How do you guys handle Legion? What I mean is killing all mobs in an encounter before the timer runs out?
Haven't really targeted Legion so not an expert on the subject, but a couple of things to try/consider:
Make sure Feeding Frenzy is up, probably in main link for aggro AI
Fearsome Force cluster for bigger slam AoE
Minion movement speed craft on ring/amulet
Convocation if they fall behind
When you spot a Monolith you could try swapping in a Vaal Skellie for one of your Zombie support gems and charge the souls before popping Legion.
Last edited by Ikarian3 on Jan 13, 2020, 9:21:51 AM
Hello there, I've noticed on path of building that decreasing the enemy physical damage reduction doesn't increase the dps of our zombies, instead increasing that stat works to lower it. So I thought that the helmet with Nearby Enemies take 9% increased Physical Damage wouldn't work. I also tried to increase the physical damage reduction to map modifiers and in that case the amout of damage that our zombies deal improves. So I thought that we cannot penetrate the physical resistance of mobs and that the fossil helmet only works in those conditions. Maybe I'm wrong, and I'm doing something wrong with path of building but in that case wouldn't leer cast be better?
It will serve you much better if you learn how mechanics work rather than relying on PoB to be correct. Openarl always had difficulty keeping up with PoE's progression, and once he got hired by GGG PoB started becoming outdated fast. In short, there are several areas where PoB will calculate incorrect information.
There is only one form of physical damage reduction I know of, and that is the new to 3.9 mod "#% to Total Physical Damage Reduction." This mod will negate mitigation from armour, but it will never drop into the negatives.
The delve helm mod is "Enemies Take #% Increased Physical Damage" and will stack with all other sources of enemies taking increased damage (Maim, F&S, Shock, etc).
PoB does have an area where you can manually input an enemy's physical damage reduction. Generally speaking I input a negative here to calculate for impale damage. It's not perfect, but it's better than any other solution I know of.
Okay so i've been playing around with the setup using a elegant hubris. I rolled one today with 320% increased minion damage with room to roll an even stronger one. It is possible to get 1500 strength even when running the elegant hubris, however it requires GG strength stacking. I push the zombies to deal 1396k dps from 1036k, which is a 27,4% more damage resulting in around 35,5m Awakener damage with 17 zombies and GG gear. The downside of this does come in the form of ~350 life lost, however this is possibly regained from using a pair of well rolled hunter boots. The missing skillpoints allocated in the PoB is from the price of glory, find the pastebin below.
https://pastebin.com/Lay5AMHa
Its gonna be hard to get, however it doesn't require us to run eyes of the greatwolf, which is a plus, however the crafted amulet is quite hard to hit either way, maybe we can get by hitting a few lesser strength mods all around.
Furthermore the elegant hubris has the possiblity to grant an endurance chage every second if hit recently, and since we're in there alot this should be quite viable. The chaos resistance is also quite interesting as it could make us push chaos resist cap with the watchers eye.
Also i spent about 80 divines rolling the jewel i'd say, maybe abit less
That's very interesting. Since we can only equip 1 Timeless Jewel, I'd honestly keep both in the guide and let the user decide which one to get. They both have their pros and cons. My 3.8 Lethal Pride net me 233 strength, and I'd consider 100 - 400 to be a reasonable range based on how good the rolls are.
233 Strength gives me
- 330 life
- 895 ES (slightly higher than others would get due to some mana ES scaling)
- 23.3 increased minion damage
A better rolled Lethal Pride would give a solid 1 full Zombie.
The Elegant Hubris seems very viable, and quite frankly I think it would be preferential to a Lethal Pride. Nonetheless, it seems prudent to leave both optional, notating that the Lethal Pride is more defensive and may yield an additional Zombie; Elegant Hubris provides stronger offensive options.
Lethal Pride
- 2-4 strength per small node
- 5% increased strength
- 20 strength
- 4% life
- 20% increased armour
- 10% increased effect of Fortify
- 20% fire resistance
- 10% reduced extra damage taken from crits
- 10% chance to Intimidate on hit
Elegant Hubris
- 80% increased minion damage
- 80% increased minion max life
- 8% increased armour per Endurance Charge
- 4% increased ES per Power Charge
- 50% chance to avoid being shocked
- 8% attack block
- 8% spell block
- 6% attack dodge
- 6% spell dodge
- 80% increased armour
- 50% increased lighting res
- 37% increased chaos res
- 30% increased mana
- 20% increased flask effect duration
It's also worth noting that Lethal Pride only has 25 possible rolls. Elegant Hubris has 45 possible. Unless there are difference in weights, that makes Lethal Pride much easier to roll.
One point i wanna put out there is that theres 9 2 point nodes for the elegant hubris using my tree, which means that we can in theory get some absolute bonkers stats with a elegant hubris with very little investment, whereas the lethal pride really demands good nodes before it makes it worth speccing into.
Okay so i've been playing around with the setup using a elegant hubris. I rolled one today with 320% increased minion damage with room to roll an even stronger one. It is possible to get 1500 strength even when running the elegant hubris, however it requires GG strength stacking. I push the zombies to deal 1396k dps from 1036k, which is a 27,4% more damage resulting in around 35,5m Awakener damage with 17 zombies and GG gear. The downside of this does come in the form of ~350 life lost, however this is possibly regained from using a pair of well rolled hunter boots. The missing skillpoints allocated in the PoB is from the price of glory, find the pastebin below.
https://pastebin.com/Lay5AMHa
Its gonna be hard to get, however it doesn't require us to run eyes of the greatwolf, which is a plus, however the crafted amulet is quite hard to hit either way, maybe we can get by hitting a few lesser strength mods all around.
Furthermore the elegant hubris has the possiblity to grant an endurance chage every second if hit recently, and since we're in there alot this should be quite viable. The chaos resistance is also quite interesting as it could make us push chaos resist cap with the watchers eye.
Also i spent about 80 divines rolling the jewel i'd say, maybe abit less
I just want to show the difference in pob, when you count in all the changes
Spoiler
Add to it 1 lost zombie and you'll get only ~18% more damage, but at what cost... I'm not sure if it's worth it. Of course it is a viable alternative to the lethal pride, but it's just my personal opinion about it.
You have to remember to take the gained points from less pointusage in the area into account. The way i did it was just unspeccing the former nodes and letting the new ones used stay free. But for a almost 30% more dps over ultimately 200 life loss i'd take it in a heartbeat, heck we can even in theory roll even better ones since theres 9 2 point nodes and i believe 4 3 point nodes. 4x minion damage should just be the beginning.
Sorry if there is an obvious answer to this question but I'm not seeing it. When I switch my Mon'tregul's Grasp for a 5L Femur, it feels like my DPS goes down. My femur is almost max roll. When I switch to the 5L Femur I take all gems in my chest and move it over to the weapon (except for Empower). Could someone tell me if I'm doing something wrong. This is the current gear I'm using.
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What you're experiencing should be right, since you have +1 to all gems on the chest and only +2 to minion gems on the staff. The skin grants alot of offenses for now and you won't see much difference unless you change your body armour aswell.
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As for the boots, that was my whole point. You've spent 6ex to get 200 extra life and you lost chaos res from Alberon's. The strength and even movement speed is the same.
I took a different route. I set up a search for non-influenced boots with T1 STR, T1 life, 30%+ Movement speed and at least one open suffix (I wanted a craftable suffix and a slam). This is of course a gamble - you could get it on 1st try or...well never, I guess. I got it on 3rd try. After having resold failed attempts total cost is about 7ex. I gained speed, life and chaos res.
Gz for this iteration of zombie build. I like it more then Geoffry and dmg seems alot higher.
I just want to say i have alot of fun with this build and good luck on making future builds.
I just have one question: Do you think is possible to get 1800 str whitout
loosing important nodes?
I feel like you'd get more of not focusing on 1800 strength, but instead looking what else could be changed for higher dps. Right now i am working on a elegant hubris version ^^
So after checking all kind of possible replacement and talk with you on stream i decided to change main weapon. Managed to find only 2h weapon (at decent price) on server from what i know that is maybe best for for us. If that explode GGG will make work for minions, is just insane:)))
I need to replace my rings for minion damage to compensate a bit low minion damage roll on weapon and maybe get zombie attack speed enchant instead of damage since i lost attack speed craft on weapon.
And followed your advice and replaced my boots :)
Let us know if the explode works, i am very interested in this mechanic.