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Jun 5 2018 04:53am
Quote
Rarity: Unique
Earendel's Embrace
Grinning Fetish
--------
One Handed Mace
Physical Damage: 24-36
Critical Strike Chance: 6.00%
Attacks per Second: 1.50
Weapon Range: 9
--------
Requirements:
Level: 38
Str: 62
Int: 85
--------
Sockets: B-B-R
--------
Item Level: 52
--------
18% increased Elemental Damage
--------
+26 to all Attributes
Minions deal 32% increased Damage
Summoned Skeletons Cover Enemies in Ash on Hit
Summoned Skeletons take 29% of their Maximum Life per second as Fire Damage
Summoned Skeletons have Avatar of Fire
--------
There the weary multitude of man-kind
shall turn in their masses into the wide fire,
where the destroying flame embraces the living,
some will go up, some down, filled with misery.


https://pathofexile.gamepedia.com/Damage_conversion

mage: physical is converted to cold/fire or light

after that, before that, and meanwhile it happens, avatar of fire is added


100%physical
100%convered to cold+50%converted to fire====> 66.6%cold damage and 33.3%fire damage
after that, 66.6%cold damage gets effected bye avatar of fire=====> 33.3%cold damage + 33.3%firedamage converted from cold + 33.3%fire damage convered from physical
my cold skeleton mage does 66.6%of original damage


my fire mage skeleton does, 100%of damage
my melee skeleton does 50%damage
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Jun 5 2018 06:07am
Sounds like only part of any idea. The melee skeletons could use more conversion
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Jun 5 2018 08:08am
Quote (MeteorKing @ Jun 5 2018 12:07pm)
Sounds like only part of any idea. The melee skeletons could use more conversion


cwdt-phantasm on kill-skellie - gmp - (minion damage, etc) - heartbound loop

weapon allow to lower skeleton duration so they explode and trigger themselves again with heartbound loop
mostly, saving yourself -90-98%skeleton reduced duration jewels
and allow you to use minion instability on skeleton

https://pathofexile.gamepedia.com/Ash
20% less Movement Speed
20% increased Fire Damage Taken


50%*1.2 = 60%of original damage on melee skeletons
(66.6*2+100)/3)*1.2 = 93.24%avarage damage on mage skeletons


there is a 66.6%chance, that mage skeletons not have physical damage conversion when they turned from melee skeletons into skeleton mages
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Jun 5 2018 08:36am
in 3.2 I played necromancer melee skeletons with 466.6%total mobility
making then run to monsterpacks, making them be in range of next monsterpack, allow 1 skellie to run 6screens and kill everything
downside: skellies going 6screen the other way, making you miss exp, and a huge lack of DISCO, and borring bossfights

mages not run, they just kill 3screens away, forcing your to recast them 3times more often then running melee skellies
making you miss a lot of benefits from the necromancer note: ignore target defend, and 100%movement speed
however, melee skeleton with 166.6%increased movement speed not even come close to the ones with 366.6%movement speed





so this is what I want, super skeleton mages, that explode into massive disco
1.25sec cooldown mages, 5 casted automaticly at ones, 10max, duration about 3.666sec (less then 2 sec, if supersustain)
cwdt-(phantasm on kill)-skellie-gmp-minion damage
350hearthbound * 5mages = 1750cwdt threshold
cwdt duration skills: vortex/srs/spectre from jewel/spark-arc (vaal skills)
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Jun 5 2018 11:59am
perma popcorn skeles? This might actually work. Do you have a pob?
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Jun 5 2018 01:27pm
thomas v the legend
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Jun 5 2018 03:01pm
Fuck man, youre the greatest!
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Jun 5 2018 03:22pm
66.6% and full disco
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Jun 5 2018 03:28pm
recommend cpu/gpu combo for daddy popcorn disco bisco build playable fps on potato settings?

This post was edited by DCSS on Jun 5 2018 03:28pm
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Jun 7 2018 03:04am


pretty dope


4items with life, and still less then 3k, when have a lot life notes
59all resist weapon and still napresist, when also have 20resist bandit
where the fck did my MoM go, I use clarity and discipline to boost my regen, and 10%damage taken gained as mana boots, 191unreserved mana lol
30es notes for 1500,zero es, 450life regen lol

40skellie fire resist, my mage jewels force it to give them +16fire resist, not using the -50resist shield, it takes like 8sec before they die
why does a low lvl skellies die faster from weapon then a big level skellie?
why the fck doe my discipline makes skellies start at max 100%es, when this used to be 0%es
-20%skeleton duration To Dust jewels already 30+chaos, lol






so I kinda forced to use the -50skeleton resist shield, when I ever wana autocast them, makes them explode after +/- 3sec
considering to go zealot oath, and swap my helm+boots+body
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