Most Overpowered Group Duo build?
" Since 1.0, phys wander is probably a scion CI build that gets the phys wand nodes and vaal pact and some ele conversion, and then goes full crit. Phys wanders are naturally extremely OP because wands have the highest base crit chance in the game, and you can get their crit chance to extremely high percentages. Scales really well with auras but can be a bit squishy, which is where the auramancer/summoner comes in. I'd recommend an alpha's howl lategame for auras, yes. Last edited by UnderOmerta#1203 on Jan 8, 2014, 6:11:55 PM
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I've found that a freezer and a flameblaster is really fucking fun.
A comprehensive, easy on the eyes loot filter:
http://www.pathofexile.com/forum/view-thread/1245785 Need a chill group exiles to hang with? Join us: http://www.pathofexile.com/forum/view-thread/1251403 |
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Pure summoners.
The more minions there are the faster everything dies. The more summoners you have the faster skeletons come out and more come out. More summons means more spectres. Spectres dealing horrific damage, zombies tanking and dealing good damage, and skeletons completely annihilating everything they hit due to their base damage... ...and the fact that auras all apply to each of your minions, and it allows you to run any offensive skill you want. Punishment + Vulnerability to make any physical enemies die in a heartbeat. Enfeeble + Temporal Chains to make enemies do almost no damage. Freeze Mine + Elemental Proliferation to let your minions clean up without dying. Conversion Trap to increase your amount of minions for a short while, give totem bonuses to your minions, and turn rare monsters to your side for their auras. Hatred + Added Fire Damage to really augment your minion's damage. Vitality + Determination/Grace/Purity to really keep your minions topped off. Add in Rejuvenation Totem and nobody dies. Smoke Mine or Blind to make enemies almost never hit, and increase your minion's and player's survivability. Summoner's have the most freedom of any build I know of. |
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My favorite duo combo?
Culling magic find dual/tri totem summoner with multiple auras and curses (at least enfeeble and temp chain) and a high crit trapper with multiple auras with some form of high single target damage, dual/double melee splashed strike and mobility such as flicker strike or CoC EK. Add in conversion trap with multiple trap, bear trap with multiple trap, shock stacking, elemental proliferation freeze trap, smoke mine, lightning warp for movement on the summoner, blinding skeleton totems, stunning zombies and the whole works. Mass crowd control, conversions, distractions, auras/curses everywhere, meat shields covering the map and all while the dps flickers to and fro killing high priority targets and traps to either kill secondary targets or to deal with reflect. One to distract and lock down, one to rush in and kill quick while everything is distracted essentially. But this was a setup I used on HC and while safe it may not be as fast as others. It essentially does what the typical tank (minions), crowd control, healer (summoner) and dps roles of other mmorpgs. Well there are more possible refinements but I'll leave it at that. Last edited by Jiero#2499 on Jan 9, 2014, 2:24:07 AM
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" HAHA! Was about to say the same thing. Good times mate :) I AM MAD
ZAP!ZAP!ZAP! ME SOOO WIZZARD! |
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