💀3.15💀 iLL3aT’s Cold Skeleton Warriors/Archers/Mages ❆ League Starter ❆ All Content ❆

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iLL3aT wrote:
@PadreBruxo - To be honest, I pretty much always buy my helmets - but it would be bound fossils (pristine fossill optional) on an i86 bone helmet base (elder optional if you want minion damage/life). You may have to do a risky annul if the last prefix slot is not empty.

Amulet - For a plain +1 int, you can either alt spam, or chaos slam an 82 hunter amulet on a good base. For the +1 int/+1 skeletons...really it's just jamming the two with only that specific mod together via awakener orb (click the bad one, then transfer it onto the "base" which is your good amulet (e.g. i84 turquoise base). Then you hope for a good one.


The elder bone helmet i already had figured out through craft of exile, what i mostly wanted to know was what you explained for the amulet on the helmet for the redeemer mods.

Safe to assume it's the same thing? Roll whatever mods you want on the elder bone helmet, get a redeemer one with freeze, use the orb on the reedemer one and transfer it to the elder bone?
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PadreBruxo wrote:
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iLL3aT wrote:
@PadreBruxo - To be honest, I pretty much always buy my helmets - but it would be bound fossils (pristine fossill optional) on an i86 bone helmet base (elder optional if you want minion damage/life). You may have to do a risky annul if the last prefix slot is not empty.

Amulet - For a plain +1 int, you can either alt spam, or chaos slam an 82 hunter amulet on a good base. For the +1 int/+1 skeletons...really it's just jamming the two with only that specific mod together via awakener orb (click the bad one, then transfer it onto the "base" which is your good amulet (e.g. i84 turquoise base). Then you hope for a good one.


The elder bone helmet i already had figured out through craft of exile, what i mostly wanted to know was what you explained for the amulet on the helmet for the redeemer mods.

Safe to assume it's the same thing? Roll whatever mods you want on the elder bone helmet, get a redeemer one with freeze, use the orb on the reedemer one and transfer it to the elder bone?


I’d say ignore the redeemer elder helmet nowadays. Need to edit that out, since the -9 used to not be a redeemer mos, but just fossils. It’s just too hard to get elder and redeemer together with good mods. If you want the -9 helmet, I’d say just redeemer, and then roll for -9 down bottom, and life , +3 and open prefix up top. Still a very hard one to hit though.
3.15 ❆ Cold Skeletons guide: https://www.pathofexile.com/forum/view-thread/2774965
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iLL3aT wrote:

I’d say ignore the redeemer elder helmet nowadays. Need to edit that out, since the -9 used to not be a redeemer mos, but just fossils. It’s just too hard to get elder and redeemer together with good mods. If you want the -9 helmet, I’d say just redeemer, and then roll for -9 down bottom, and life , +3 and open prefix up top. Still a very hard one to hit though.


So following up from your ealier answer i played with a couple of amulets, a base jade



is it ruining EE?

and a base turquoise



How good is it?

Edit: changed some stuff, added clusters like the ones you have, might be placebo but it doesn't feel as good as it did before. idk lol
Last edited by PadreBruxo#2637 on Oct 2, 2020, 1:13:20 PM
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PadreBruxo wrote:
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iLL3aT wrote:

I’d say ignore the redeemer elder helmet nowadays. Need to edit that out, since the -9 used to not be a redeemer mos, but just fossils. It’s just too hard to get elder and redeemer together with good mods. If you want the -9 helmet, I’d say just redeemer, and then roll for -9 down bottom, and life , +3 and open prefix up top. Still a very hard one to hit though.


So following up from your ealier answer i played with a couple of amulets, a base jade



is it ruining EE?

and a base turquoise



How good is it?

Edit: changed some stuff, added clusters like the ones you have, might be placebo but it doesn't feel as good as it did before. idk lol



It's Fire damage to attacks, and even if it were to spells, you are still dealing fire damage with armagedon brand to actually trigger EE and lower cold / lightning.
Never invite Vorana, Last To Fall at a beer party.
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Vendetta wrote:

It's Fire damage to attacks, and even if it were to spells, you are still dealing fire damage with armagedon brand to actually trigger EE and lower cold / lightning.


I still haven't understood the whole thing. Gloves convert physical to cold. Armageddon triggers EE. Doesn't that mean that i would have to rush Armageddon before the skellies attack?
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PadreBruxo wrote:
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Vendetta wrote:

It's Fire damage to attacks, and even if it were to spells, you are still dealing fire damage with armagedon brand to actually trigger EE and lower cold / lightning.


I still haven't understood the whole thing. Gloves convert physical to cold. Armageddon triggers EE. Doesn't that mean that i would have to rush Armageddon before the skellies attack?


Your skele's don't apply EE. Only the player does. So you can still apply EE after your skele's have attacked the enemy.
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copsinyourcomputer wrote:

Your skele's don't apply EE. Only the player does. So you can still apply EE after your skele's have attacked the enemy.


Ohhh that makes a lot more sense. Thanks

I had already noticed that i really didn't need to rush and it would still work, i just didn't why.
Finally got decent belt and glorious vanity for about 7k ehp, so thinking of bumping up damage a bit. I'm not sure if +1/+1 wand is better than +2 implicit corrupted.

My estimation in crafting cost for corrupted is 20c for 3r/3b 6 link base with 90+ hp and 2 rez roll, and 5% chance to hit +2 duration corruption, so roughly 400c needed to successfully craft. I guess I can sell the ones I brick for a divine at least, so maybe after 300c investment?

For the +1/+1 wand, I have the odds at approximately 800c to finish 1 wand. (maybe a bit cheaper if you sell +1 failed rolls along the way)

Given this, which one does it make sense to go for first, since not sure how much better +1/+1 is compared to implicit corruption
Last edited by Nihilum12345#2173 on Oct 2, 2020, 9:47:11 PM
Trying the skeleton archers version of this build. Only on acts atm but I would like to inform that Vicious Proj doesn't work.
Random note - when using cluster jewels, Fortress Covenant + Quickening Covenant are really nice choices as socketing them in a cluster jewel socket disables the negative parts, leaving only the minion buffs.

While I'm sure the top-end DPS difference is noticeable from not having two +2 wands, I've been having a lot of success using Femur of the Saints. It's more of a defensive playstyle (taking staff block nodes, bone offering, etc) but I'm at 62/41 block with skeles up. Maybe an option for attempting this in HC?

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