Like the light-heavy drones, the sentry drones too have faction variants. Though no 'integrated' or 'augmented' sentries exist as only the navy variants are available. T2 drones do the same base damage as do T1s. However, they have longer range and better tracking. Apr 18, 2014 For pet/sentry damage, it takes your attack speed into account but it increases their damage by that much instead of their attack speed (you can basically think of your attacks per second as a dmg multiplier). If they're like witch doctor pets, then they'll also benfit from bonus dmg to elites, and won't benefit from the area dmg stat. Jan 09, 2018 Better cap your elemental resists or you would be toasted. Capped resists is a must for every build. Being -50% chaos resist: it's fine in most cases. Mobs' physical damage are balanced around 0 phys mitigation. Mobs' elemental damage are balanced around 75% resists.
Build Guide
Guide:
Like all sentry builds idea is to get all 5 sentries asap and avoid to waste time dealing with single enemies, This build can be customized and some particular skills/talents/items can changed thus it's very versatile. It is mandatory to have as much CDR as possible so sentries refresh quickly, Some attack speed and critical dmg is recommended too. Due to we using multishot and Elemental frost spliiting arrow best is to nuke big groups in tight corridors. However in open spaces Multishot is killer and even more below 60% mechanic is spam AE and use Hatred for Multishot once it is available, so we have increased critical chance refreshed. Use Mark of Death with spreading contagion and companions as often as cooldown is finished.
Critical chance is less prio as we have a lot of Dex and Multi shot is adding 15%CHC for 4 sec every time we using it.
As you can read above you can drop some defensive items for more offensive like The Withing hour or Lacuni Prowlers on lesser GR. On GR 60 I had almost 120 milions of resistance so feel rather safe...( I remember when in season got like max 20 milions, and get one shooted by everything on higher rifts....)
Legendary Gems: Pretty Simple Gogok for CDR and Dodge, BoT for dmg on chilled/freezed enemies and BoS for boss/elites ownage. Testing now Iceblink but... dont looks primising for me as CHC is not needed so much and due to Frostburn freezes enemies often feel BoS is great... Will try to test some other gems soon.
Talents:
Ambush: mandatory because of 40% dmg above 75% enemy HP
Cull of the weak: mandatory because of a lot of freezing / slowing, 20% extra dmg.
Customer engineer - mandatory 5 sentries on - huge boost to dmg when you got all Marauder pcs.
4th talent can be talent of your choice i used Leech to heal through some dmg, or add missing health when there was no globes..
I used below and they work quite well also.
Perfectionist - dmg reduction and more vaults can be performed.
Hot pursuit for mobiliy
Numbing traps for dmg reduction
Thrill of the Hunt - CC control (its good to change polar station in something else then as they slowing enemies by 60% and this skill by 80%, and both skills not stacking!)
Awareness - if you dying a lot...
Follower I used: scoundel
What can be changed? Questions?
A lot as game offer huge possibilities:) I run couple series of test runs changing one skill or item on GR 50 and comparing times:
1) Multishot or Sentries dmg?
Sentries. I was trying to modify build by having dead man quiver equipeed as it giving up to 100% to Ms dmg and got bombardier quiver in cube so we had only +2 sentries but without up to 100% sentry dmg. run 3 GR50 runs and times were 1,5-2 minutes worse than in this build. So assuming stacking Senries dmg is way better than multishot.
2) Polar station vs AE Frost arrow. Both skills slowing enemies to 60% it is mandatory to use them both?
It's all about CC, so we can cover large area on open GR. We must remember as ranged class we need to stay as much as possible away from mobs, (one lag and you are dead, cause he will hit you one time to much:P ) so i used so far Polar station for additional CC.. I will test other sentries like Impaling bolt and Gaurdian turrets soon:)
3) Again this Multishot, Other spender? Maybe Cluster Arrow?
Tempting as CLA has high dmg output but Wind chill offer this +15 CHC bonus, gives us 2nd penetration.. and is also good AOE. However Cluster is during tests as frost has good healing ability. I was switching Cube quiver to Augustine Panacea so so AE had even more dmg and spender for Cluster but this is completely new build and need some reworkig on other things like stats prio and other stuff. but looks promising.. soon:)
4) Why Scoundrel?
Don't had items for Templar/Mage yet...But for sure templar is good option because of he can aggro mobs + Healing abilities so we don't need again much defensive items.
5) Unity?
Didn't use it yet. I assuming at some point it will be needed but for now (until gr 60) it's not necessary, However if you have issue with dying try to use it:)
6) Mobility sux. Maybe Smoke screen?
if you run out from Discipline it's not good. That's why i used leech to heal through some dmg. Spare Vault although got Tumble which allows as to vault more. Smoke screen requires more discipline, and sometimes we need only one vault to avoid hit. We using 8 discipline instead of 14, and also next costs us half so overally its 12 vs 14 points. Still less. additionally we can invest in Perfectionist and change Mark of Death to Preparation. This is recommended if you want use this build for Speed T10 Rifts or farm faster lower Gr for gems.
7) Ring of Royal Grandeur?
That is interesting for example Leoric Crown would be here great or other stuff, like we could use Frostburn in gloves place and in Cube something else... Testing this as there is huge bunch of items... will keep you posted:)
THE END
Gr 60 was not maybe completed within stunning time... but it was completed on paragon level 390 with not fully upgraded gems (got only 220+ dex) and legendary gems have 25/26 level only.. Also items.. were not fully upgraded yet, so my mystic need to give me better rolls... and for sure can find some better (ancients would be nice) therefore i think After some improvements like tests with templar this build can beat more than 60:)
Area Dmg Or Sentry Damage Better Care
Stats I have during this run exported from D3 planner.com
- Strength 77
- Dexterity 9,252
- Intelligence77
- Vitality 4,467
- Damage 986,029
- Toughness 119,228,248
- Recovery 12,810,955
- Attacks per Second 2.06
- Attack Speed Increase 47.00%
- Critical Hit Chance 53.30%
- Critical Hit Damage+ 310.00%
- Area Damage 47.00%
- Cooldown Reduction 30.83%
- Cold Damage Increase 38.00%
- Multishot Damage Increase 30.00%
- Sentry Damage Increase 127.00%
- Armor 18,202
- Block Amount 0-0
- Block Chance 0.0%
- Dodge Chance 11.4%
- Physical Resistance 723
- Cold Resistance 1,144
- Fire Resistance 760
- Lightning Resistance 879
- Poison Resistance 716
- Arcane/Holy Resistance 704
Check video, like, subscribe, vote+, comment here or on YT and I wish you all Ancient Kridershot (or Etrayu or other fancy loot)
Been playing spectres for a few leagues, as far as I see, physical/chaos spectres are never popular. The popular spectres, Sentinels/Wickerman/TVanguard/Solar Guard/Fire-raiser/Fire-eater, are all elemental (caster as well, but I am not going to discuss spell vs attack in this post) IMO, the major reason is that physical/chaos mobs have much lower base damage than elemental ones due to how they are balanced around. Let's say an average character at lv80, farming T10 maps: 1. Being an EV or ES build with 0 physical damage mitigation: Ready to go. 2. Better cap your elemental resists or you would be toasted. Capped resists is a must for every build. 3. Being -50% chaos resist: it's fine in most cases. So basically it's safe to say: 1. Mobs' physical damage are balanced around 0 phys mitigation. 2. Mobs' elemental damage are balanced around 75% resists. 3. Mobs' chaos damage are balanced around -50% resists. And that's why there's a huge difference in base damage of physical/chaos mobs and elemental ones. A few examples: Comparison #1: Solaris Champion in lv59 zone The Solaris Temple Level 1: http://poedb.tw/us/area.php?n=The+Solaris+Temple+Level+1 Default attack: damage: 329.1aps: 1.25 then Solar Guard in the same zone: http://poedb.tw/us/mon.php?n=Solar+Guard SpecialBeamCannon Deals 2085 to 3128 Fire Damage Fireball Deals 776 to 1202 Fire Damage That's something like 300% -ish more dps, let alone the EE vs nothing, range vs melee, no penalty vs accuracy things. Comparison #2 Lunarsworn Wintermage in lv58 zone The Lunaris Temple Level 1: http://poedb.tw/us/mon.php?n=Lunarsworn+Wintermage Glacial Cascade Deals 78 to 120 Physical Damage, Deals 144 to 218 Cold Damage Frost Sentinel in the same zone: http://poedb.tw/us/mon.php?n=Frost+Sentinel Ice Spear Deals 494 to 741 Cold Damage Both are spells in this case, still have like 100% - 150% more damage in difference because GC are partially physical. Comparison #3 Ancient Sentry Apparatus in lv54 zone The Vaal City: http://poedb.tw/us/mon.php?n=Ancient+Sentry+Apparatus IncaMinionProjectile Deals 61 to 91 Physical Damage, Deals 41 to 61 Chaos Damage while the little skeleton in the same zone Vaal Arsonist http://poedb.tw/us/mon.php?n=Vaal+Arsonist SkeletonProjectileFire Deals 840 to 1309 Fire Damage well I think it's obvious enough.... --- tldr: mobs have much lower physical/chaos damage than elemental by nature due to the way they are balanced around, there should be compensation in some way on the Raise Spectre gem to make those physical/chaos mobs usable as spectres. Last edited by insobyr on Oct 25, 2017, 8:19:31 AM | Posted by on Oct 25, 2017, 8:16:57 AM |
Don't forget monsters too have ele resists but no chaos/phys mitigation. The only problem is players can lower those, if summoners weren't able to do that there'd be no need to balance anything. And worst change is putting almost all bosses in new version of maps into fucking small areas, where you can't kite well or dodge stuff. What a terrible idiot invented that I want say to him: dude flick you, seriously flick you very much. | Posted by silumit on Oct 25, 2017, 10:42:28 AM |
' But summoners are not only able to but also really good at lowering enemies' ele resist. Summoner is one of the classes that can make best use of EE, which means free and reliable -50% resist. Let alone other source like penetration and curses. In fact 'mobs having elemental resist' is the factor that makes ele spectres even more superior to phys/chaos ones because the free and reliable -50% resists of EE. Last edited by insobyr on Oct 25, 2017, 11:53:23 AM | Posted by on Oct 25, 2017, 11:52:29 AM |
I wanted to write sth like that myself. Glad that I found your post. I can add to that: Projectile spectres are the only way to go in PoE. All other types (melee, (delayed, aoe, spell casters)) don't have any chance to be comparable to the top projectile specters. Not only that, but we have various ways to scale up elemental damage. EE, Ele Weakness + Elemental Type Curse + Penetration + Proj Weakness. That's one perma debuff + optionally 2 resistance curses and one direct damage curse. Phys and Chaos don't have that: No EE, no pen, 'only' Vulnerability and starting with 3.1 we have Despair for Chaos Damage. No auras giving phys damage or chaos damage, apart from Envy. However the numbers Envy's giving is really low and doesn't give any mentionable advantage over not using it. Plus it's an 50% Mana Reservation Aura making it even more worthless. The AI is also a problem on many spectre. Some have potential but are bricked by fucking standard attack. The best spectres only have on attack type, e.g. Frost Sentinel. They only use Ice Spear in every fucking situation and not like other spectres switch to std attack when in melee range. After playing for years with Flame Sentinels, now Solar Guards, I tried to find spectres which are mechanically different and are _somewhat_ comparable in clear speed and/or single target. There aren't many good ones out there despite the huge quanitity of different mob types. - TV and WM are fire dots (elemental again). They lack clear speed and are only good for single target. One can bypass this by switching spectres or using golems. - Lunaris Concubine is a viable phys attack spectre, I'm guessing its damage gets converted, but at vanilla they are using phys and cold damage. Once again they are projectile spectres. -Slashed miscreations were somewhat viable before the DD nerf, now they are utter trash: not enough damage even if fully buffed and their clearspeed is slow af. There are some more examples but i'll leave it at that for now. Status ailments are a no go for spectres. Put EF in and you have way more damage than any ignite could give you. Freezing / shocking doesn't work that well with spectres. They can do it, of course, however spectres are cleary designed to be dps machines. I want GGG to give _interesting_ abilities to old and / or new mobs to make them viable and comparable at least to T2 spectres (Stygian Revenant, Flame Sentinels, Lunaris Concubine, Goatman Fire-Raiser etc.). They shall be of phys, chaos, lght or ice type, because we sure as hell have enough viable projectile fire spectres. Give Spectres unique abilities or from gems. I really can't see fireballs anymore. Last edited by Funkjoker on Jan 9, 2018, 7:13:51 PM | Posted by Funkjoker on Jan 9, 2018, 1:55:10 PM |