MMORPG.Com's @ProtoSori, Raging Spirit Summoner {Ambush/Invasion}

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I'm interested in how this turns out for you. I love the spell Raging Spirits and finding ways to make it useful are nice.

My sig has my Totem version as a point of reference.
(1.1.x) Cursed General (Tri Totem Raging Spirit / Summoner)
(www.pathofexile.com/forum/view-thread/854534)
General Looting Advice for New Players
(www.pathofexile.com/forum/view-thread/827994)
Just for sake of comparison:

DPS values for Raging Spirit and Zombies at levels 1, 10, 15 and 20. Assuming no passives, gems or auras for additional damage/attack speed. I have verified that adding the 20% Attack speed and 105% Damage will not impact the results.

Raging Spirit:
01 : 26.05
10 : 141.63
15 : 326
20 : 595

3 Zombies:
01 : 19.69
10 : 297.19
15 : 751.88
20 : 1456.88

8 Zombies:
01 : 52.5
10 : 792.5
15 : 2005
20 : 3885

10 Zombies:
01 : 65.63
10 : 990.63
15 : 2506.25
20 : 4856.25

Number of Raging Spirits required to output same DPS at same level:
Level : 3 / 8 / 10 zombies
01 : 0.5 / 2.0 / 2.5
10 : 2.0 / 5.6 / 7.0
15 : 2.3 / 6.2 / 7.7
20 : 2.5 / 6.5 / 8.2

When you factor in a possible 75% Fire Resistance affecting 50% of Raging Spirit's damage, Raging Spirit will end up only dealing ~62.5% of the expected damage.
62.5% = 5/8ths.

# of Spirits to match DPS divided by 5/8ths = < 13.2 (8.2 * 8/5 = 13.1). This does not account for Travel Time since that is not very feasible to factor in.

So Cast on Critical essentially works out to being a very large Cast Speed bonus for Raging Spirits at the cost of 2 Gem Links and whatever additional Skill Tree nodes are required to obtain the appropriate attack speed and crit chance.
IGN: Tresmere, Mariela, Manyella
Usually online M-F 5-6p EST - Varies on Weekends.
Last edited by Zinsho on Mar 28, 2014, 12:03:44 PM
"
Zinsho wrote:
Just for sake of comparison:

DPS values for Raging Spirit and Zombies at levels 1, 10, 15 and 20. Assuming no passives, gems or auras for additional damage/attack speed. I have verified that adding the 20% Attack speed and 105% Damage will not impact the results.

Raging Spirit:
01 : 26.05
10 : 141.63
15 : 326
20 : 595

3 Zombies:
01 : 19.69
10 : 297.19
15 : 751.88
20 : 1456.88

8 Zombies:
01 : 52.5
10 : 792.5
15 : 2005
20 : 3885

10 Zombies:
01 : 65.63
10 : 990.63
15 : 2506.25
20 : 4856.25

Number of Raging Spirits required to output same DPS at same level:
Level : 3 / 8 / 10 zombies
01 : 0.5 / 2.0 / 2.5
10 : 2.0 / 5.6 / 7.0
15 : 2.3 / 6.2 / 7.7
20 : 2.5 / 6.5 / 8.2

When you factor in a possible 75% Fire Resistance affecting 50% of Raging Spirit's damage, Raging Spirit will end up only dealing ~62.5% of the expected damage.
62.5% = 5/8ths.

# of Spirits to match DPS divided by 5/8ths = < 13.2 (8.2 * 8/5 = 13.1). This does not account for Travel Time since that is not very feasible to factor in.

So Cast on Critical essentially works out to being a very large Cast Speed bonus for Raging Spirits at the cost of 2 Gem Links and whatever additional Skill Tree nodes are required to obtain the appropriate attack speed and crit chance.



Very good write up! I am terrible at math so will forsake verifying your numbers. So, assuming they are true, and assuming zombies have travel times as well but can not circumvent cliffs etc. like raging spirits, yes. CoC is just supercharging the cast speed of the spell.

You can either look at it like that, OR, look at it as a way of creating the illusion of doing damage with spectral throw as a summoner.

Either way, it's effective enough. My build carries 8 zombies, and usually hits 15 spirits on a small pack of mobs or a boss, and caps quite often at the 50 spirits.

This is working out splendid so far. Granted, I have 0 survivability as I am testing the viability of the build, I chose to go minion / crit nodes FIRST, then HP nodes second. However, If this build turns out to be a boss ass build, I will recommend going minion nodes / hp / crit in that order, or leapfrogging crit / hp.

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