim makes for a massive physical damage increase. Additionally, I have dropped impale support because Dread Banner gives 100% impale chance. At 29 fortify stacks with remade kingmaker on AG, it basically gives fortify effect for us now.)

I honestly don't know my way around PoB enough to give you a number. But conquerors last ~15-20 seconds?
"
sirisacc wrote:


I am playing the build atm. So excited to not have to play Scion for flask upkeep. This league I am through T16s just fine, and I don't get 1 shot in Scourge until 150+ stacks. I will say it feels amazing, super fast. (Scaling Pride, War Banner, and F&S+Maim makes for a massive physical damage increase. Additionally, I have dropped impale support because Dread Banner gives 100% impale chance. At 29 fortify stacks with remade kingmaker on AG, it basically gives fortify effect for us now.)


I saw you're using Behead support, does that work with DD? Do they get the monster modifier? In 3.15 someone was saying that it doesn't work. I also didn't notice anything when playing.
And no minion speed support? Most guides said that speed is really important for DD
Last edited by 0000000100 on Nov 8, 2021, 6:54:23 AM
I didn't love arcanist's brand, as it's very annoying to use while mapping, and I'd at least like to have access to some charges when clearing mobs. Currently using battlemage's cry with assassin's mark and the call to arms keystone to map on left-click. Wondering if going double curse with battlemage's cry is viable since frenzy ape specters would likely just die from the degen of ancient skull.

With that being said, marks would still feel terrible for mapping because the one targeted enemy usually dies too fast to generate charges, and battlemage's cry is stuck with a whopping 8-second cooldown without cooldown recovery since they nerfed second wind =/

Interestingly enough, an 8-second cooldown might not be so bad if marks hit multiple enemies and thus allowed us to barely maintain 3 charges, since they have a 10-second duration. It's like the perfect combination of nerfs between curses, warcries, and second wind to make automated charge generation extremely difficult without heavy investment.

Also wondering If Conqueror might be better than first to strike, last to fall; as one-shots are still somewhat common for me in high-level scourges with around 4.7k health. The intimidate feels like it rarely comes into play because dervishes are much faster and will likely hit enemies before you do. Not sure though, since adrenaline is pretty nice.
"
I saw you're using Behead support, does that work with DD?

The modifier stealing part doesn't but range and more damage on low life does.
DD is a very uncommon archetype and in general there's somewhat little difference in what support to use. Damage on full life, Concentrated effect, Pulverize - depending on situation are viable solutions. I'm thinking about removing Multistrike out of my build and changing it into conc effect because I've forgot that Multi actually substantially hurts damage of a singular strike reducing shock effect in the end.

"
I didn't love arcanist's brand, as it's very annoying to use while mapping, and I'd at least like to have access to some charges when clearing mobs. Currently using battlemage's cry with assassin's mark and the call to arms keystone to map on left-click. Wondering if going double curse with battlemage's cry is viable since frenzy ape specters would likely just die from the degen of ancient skull.


Build doesn't use any minion life or minion protection of any kind. So spectres(and basically any other permanent minion) are not viable, yes.
Using such weird gimmick feels like a waste. The main purpose of a "marking trick" is to ramp up on bosses specifically. There's very little could be done to generate charges while mapping...Except if you're going to use [Power charge on crit support] on Duos and manually throw poacher's mark or using battlemage's cry like you do. While researching this point I wanted to offer Cold Snap as a solution to generate frenzy charges but apparently it doesn't work on minions. So it's only poacher's.

"

Also wondering If Conqueror might be better than first to strike, last to fall; as one-shots are still somewhat common for me in high-level scourges with around 4.7k health. The intimidate feels like it rarely comes into play because dervishes are much faster and will likely hit enemies before you do. Not sure though, since adrenaline is pretty nice.


Again Intimidate effect is a primarily bossing tool but having a buffer of 25% of life is good nonetheless. Plus it's important to balance things around relatively small lifepool because it feels more efficient to heal with jars from low life(below 50%) position.
With technically immortal DDs and temporarily immortal skellies Conqueror grants 10% damage reduction to player and that's it.

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