{3.2.0} Spectral Gods: [Life Based Spectre/Golem Hybrid Summoner | Clear Speed | End Game Bossing]

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Mark_GGG wrote:
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Mokihiki wrote:
The chieftain used to spam frenzy charges on allies if it was linked with a blood magic support gem, to the point that it was sometimes hard for me to keep it alive. This isn't a problem now as it seems less interested in casting its frenzy skill now. Of course this also means I get less frenzy charges so that's a bummer.
This was changed in 1.0.0. Previously, all monsters had exactly 200 max mana, and a set mana regen rate. All monster skills were costed based on this - a skill we want them to use only occasionally would cost most of that 200 mana. That meant making a high-level monster have blood magic caused this limiting system from skill costs to 'turn off', since their life, which they actually spent, was so high that a couple hundred in cost was comparatively nothing, and definitely didn't restrict use of the skill as it was intended to do.
Monsters now have reasonable amounts of mana per level, and costs which match. As such, blood magic works correctly for them.

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Mokihiki wrote:
Undying Grapplers used to only discharge when they had a power charge. And they only get those naturally by being close to kin getting slain. As a spectre, that means another spectre dying. So to get them to discharge I linked them to power charge on crit. Now though, they discharge regardless of which charge they have. So 1 frenzy from a chieftain makes the screen explode. I have mine linked with endurance charge on melee stun now as well as power charge on crit and increased crit and they discharge all the time! They definitely got buffed by this change.
Discharging when they got any charge, rather than only looking for their regular power charges, was explicitly requested by a user in a PM to me (who also was using them with the Chieftains), and makes perfect sense, so we did it.


Hmm going to have to try the grapplers again.
Necronomicon: https://www.pathofexile.com/forum/view-thread/1617098
Build: https://www.pathofexile.com/forum/view-thread/409940
Summoner Dischord: https://discord.gg/XwWdSUa
Youtube Channel: https://www.youtube.com/user/zhoukon
At what point would you recommend getting rid of Minion Instability?

Like, what Zombie HP / Character Level should I be looking at for getting rid of it?
IGN: Caessa_Undying - 4 FPS Immersive Rain 4 Lyfe!

Shop: http://www.pathofexile.com/forum/view-thread/822740
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Asmosis wrote:

I am actually looking forward to this now. theres not much cold damage anywhere thats dangerous, zombies have 64% anyway so dont need that. swapping fire/lightning doesnt sound too bad since lightning for the most part isnt that dangerous either aside from a couple of bosses, so fire aura would be the default one anyway.

lightning is easily the most dangerous damage type in the game, imo, because of shock mechanics and lightning thorns

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Caessa wrote:
At what point would you recommend getting rid of Minion Instability?

Like, what Zombie HP / Character Level should I be looking at for getting rid of it?


I would say the perfect time to drop MI is when you have access to act 3 merc Burned miscreation. This is the point where you want to keep them alive.
Necronomicon: https://www.pathofexile.com/forum/view-thread/1617098
Build: https://www.pathofexile.com/forum/view-thread/409940
Summoner Dischord: https://discord.gg/XwWdSUa
Youtube Channel: https://www.youtube.com/user/zhoukon
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mattc3303 wrote:
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Caessa wrote:
At what point would you recommend getting rid of Minion Instability?

Like, what Zombie HP / Character Level should I be looking at for getting rid of it?


I would say the perfect time to drop MI is when you have access to act 3 merc Burned miscreation. This is the point where you want to keep them alive.


Thank you! I'm not there yet, lucky I have a few respecs saved up.
IGN: Caessa_Undying - 4 FPS Immersive Rain 4 Lyfe!

Shop: http://www.pathofexile.com/forum/view-thread/822740
First of all, thx a lot Matt XD
This guide is very good, newbie friendly, deep detail. Love this guide.
I have alot of characters but I feel that my current char, that follow your build, is most powerful.
The early level is a little rough, luckily I have a friend who carry me all the way from Act1-Normal to End of Cruel. XD
I'm at ACT1 merc right now(dom league) and this build is very fun. Also, I can tweak my gem a bit to fit my party (curses, auras) which is very nice.
Played this since pre-beta. This is my first character so far, that makes me enjoy Merc.

I have some questions to ask.

1. with Ullr boots, I can summon 1 extra spectre. But how can I summon the 3rd one ???
2. Do I need redbeak ?? I plan to find a good wand and use Arc/Freezing Pulse to sqeeze out some more DPS, worth?
3. How weak are the zombies without Mon'tregul's in the late game? Mon'tregul's super good item, but very expensive.
4. Which gem that I need to get to lv20 asap ? Any trick to level up Gems ?? This build require tons of gem to be leveled. (I'm so lucky that my friend let me borrow a Tabula ^^. I have no idea how to level many gems at a time without it)

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inarukja wrote:
1. with Ullr boots, I can summon 1 extra spectre. But how can I summon the 3rd one ???
2. Do I need redbeak ?? I plan to find a good wand and use Arc/Freezing Pulse to sqeeze out some more DPS, worth?
3. How weak are the zombies without Mon'tregul's in the late game? Mon'tregul's super good item, but very expensive.
4. Which gem that I need to get to lv20 asap ? Any trick to level up Gems ?? This build require tons of gem to be leveled. (I'm so lucky that my friend let me borrow a Tabula ^^. I have no idea how to level many gems at a time without it)

1. There's a specter minion node in the upper left hand corner that lets you summon another, and there's a 2h weapon called Queen's Decree that will let you add a fourth (it's hard to give up the shield for it though).
2. It's there for lack of better options really, it's helpful but not a key item.
The damage you add with spells though isn't going to be very significant if your skills and gear are focused on minions. Your pets will put out plenty of damage though.
3. Zombies can be pretty tough even without it. It's very nice to have, but not a requirement.
4. Zombies get resists at level 20 and not before, so they benefit the most from reaching 20.
Gems in your alternate weapon set will gain experience even when you're not using them, so that gives you up to six extra slots to level gems you're not using.
Last edited by frzn on Nov 12, 2013, 12:35:54 AM
why is everyone saying zombies are getting resists at level 20 and not before ?

thats not true, its a common fallacy. this all stemmed from a dev saying the values they have at level 20...
The wiki page is just full of false information lol. I don't think the zombie hp is correct.

Grappler still isn't viable.
Necronomicon: https://www.pathofexile.com/forum/view-thread/1617098
Build: https://www.pathofexile.com/forum/view-thread/409940
Summoner Dischord: https://discord.gg/XwWdSUa
Youtube Channel: https://www.youtube.com/user/zhoukon
Last edited by mattc3303 on Nov 12, 2013, 12:44:18 AM
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mattc3303 wrote:
The wiki page is just full of false information lol. I don't think the zombie hp is correct.

Grappler still isn't viable.

but...wiki is correct, lol
it just doesnt list resist info before level 20...so people assume its zero before that. its not like that, its because we dont have ANY info about minion stats we cannot assume anything besides concrete stats that been spoon fed to us by the devs

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