GhazzyTV - Beginner's Build: Lich Queen Skeleton Summoner [AWAKENER FARMABLE]

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BokuNoHiro wrote:
Hi, I might be slow since I only started a week ago but what do you recommend for necklace/rings/helmet for this build, any stats we should be looking for? Thanks!


Hey,

It is all stated in the guide! :)
Guides: https://www.poe-vault.com/guides/ghazzy-guide-hub
YT: https://www.youtube.com/GhazzyTV
Twitch: https://www.twitch.tv/ghazzytv
Hello, since in 3.0 there is a nerf to energy shield.
Is there any need to change the points or still to roll as stated in the guide?
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Summon Skeletons has been renamed Summon Skeleton, and has been reworked. Many of the passives and items that interact with it have been rebalanced. Summon Skeleton now has a base cast time of 0.5 seconds, and the cost has been reduced by approximately 60% at all levels. It now summons a single skeleton per cast and has a base limit of 5 summoned skeletons.

The Summoned Skeleton Warrior minion's attack time has been reduced to 0.8 seconds, and its base damage has been increased by approximately 66%. Summoned Skeleton Mage minion's cast time has been reduced to 1.2 seconds.

Summoned Skeleton Mages now deal 50% more damage at gem level 20, and significantly more damage at earlier gem levels. Their behaviour has been tweaked and they will no longer flee.

Labyrinth helmet enchantments for Summon Skeleton now grant a 20/40% chance to summon an additional Skeleton minion. This applies to existing Labyrinth enchantments.

Dead Reckoning now grants the ability to summon an additional 5 Skeleton Mages, up from 3, and is now limited to 3.

Queen's Decree: now grants +1 to maximum number of Skeletons, down from +2.

Alberon's Warpath: now grants +1 to maximum number of Skeletons, down from +2.

Midnight Bargain: now grants +1 to maximum number of Skeletons, down from +2.

Lord of the Dead now +1 skeleton, down from +2.

Herd the Flock no longer grants +1 skeleton

Catarina's crafted mod now grants +1 maximum skeleton, down from +2 maximum skeletons

Army of Bones: Renamed to To Dust. No longer grants +2 to Maximum number of Skeletons. In addition to reducing skeleton duration and increasing minion damage, it now grants 3-5% increased Skeleton Movement Speed, 7-10% increased Skeleton Attack Speed, and 7-10% increased Skeleton Cast speed.




So changes. I knew about some of these but the change Helm Enchant is new to me.
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Ghazzy wrote:
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BokuNoHiro wrote:
Hi, I might be slow since I only started a week ago but what do you recommend for necklace/rings/helmet for this build, any stats we should be looking for? Thanks!


Hey,

It is all stated in the guide! :)


I feel a bit silly but I read through the entire thing, I only saw what you recommended for Weapon/Gloves/Helmet but nothing for rings/belt/necklace or boots at end game.
Thanks again ><
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Agrail2015 wrote:
Hello, since in 3.0 there is a nerf to energy shield.
Is there any need to change the points or still to roll as stated in the guide?


I will go be going through the patch notes live on stream in an hour and will go through any changes it will impact on the build guides I have for 3.0.


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BokuNoHiro wrote:
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Ghazzy wrote:
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BokuNoHiro wrote:
Hi, I might be slow since I only started a week ago but what do you recommend for necklace/rings/helmet for this build, any stats we should be looking for? Thanks!


Hey,

It is all stated in the guide! :)


I feel a bit silly but I read through the entire thing, I only saw what you recommended for Weapon/Gloves/Helmet but nothing for rings/belt/necklace or boots at end game.
Thanks again ><


I might be a bit unclear in the guide... :/
Basically you want to follow the stat priorities with the rare gear. However, I'd recommend waiting till after today so that I get time to update the build guide with patch notes backing up my changes! :)
Guides: https://www.poe-vault.com/guides/ghazzy-guide-hub
YT: https://www.youtube.com/GhazzyTV
Twitch: https://www.twitch.tv/ghazzytv
Any reason to not run EE + Ball Lightning? Having generosity + anger should boost damage quite a bit (while slightly nerfing the lightning mages). Maybe just dont have the sockets?

EDIT: Nevermind, saw that you use it in your video, just forgot it in making a quick 3.0 tree
Last edited by scalymanfish on Aug 2, 2017, 3:41:52 PM
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scalymanfish wrote:
Any reason to not run EE + Ball Lightning? Having generosity + anger should boost damage quite a bit (while slightly nerfing the lightning mages). Maybe just dont have the sockets?

EDIT: Nevermind, saw that you use it in your video, just forgot it in making a quick 3.0 tree


Since the elements are random EE is in a big risk of providing less damage than providing it. It will simply not be worth it to have a "maybe" adding more dmg modifier.
Guides: https://www.poe-vault.com/guides/ghazzy-guide-hub
YT: https://www.youtube.com/GhazzyTV
Twitch: https://www.twitch.tv/ghazzytv
How annoying do you think the changes to only being able to summon one skellington at a time will be?

My biggest fear of playing skelly/srs summoner is that I'll get summon fatigue where each pack will require several casts if only to have parts of my army doing something rather than constantly playing catch up and after 80 levels it might grind on me.

Then again, it opens the door to Spectres or even Golems without having to reroll an entirely new character...

It's a tough decision. I'm hung up on this and taking my chances with a Dark Pact Zerker. :/
Hey man, long time fan of your builds. I was wondering why we don't go for the 10th skeleton to the right of the witch starting area. We are instead opting to even skip the ES nodes as well? Just was wondering since the new Dread Reckoning Jewels will give +5 so we would end up with 1 base, 10 from jewels and 4 possible from the tree for a total of 15 total mages. Wouldn't that be a benefit to grab that last node or are we just going to use the new Catarina craft to save the points? Also, I noticed that you removed the Queen's Escape from the recommended uniques section.

Also thought about using minion life jewels with Dark Pact in a 4 link? Dark Pact, Chain, Increased AoE, Void Manipulation. From the description given by Dark Pact on reddit from Bex, its 201-301 base + 6% of 2979 (From PoB that you linked) x4 per cast. (3052 damage per cast at 0.50 seconds a cast, assuming none of this scales with minion damage since it is tagged as a minion gem.) That would be It seems like it would be a nice downtime skill and we could use Vaal Skeles to get an army for bosses and use DP to push some mass damage. Another option I considered was Curse on Hit Dark Pact over Ball Lightning. Just some thoughts.

(Since chain only applies to hits now, I believe that it might not affect the actual damage of DP)

Would love to hear your thoughts on it.

Thanks,
Deshy
Last edited by Deshy on Aug 2, 2017, 10:17:20 PM
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Messerschmitt wrote:
How annoying do you think the changes to only being able to summon one skellington at a time will be?

My biggest fear of playing skelly/srs summoner is that I'll get summon fatigue where each pack will require several casts if only to have parts of my army doing something rather than constantly playing catch up and after 80 levels it might grind on me.

Then again, it opens the door to Spectres or even Golems without having to reroll an entirely new character...

It's a tough decision. I'm hung up on this and taking my chances with a Dark Pact Zerker. :/


Hey,

Not at all, I tested this in Beta and it feels fine.
My Dark Pact Zerker will get a guide after release as it needs actual gameplay testing first :)

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Deshy wrote:
Hey man, long time fan of your builds. I was wondering why we don't go for the 10th skeleton to the right of the witch starting area. We are instead opting to even skip the ES nodes as well? Just was wondering since the new Dread Reckoning Jewels will give +5 so we would end up with 1 base, 10 from jewels and 4 possible from the tree for a total of 15 total mages. Wouldn't that be a benefit to grab that last node or are we just going to use the new Catarina craft to save the points? Also, I noticed that you removed the Queen's Escape from the recommended uniques section.

Also thought about using minion life jewels with Dark Pact in a 4 link? Dark Pact, Chain, Increased AoE, Void Manipulation. From the description given by Dark Pact on reddit from Bex, its 201-301 base + 6% of 2979 (From PoB that you linked) x4 per cast. (3052 damage per cast at 0.50 seconds a cast, assuming none of this scales with minion damage since it is tagged as a minion gem.) That would be It seems like it would be a nice downtime skill and we could use Vaal Skeles to get an army for bosses and use DP to push some mass damage. Another option I considered was Curse on Hit Dark Pact over Ball Lightning. Just some thoughts.

(Since chain only applies to hits now, I believe that it might not affect the actual damage of DP)

Would love to hear your thoughts on it.

Thanks,
Deshy


Hey,

Cheers bro!
Since we go Life, there is no reason to invest wasted points to give us ES.
Queen's Escape is not needed as we are using Mage Skellies so movement speed is not mandatory anymore for the build which opens up for Necromantic Aegis + Victario's Charity for Frenzy & power charges for higher dmg output, as well as faster clearing (both cast & atk speed (shield charge)).

I doubt Dark Pact will be good as a secondary added dmg, we will be busy summoning skellies during fights, and it doesn't scale with minion damage.


Regarding the ammount of skellies it's because of the way GGG has designed minions in general that screws this over. There is a section in the guide explaining why I use 9 and not 10.

The short version is this:
If you have the possibility to summon 10 skeletons and are using 2x Dead Reckoning, logically you would be able to roll on 10 mages. However, this is not the case.
Instead, when you summon the 11th skeleton the game tells your character that you can only summon 10 mages which means the 11th will be summoned as a Melee skelly which replaces the oldest of your skellies, this results in you having 9 mages & 1 melee skelly on the field which is as you know, extremely ineffective.

The same goes for 15, as the "sweet-spots" for mage skelly builds due to this stupid design is 4, 9, or 14. However, 14 will require extremely heavy investment which will hurt your eHP & defensive gearing to make it happen. 9 is the absolute "sweet-spot" both defensively & offensively.


Hope it helped! :)
Guides: https://www.poe-vault.com/guides/ghazzy-guide-hub
YT: https://www.youtube.com/GhazzyTV
Twitch: https://www.twitch.tv/ghazzytv

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