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

"
mattc3303 wrote:


Omg, 700 chromes later and i finally got it.

Nice! I know the pain of spending every last chrome and not getting what you want, so I'm glad for your success! The +1 Spectre is sweet, though Unholy Might won't trigger as often with poison, due to you getting kill credit instead of the minion.


"
mattc3303 wrote:
I was actually thinking of transitioning my summoner to a zoomancer(srs + summoner together) by dropping the coh setup to handle Atziri in her final phase and certain bosses in red maps.

The build does great all the way until Atziri's last phase and where I seem to run out of flask charges to finish her off. It might be better to switch to flame sentinels for more consistent damage since they engage and keep shooting at a distance.

I am currently running a build based on Angryaa's, yours, and the gear I already had.

I didn't care for SRS back in the day because you had to go too much out of your way from a normal Summoner to make it work well, with cast speed and duration being huge concerns. Now, they work sooo well with far less investment due to GGG increasing their base cast speed and duration, along with Flesh Offering giving you a massive cast speed.

Their AI has been improved, too. They jet off immediately, motivate your other minions to attack, and spread out. This last bit is quite interesting and very effective with Melee Splash. Melee Splash has a huge radius now, and because Raging Spirits distribute themselves across a pack it means they will fly deeper into a pack for maximum splash. If I position myself in the middle of three packs, they will engage and slaughter all three simultaneously for incredibly fast clears.

Their seek range is fantastic. They will clear offscreen enemies, and if I move forward and reveal another pack at the edge of the screen all my nearby skulls will dash right over and continue their march of death. Sometimes I'm just running forward without stopping, my last-encounter skulls keeping up with me going from pack to pack like stepping stones in a river. In cramped dungeons, they will infiltrate the side rooms and purge monsters before they can be a threat to me. It's amazing. My only worry is missing loot!

Compared to Spectres who sometimes derp around, and Zombies who always derp, Raging Spirits are fast. They fly over obstacles, up/down cliffs, and around corners; they get to their targets very efficiently. Watching your video, Matt, I can tell you adding SRS would drastically increase your clear time. No matter how much damage they can do, Zombies stumble around each other, delaying them from attacking, and Spectres sometimes fire at a lone target instead of toward the massive cluster of enemies, making their application of damage non-ideal.

Damage-wise, before gems, Raging Spirits deal roughly twice the DPS of a Zombie one-to-one, and you can get 50 out in less than 10 seconds with just Flesh Offering, Haste, Spell Echo, and 6 points of Increased Skill Duration on the passive tree. ~70 mana regen is the sweet spot.

I have my SRS in my +2 minion helm. It is about a 22% increase in base damage and health for either Zombies or SRS. Zombies would be good here for the health boost helping them tank, but I opted for Raging Spirits for the higher damage. Zombie damage comes late to the game, after all, compared to the quicker spirits.

As for Flame Sentinels, Knitted Horrors do two things better than them. First, their naturally piercing shots hit through to the back line of monster packs, cleanly clearing through even the most dense of packs, while fireballs get body-blocked and overcook like a burnt meal that's still frozen in the middle. Second, with double-dipping Poison and Bleed, they seem to do more damage to bosses. The downsides are their slower-reacting AI that sometimes wastefully melees, much slower attack (affecting efficiency due to poor aiming), and their damage in enclosed spaces loses out to fireballs whose area damage with GMP can overlap.

If you do go SRS, one thing I am doing is using one curse on a Spell Totem. I plop it down once before an encounter and then spam SRS. As monsters rush in after me from all sides, the totem rapidly curses everything. I have the gems socketed in my shield linked with Convocation, since although Convocation is tagged as a spell it is not affected by Spell Totem at all (would have been cool if it was, though, for a ranged "minion bomb").

One other thing I'm doing, that I'm surprised to see other Necromancer threads lack, is using Phase Run. Everyone seems to be in love with Flame Dash, which I find clunky due to the necessity of holding Shift or risk derping forward because you aimed beyond FD's tiny range.

With 120% duration from my tree and Ascendancy, plus 64% from the Increased Duration support gem, my Phase Run lasts over 5 seconds, which is longer than its 4 second cooldown. With constant Frenzy charges coming from Necromantic Aegis + Victario's Charity, I get up to another 300% duration. This is more than enough time to zoom to the next pack and position myself safely. Flesh Offering and Phase Run are like a constant Quicksilver of Adrenaline flask, together giving +68% movement speed on top of 9% from Haste and 15% from boots. That's an easily maintainable 92% movement speed, up to another +10% with quality on Phase Run. You can pick up items and open chests, strongboxes, and doors without breaking it, too.

Speed aside, the number one reason I use Phase Run is its semi-invisibility feature. I can run through packs without being targeted and shed aggro mid-fight. The most common cause of taking life-threatening damage was when I was running in front of my army and got a face-full of leapers or some other ambusher. Now monsters engage my straggling minions without even glancing my way. It's a huge boon to survival. What's the best damage mitigation? Not getting hit, or even aimed at, at all!

My typical combo: Phase Run -> Find packs -> Run through them to optimal spot -> Convocation bomb -> Curse Totem -> Spam SRS -> Flesh Offering refresh -> Phase Run -> Pick up items while minions clean house -> Find next pack.
Last edited by Hercanic#3982 on Mar 21, 2016, 10:06:16 PM
Hey,

i started this build a few days ago and its the first time i try a summoner Build.

Yesterday i reached the Dried Lake and raised Knitted Horror as Spectre.
It was a bit difficult for me to inspect the dead Knitted Horror between all the
other Mobs.
Do I need to look for them after every game start or if they die? Or is there
a more easier way to get them back?

Thanks for your Help / Advices
Hi,
I'll just repost it here :)

"
Gadjou wrote:
Hello fellow summoners,
A quick tip for noobs like me who have a REALLY REALLY HARD time summoning knitted horrors in the middle of all the other mobs.
There is an option in the "Input tab" where you can "enable corpse targetting"!! Assign this to whatever you want and you can finally have your 3 knitted horrors :)
Maybe it is common knowledge but if I knew it earlier it would have saved a lot of time.
Could you put this info in the beginning of the post ?
Thx for the great guide it is really enjoyable
IGN : Arrowgadji
Right as Gadjou mentioned u can use corpse targeting while holding down "A". And get rid of other corpse with raise zombie.

I should really include that under the Q:A or something.

-----------------------------------------------------------------------------------------------------

@Hercanic

Thanks for your informative wall of text :).

I am at a point in the build where I am just experimenting with different stuff and starting new characters. I was thinking about a orb of storms + Mjolner build, since Mjolner's does not have the same internal cd limit that CoC does, it has the potentially of firing off a shit ton of bolts.

I am also going to start to update my "Zoommoner" guide. And thinking about various ideas.

Passive Tree : Tree

Phase Run : It was something I considered in the past and will try again tonight. I will drop the ability to fortify but I think the trade off is good for the "Monster Response time" mechanic in the game. Since after a convocation they will most likely target your minions first. I am trying to work out on how to grab those 3 duration nodes on the bottom side of scion without losing too many nodes of the original build.

Replace Doedre with a Trires ring

Pick up Victario Charity and going Necromantic Aegis.

Either sticking with Advancing fortress for about 54% block with bone offering or going for another unique the Singularity mace for a mini temp chains effect.


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#7526 on Mar 22, 2016, 1:56:50 PM
2Hercanic
I used phase run a lot buy playing classic revenant based hp build on Warbands League (get almost 6.3hp pool), it's cool thing - yes. But naturally it is just movement skill and no defensive one; it sadly cant save your ass when u need it (like as example Flaming dash - u can almost instant go back if something go wrong). i played with it and nice hp pool& 2 defensive curses but so sadly sometimes dies for relaying much on it ((
And about your rotation - go in, cast 1 2 3 4 5 go next -> it's okay and sounds well (like u do skilled things) BUT some time u miss 1 of that and die cause it's very complex rotation, if u playing a lot one day for example. Just try to cut down your rotation actions IMO.
I for now on perandus league have just 4.5k hp pool/1.8k es -> going any map modes on all mid tier maps (t7-t11)(except NO regen -> just so much time needed for it) with my godly Bone offering.
As i see, a lot of people dont understand difference in short words when having 75%block|75%spell block + hp recover on blocks and while having only something like 50-60%block|30-40%spell block with immortalis belt setup.
With UP Bone Offering lvl20 +single Rathpith Globe and Advancing Fortress - u cannot be killed on any lvl of medium maps(when u have atleast 4-5k hp) (excluding bosses, real pain and not recommended Orchard one; Mailfarmation Piety with any mods kills easy with Enfeeble+Temporal Chains), just because u not only have 75% /75% blocks (nowadays many of builds can do it) BUT u have 594 hp on block(20lvl Bone Offering). IT"S game-changer, it's IMBA for now! For some testing u can even go further insert it in +2 minions helm with Empower as well -> and get a maximum lvl 26 BO -> 891 on EVERY block, u know legacy Aegis Aurora builds obtain ~600-700 es per block with A LOT OF GEARING, u can do it just without ANYTHING but choosing Ascendancy Necromancer and use that holy skill.
Flesh Offering seems crap vs that, cause u already have Onslaught potion with movement craft on it + Q gems on minions and Vaal Haste. As i see even zombies not so need for map clear, all job do Knitted Horrors, they not so need extra 30% AS(but for u - it's good, yes; but not so, overall).
Just give a try on Bone Offering setup, and u feel it: u can go on any mobs with your Wblades without care on anything (well u need check chaos cloud zombies and Corrupted blood blue packs), and i strongly recommend to obtain Bloodgrip with belt build (best in slot with +1 curse) and forgot about bleeding completely.
With all that as i write before i trivialize that build to absurd including Blade Vortex for applying 2 dps curses on mobs -> have UP Bone Offering + have UP Blade Vortex => Fly on map with your Wblades and have almost permanent Fortify while cursing every mobs and giving your spectres do their job with your potion pops. Probably u even don't need Convocation gem, cause u can go fast in and out cause your army auto-teleporting to and cause to die mobs off-back-screen from puncture&poison...
P.s. By some testing i think finally that Projectile Weakness far better than Poacher's Mark, just because it has ~27-33% MORE damage without flasks(it's damage addictive to Vulnerability+Vinktars, just because it -> it has not 85%, + some other potions)(54% base 20lvl Q20 * {30%(from skill tree)+10%(from Q20 Curse on Hit)+18%(from Dying Breath on your Animated Guardian}) with full double dip on horrors than just with all 5 potions all time setup without Projectile Weakness; if adding saying 30-40% uptime flasks - we get ~ up to 50% more dmg increase with Projectile Weakness i think . Any way that min-max dps gives more base 67lvl horrors dps ------>yes lvl80 are insane but i have no much trouble with base 67lvl. Just saying about zombies: they are good for apllying Vessel of Vinktar + adds burst vs bosses + knockbacks monstres to help your horror's bleeding -> probably u can just drop hp nodes/extra zombie nodes -> nothing changes (if u have empower i say u have nice hp pool on them too ~ 13k hp is far enough for them with your potions and all time Bone Offering; mine with 10K hp dies rarely lol)
P.S.s. I am not surprised to see other builds with Necromancer because of that Godly Bone Offering, my 5cents ...
Last edited by Arish#7198 on Mar 22, 2016, 7:00:35 PM
Alright guys. Don't use my character for reference anymore I am playing my Zoomunner build. Use the guide and video for reference.

Currently playing this : https://www.pathofexile.com/forum/view-thread/1623375
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
@mattc3303:
"
mattc3303 wrote:
Thanks for your informative wall of text :).

I am also going to start to update my "Zoommoner" guide. And thinking about various ideas.

Heh, np. Some ideas I've been playing with:

Shock Zombies: To support Spectres and Raging Spirits, I wanted a way to effortlessly add more to their DPS. Sadly, Curse on Hit doesn't work with minions. However, shock does! 50% more damage from all sources sounds pretty sweet. I also wanted to figure out how to maximize the use of the plentiful Frenzy and Power Charges I get from Vicario's Charity. The Power Charges give a big boost to crit chance, and I am constantly seeing my Spirits set everything on fire. So what about trying to make Physical to Lightning work on Zombies? It gives 29% more damage as lightning, and converts 50% physical to lightning. Innervate gives a 15% shock chance, Elemental Proliferation creates an 'aura' on a mob (even their corpse) that will apply shock to any nearby mobs regardless of their personal resistances (bosses included), and Melee Splash can apply status ailments with its area damage. Meanwhile, Minion Damage and Melee Physical would increase the hit damage, which is necessary to meet the 300ms minimum or 5% mob HP. So I was trying to find the best balance of damage for reliable shocks and area effect for more shock application. For instance, Multistrike increases hit frequency, thus crits-per-second, but lowers the damage so even if I get a crit it might not be enough damage to shock. Melee Splash + Elemental Proliferation was probably the best for shocking a whole group, but the lower damage means it'll have less impact on higher level maps. I was testing this back when I was using Flame Sentinels, so the Shock Zombies could benefit from EE and Elemental Weakness.


EE Application Spell: Be it Curse on Hit or EE, you want a spell with wide coverage. Since I was trying to make Shock Zombies work, and had Flame Sentinels and Raging Spirits, it could not be Fire (best AOE spells) or Lightning (eg. Ball Lightning). I found Glacial Cascade's AOE to have been remarkably improved recently by GGG. With Increase Area support, it travels offscreen and has a wide width comparable to Ball Lightning, while traveling much faster. I used this on a Spell Totem for a bit. Another idea was Blade Fall, who also got quite huge with Increased Area. The trick here is to have one piece of equipment that adds cold damage to spells. This also means you can't use anything that adds fire or lightning to spells, and you can't use this if in a party with someone running Anger.


Dominating Blow + Melee Splash + Flicker Strike: Again, I wanted to make the most out of unlimited Frenzy and Power Charges, so that's where Flicker Strike comes in. This occurred to me recently, so I haven't tested yet. The idea is to use Flicker Strike, tap a mob with Dominating Blow, and Flicker Strike away to a new mob. With all the Increased Duration passives I have for SRS, the Dominating Blow debuff and minion duration would be much improved. My Zombies, Spectres, and SRS on totem would make the kill. Melee Splash's huge new radius means I'm affecting many mobs at once, and Poison/Bleed gives me time to affect mobs before they die. I would use something like Brightbeak for the high base attack speed, since actual damage is of no importance. The two problems are the risk in going melee and Bloodline packs. There are several Bloodline affixes that don't end until your dominated minion dies, so you'd have to avoid dominating those types of blue packs.



"
mattc3303 wrote:
I am trying to work out on how to grab those 3 duration nodes on the bottom side of scion without losing too many nodes of the original build.

You might be able to get away with skipping it. 75% vs 120% is the difference of 2.25 seconds of spirit life. You can pump out ~5 spirits a second, so you'll hit ~43 spirits, and maybe 50 with Frenzy charges. Even a dozen skulls is like adding another zombie pack of DPS, so I wouldn't fret too much if the maximum can't be reached.



----------------------------------------

@Arish:
"
Arish wrote:
I used phase run a lot buy playing classic revenant based hp build on Warbands League (get almost 6.3hp pool), it's cool thing - yes. But naturally it is just movement skill and no defensive one; it sadly cant save your ass when u need it (like as example Flaming dash - u can almost instant go back if something go wrong).

Technically speaking, Phase Run has both a movement and defensive component, whereas Flame Dash only has a movement component. You can use movement defensively, of course, but Phase Run also comes with reduced monster vision/reaction, which is wholly defensive. The problem with relying on Flame Dash to dodge is the 0.75 cast time -- it's not instant. For comparison, Phase Run has a 0.5 cast time. I would also need to coordinate the Hold Movement/Shift button, which adds a little more complexity during a time when milliseconds matter.

I don't mean to say Flame Dash doesn't work as a method to dodge, far from it, but I personally don't like its game-feel because of that cast time and move-to-range behavior. I instead opt to not need to dodge at all while invisible, or just move around with my naturally high movement speed. I would probably use Flame Dash in specific encounters, like a boss that uses large delayed AOEs like Flameblast.


"
Arish wrote:
And about your rotation - go in, cast 1 2 3 4 5 go next -> it's okay and sounds well (like u do skilled things) BUT some time u miss 1 of that and die cause it's very complex rotation, if u playing a lot one day for example. Just try to cut down your rotation actions IMO.

Hm? But it's not really that complex from normal, though?

1. Phase Run -> Others would be spamming Flame Dash, Whirling Blades, Leap Slam, Lightning Warp, or Quicksilver flasks.

2. Find packs -> Everyone does this.

3. Run through them to optimal spot -> Everyone does this to some extent, it's just far easier when you don't have collision and monsters ignore you.

4. Convocation bomb -> Pretty standard for a summoner, just more effective with Phase Run. Also, you can skip this if the situation warrants. Sometimes I just start spamming SRS if I don't have to worry about defense. The SRS body-block projectiles so they immediately add protection to me anyway.

5. Curse Totem -> Again, cursing is standard for a summoner, but as a totem I only have to do it once. I can also skip this part if I'm not having any trouble with damage or the pack is small. Several large packs, magic/rares, or bosses is usually when I use it, otherwise I skip.

6. Spam SRS -> Other summoners are spamming Curse On Hit, while this I don't even have to aim.

7. Flesh Offering refresh -> Standard. Mine lasts up to 20 seconds, too.

8. Phase Run -> Pick up items while minions clean house -> Find next pack. Again, standard for a summoner. Phase Run gets me to the items quicker and safer, and it lasts long enough that I can meet the next pack before it runs out -- although refreshing it is still very easy with its tiny cast time and 5-10 second duration.



"
Arish wrote:
With UP Bone Offering lvl20 +single Rathpith Globe and Advancing Fortress - u cannot be killed on any lvl of medium maps(when u have atleast 4-5k hp) (excluding bosses, real pain and not recommended Orchard one; Mailfarmation Piety with any mods kills easy with Enfeeble+Temporal Chains), just because u not only have 75% /75% blocks (nowadays many of builds can do it) BUT u have 594 hp on block(20lvl Bone Offering). IT"S game-changer, it's IMBA for now! For some testing u can even go further insert it in +2 minions helm with Empower as well -> and get a maximum lvl 26 BO -> 891 on EVERY block, u know legacy Aegis Aurora builds obtain ~600-700 es per block with A LOT OF GEARING, u can do it just without ANYTHING but choosing Ascendancy Necromancer and use that holy skill.

Block cap is certainly very attractive. I'm using Mind Over Matter and Acrobatics with Hyrri's Ire for 50%/40% attack/spell dodge, which works like block without the stun chance. I can also reach 48% evasion if I use Grace (currently 34% without), which would put me at ~75% attack avoidance.

If we exclude that, though, block cap means you'll avoid twice as many attacks as me, and that auto-heal is perfect for tanking tons of weak monsters. In exchange, I can use Necromantic Aegis for unlimited Frenzy and Power charges on myself and my minions, and the Frenzy charges come from hits rather than kills (Poacher's Mark). In the end, both Block and Dodge are chance-based, and therefore risk one-shots, so the best defense is a powerful offense and not getting targeted to begin with. That's where SRS and Phase Run come in for me.


"
Arish wrote:
Flesh Offering seems crap vs that, cause u already have Onslaught potion with movement craft on it + Q gems on minions and Vaal Haste. As i see even zombies not so need for map clear, all job do Knitted Horrors, they not so need extra 30% AS(but for u - it's good, yes; but not so, overall).

If you use SRS like I do, +30% cast speed is nothing to sneeze at. Stacking movement speed also feels really good, zooming around a map and improving clear time. Block cap is great, but you don't always need ultra-tankiness as a summoner. Your minions should be the ones taking hits. I like that it's a tool I can switch to when needed, but damage comes first.


"
Arish wrote:
With all that as i write before i trivialize that build to absurd including Blade Vortex for applying 2 dps curses on mobs -> have UP Bone Offering + have UP Blade Vortex => Fly on map with your Wblades and have almost permanent Fortify while cursing every mobs and giving your spectres do their job with your potion pops. Probably u even don't need Convocation gem, cause u can go fast in and out cause your army auto-teleporting to and cause to die mobs off-back-screen from puncture&poison...

That's a pretty cool idea. I like this as a solution to the problem of automating Curse On Hit, which doesn't work on minions or totems. The only problem I see is BV's 14 radius and the time it takes to travel.

For comparison:
9 - Fireball
10 - Righteous Fire
14 - Blade Vortex
15 - Leap Slam
16 - Level 1 curse, Lightning Warp, Ball Lightning
20 - Storm Call
25 - Firestorm
36 - Level 1 aura

If I used this in my build with Flicker Strike spamming (due to constant Frenzy Charges), it'd be a pretty lolzy way to apply curses, heh.
So I switched out cursing for SRS + Charity shield tonight. And my god the dps is amazing. Every single boss I had trouble with before just melts before my eyes now. I am definitely less tanky now and positioning is pretty important. U want to half screen or off screen anything dangerous.

Your idea on shock zombies I can actually get shock on demand with


My boss killing combo is

1. desecrate 2-3 times
2. cast SRS till I have about 40
3. flesh offering
4. vaal haste
5. phase run
6. Convocation on top of boss
7. Hit all of my flasks. For shock, spd, dmg, and knock back
* If boss isn't dead by now and they ussual are dead within 2-3 s
8. Continue to kite and spam SRS

I was finally able to do double academy and double necropolis both with vulnerability and minus max and also double malformation and crematorium.
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#7526 on Mar 23, 2016, 12:52:05 AM
Hey mattc,

As a relative new player I find myself in a twist.
My minions now that i have that belt tend to survive fairly well, even though i do not have all the gear you have. (still having zombies setup in chest and specters in helmet for)

I do find myself wondering how I can get my damage as you have in the video.
My setup currently makes me tanky enough to dash into a double pandarus pack with my army of 2 specters, 1 rock golem and 7 zombies and just spam srs untill fortify falls of and i need to dash again unless i go down faster) however I my damage is feels slow-ish the and popping the flasks seems to not have a major booming effect. Though noticeable.

Currently i am over the cap of lightning and cold and fire lacking. and getting those from all over my gear. I find myself fearfull to change my shield to the one you use. (since i am relatively new to the whole end-ish game poe i try and follow your setup) in fear of starting to drop like a rock with most stats gone from my items.

I am still running with the horrors.
Is there any solid mass best changes you advice for my current build?
(have not adapted my talents since, yeah you change them rather often)

https://www.pathofexile.com/account/view-profile/Redisia/characters

Kind of afraid of merc labby since last time my zombies died and my specters got overwhelmed *(also a bit my fault miss clicked a gem and unsummoned my horrors)
Hi Redisia,

Upon looking at your profile you have your minions in a 2 or even 1 support gem setup. Support gems for minions is pretty much a huge bulk of their damage.

One big recommendation is to get your self a tabula rasa and a bones of ullr. You should prob have at least 20c in mixed currency by now. Those two items alone with the right gem setup will increase your dps to the levels u see in the video.

Also chrome your helm and put your zombies in there. The vertex will allow u to spam summon them when needed and the +1 levels doesn't hurt.

If you are having trouble capping your res. I would drop the Vertex in exchange for a +2 minion helm with resistances for now, until you get everything in order. Also drop that unique shield for a rare shield with resistances too. I would even consider getting yourself an Aurumvorax for the 60% all resistances and dropping the advancing fortress for now.

To recap.
weapon : Aurumvorax until you have your resistances in order
shield : get yourself a high es shield with res and maybe life
helm : drop the vertex for a +2 minion helmet if you can't cap your resistances
chest: drop that chest for a tabula rasa
boot: drop that boot for a bones of ullr

If your playing softcore perandus, give me a whisper and I can give u a pretty decent +2 minion helm and good rare shield if u need it.


"
I find myself fearfull to change my shield to the one you use. (since i am relatively new to the whole end-ish game poe i try and follow your setup) in fear of starting to drop like a rock with most stats gone from my items.


If your looking at my character profile. I am actually running a setup that is designed for end game after you have all of the necessary items for this build.

Apologies for the talent changes. The build I am currently running on that char is a completely different build then this one. I normally feel after 90 that a character is completed and I move onto something else but I did want to try a hybrid srs/summoner and I had a high level witch already so I just used some regrets to save some time leveling a new witch.

The build u find here is completely laid out in both the video and the guide.
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#7526 on Mar 24, 2016, 9:42:34 AM

Report Forum Post

Report Account:

Report Type

Additional Info