{3.10} Speaker for the Dead | The Mass Minion Summoner | League Starter, Leveling Guide 💀
@ Tomosovich:
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" " I've talked about this with regards to Uber Elder, and had planned to add it to the Endgame Bosses section, but I suppose it'd be worth mentioning sooner, such as in Playstyle of the main guide. " It's a gamble against singular big hits, but against packs and rapid multi-hit boss abilities (e.g. Eradicator's Lightning Tendrils, Elder's Rising Slam barrage and big groups of eyeball minions, Chimera's Combo Attack, Hydra's Barrage, etc) it averages out to act like mitigation. Taking 50% of hits = 100% more eHP (x2), 40% = 66% (x1.66), 30% = 43% (x1.43), 75% = 400% (x5). As you can see, it gets exponentially better the more you have. The only reason I wouldn't take it is if I was trying an ES Hybrid variant of the build using an ES-on-Hit Watcher's Eye. @ cookieclickerpro: " You may want to specify that you're playing on Standard. GGG has said only about 10-15% of the game's population plays on Standard, so trading there will always be more difficult and expensive compared to Challenge Leagues, especially for niche items like our claw. Just so you know, the example gear shown in the guide is not for sale, since I'm keeping them archived for possible future uses for the guide. @ Kirran: " Glad you're liking the build! =oD @ thomzon:
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" " Believe me, I know very well the initial pain of Charged Dash. When I was first developing this build, I thought Charged Dash would work great. Then when I used it, I hated it. So I tried alternatives like Static Strike. But it sucked against bosses, so I used a second set of gloves with a Blade Flurry/Ball Lightning setup. This worked relatively fine, but it wasn't as smooth as Static Strike while mapping. So I tried swapping between them when I went from clearing to killing the boss. This felt tedious and most of the time I forgot to even do it. I wanted an all-in-one. So I begrudgingly attempted Charged Dash again, but this time I adamantly sought to familiarize myself with its peculiarities. It wasn't long before I overcame my initial dislike and found it worked beautifully. My expectations had been tempered by the previous failures, allowing me to appreciate the rough diamond that is Charged Dash. Only it was me who needed polishing. " We need an Attack to trigger Holy Relic and apply Bleed. We use Cast While Channeling because it turns a 0.70 cast time spell to 0.35 with no investment into cast speed, and lowers the mana cost to almost nothing. When I had tested manually casting, I couldn't maintain more than a few seconds (e.g. Delve nodes; getting the most out of Life-on-Hit) before depleting my mana and casting off pure regen, which feels like hiccuping. If you want to manually cast, Unleash Support would be very nice (add Knockback Support while Delving for even more hilarity). Drop Holy Relic (unless you want to trigger it with Shield Charge) and Bloodlust. |
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Have you gone very far in delve with this build? I've been tinkering and I think i'm going to try a glove swap so that I can channel a non movement skill whilst sending out the ball lightning. This way I keep life on spell hit coming in and keep the crawler engaged.
Divine Ire wouldn't interfere with our EE would it? |
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@ Jenjur:
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" " " This build has no required items. All you really need is one (1) item: A generic Hynotic Eye jewel you can find from any Abyss after Act 6, which you can then craft to have "Chaos Damage added to Spells" with a mere handful of Alteration Orbs. All other items are for pure power, and most should be cheap or drastically fall in price as a league progresses. None are necessary, not even the jewel if you add Chaos Damage to Ball Lightning another way, like Lesser Poison Support. Here's a rundown of the basic gear for this build:
There you have it. That's it. This build will only cost multiple ex if you want perfect gear and max power, but the same can be said of any build. Compared to those, though, we're incredibly cheap for a multi-million DPS build. " This build will absolutely trample 99% of content with minimal gear. The only real challenges will be Minotaur and Uber Elder. Minotaur you have to be aggressive and stick close so he doesn't use Burrow. It will one-shot you if it hits, but travels in a straight line so as long as you see it you can avoid it by stepping to the side. Uber Elder is supposed to be the hardest fight in the game, so expect to struggle here until you learn the fight. We don't have 25k ES, so face-tanking is out of the question. Once you're skilled with it, you can pretty much avoid every mechanic. T15 Core's Malachai boss can get very hairy with certain mods, like double boss with extra damage and AOE. Minions can set off all his Fire Traps simultaneously, and double bosses mean double the traps, which is bad news for you. T12 Acid Caverns can randomly have a really scary Warband boss who ultra-spams these delayed elemental explosions. Just make a tactical retreat while baiting him into the open with a breadcrumb trail of Skeletons. Then use hit-and-run (so Spectres don't wipe) when he's isolated and you have room to manuever. " I do recommend playing other builds, but only because it's fun, not because this build can't do something. If you like the targeting automation of minions, then you might also like Storm Brand, Winter Orb, and Soulrend. Totems are also nice, but a bit slow on the initial encounter. Mirage Archer is sweet, but attack builds need good and often expensive gear before they start feeling really good. I made a Storm Brand/Magma Orb Shimmeron Inquisitor for Synthesis League. Details are in the FAQ ("Will you make any other guides?"). Storm Brand with the newly buffed Chain Support is fantastic clear with no investment into Brand nodes or any need to use Brand Recall (three beams each get +2 chains, so it multiplies how many targets you hit, 3 beams x 3 hits, and even against only two targets it doubles the hits). For single-target, I abuse Magma Orb with Slower Proj, Unleash, and the Gloomfang amulet (also gives another +1 chain to Storm Brand), which can pretty much one-shot map bosses. For Flashback I'm working on a Soulrend Trickster. You cast once and then run alongside the Soulrend projectiles as they seek out enemies for you, recasting once per screen or as needed. High cast speed makes this guy feel very nice, and I am just loving how Chaos Damage ignores Proximity Shields and doesn't have to worry about Reflect Damage. I've also got a Winter Orb Occultist started in Flashback, since when I retrofitted an old Blade Vortex Elementalist character with Winter Orb I was impressed with the results (though single-target needed help), so I want to see what I can do with Occultist's high ES and Chaos explosions. At some point I'd like to play around with stacking Less Area on Firestorm (so all fireballs hit a target): Intensify (48%), Spell Cascade (16%), and Concentrated Effect (30%) (0.52*0.84*0.7= 70% less area, or 30% of original area) (25 firestorm radius * 1.54 Intensify * 0.3 = 11.55 radius). Combined with Unleash Support, it seems like it could be crazy-good single-target. 1 hit per 0.1 seconds x 2 second base duration = 20 hits 200-300 fire damage = 250 average x 20 hits = 5000 base damage 30% damage effectiveness = 600% over 20 hits (212 from Added Cold would = 1268 or 25% more damage) Spell Cascade gives 3 storms per cast, and Unleash casts 4 times in one go, so you'd get 12 storms from one cast. Duration acts as a damage multiplier for Firestorm, which we can get 45% x2 clusters on the tree. With double the duration, that's 40 hits x 12 storms = 480 hits from one cast. Spell Life-on-Hit or 30-Life-on-Ignite/1%-Life-per-Ignite both looking real nice. 480 x 15 = 7200 life over 4 seconds, or 1800 life per second, from one cast. I might try to incorporate this into my Winter Orb Occultist, with WO being used for clear, since both benefit from Duration. Última edição por Hercanic#3982 em 16 de mai. de 2019 23:44:14
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Thanks for the replies Hercanic, great details as always.
I understand what you say about Charged Dash, I played a CD Trickster during Synthesis, so I had plenty of time to adapt to the skill. I tried, really, but I just don't like it. I however don't really miss either bloodlust or the Holy Relic, I feel the build works great without both. I don't have a Mark of Submission yet, so I have a 4L with Ball Lightning, GMP, Curse on hit, Proj weakness. With that, silver flasks and flame dash, the build also feels great, fast and quite safe. Early maps only for now though. Once I get a Mark of Submission, I'll definitely try Unleash, and I'll see then if I find any use for the 4th link. |
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@ XGrandAspira:
" " Yep, check Herald of Agony's gem description: " @ McMad_Hatter: " Thank you so much! =oD @ Tomosovich: " This build was made during Delve, so it was designed with deep delving in mind. Namely Freeze Proliferation, triggered Spirit Offering to destroy Unstable Weta corpses, Knockback from Projectile Weakness, and Acrobatics for avoidance. The build can easily handle 300+, but due to a lack of time, Sulphite, and lots of rerouting due to dead ends, I have not pushed the build to whatever its deepest delve might be. The only dangers at 300+ are rare Enhanced Vaal Fallen in Vaal Cities dashing onto you, or invisible rare Cavestalkers in Abyssal Cities who can't be damaged until they swipe at you. Constantly keeping on the move is the best defense, since identifying them among a chaotic melee and when they're about to use their ability is tricky. As you venture far deeper, you may want to use Knockback Support on Ball Lightning to always keep everything away from you. Ice Wall shenanigans may help, too. " No. It deals Physical and Lightning damage. Just check its tooltip to ensure no Cold Damage has been added to it. Because it deals Physical Damage, if you're ever in a party with someone using Hatred aura it'll cause Divine Ire to also deal Cold Damage. Both you and XGrandAspira (above) are using Divine Ire, but I'm not sure why. It doesn't provide any utility, so is it for damage? While we do get ~400% minion damage applied to us, we don't have much cast speed, crit, or any damage supports, so Divine Ire's effectiveness should drop as you get into harder content. Since it's a Spell, you can't trigger Holy Relic nor apply Bleed from Chance to Bleed. @ thomzon: "
Última edição por Hercanic#3982 em 17 de mai. de 2019 14:31:21
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Just to follow-up on my previous post - this is the most fun build I have ever tried. You truly feel like a Necromancer/commander of the dead. It's insane.
I was rocking Skelemancer before, and I loved it, but this is next level. I'm not sure if you're familiar with a tabletop wargame called 'Warhammer', but there is a character called 'Nagash, Supreme Lord of the Undead'. I always played undead class when playing this - your build is as close as I've ever come to actually feeling like Nagash in a game. ![]() ^ This is him :P Thank you so much again mate :) Última edição por MadJackMcMadd#2521 em 17 de mai. de 2019 14:58:45
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To be clear, I’m not using divine ire. It’s more of a thought experiment. I was asking purely because if I charge a dash and accidentally zoom off the screen I could die from it. I’m only at like 100-ish now so I’ll keep it up to date in this thread.
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Thanks again Hercanic ! Great details and saves me from doing all the research myself xD
For now I'm doing lvl 1 Ball lightning for mana cost, so anything damage related is off the table. I'll look into the rest. |
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Got my Mark of submission, so my gloves are now free from curse on hit / projectile weakness.
I have added unleash, it's great for virulance stacks, it's like instantaneous 0 to 40 at each cast. I have tried several green support gems, and for me the winner is clearly Faster Projectiles. It feels really awesome for map clearing, and the addition of unleash makes virulance stacking really not an issue. For tough bosses however I'll probably replace it with Blind or Onslaught. |
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Ty for this wonderfull build. İ have one belly eith 6 link but its 4 b 1 g 1 r can i use one red gem instead of green? İs there any usefull one
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