Feeding Frenzy Vs Minion Speed

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Feeding frenzy vs minion speed 2

Feeding Frenzy Vs Minion Speed Game

@ DeathJester73:
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I only started playing about 6 months ago but this is my Main. I love this build. Thank you for your hard work.

Fantastic! You are welcome!

@ drakomel777:
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Patch 3.8 is incredibly promising for necros <3 You have any plans on updating the Speaker for the Dead build?

Of course! I am chomping at the bit for every morsel of info!
Triad Grip (conversion gloves) - It's possible to work them in by dropping GMP, like I do in the Hybrid variant. If you want Fortify, you can move the Ball Lightning setup over to Shelder-influenced boots with a Fortify Support affix.
Oils - Some nice potential here to get notables we can't otherwise get, like:
  • 1. Soul of Steel (1% max resist, 5% phys reduction)
  • 2. Singular Focus (4% phys reduction while channeling)
  • 3. Charging Offensive (20% chance to gain Endurance Charge when hit while channeling)
  • 4. Bloodletting (5% reduced damage taken from bleeding enemies)
  • 5. Silent Steps (5% reduced damage taken from blinded enemies)
  • 6. Rampart (10% increased fortify effect, 5% move speed w/ fortify)
  • 7. Steadfast (10% increased fortify effect, another 10% if stationary)
  • 8. Crystal Skin (5% reduced elemental damage taken)
  • 9. Fending (knockback)
  • 10. Revelry (+2 mana gained on hit)
  • 11. Unpredictable Offense (5% chance to Dodge while channeling)
  • 12. Survivalist (+3% chance to evade, 1% max cold resist)
  • 13. Sanctum of Thought (20% reduced crit damage taken)
  • 14. Deflection (4% attack/spell block, 8% projectile block)
  • 15. Avatar of the Hunt (6% move speed, 20% cooldown recovery of move skills)
  • 16. Fleetfoot (5% move speed, 20% cooldown recovery of move skills)
  • 17. Freedom of Movement (10% move speed while phasing, 5% attack dodge while phasing, 10% chance to phase on kill)
  • 18. Art of the Gladiator (ignore move penalty of armor = 6% move speed)
  • 19. Toxic Strikes (10% chance to poison)
  • 20. Whispers of Doom (+1 curse)
  • 21. Disciple of the Unyielding (+1 minimum endurance charge)


@ Rakio:
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Can't wait for an updated version of this build in 3.8 :D
74 Minions and the new Carrion should be awesome!
My main concern in 3.7 was game performance. With all the FXs flying around, the game slowed down to 5-9 FPS during Legion encounters.
I think HoA or the Solar Guards were the main culprits (massive AoE).
Are there any alternative specters we can use with less AoE spread?
Slave Drivers?
'
74 Minions and the new Carrion should be awesome!

Yep! And we can definitely make room for the Carrion Golem, but I'll need numbers to determine whether it should be supported or supportive.
'
My main concern in 3.7 was game performance.

I'd say the biggest culprits were likely Poison + GMP Ball Lightning and Elemental Proliferation. GGG removed prolif from the Elementalist for just that reason, after all.
Applying tons of poisons is also known to cause server lag, so you may do better without GMP. The ES Hybrid variant trades GMP for Fortify and does just fine, as you can see from this video.
'
Are there any alternative specters we can use with less AoE spread?

Kitava's Heralds. If you use them, you can spec out of Soul Weaver. We only take Soul Weaver for its 100% increased Spectre life, meanwhile Heralds have a massive 360% base life. You can read more about them in the FAQ under 'I hate Frost Sentinels'.
'
Slave Drivers?

L84 Slave Drivers deal up 1612-4839 base lightning damage (3226 average) with 65% reduced cast speed. By comparison, a Solar Guard deals 1737-2690 base fire damage (2214 average) with possible AOE overlap and a long-range beam. The Slave Driver deals 46% more base damage than the Solar Guard, but overcoming its cast speed penalty eats up the equivalent of ~32% more DPS if Soul Eater is not a factor.
Slave Drivers only have 100% life compared to 198% (+10% as ES) of the Solar Guard or 180% (+40% as ES) of the Frost Sentinel. So quite a bit squishier.
The main issue with Slave Drivers for Speaker is they don't benefit from the supports we need for Phantasms, since Slave Drivers do not use projectiles. We'd also have to use a fire spell for EE, but only Firestorm will hit enough for Virulence. Spell Cascade now works with triggers, so it'd make a natural replacement for GMP. Blade Vortex with fire damage added to spells could work as an alternative, but would require you to get close.

@ Hologram_o:
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Very interesting change, in fact :) Those are a lot of innovations you have - I have always been wondering about how a timeless jewel could fit into the build, as it seems like a niche option that I don't see as a requirement and a lot of build guides doesn't include it as an option, as it probably makes gearing more difficult.
Permanent uptime for Fortify is great, but then I see Dying Sun becomes a requirement or Ball Lightning only fires 1 row of projectiles, which sucks for clear. Fortify is calculated after all mitigations have taken place, so it might not be a flat 20% like it said at all. You would have to avoid using zombies and Basalt flask altogether to max out 20% Fortify damage reduction as the only source of physical mitigation or elemental mitigation. And I don't see how it's not as good to not use Basalt flask for a flat 15% physical reduction + a suffix of choice as we need to sometimes take physical hits. So regarding this effect, Fortify is good for casters/non-melee builds to have, but I don't think it's a must, considering how we can achieve mitigations for certain attacks by other means.
As for the build, Bleed, Curse, and Freeze/Chill immunity flasks are pretty much required (can pass Curse removal but will have to reroll maps with curse debuff, which is painfully annoying to do so). I figure we don't actually have that much flexibility for flasks - we need a quicksilver flask, a quartz flask, a life flask, and 2 utility/defensive flasks (e.g, Basalt for Abyss and physical attacks from Syndicates or map bosses is very necessary). Since the build easily reaches around 6.5k life with endgame gear (I'm at about 7.1k Ehp at lv 95), I think no life flask is better than Blood of the Karui and its effects. Eternal life flask, or a hybrid flask (to do no-regen maps) just don't give enough recovery to recover in time (sure you can say the Marble amulet gives more flask recovery but that means sacking a gear slot without covering resistances and some other stats that can be more useful, without the need for corruptions to make it work, like Dex/Str requirement).
Another problem I find is using Cyclone. Cyclone in itself fits melee theme in 3.7 and needless to say a lot of players make use of it as a testament to how broken it is. We ain't melee and we prefer to stay away from bosses especially the dangerous ones (and diving into packs in maps or delve could be dangerous too, without defenses up, or even rippy on dangerous maps). Charged Dash has a fair share of problems with itself as well, being very hard to play with and just takes extensive practice to get used to. Thus, I find both Cyclone and Charged Dash inferior to Blade Flurry in this regard of play.
And also, Controlled Destruction would give Spectres more DPS, so I think Elemental Reflect dangerous red maps can kill spectres(especially the scion Morgrants, 1 of the bosses in Acid Caverns T15 that can murder all minions. One of my spectres of 98k life died to her. Check out https://www.pathofexile.com/forum/view-thread/231351 for more info) . With the current Elemental Proliferation gem I see basically everything getting frozen and shattered, even map bosses up to T15, so I personally think it's a better choice than Controlled Destruction.
Regarding life and ES, I think you sure have a good point, with a lot of Ehp. However like you said, you still died in T10 maps, which is nowhere enough to take it to higher content like T16, but that's probably just a matter of practice. And also the shift of defense is different with your changes. I think it all makes sense, we pretty much only have 2 ways to build around defense:
1. Full dodge - that means getting dodge from pantheon (Lunaris, Garukhan), Phase Acro, Acro, Quartz Flask, Stibnite flask and Vaal Grace on top - with this combo during maps even T16 feels safe and nothing important really hits me (against bosses it depends) but I still run Elder maps pretty easily from beginning to end (Players' chance to dodge is unlucky is a dangerous mod to keep an eye on, but usually isn't a problem with all the minions around). Observing ground effects can be difficult at times but very doable with enough gameplay.
2. Tank - I thought about this, but I'm not convinced. We're not a Juggernaut, so obviously we can't facetank (not that a few Jugg builds should, either), but more like we still have to dodge boss mechanics. In order to be a semi-tank, I think just some mitigations and enough life pool are enough to survive high tier maps (7k flat life alone should be plenty, as I'm still feeling very safe running maps around T14-15 consistently, even with mods like '-max ele res, monsters do x% inc dmg, extra dmg as cold/fire/lightning' (stacking up to 3 of those kinds of mods in one map without dying).
During Hexproof maps I choose this ring and my life is up to around 7250 total, can shock with Focus when facing tough rares/map bosses for a good surge of dmg from minions and an endurance charge and more healing from ball lightning hits. This alone makes for much better tanking ability, and I sometimes use this ring on non-hexproof maps, and clear speed isn't slowed down that much either.
So unless you have crazy gear that can boost total life to around 8/9k alone, I'd say your original setup is better. Not to say your new setup won't work, it's probably just a bit more janky and harder to pull off, albeit more innovative. Cool idea, regardless!
Sorry for getting back to you so late. I wanted to capture some video of the variant in action to demonstrate what I was talking about.
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I have always been wondering about how a timeless jewel... ...a lot of build guides doesn't include it as an option, as it probably makes gearing more difficult.

Luckily all we need is the Corrupted Soul keystone, so any Doryani jewel will do. The other node changes are just a bonus if they happen to be useful. GGG has confirmed Legion will be going core, and Vaal Legions are the third most common encounter. Ultimately, we'll have to wait and see what happens in the market to fully judge its future viability.
'
Permanent uptime for Fortify is great, but then I see Dying Sun becomes a requirement or Ball Lightning only fires 1 row of projectiles, which sucks for clear.

Nah, Dying Sun isn't necessary, just a convenience with the added bonus of guaranteeing two more corpses. I have since taken it out to try out the new Sorrow of the Divine flask, which now applies life flask recovery to both life and energy shield simultaneously.
As for a single Ball Lightning, it actually has a deceptively large radius of 22. That's as big as a L1 curse. Just by curving your trajectory a bit back and forth with Cyclone you can spread Balls over a wider area as needed. It works pretty well, in fact. It's not as effortless as GMP, but in exchange Fortify is a significant defensive buff.
'
Fortify is calculated after all mitigations have taken place, so it might not be a flat 20% like it said at all.

Fortify is always worth 20% reduced damage. Its protection is not diminished by how much other mitigation you have. We could write that Fortify with Elemental Resistances is 80% reduced elemental damage, with Fortify making up the final 5% of that, but going from 75% to 80% is still 20% reduced damage. It's just another way of representing the same thing.
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And I don't see how it's not as good to not use Basalt flask for a flat 15% physical reduction

Flasks run out.
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Bleed, Curse, and Freeze/Chill immunity flasks are pretty much required (can pass Curse removal but will have to reroll maps with curse debuff, which is painfully annoying to do so).

I only bother with an anti-curse flask on Temp Chains maps, and that's purely for convenience since minions are entirely unaffected by it.
Anti-freeze is generally only an issue when opening a Strongbox with another dangerous mod, like 'Detonates Corpses'. Otherwise, even if you're frozen, your minions are still able to fight for you.
Anti-bleed is definitely necessary, unless you get Corrupted Blood immunity on a jewel corruption and use the Bloodgrip amulet.
'
I think no life flask is better than Blood of the Karui and its effects.

It's a great flask.
Bloodgrip, Herbalism, Belly of the Beast and the flasks from the original build combo to pretty much heal to full life. Which right now I am sorely missing in my hybrid build.
This one comes pretty close to Blood of the Karui's initial recovery:

1168 vs. 924 Life per sec. It doesn't have the full heal at the end, but it has a third sip and a suffix slot.
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Another problem I find is using Cyclone... ...We ain't melee and we prefer to stay away from bosses especially the dangerous ones (and diving into packs in maps or delve could be dangerous too, without defenses up, or even rippy on dangerous maps).

You can hang back with Cyclone whenever necessary. With your mouse close to your character, you will spin while stationary.
'
Controlled Destruction would give Spectres more DPS, so I think Elemental Reflect dangerous red maps

I haven't had any problems so far on Reflect maps.
Soul Eater from the Unending Hunger jewel gives Spectres (and other monsters, but not players) 5% damage reduction per stack. This is incredibly powerful protection.
Spirit Offering is also constantly triggering from me on any king of Reflect map, which means they're getting 10-18% of their 100k life as instant ES, refreshed four times a second.
They also have 4k life regen and 20k life leech. If I see their life bars dropping, I just need to pull back for a few seconds to let their regen catch up.
Since multiple minion types are carrying the load of damage dealt out, such as the immortal Agony Crawler and disposable Phantasms, Spectres are further protected from killing themselves.
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Check out https://www.pathofexile.com/forum/view-thread/231351 for more info

I think you cut off the last number when you copied the link, because this one doesn't go to what you say it does.
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With the current Elemental Proliferation gem I see basically everything getting frozen and shattered, even map bosses up to T15, so I personally think it's a better choice than Controlled Destruction.

Oh, prolif is certainly great, no argument there. That's why I was so adamant to including it in the original build! I just wanted more OOMPH when cracking open a Monolith. Either way is fine. GGG has said they will be making a change to prolif at some point, though, due to performance issues.
'
Regarding life and ES, I think you sure have a good point, with a lot of Ehp. However like you said, you still died in T10 maps, which is nowhere enough to take it to higher content like T16

Due to a lack of recovery. It still saved me from big hits, but a big pack could rip me apart. Spirit Offering completely solved this issue, as you can see in the video.
'
we pretty much only have 2 ways to build around defense:
1. Full dodge

Capping Dodge and Evasion is strong. I like it, too. But it's always a gamble. 7k life won't cut it against a 17k Shaper slam or other similar huge hits. A higher eHP means all other sources of mitigation go that much further. Fortify on 7k is worth 1750 eHP, while on 11k it's worth 2750 eHP. That's 1k more value, or more than a Belly of the Beast.
Last edited by Hercanic on Sep 2, 2019, 5:54:55 AM
Posted by
Hercanic
on Aug 21, 2019, 7:08:47 AM
@Herantic
Thanks for the 3.8 investigation and the other answers!
A+ grade material as always :)
I will try with your suggestions to improve performance before trying another spectre or necro build.
Really like the idea of the Hybrid build.
For 3.8 Blights I am not sure if Cyclone nor Charged Dash will be good?
I mean you will need to stand still often and interact with the towers.
Cyclone is easier for positioning but you will have to stop to click I guess?
What are your thoughts? Any alternatives? Triggers for EE+Poison?
Posted by
Rakio
on Aug 21, 2019, 10:14:33 AM
@ everyone:
I had mistakenly assumed rings could have Notable Passive anointments, too, but it's only amulets and the special league armor set. So realistically we'll just get one choice.
Therefore, hands down the best one will be Soul of Steel, since it's 4-5% unconditional damage reduction on everything except chaos. The oil price for this one will likely skyrocket, as many builds will also want it.
Bloodletting takes second place with 5% damage reduction from bleeding enemies. Unless you've dropped Bloodlust and Chance to Bleed.
Steadfast is runner up at 4% damage reduction while stationary. Good for Charged Dash/Blade Flurry with Fortify, but not for Cyclone.
Silent Steps with 5% damage reduction would be great if we could reliably blind, but outside of bosses with our blind jewel this will be unlikely.
Charging Offensive gives a way to generate Endurance Charges, but since it's a 20% chance when we're hit there's limited use while bossing. Still, while clearing it'll be worth a fantastic 12% phys reduction.
Sanctum of Thought's crit damage reduction will take a monster's multiplier down from 1.3x to 1.1x, so it's actually really good for helping to prevent those sudden 'WTF?!' one-shots.
Fending could be very powerful if knockback works against Blight lanes. Same with Freeze proliferations and Frost Walls.

@ Rakio:
'
@Herantic
Thanks for the 3.8 investigation and the other answers!
A+ grade material as always :)
I will try with your suggestions to improve performance before trying another spectre or necro build.
Really like the idea of the Hybrid build.
For 3.8 Blights I am not sure if Cyclone nor Charged Dash will be good?
I mean you will need to stand still often and interact with the towers.
Cyclone is easier for positioning but you will have to stop to click I guess?
What are your thoughts? Any alternatives? Triggers for EE+Poison?
'
I am not sure if Cyclone nor Charged Dash will be good? I mean you will need to stand still often and interact with the towers. Cyclone is easier for positioning but you will have to stop to click I guess?

Cyclone and Charged Dash both allow us to move and cast simultaneously, which we'll want to do to cover multiple lane directions as well as reach different tower nodes to activate them. If knockback works on lane monsters, this should be doubly-effective in buying time.
Since monsters stop to attack anything in their path, having tons of minions scattered everywhere will go a long way toward delaying them, but may also put a higher premium on minion life.
'
Any alternatives? Triggers for EE+Poison?

Firestorm + Unleash + Spell Cascade + Increased Duration (74%). Three points for 'Potency of Will' (45%) with 'Mistress of Sacrifice' (30%) will net 149% increased duration. Firestorm's 2 sec duration * 2.49 = 4.98 seconds of 3 (cascade) * 4 (unleash) = 12 storms from one cast.
That works out to be 588 hits possible on a single large target like Brine King. That would = 8820 life @ 15 gained on spell hit, or 1764 life per sec for 5sec (= 29% life regen @6k life or 25% @7k). With max Unleash seals earned back in only 2.13 seconds, plus 0.75 cast delay, you could maintain two casts at once.
Against a smaller target who is only within the overlap of two cascades, we get an average of 7 hits for a normal Firestorm * 2.49 duration * 2 overlap * 4 unleash = 139 hits. That would = 2091 life @15 LGoSH, or 420 life per sec. x2 full casts = 840 per sec.
Cast While Channeling can reach the same 8 casts (two full-charge Unleashes) in (0.35 * 8 =) 2.8 seconds (2.13 + 0.75 = 2.85 for Unleash). But CwC wouldn't have room for Increased Duration Support. On the other hand, you could spread the storms out more.
Last edited by Hercanic on Aug 22, 2019, 4:56:34 PM
Posted by
Hercanic
on Aug 21, 2019, 8:31:19 PM

@ drakomel777:
'
'
Patch 3.8 is incredibly promising for necros <3 You have any plans on updating the Speaker for the Dead build?

Of course! I am chomping at the bit for every morsel of info!

Oh that's awesome! Can't wait to see how your build looks when 3.8 hits.
I have to say, you've done an amazing job with this build! Really love using it! :)
'For we are not now that strength, which in old days moved Earth and Heaven. That which we are, we are; one equal strength of heroic hearts, made weak by time and fate, but strong in will: to strive, to seek, to find, and not to yield.' - Ulysses, Tennyson
Posted by
Cowrex
on Aug 22, 2019, 1:12:57 AM
Oh brother, can't wait for minion skills and Necromancer changes in 3.8 for this build!
Excellent build, great writing, very aesthetically composed. Can recommend for everyone, am confident this will be the best Necromancer build for 3.8.
Only weakness of this build is Uber Elder and Forge of the Phoenix boss. UE overall damage and huge aoes melts every meat you have except Spectres, making Skeletons and Zombies barely usable. Chicken Nugget is very annoying because of massive fire AoE, but doable. Some significant changes would be needed to make it UE viable. Other than that, all T16s are pretty much Vaal and go with this, Hexproofs slows it, but not by much.
Red tier map bosses with a single stage? Press Vaal Skeletons and start casting Portal.
Last edited by NameOfMyLady on Aug 22, 2019, 7:07:22 AM
Posted by
NameOfMyLady
on Aug 22, 2019, 7:04:53 AM
@ everyone:
Video demonstration of new Summoner gems! I've got it set to 0.25 playback speed, to catch all the details:
  • 1. Carrion Golem: Looks to have a basic Slash attack, Ground Slam, and Leap. Cooldown on Ground Slam seems pretty low, or they were supported with Multistrike (more likely).
  • 2. Infernal Legion Support: Shown on Zombies, they were visually on fire and burned adjacent enemies. One of the Zombies spontaneously died at the end of the clip. This is presumably something like Righteous Fire, where it burns down both the minion and any close enemies, but like other Burns it may not stack.
  • 3. Feeding Frenzy Support: Zombie ignored closer targets and ran off to attack an enemy further out. Likely grants the AI of Raging Spirits, who spread out. Skeletons with Feeding Frenzy had a green Dash-like ability (their skull glow was also green), but this may either be a new property of Skeletons or from the reworked Necromancer ascendancy (instead of 100% skeleton movement speed?).
  • 4. Deathmark Support: Caused the Zombie to focus on a marked mob behind enemy lines. I expect it will provide bonuses against the target.
  • 5. Meat Shield Support: Zombie did not move beyond ~30 radius from the Summoner, ignoring targets further out. Used its Slam ability right after being raised, unlike the Deathmark Zombie where their initial attack was only a Basic one despite traveling further to its first target. Perhaps Meat Shield grants cooldown reduction to minions?
  • 6. Some kind of 6-second buff. Like the Assassin's new Elusive buff, this is probably a new Necromancer defense. You can see it pop up @ 1:09. Deathmark, the crosshair icon bound to MMB, goes on cooldown at the same time, so at first I thought they were related until I looked back at the initial clip of Deathmark and did not see that buff activate.

Minions overall seem incredibly fast and responsive. No idea how much of this will be built into the base minion and how much is coming from the new minion passives or reworked Necromancer ascendancy.
EDIT: Whoops! I saw the video, thinking it was from a magazine exclusive, before I noticed GGG's post explaining each thing.
Going by this, I'm leaning toward Feeding Frenzy on Spectres/Phantasms and Deathmark on Skeletons. We would constantly have the Frenzy buff, and Deathmark would give us control over our anti-boss minion. I just hope the damage these gems provide is competitive, like Minion Damage vs. Melee Physical Damage, and not something like Minion Speed Support.
Meat Shield looks good for an Animated Guardian, but is otherwise meh for us. We can get Taunt on a jewel, and requiring us to be close for more damage is a risky conditional. The damage reduction looks interesting, but how will that compare to Fortify or Minion Life?
The Carrion Golem gets up to 80% more damage per nearby minion and its buff grants flat physical damage to minion attacks/spells. I hope it's not as pathetic as the Lightning Golem's Storm Nimbus (Wrath) aura, which is a measly ~10 lightning damage. Even if it's between Herald of Purity and Soulwrest for flat damage, it'll still be pretty small with how much base damage most minions have. I'll need more numbers on this guy before coming to a conclusion.

@ Cowrex:
'
Patch 3.8 is incredibly promising for necros <3 You have any plans on updating the Speaker for the Dead build?
'
Hercanic wrote:
@ drakomel777:
Of course! I am chomping at the bit for every morsel of info!
'
Cowrex wrote:
Oh that's awesome! Can't wait to see how your build looks when 3.8 hits.
I have to say, you've done an amazing job with this build! Really love using it! :)
'
Can't wait to see how your build looks when 3.8 hits.

Oh, I see, you had a name change. =o)
Yeah, I can't wait either! It's going to be tricky to work in the new minion nodes we're likely getting without sacrificing too much of our current defenses. I get the feeling GGG will want to encourage specialization, so like Grave Intentions there may be some clusters we'll need to skip. As for the new support gems, summoners are socket-starved so this will also be a challenge. Hopefully the supports give competitive numbers so they can comfortably replace generic supports.
'
I have to say, you've done an amazing job with this build! Really love using it! :)

Thanks!

@ NameOfMyLady:
'
Oh brother, can't wait for minion skills and Necromancer changes in 3.8 for this build!
Excellent build, great writing, very aesthetically composed. Can recommend for everyone, am confident this will be the best Necromancer build for 3.8.
Only weakness of this build is Uber Elder and Forge of the Phoenix boss. UE overall damage and huge aoes melts every meat you have except Spectres, making Skeletons and Zombies barely usable. Chicken Nugget is very annoying because of massive fire AoE, but doable. Some significant changes would be needed to make it UE viable. Other than that, all T16s are pretty much Vaal and go with this, Hexproofs slows it, but not by much.
Red tier map bosses with a single stage? Press Vaal Skeletons and start casting Portal.
'
Excellent build, great writing, very aesthetically composed. Can recommend for everyone, am confident this will be the best Necromancer build for 3.8.

Thank you!
'
Only weakness of this build is Uber Elder and Forge of the Phoenix boss. ...Chicken Nugget is very annoying because of massive fire AoE, but doable.

Bosses who move around a lot will reduce Skeleton damage, that's one of the biggest downsides to melee minions. So when Phoenix is using his Whirling Charge, our DPS suffers. Preemptively placing Skeletons to where you know he'll stop will help. Vaal Skeletons, just by virtue of having Skeletons everywhere, will keep the DPS pressure on him. Aside from that you just have to stay back when he starts charging up his Firebomb. He should be pretty easy otherwise.
Skeletons seem to be getting a Dash ability, and minions overall look much faster in 3.8. This will be of immense assistance against mobile bosses like Phoenix.
'
UE overall damage and huge aoes melts every meat you have except Spectres, making Skeletons and Zombies barely usable. ...Some significant changes would be needed to make it UE viable.

You capped Skeleton resistances, right? Without two 10% resistance jewels, they only have 55% elemental resistances. You can also get Minion Life on your helm, but it'll take up the Life prefix.
Hologram_o had success with Uber Elder. Quote: 'This build CAN farm uber elder, I kid you not.' They posted their gear, too.
You can also check out the Poor Man's Hybrid I'm working on. If you have currency to burn, there's also the Rich Man's Hybrid (Post 2, Post 3, Post 4). I'll be adding both variants to the build.
Last edited by Hercanic on Aug 22, 2019, 4:53:19 PM
Posted by
Hercanic
on Aug 22, 2019, 4:03:01 PM
GAME UPDATE
GGG is currently giving minions a dev pass, so I made a Reddit thread to strike while the iron is hot:
[Minion Rework] As a long-time summoner, here's a few things I hope GGG addresses.
Art by Tony Sart
Posted by
Hercanic
on Aug 22, 2019, 6:40:13 PM
'

@ Cowrex:
'
Patch 3.8 is incredibly promising for necros <3 You have any plans on updating the Speaker for the Dead build?
'
Hercanic wrote:
@ drakomel777:
Of course! I am chomping at the bit for every morsel of info!
'
Cowrex wrote:
Oh that's awesome! Can't wait to see how your build looks when 3.8 hits.
I have to say, you've done an amazing job with this build! Really love using it! :)
'
Can't wait to see how your build looks when 3.8 hits.

Oh, I see, you had a name change. =o)
Yeah, I can't wait either! It's going to be tricky to work in the new minion nodes we're likely getting without sacrificing too much of our current defenses. I get the feeling GGG will want to encourage specialization, so like Grave Intentions there may be some clusters we'll need to skip. As for the new support gems, summoners are socket-starved so this will also be a challenge. Hopefully the supports give competitive numbers so they can comfortably replace generic supports.
'
I have to say, you've done an amazing job with this build! Really love using it! :)

Thanks!

Yeaaa finally changed my name to something catchier :) Really awesome of you to notice!
I can only imagine that with the new minions, it'll be a challenge for you to find a really good balance. How do you feel about the new carrion golem? Think it's a great addition to the roster of gems (Or a good replacement in the build's case).
'For we are not now that strength, which in old days moved Earth and Heaven. That which we are, we are; one equal strength of heroic hearts, made weak by time and fate, but strong in will: to strive, to seek, to find, and not to yield.' - Ulysses, Tennyson
Posted by
Cowrex
on Aug 23, 2019, 3:49:44 AM
@ everyone:
New minion jewel revealed!
If you want to use Fortress Covenant, to avoid losing any notables we take, the best place to put it would be in the STR jewel socket by Scion (no longer true with the addition of the Gravepact cluster). If you are not going Hybrid, you can also place it in the Witch-Shadow socket by Melding.

@ Cowrex:
'
Yeaaa finally changed my name to something catchier :) Really awesome of you to notice!
I can only imagine that with the new minions, it'll be a challenge for you to find a really good balance. How do you feel about the new carrion golem? Think it's a great addition to the roster of gems (Or a good replacement in the build's case).
'
How do you feel about the new carrion golem?

I have my doubts that his flat damage buff will be worthwhile on its own, due to how high base minion damage is, so we'd only want to use him if he's powerful enough offensively without much support.
We could place him in our Zombie socket, share room with our Skeletons, replace the Agony Crawler, or put him in a pair of Elder boots with the Fortify Support affix. By dropping CWDT, Spirit Offering, Faster Attacks, and Fortify; using Flame Dash instead of Shield Charge; and moving Hatred + Generosity to our shield; we'd have our boots completely open to support him, with the Fortify affix giving a fifth link.
We know the tree will have a +1 Golem node somewhere, so with an Anima Stone we could have at least three of them.
Excluding his 80% more damage that comes from surrounding minions, the question is whether his base stats are comparable or better than other golems.
Last edited by Hercanic on Sep 8, 2019, 2:39:16 AM
Posted by
Hercanic
on Aug 23, 2019, 4:52:44 AM
My league start goal is to kill uber elder on day 2-3. Previously I planned to start a miner to do it, but im quite tempted to go necro. Is this build capable of doing it with gear aquirable that early? If yes, how would you adapt it? Thanks!
Posted by
Klintisztvud
on Aug 23, 2019, 11:56:06 AM

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