[3.12] Invincible Spectres Necro Summoner - HC Viable - Boss Killer - High Clear Speed
Tired of your spectres, zombies, golems or animated guardian constantly falling to bosses or face-punching themselves to death against reflect maps and monsters? Had enough of the constant switching back and forth to have the right gem setup for bosses and clearing maps? Don't wish to spend your precious time reading every modifier on every map, to make sure it doesn't send you or your minions nine feet under? Me neither, and that's why I deviced this build.
Tough, cheap with huge potential, immune to all ailments, has invincible zombies and spectres, is HC viable, can run any map, uses the same gem setup for bosses and maps, run Necromantic Aegis with 75% change to block attack and spell damage, becomes powerful from act 5, and can safely run animated guardian with expensive gear!
Suffers quite a bit for SSF due to useful uniques being difficult to acquire reliably on your own, and has a limited poll for viable spectres.
For this build, you will need Raise Spectre linked with Summon Phantasm Support as your primary source of damage. You could use any spectre, as long as they and your phantasms benefit from the same support gems. What to look for are spectres that rely souly on casting spells that have projectiles and deal elemental damage, preferably cold damage.
I choose to use Frost Sentinels, but it also plays well with Redemption Sentries. I will use Frost Sentinels for this guide, but if you wish to use Redemption Sentries instead, you can use this build with any setup you prefer, just link Summon Phantasm Support to your zombies instead of your spectres.
Uses Ice Spear, a projectile spell that deals cold damage and fires 1 - 3 projectiles that piece targets after traveling a short distance.
Cold damage allows our spectres to chill and freeze map monsters reliably for added survivability. Paired with a chance for our minions to deal double damage, there will be substantial spikes in their damage that helps with applying chill and freeze to tough and resistant monsters as well. Cold damage also allows our spectres to benefit from Hypothermia Support and Bonechill Support linked to Summon Skitterbots.
Frost Sentinels have a pretty good clear speed without investing in it, because they naturally use skills that pierce and sometimes fire two or three projectiles rather than one, which also undermine the benefit of Greater Multiple Projectiles Support somewhat. Greater Multiple Projectiles Support is still great for clearing speed, and has been a staple support gem through many leagues, but for single-target damage, it's a whole socket that strictly worsen their damage, where you could've had something else. But what else, exactly? By the time you reach your sixth socket, you have already exhausted all the best options.
Summon Phantasm Support is my answer. Instead of having 4 - 5 running and gunning turrets that fire 5 ~ 8 projectiles in all directions; I have an army of 14 ~ 16 turrets that fire 1 - 3 projectiles in all directions when there are multiple targets, or at a single focal point when there is one.
Replacing Awakened Greather Multiple Projectiles Support with Summon Phantasms Support results in ~0.6 projectiles fired, which on average deal ~1.2 the damage, evening out at around 70% the damage across all targets for clearing, which would be worse, if all monsters had the same amount of life and took the same amount of damage.
Against a single target, using phantasms deals ~3.6 times the damage with this build, compared to using Awakened Greater Multiple Projectiles, which makes this setup much more efficient at grinding down tougher enemies in a swam, and bosses.
Note: Greater Multiple Projectiles Support also works awkwardly with sentinel's AI, who will be fine shooting down walls in enclosed spaces, as long as a single projectile makes it through the door. Phantasms, on the other hand, happily come knocking so you don't have to barge in the door, which can be particularly dangerous for HC players.
On a bugdet, using a 6L Vis Mortis, Bones of Ullr, Victario's Charity, Fortress Covenant, a wand with +1 to level of spells or minion skill gems, The Jinxed Juju, a cheap Bone Helmet, and a level 21 Raise Spectre gem (which is by far the most expensive piece, but necessary to get the third spectre from the gem); this build can pack ~5,700,000 DPS from minions.
With my current gear, my minions deal ~7,600,000 DPS according to PoB, and the build seems to reach it's potential at ~10,000,000 DPS.
For this trick we need to summon expendable minions, such as phantasms or raging spirits, and a Medium Cluster Jewel that grants increased minion life, preferably one with 5 or fewer passive skills. For the passive skills, we'd want Life from Death and Renewal.
With Life from Death our minions will recover 4% of their Life whenever a phantasm dies, but more importantly, everytime a phantasm spawns while at the maximum amount.
Using a level 21 Summon Phantasm Support with 20% quality, all our minions recover 4% instantly on 80% of monster kills by our spectres, and 1.6 ~ 2 times a second while they are hitting on a single boss or rare monster, considering the cast speed of sentinels. I honestly can't tell when my minions are taking reflection damage anymore.
Furthermore, phantasms are significantly more fragile than the rest of our minions, meaning most boss hits that threaten to kill our spectres, zombies, or golems, will instead wipe out our ~10 phantasms, healing our other minions for 40% of their maximum life instantly after the damage is taken. I haven't had a single spectre or animated guardian die to damage since I changed to this setup, and I've only lost one or two zombies in very rare occasions.
Life from Death even comes with the added bonus of 2% of life renegerated per second for ourself while spawning phantasms, and Renewal makes up for the potential loss of damage, and then some. This setup pairs incredibly well with Renewal in general.
Vis Mortis is a strong pick for this build, it may even be stronger than having another spectre, if you can afford to give up on resistances from your body armor. The added elemental damage as chaos damage benefits both our spectres and our phantasms, becaue our phantasms gain a substantial amount of elemental damage from our aura.
Victario's Charity is monumental, as it allows us to reliably keep up frenzy charges on our minions. Having a shield also allows us to run Shield Charge with Fortify Support for added movement and survivability, and will help us become block capped.
Rumi's Concoction will bolster our physical as well as magical defenses, help us become block capped, and allow us to trigger life recovery from Bone Offering more often.
Cindershallow Urn is a reliable source of onslaught, additional damage, and life, mana, and ES recovery. If you are using spectres that deal fire damage you will not benefit from the damage bonus, as Elemental Equilibrium will prevent you from dealing fire damage to ignite monsters.
Cyclopean Coil makes us immune to ignite and shock while our intelligence is higher than our strength, and our strength is higher than our dexterity. These are the two superior of the immune modifiers, as being immune to freeze doesn't prevent us from being severely chilled. This belt helps us make room for Rumi's Concoction and Cindershallow Urn without making us vulnerable to ailments, gives a good amount of life, and helps us covering dexterity requirements.
The Jinxed Juju helps us survive while also making our curses and auras more powerful, which benefits our minions. It also helps us cover dexterity requirements. A strong item that helps with chaos resistance as well, if you can cover your elemental resistances elsewhere. If you can cover your stat requirements elsewhere, it can also be corrupted to grant 4 - 5% chance to block spell damage instead of Strength and Dexterity to help reach spell block cap in place of other sources.
Seething Divine Life Flask of Curing for poison immunity and instant life recovery. We will get bleed immunity from Bone Armour.
Chemist's Basalt Flask of Warding with at least 24% reduced charges used so you can use it twice, for curse immunity and added physical bulk.
Rumi's Concoction for physical bulk and block.
Cindershallow Urn for attack, cast, and movement speed, minion damage, and life, mana, and ES recovery.
Quicksilver Flask of Heat with your preferred suffix for movement speed and chill and freeze immunity.
Players who run Mind Over Matter should use an Enduring Hallowed Hybrid Flask of Warding in place of the Basalt Flask. All players should keep one handy for maps where you cannot recover mana. Just go back and switch when you notice you are not recovering mana.
Our other items should cover our need for elemental resistances, stat requirements, and bolster our life. These items should also feature mana as well whenever possibly, if running Mind Over Matter. We may also need added elemental damage of a particular type to apply Elemental Equilibrium or ignite monsters for Cindershallow Urn. Likewise, you should be wary of items that cause you to deal damage of the same type as your spectres.
Convoking Wand, preferably with +1 to level of all minion and spell skill gems, and trigger socketed spell when you use a skill.
Two Unset Rings for additional gem sockets. These are not strictly necessary, but the sockets are useful.
A body armor that gives +1 to maximum number of spectres, if you are not using Vis Mortis instead. Astral Plate as base for armor and additional resistances if possible.
Any variety of Elder Two-Toned Boots for additional resistances that has +1 to level of all Raise Spectre gems and increased movement speed. Preferably with elemental resistances and/or dexterity as well.
Elder Bone Helmet for additional minion damage, preferably with increased minion damage and life support, possibly with +1 to number of raised zombies.
Raise Spectre should be 6-linked with Summon Phantasm Support and staple gems such as Spell Echo Support, Minion Damage Support and Controlled Destruction Support. Raise Spectre and Summon Phantasm Support should both be level 21 if possible to drive up minion numbers, damage, and life. Added levels to our Raise Spectre gem also benefit the life and damage of our phantasms. Use awakened gems instead of standard ones whenever possible if you can afford it.
Note: Spell Echo Support doesn't affect phantasms from Soulwrest, because they are summoned by a triggered skill, but phantasms from Raise Spectre will benefit from it.
If your spectres deal cold damage, use Hypothermia Support. If you run Summon Skitterbots you can reliably chill map monsters and bosses.
If your spectres deal AoE damage, such as the Flame Sentinels, use Concentrated Effect Support instead of Hypothermia. Alternatively, if your spectres don't deal AoE nor cold damage, use Elemental Focus Support instead. This build also plays well with any Redemption Sentries setup, in which case you just link your Summon Phantasm Support gem to your zombies instead of your spectres.
Raise Zombie should be used as a support minion for our spectres and phantasms. We link our zombies with Feeding Freenzy Support to buff our other minions, Elemental Army Support to make them apply exposure reliably, and Meat Shield Support so they can taunt often. We could also get taunt from jewels, but we'd rather use other jewels instead. Place these in your Bone Helmet if possible, so they can potentially be supported with Minion Life and Minion Damage Support as well, though these are strictly nice-to-have. Less than 10% of our damage stems from our zombies, and due to Life from Death they shouldn't die regardless of the added life.
I recommend using Animated Guardian, Summon Stone Golem or Summon Carrion Golem together with your Raise Zombie gem, unless you are using Redemption Sentries, in which case you should link your Summon Phantasm Support to your zombies instead. Animated Guardian and golems are also ideal to be placed in ring sockets; because of Life from Death, these minions will be a lot tougher than in most builds, even without support gems.
Desecrate and Bone Offering goes in our wand, so we can trigger them every fourth second when we use another skill to auto buff Bone Offering. Bone Offering is monumental to our survivability, and grants us not only a lot of block against attack and spell hits, but also allows us to recover a significant amount of life when we do so. Considering the amount of damage mitigated, and the amount of life recvoered from blocked hits, swams of minor monsters are much more likely to heal than damage you. Paired with immunity to stun, you will always be able to block attacks. Place Frost Bomb in your wand as well if your spectres deal cold damage, in order to lower monsters' resistance to cold damage.
Alternatively, if your spectres do not deal cold damage or in order to reach block cap, consider placing Tempest Shield in your wand instead of Frost Bomb, so you can auto buff additional chance to block attacks and spell hits. It's tricky to use Wave of Conviction to apply lightning or fire exposure, as it's reliant on you dealing the same type of damage, which fights Elemental Equilibrium. It is possible, however, if you only deal the damage you wish to expose with spells, and use an attack instead for applying EE and curses. Another alternative is to fossil craft an abyss socket into your wand as well.
The aura skill we use to buff our minions depends on the damage of our spectres. Hatred for Frost Sentinels and other spectres that deal cold damage, Anger for Flame Sentinels and other spectres that deal fire damage, and Wrath for spectres that deal lightning damage. These auras improve all our minions, but most significantly it gives elemental damage of the proper type to our phantasms, further synchronizing them, our spectres, and the build as a whole. Link the aura with Generosity Support so it buffs our minions further and we avoid the added damage so we can apply EE.
Similar to our aura skill, our curse skill depends on the damage of our spectres. Frostbite for cold damage, Flammability for fire damage, Conductivity for lightning damage, and finally Elemental Weakness if our minions deal a significant amount of elemental damage other than our primary type.
We apply the curse using Curse On Hit Support. There are many good candidates for spells and attacks to apply the curse with. Ball Lightning with Greater Multiple Projectiles Support is a classic. I've also used Power Siphon that comes with extra projectiles and Chain Support for its culling effect. Armageddon Brand is another popular skill that doesn't need a forth linked socket to work properly.
I prefer Kinetic Bolt together with Greater Multiple Projectiles Support. It's projectiles travels fast and far, which helps tremendously with cursing monsters when moving at a fast pace while clearing, and it's movement pattern and how it splits allows it to hit wide, deep, and even around corners!
Be wary of the damage type you use, as this attack or spell will also be your primary source of applying Elemental Equilibrium. You can use Avatar of Fire to only deal fire damage and ignite for Cindershallow Urn, if your spectres don't deal fire damage.
Summon Skitterbots is great for reliably applying chill and shock to monsters and bosses for added survivability and damage. If your spectres deal cold damage, link it with Bonechill Support. The wording of Bonechill is important: It increases damage taken by chilled monsters, as opposed to increasing damage dealt by your minions to chilled monsters. The former is a substancial multipler compared to the latter, and you can link Bonechill Support to Summon Skitterbots without having to invest in reduced mana reserved.
Flame Dash, Convocation, and Second Wind Support should be placed in our shield.
Alternative Quality Gems:
Here's a list of the alternative quality gems I think we should look out for.
Greater Multiple Projectiles Support - Anomalous for increased projectile speed and reduced mana cost.
Bonechill Support - Divergent for increased chill effect that increases cold damage taken in turn.
Convocation - Divergent for Unnerve that cause enemies to take increased spell damage.
<Golem gem> - Anomalous for increased buff effect.
Spell Echo Support - Divergent for more damage!
Animate Guardian - Anomalous for a significant increase to Area of Effect of its auras!
Summon Skitterbots - Divergent for increase chill and shock effect.
Frost Bomb - Divergent for increase to Area of Effect.
Tempest Shield - Divergent for increased block and spell block chance.
Because of how tough our minions become, we are able to run Animated Guardian reliably with expensive items, without fear of losing our investment or having to deal with gathering the whole set again and again!
Disclaimer: Our minions aren't in fact invincible, and we may in rare occations lose a semi-fragile zombie or golem to high damage boss attacks in situations where the boss cannot be hit (no healing). Our spectres can also die if suffering incredibly abuse from reflect damage, such as shooting down a group of invulnerable monsters, suffering the full reflect damage without any healing. Our Animated Guardian, on the other hand, hits like a wet noodle and has tremendous amounts of health. I ran this setup against Sirius, and my Animated Guardian and spectres were completely unfazed by everything he had to throw at them.
Helmet: Helmet with Nearby Enemies have -9% to Cold|Fire|Lightning Resistance
Boots: Victario's Flight - Aura that grants you and your minions 10% increased movement speed
Weapon: Kingmaker - Aura that grants you and your minions 30% increased rarity of items found, culling strike, +50% to critical strike multiplier, and fortify
Body Armour: Belly of the Beast
The resistance reduction of the helmet should reflect the damage dealt by your spectres. You can use Leer Cast as a cheaper alternative for a helmet, for 15% increased damage to you and your minions.
A cheaper alternative to Kingmaker is Dying Breath, for an additional 18% increased damage to you and your minions, and 18% increased effect of curses.
Passive Skill Tree (level 90)
Use Path of Building Community fork.
Incredibly powerful keystone for summoners with minions who deal elemental damage. Enemies get -50% resistance against any elemental damange other than what you dealt, which they get +25% resistance to. The trick is to deal elemental damage that is different from that of your minions. For this purpose, it is necessary to use Generosity Support with Wrath, Anger, or Hatred so we do not benefit from the added damage while your minions do.
Makes us immune to stun. We cannot block while stunned, or for an equal duration after blocking a hit that would have stunned us. By becoming immune to stun, we are certain to always benefit from our chance to block. Paired with Bone Offering, this also allows us to maintain our life recovery from blocking hits at all times.
Doubles our chance to block but we take 65% of damage from blocked hits. This keystone allows us to become block capped for both spells and attacks, even while using Necromantic Aegis! It's a great source of damage reduction and life recovery.
Your minions use our shield instead of us. Usually a pretty big trade because it will leave us open to hits, but Victario's Charity has very little to offers us in terms of defense and stats since we can become block capped without it. We still gain benefits from effects that require us to hold a shield and our minions are much better at giving each other charges with the shield, power charges in particular.
Unending Hunger is the only required jewel by this build, and helps us tremendously with clearing hordes of monsters. Ideally, we wish to have a Ghastly Eye Jewel with Minions deal #% increased Damage if you've used a Minion Skill Recently, Minions have #% chance to Taunt on Hit with Attacks and life. We want it for the taunt, which is useful for reducing damage taken. We can also effectively use a medium Thread of Hope to reach both Ravenous Horde and Arcane Guarding at the same time.
Large Cluster Jewels:
Our Large Cluster Jewel should be one that grants minion damage and 3 added passive skills, where one is Renewal. Raze and Pillage could be good if you have spectres that deal fire damage, otherwise aim for Feasting Fiends as the second added passive skill. The third should be Vicious Bite. Regardless, we always wish for it to have 3 added passive skills, as it will save us two passive skill points when getting to our Medium Cluster Jewels and Renewal. Alternatively, you can skip the Large Cluster Jewel altogether, as we only rely on having a single Medium Cluster Jewel.
Medium Cluster Jewels:
One of our Medium Cluster Jewels should grant minion life, Renewal, and Life from Death, preferably with 5 of fewer passive skills. The other should be one that grants increased effect of curses with 5 or fewer passive skills as well. This will grant us access to the poor man's culling strike through Wish for Death, until we can afford culling strike on gloves or from our animated guardian. Master of Fear is also strong and will increase enemies' damage taken from spells by 10%, which is a significant damage boost compared to most alternatives. If you don't need culling strike, you can take Evil Eye or Dark Discourse instead for additional damage. Alternatively, you can go for a second Medium Cluster Jewel that grants minion life and another Renewal and Life from Death or Feasting Fiends.
Small Cluster Jewels:
Our Small Cluster Jewels should grant increased maximum life, idealy with 3 passive skills and increased effect, which will bring small passive skills from 4% maximum life to 5% maximum life. Otherwise, we aim for resistances or dexterity on small passive skills, and there are many great added skills to pick from: Surging Vitality, Fettle, Peak Vigour, Sublime Sensation, and Feast of Flesh. Mind Over Matter users should aim for Holistic Health.
Alternatively, you might wish to use Kitava's Teachings instead of a rare Small Cluster Jewel. It grants a considerable amount of life and mana each second, and we should be able to sustain corpses with Desecrate at any time to avoid it's downside. It is particularly powerful for Mind Over Matter users who benefit more from the mana recovery.
Bandits, Anointment & Pantheons:
Kill all for two additional passive skill points.
Ravenous Horde for damage.
Alternatively, you can reach it with a medium Thread of Hope to choose one of the following instead:
Sanctuary for elemental resistances and additional attack and spell hit block.
Deflection for even more attack and spell hit block, but no elemental resistances.
Soul of Solaris, to protect us from suffering consecutive critical strikes and bolster our defences against single enemies, which we are most vulnerable against thanks to Bone Offering.
Soul of Gruthkul for physical bulk or Soul of Ryslatha for life flask charges and improved healing on low life.
You should be wary of triggered enchantments for boots and gloves that deal or add element damage of the same type as your spectres, as they are strictly worse than having no enchantment at all!
Gloves: Commandment of the Grave. Summons minions on skill or minion kill.
Helmet: Spectres have 40% increased Damage. Also affects our phantasms, as they are linked to our Raise Spectre gem.
Boots: (Whichever of the following you prefer)
10% chance to Dodge Attack Hits if you've taken a Critical Strike Recently
8% chance to Dodge Spell Hits if you've taken Spell Damage Recently
Regenerate 2% of Life per second if you were Hit Recently
10% increased Movement Speed if you haven't been Hit Recently
Acquiring and Crafting Items:
Convoking Wand with +1 to level of all spell and minion skill gems:
Base must be a normal, Warlord, or Crusader Convoking Wand with item level 60 or greater. Craft using Jagged, Matallic, Shuddering, and Corroded Fossils in a Prime Resonator. You wish to have a free suffix to craft Trigger a socketed spell when you use a skill, using your workbench. Attempt to free up a suffix using an Orb of Annulment if necessary. This mod must be unveiled three times before you can craft it. It is my understanding that Aisling has a higher chance of dropping items with the mod.
Two-Toned Boots with +1 to level of all Raise Spectre gems and increased movement speed:
Must be an Elder base with item level 75 or greater. Craft using Bound, Dense, and Pristine Fossils in a Powerful Resonator. Cannot roll life, but has a high chance of rolling +1 to level of all Raise Spectre gems and increased movement speed. You wish to have a free prefix to craft life using workbench. Attempt to free up a prefix using an Orb of Annulment if necessary. Base must have evasion to roll dexterity for gem requirements. A base with energy shield is required to roll mana for Mind Over Matter, but will also lower the chance of getting movement speed.
Rumi's Concoction is a reward from Earth Drinker, and it's often worth it to buy the cards instead of a cheap Rumi's Concoction. The cards can be farmed for SSF, and only has two possible outcomes at the time of writing.
Flasks with the correct combination of prefix and suffix are often very expensive. If you can roll the right prefix without a suffix, you can use the Blood Alter in the Menagerie to add the correct suffix to it afterwards. This is often much cheaper than getting it from another player, if the flask you are looking for is a popular item, and the safest way to craft it in SSF.
Cyclopean Coil drops from The Elder exclusively.
Cindershallow Urn drops from The Mastermind.
Elder Bone Helmet is a reward from Nook's Crown, which drops from The Mastermind. The result is an Elder Bone Helmet with item level of 100, the perfect base for crafting summoner helmets.
Item Recommendations for Leveling:
Use a Tabula Rasa if you have access to one. Another strong, yet cheap, candidate for an early 6L is Dialla's Malefaction, because you can use it to raise the level of your Raise Spectre gem. In combination with an Empower, which you can also give another level with Dialla's Malefaction, you can get your a third spectre from the gem early on with little investment. Due to Vis Mortis being dirt cheap this league, you can even get your hands on a very powerful 6L for this build pretty early. If you are behind the curve, consider buying a cheap bricked level 20 Raise Spectre gem from another player when you hit level 70, if possible.
Another unique to consider when you first start using spectres, is Bones of Ullr, which is both cheap and a fairly common drop for SSF. Otherwise, you should prioritize boots with movement speed while leveling.
Last edited by Drakkashi on Sep 25, 2020, 8:38:24 AM
Last bumped on Jan 15, 2021, 3:47:53 PM
on Apr 9, 2020, 8:20:44 PM
Man, I love it. You suggest Frost Sentinels right off the bat which are my favorite. I'mma do dis!
Would you recommend an early spectre until Frost Sentinels are available?
With no Elemental Equilibrium while leveling I believe Flame Sentinels ought to be fine.
Last edited by CedricDur on Apr 10, 2020, 6:28:30 AM
on Apr 10, 2020, 4:16:05 AM
Thanks! I've used Frost Sentinels quite often as well!
I agree, Flame Sentinels do make for a great transition into Frost Sentinels, as they can use the exact same gems.
If you can get your hands on a Cluster Jewel with Life from Death, you may even be able to keep them alive pretty easy, if you smack phantasms in there early too! My greatest issue running spectres early, is that they... well... die... and it ruins the pacing.
Last edited by Drakkashi on Apr 10, 2020, 6:02:32 AM
on Apr 10, 2020, 5:50:11 AM
Man, I love it. I did just that and skipped everything, ran to the gem cluster, slotted a cheap 5c gem there with Renewal and Life from Death.... and you know how zombies are useless in the low levels since they keep on dying, and how they simply don't survive a Delirium encounter..? Yeah, no, they are up 90% of the time now straight at level 10+ :D Merveil did bash them but other than that it's as if I had them by level 40.
I started leveling with Explosive trap linked to chance to bleed and chance to poison with Phantasm and Zombies all clustered together in Tabula.
Moved to Firestorm at 12. Added Lightning and Ice heralds, changed from chance to bleed/poison to added lightning and cold damage. Minions are up 95% of the time even during Delirium and I'm blitzing the campaign.
I had been leveling a SRS before this and didn't bother summoning zombies since they would die in the first 10 seconds of a Delirium encounter (man, SRS builds are sleeping if they don't use this gem. They don't even need phantasms).
This setup is a game changer for summoner.
This is definitely a two thumbs up. Kudos man!
Last edited by CedricDur on Apr 10, 2020, 6:36:38 AM
on Apr 10, 2020, 6:32:55 AM
Hey there :)
I'm looking to make my first summoner and i want spectres. Can they survive 100% delirious T16 maps?
on Apr 10, 2020, 8:32:36 AM
Same question Here, wanted a PURE Spectre, cause i am on SRS right now.
But want to try something else ! :D
on Apr 10, 2020, 9:13:24 AM
Fuck it, cant wait for the answer. I'm making it anyway. xD
Add pastebin pls!
Last edited by TorsteinTheFallen on Apr 10, 2020, 9:32:09 AM
on Apr 10, 2020, 9:28:37 AM
I haven't taken a 100% delirious map that was t16 yet, but I have taken one that was t15, and my spectres and zombies were tanking it like champions. I on the other hand, was way too under geared for the content at the time: ~5,000 or so life, and still running around with a Tabula Rasa, and I think my Raise Spectre gem was only level 23 at the time. Damage must've been no more than ~5,000,000.
Even ran into both delirium bosses in that map (I don't know if this is normal for 100% derious maps, only ever did the one. Been saving the rest for when I'm a bit tougher)! I was running around like a hamster from an air strike, and my spectres didn't even flinch. Amazing quality of life right there, and I did clear the map though I was woefully unprepared.
Last edited by Drakkashi on Apr 10, 2020, 10:11:04 AM
on Apr 10, 2020, 10:08:21 AM
Great! that's all i needed to hear because if spec were dying it would ruin it :D
I rolled the char :D
on Apr 10, 2020, 10:15:11 AM
Last edited by TorsteinTheFallen on Apr 10, 2020, 10:17:47 AM
on Apr 10, 2020, 10:15:41 AM