[2.6 Video Guide] Beginner's Build: 5 Keystone Horror Summoner [HC/SC/Atziri Viable]

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choc555 wrote:
I guess that makes sense. Thank you, just felt like my health dropped much faster but I will give it another shot.

The build really has been fun but still kinda miss the flame sentinels. My knitted horrors seem to often Sprint up and melee everything.


Do so :)
It looks like it's less but it's the same but with better reliability of the effectiveness!
Flame Sentinels simply has a better AI than Knitted Horrors hence why it's a bit more stable :)
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What do you mean by "change into a summoner" at a certain point?
I've been summoning things while leveling.
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Innundate wrote:
What do you mean by "change into a summoner" at a certain point?
I've been summoning things while leveling.


Currently there is no issues lvling as a summoner, when this guide was originally created the most common way to lvl was to use spells till a certain point where you transition into a summoner.
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EE question:

I'm level 57 and as you suggested, using firestorm works great along with zombies and specters. I see that Elemental Equilibrium is on the tree, and I've been hesitant to take it, because I don't know how it will affect my firestorm. From what I've read, my minions will not proc EE, and most of the skeleton and zombie damage is physical. If I use added lightning damage support gem on the zombies or specters, will it EE help them and hurt me?

I'd like to take advantage of EE and keep using firestorm. Can you recommend a second damage skill that I can rotate with firestorm?

Thanks for the guide, it's my first character and I'm loving this build!
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Innundate wrote:
EE question:

I'm level 57 and as you suggested, using firestorm works great along with zombies and specters. I see that Elemental Equilibrium is on the tree, and I've been hesitant to take it, because I don't know how it will affect my firestorm. From what I've read, my minions will not proc EE, and most of the skeleton and zombie damage is physical. If I use added lightning damage support gem on the zombies or specters, will it EE help them and hurt me?

I'd like to take advantage of EE and keep using firestorm. Can you recommend a second damage skill that I can rotate with firestorm?

Thanks for the guide, it's my first character and I'm loving this build!


I'd recommend not using EE if you're doing any elemental dmg that you rely on. Minions won't proc it but if you hit enemies with let's say Firestorm and that only deals fire dmg then the enemies after the first hit will have an increased resistance towards fire damage. If you have any other element dmg added via support gems and/or gear the enemies will ALSO be having increased resistances vs that element on top of the fire dmg dealt by Firestorm in the first place.
However, any elemental dmg that is not being used from the minions will in this scenario be increased.

My general recommendation is to only bother EE if you are either using something specific to proc it or curse on hit setup whereas your minions are the main source of damage and it's meant to amplify that damage source.

Example:
Arc + curse on hit (optional) with minions having Hatred aura granting them a noticable increasement in that Hatred effects dmg from your minions.


Keep in mind that any elemental dmg provided by your gear can make the EE proc several elements, so avoid having gear that might "screw" with it.


Glad you like the build! :D
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I just wanted to throw this out there for any new Summoners like me.

I had difficulty selecting the corpse that I wanted as a specter from the massive heap of bodies. The trick is to hold down the "A" key, and it will outline the corpse that you're targeting. Then cast specter while it is selected.
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Innundate wrote:
I just wanted to throw this out there for any new Summoners like me.

I had difficulty selecting the corpse that I wanted as a specter from the massive heap of bodies. The trick is to hold down the "A" key, and it will outline the corpse that you're targeting. Then cast specter while it is selected.


You can go in to the settings and change so that you do not have to hold the key down as well! :)
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Any thoughts as to whether this build will remain viable in 3.0 after the changes to bleed and poison take effect? From what I understand, we may expect a sharp drop in damage, because all the physical damage boosts to the knitted horror damage will no longer up the bleed and poison damage.

Is anyone out there playing this build in the beta for 3.0?
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Innundate wrote:
Any thoughts as to whether this build will remain viable in 3.0 after the changes to bleed and poison take effect? From what I understand, we may expect a sharp drop in damage, because all the physical damage boosts to the knitted horror damage will no longer up the bleed and poison damage.

Is anyone out there playing this build in the beta for 3.0?


Beta for 3.0 has not been released yet.

The physical hit was the big one from them so I doubt it will make it a lot worse. Though new spectres will arise and I will create new builds to go with that :)
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Ghazzy wrote:
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choc555 wrote:
Hey sorry if this is a stupid question but what exactly is the point of Eldritch battery and zealots oath?

I am mostly a casual player but recently got 70 and tried using these skills together. I ended up refunding zealots and Eldritch because it just felt like I lost over 2000 health.

Is it just because you need it for the third aura? Because I would rather keep the 2k energy shield and ignore Arctic armor but still keep mind over matter.


Hey,

Never apologize for asking any questions, there are no stupid ones, trust me.
The point behind EB & ZO is to move the Energy Shield over your mana pool and Zealot's Oath is used to make sure that the Energy Shield is always regenerating.
By doing this a few things happen:


Mind Over Matter which mitigates dmg over to your mana pool will now instead be taking from your Energy Shield (which is regenerating) Basic algebra here will provide you with the actual effective HP that you have. Keep in mind that Mind Over Matter only covers your mana before life and not ES, so without these keystones you would still take the incoming damage from your Energy Shield before mana resulting in 0% additional mitigation.

Example:
3/7 = 0,4285 (30% taken on mana 70% on life) this means that as long as you have 43% of your Life pool as Energy Shield (and unreserved mana) you will have full additional mitigation from the Mind over Matter keystone. This is why I recommend having around 50% as you are spending energy shield to pay for your spells as well.
Knowing that you need 42.3% ES of your actual life pool we can also calculate your actual effective HP by taking your life pool and multiply that with 1.423. So if you for example have 5000 life with at least 2115 Energy Shield you don't actually have 5000 life since part of that is mitigated to your Energy Shield, your actual effective HP is: 5000 * 1,423 = 7115 HP.

The difference between doing this and keeping your Energy Shield above your life pool is that in a "normal" hybrid stance you would have 7115 effective HP till you take 2 consecutive hits, first everything goes on your Energy Shield till it's gone, when it's gone you only have 5000 HP left till you've either regenerated or recharged that ES drop. This makes the "normal" hybrid one of the worst defensive choices in the game in its current state. However, with only 3/7 parts of the damage being taken from your Energy Shield the Zealot's Oath keystone is keeping that ES up at all times and the actual life pool you have is easily flaskable which keeps you on a more reliable effective HP of 7115.



I hope my explanation helped, if not let me know what was confusing and I'll try again.


Thanks for the explanation.

I'm at 4200 life / 3300 es(with discipline). It seems like my extra ES won't help me with the EB/MOM/ZO keystone s. Maybe I should swap my gloves for a pair that emphasizes life. I'll hang onto them so that I can grow into the ES at higher levels (83 right now).

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