Wolcen: Lords of Mayhem

Wolcen: Lords of Mayhem

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Ghostlight 2021 年 7 月 27 日 下午 2:04
Thoughts on a Summoner build...?
Any thoughts on a summoner build to test the new stuff? I'd like to know what Skills you think would be good and what nodes in the Passive tree are mandatory.

I'm trying....

I've gone all-in on Poison / Projectile buffs. Focusing on Material / Poison damage and Attack Speed on items.

Skills:
-------
Summon Archers (set on Poison)
Summon Archers, duplicate (set on Poison)
Summon Zombies (set on Poison)
Liver Mortis (set on Rend, makes it ranged, projectile)
Anomaly (set on Poison) - too good not to take
Fireball (set on Poison) - to give me something to do and is a projectile

Key Passives:
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- Extra projectile (and several of the other projectile buffs in same area)
- Almost every node in Plaguebearer group, except the major nodes (so far I don't like any of them - irony - maybe the auto Poison stack for enemies in range)
- Willpower up to 1550
- A few Minor nodes elsewhere that buff Poison duration and damage

Still thinking about final details. This is what I got so far (I'm level 20). My biggest disappointment has been the Undertaker node in Plaguebearer. I thought that node would rock and was perfect for my build, but the green Globes are far too scarce, and only buff for a short time. I think it's useless.
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正在显示第 1 - 15 条,共 16 条留言
Ghostlight 2021 年 7 月 27 日 下午 2:14 
I will follow this by saying I originally planned to use Parasite instead of Fireball, but that skill seems very weak and clunky and difficult to use (kept targeting my own minions).
Eternal Cringe 2021 年 7 月 27 日 下午 4:04 
I run an all 6 skill slot summon army and im using just the summon damage from the summon tree, no toxic. Branched off into physical and material damage since its right next to the summon tree. Also branched off into double force field and im close to getting to the material damage tree. So far my archers avg dps is 13k and my melee skeles are at 11k. Im running 3x archers physical dps, 3x melee skeles on physical dps too. I literally just walk through lvl 100+ expeditions.
LupisVolk 2021 年 7 月 27 日 下午 4:18 
引用自 Nikovelli
I run an all 6 skill slot summon army and im using just the summon damage from the summon tree, no toxic. Branched off into physical and material damage since its right next to the summon tree. Also branched off into double force field and im close to getting to the material damage tree. So far my archers avg dps is 13k and my melee skeles are at 11k. Im running 3x archers physical dps, 3x melee skeles on physical dps too. I literally just walk through lvl 100+ expeditions.
Wow Summons that good huh?
Eternal Cringe 2021 年 7 月 27 日 下午 5:24 
引用自 LupisVolk
引用自 Nikovelli
I run an all 6 skill slot summon army and im using just the summon damage from the summon tree, no toxic. Branched off into physical and material damage since its right next to the summon tree. Also branched off into double force field and im close to getting to the material damage tree. So far my archers avg dps is 13k and my melee skeles are at 11k. Im running 3x archers physical dps, 3x melee skeles on physical dps too. I literally just walk through lvl 100+ expeditions.
Wow Summons that good huh?

Physical dps summons so far yeah. Could prob not have gone into physical, went toxic, and moved points into the material damage tree too. Unless youre 100 with points to go around the whole wheel into elemental stuff, material summons are the way to go.
最后由 Eternal Cringe 编辑于; 2021 年 7 月 27 日 下午 5:27
Ghostlight 2021 年 7 月 27 日 下午 5:36 
Assuming Summons can proc Poison stacks on enemies if they are dealing Toxic damage, do they inherit the buffs I have given myself to Increase Ailment chance (from gear and passives)?
Eternal Cringe 2021 年 7 月 27 日 下午 6:05 
引用自 Ghostlight
Assuming Summons can proc Poison stacks on enemies if they are dealing Toxic damage, do they inherit the buffs I have given myself to Increase Ailment chance (from gear and passives)?

I honestly dont know if they inherent ailment chance, but i often see them apply ailments pretty frequently when i was messing around with rend and toxic summons. trying to apply ailments myself seems a lot harder.
最后由 Eternal Cringe 编辑于; 2021 年 7 月 27 日 下午 6:05
ChaozGamer 2021 年 7 月 27 日 下午 7:37 
So are you basically building a minionmaster like how you would build a warrior? what gems should I put on weapons? currently lvl 54 but looking to optimize, all my gear has mat damage on it.
Ovan 2021 年 7 月 27 日 下午 8:41 
引用自 Ghostlight
I will follow this by saying I originally planned to use Parasite instead of Fireball, but that skill seems very weak and clunky and difficult to use (kept targeting my own minions).
Running a similar build to you and am using Parasite. I also have the toxicity stacks passive that you didn't pick up in the plaguebearer tree -- the only one I think worthwhile with this kind of build. It may feel weak but once you start stacking more toxicity it really amps up the damage and if you can kill and convert a few enemy summoners they also summon fields of allies passively. I've gone from a passive minion army of 5 to having 20+ and it's actually hurt my frames.
The Masked Frogue 2021 年 7 月 27 日 下午 10:56 
Parasite got nerfed to the ground after Arise update. Now even if you have more than a single Parasite skill (you can have up to 3 Parasite skills using the duplicate skill feature) you can't control more than 3 lesser minions or a single big one (before this nerf you could have 3 lesser minions or a single big one PER Parasite skill). So honestly, i see no reason to keep using this skill in a minion build.

Also regarding the OP build idea i really doubt that it could work. This is extremely hard to have a build that doesn't focus on something specific and can deal with rank 211+ expeditions. Playing a summoner build requires too many gate of fates investments into nodes that focus on summons to allow you to have enough remaining points to boost both your survivability and spell damage.
最后由 The Masked Frogue 编辑于; 2021 年 7 月 28 日 上午 12:56
Acronen 2021 年 7 月 28 日 上午 2:17 
For people building summoners, keep in mind this list:

Weapon Damage;
Total Attributes Bonus Damage;
Ailment Damage;
Skill’s Flat Damage (Gems, XX damage on spells..);
Skill’s %Damage (%damage, %spell damage, %projectile damage…);
Skill’s %Damage Type (%material/elemental/occult damage);
Projectile Count.

These are the things minions now scale with, and pretty much only these things. From my testing they don't inherit crit chance, ailment chance, crit damage, or attack speed from your character.

Example: They will inherit the extra projectile from that node you can select, but in the same tree is a node that increases projectile pierce by 1, and summons won't inherit that.

Basically, what I've found best is to focus on spell damage nodes, projectile damage nodes, a single damage type (elemental, occult, or material). You can also build full toughness, ignoring other stats and build into that node that increases damage based on physical defense but tanks your crit (won't need it anyway, if you build full minion master.)

I have tried 2 types of builds that I really like. An elemental build (with the node that every 6 seconds you cast a spell of either lightning, fire, or ice drops a meteor, chain lightning, or shoots an ice shard. Don't remember it's name) where I focused on getting the fire buff from that node by casting my fire minion charge/shot every few seconds, since it is a %damage boost and does boost minion damage. And an occult build where I used shadow skeleton archers in 3 slots, and the shadow warrior livor mortis (all 3 with the increased ailment chance so they apply curse) cursed enemies this way take more damage from all your minions.

Things to keep in mind when building this way though is what kind of damage types rolled on your weapon. (I use a staff, so I'll use it as an example.) Example: If your staff damage types are +40-50 toxic damage, and +40-50 physical you are probably better off using +matieral% damage nodes (staves can roll every damage type, so just keep an eye out for a good one with the type you want to build that gets 2 or all 3 of your chosen type, like +shadow, +aether, +sacred on one for an occult damage build.) This gets significantly boosted by that. Rings always roll into +elemental flat damage types to spells (fire, frost, lightning) and you can get a really good one with all 3 if you are lucky. Amulet and belt get occult damage types to spells.

Other good stats to keep an eye out for in summoner build. (Go for heavy armor for high resistance, which adds to your overall damage with that physical damage/crit chance drop node) Health regen, and at least some flat health boost from a few pieces to get massive benefit from your high toughness.
LupisVolk 2021 年 7 月 28 日 上午 2:33 
Say talking about Summoners what should i spend my attribute points on? And where should i start on the passive tree?
Ghostlight 2021 年 7 月 28 日 上午 4:27 
引用自 The Masked Frogue
Playing a summoner build requires too many gate of fates investments into nodes that focus on summons to allow you to have enough remaining points to boost both your survivability and spell damage.

I see less than a dozen nodes that focus on Summons.
LupisVolk 2021 年 7 月 28 日 上午 4:50 
引用自 Ghostlight

I see less than a dozen nodes that focus on Summons.
And they're all at the end of the passive tree.
The Masked Frogue 2021 年 7 月 28 日 上午 4:55 
引用自 Ghostlight
引用自 The Masked Frogue
Playing a summoner build requires too many gate of fates investments into nodes that focus on summons to allow you to have enough remaining points to boost both your survivability and spell damage.

I see less than a dozen nodes that focus on Summons.
The plagebringer tree is set at the 3rd raw of the gate of fates wheel meaning that you ll have to invest points just to reach it. Then you ll also have to invest points into 3rd raw nodes from other parts of the gate of fates to boost both spell damage and survivability. Anyway test it by yourself but don't be salty if at the end it doesn't work.
最后由 The Masked Frogue 编辑于; 2021 年 7 月 28 日 上午 4:56
LupisVolk 2021 年 7 月 28 日 上午 5:03 
I mean why can't summons have more nods in 1st and 2nd row of the gate of fates? Locking them to the third row is just plain lazy.
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发帖日期: 2021 年 7 月 27 日 下午 2:04
回复数: 16