Wolfbrother's Onslaught Proven Summoner Guide v 1.1

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Hercanic wrote:

2% to max resistances basically equates to ~10% reduced elemental damage. The Purity aura, elemental flasks, and Uniques that raise max resistances will all increase the value of Elemental Adaptation. After all, the closer you get to 100%, the more each percentage point is worth.


i just went back an looked at a couple of elemental flasks. damn. i thought that was an _additional_ resist number, i.e. +50% and an additional +10%, but as you pointed out, it's +10% to _maximum_ resist.

doh !
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plasticeyes wrote:
certainly the hp is important, if for no other reason than the elemental effects are based from hp, if i understand correctly. and since those effects can really ruin your day, like getting freeze-locked, it seem like the hp is actually more important than the resists.

The duration of Stuns, Freezes, Chills, and Shocks is based on your health and the damage taken. Resists reduce that damage, so both health and resists are valuable and should be improved in equal measure for maximum efficiency.
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Hercanic wrote:
2% to max resistances basically equates to ~10% reduced elemental damage. The Purity aura, elemental flasks, and Uniques that raise max resistances will all increase the value of Elemental Adaptation. After all, the closer you get to 100%, the more each percentage point is worth.


For those scratching your heads on this one.

Lets say you have 75% fire resist and take a hit for 100 fire damage.

You will receive 25 fire damage.

Now lets say you have 77% fire resist and again take 100 fire damage.

This time you take 23 fire damage.

23/25 =.92 or an 8% reduction in damage taken even though your resists only increased by 2%

This does nothing for uncapped resistances so cap them first!
A few questions.

1. Do your passives (and what ones) affect minion damage?

My assumption is things like crit/spell/cast speed don't apply, but increased burning damage might?

2. What specifically will enhance MI?

I again assume increased burning damage, minion life, minion damage, and remote mine. Any others (crit/spell dmg)?
The only passive that affects MI is minion damage and minion life

also shock and EE, but indirectly

as for supports anything that affects minion and or fire pretty much works for MI
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
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mattc3303 wrote:
The only passive that affects MI is minion damage and minion life

also shock and EE, but indirectly

as for supports anything that affects minion and or fire pretty much works for MI


So no bonus from burning damage nodes?
Nope.
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
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nocturnal_deity wrote:
A few questions.

1. Do your passives (and what ones) affect minion damage?

My assumption is things like crit/spell/cast speed don't apply, but increased burning damage might?

2. What specifically will enhance MI?

I again assume increased burning damage, minion life, minion damage, and remote mine. Any others (crit/spell dmg)?


First question was answered above.

As for MI there are a few things you can do to increase its damage.

First increase your minion's HP. This can be done through minion passives and a few uniques. The best way to increase your minon HP is to level your gems. Getting a helm with a +minon gem level modifer is a GREAT way to boost up your minons and i recommend getting one asap!

Any modifers that increase non specific minon damage helps too.

So a increased minon damage will increase MI damage
but
a melee physical damage gem will not

In reality your minions should quickly get to the point where they do not die very often so going out of your way to boost MI is inefficient. Instead concentrate on boosting their damage while living.
It looks as though you do not pick up dual curse/permanent curse until quite late in the build.

I find that with 6 zombies, 9 skellies and 2 spectres I seem to be able to stay out of trouble quite nicely. Generally I forget to raise spectres because I'm just cruising...

I'm lvl 48 and was thinking about going for curse buffs sooner, actually by level 55 given the number of points I need, rather than later.

I figure at 55 I should be starting merciless (maybe part way through act I?) and being able to double curse, and permanently at that, should help significantly, especially in terms of the amount of damage the minions can do.

I would appreciate your thoughts.

Thanks.
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plasticeyes wrote:
It looks as though you do not pick up dual curse/permanent curse until quite late in the build.

I find that with 6 zombies, 9 skellies and 2 spectres I seem to be able to stay out of trouble quite nicely. Generally I forget to raise spectres because I'm just cruising...

I'm lvl 48 and was thinking about going for curse buffs sooner, actually by level 55 given the number of points I need, rather than later.

I figure at 55 I should be starting merciless (maybe part way through act I?) and being able to double curse, and permanently at that, should help significantly, especially in terms of the amount of damage the minions can do.

I would appreciate your thoughts.

Thanks.


With the amount of damage this build throws out I find that there are few situations where I have time to throw up 2 curses and and Arc to trigger Elemental Equilibrium before everything on my screen is dead.

In practice the only things that even get cursed for me are blue and yellow mobs and sometimes not even them.

The only time I curse religiously is when up against mobs that are Fire Resistant.

I also like to do most of my xp farming in groups where there is usually at least 1 double curser in the bunch.

If it is something you want I'd say go for it after you get Elemental Equilibrium however I personally find it unnecessary.

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