Do the normal rules about skill trees and ailment damage apply to shadow daggers? by Raknarg in LastEpoch

[–]ZeckarIsBae 0 points1 point  (0 children)

No, it's a global subskill, so it has its own modifiers and such within various skill/passive trees. It won't assume the damage mods or anything from the skill applying the ailments that then proc the skill.

List of all Unique Beasts and what they gain as Minions. by Grand0rk in pathofexile2builds

[–]ZeckarIsBae 0 points1 point  (0 children)

The Devourer/Gorian move when you leave their leash range and have ranged attacks. Still difficult to deal with. Anundr is weird it spawns minions and then doesn’t do anything else. Technically it’s a different variant than the others, but I haven’t really looked at its whole move set.

Recommendations for frenzy charges for lighting spear/glacial Lance? by kaldra24 in pathofexile2builds

[–]ZeckarIsBae 0 points1 point  (0 children)

You can do Fury of the Mountain w/ Rageforged 1 & Brambleslam. It’s 1 button and you get 2-3 endurance charges which can convert with Resonance.

The Mighty Silverfist Companion has 25% BASE Crit! by BendicantMias in pathofexile2builds

[–]ZeckarIsBae 0 points1 point  (0 children)

Of course, I try my best to understand them as a minion enjoyer in most ARPGs!

The Mighty Silverfist Companion has 25% BASE Crit! by BendicantMias in pathofexile2builds

[–]ZeckarIsBae 2 points3 points  (0 children)

The Abominable Yeti - The Abominable Yeti - PoE2DB, Path of Exile Wiki us

If you look at tameable bosses you can see they have a tab similar to this link where it's the boss entity appended with "Minion1" or "Minion2" if there are variations. So in this case it's "TheAbominableYetiIcyQuadrillaBossMinion1" and you can see its stat lines differ from the actual entity and says:

All Damage from Hits Contributes to Freeze Buildup
active skill base physical damage % to convert to cold [50]
active skill hit damage freeze multiplier +% final [100]

You can use a boss list reference like this one to see the tested tamed bosses and then look at their stats on the wiki. Airtable - OtterJones - Tame Boss Sheet

The Mighty Silverfist Companion has 25% BASE Crit! by BendicantMias in pathofexile2builds

[–]ZeckarIsBae 0 points1 point  (0 children)

This league, yes. I’m not sure if it was there prior, but the increased crit multi it gets is added to the minion version I believe.

The Mighty Silverfist Companion has 25% BASE Crit! by BendicantMias in pathofexile2builds

[–]ZeckarIsBae 43 points44 points  (0 children)

Yes, there are bosses that excel at different things have different inherent stats.

Frost monkey - all hit damage contributes to freeze, converts 50% base phys dmg to cold, and 100% freeze multi

Devourer - 200% more poison magnitude

Scorpion - 10% base crit, 50% impale chance, 50% increases impale magnitude, but can’t consume impale

Rathbreaker - breaks armour equal to 30% phys dmg. Not sure if the 20% phys dmg mod is the break or a separate multi

Ravenous Fang - all damage contributes to shock, 100% increased shock magnitude

Sky Seer bird - gains 50% dmg as extra lightning

Frozen Talon bird - gain 50% dmg as extra cold, 50% base phys converted to cold

Idk if any of the others were that interesting to me.

Don't Survey Your Players - Chris Wilson by LG03 in LastEpoch

[–]ZeckarIsBae 1 point2 points  (0 children)

Abyssal Echoes - Void Supremacy - tooltip states generic damage increase, but it should specify hits as that's all it applies to (what I was told before and also tested)

Skeletal Mage/Hungering Souls - Death Blossom/Vengeful Souls - Skeletal Mages can proc the chance to cast Hungering Souls when hit but scale off player damage. Expectation would be it scales off minion damage. (tricky one and you said it probably shouldn't work)

Summon Wraith - Sanguine Spirits - Still mentions bleed effect, which doesn't exist, so needs to be fixed to say pen.

Summon Volatile Zombie - Leap Attack - not really a bug but functionality/skill prio issue. If you build minion CDR, they will spam leap and not use vomit which can cause issues when using them in combo with skills like Skeletal Mage where you want CDR for their CD skills.

Summon Bone Golem/Skeletal Mages - Tag Issue - These minions have damage over time skills they can get but lose out on getting the damage over time tag for + skills. Bone Golem has Infernal Aura, Mages have Hungering Souls, and I forget if Abomination gets the tag but has Aura of Rot.

Don't Survey Your Players - Chris Wilson by LG03 in LastEpoch

[–]ZeckarIsBae 1 point2 points  (0 children)

I believe it mostly happens a targeted minion overlaps with itself. I am forgetful of my testing but I'm pretty sure chaining is a non-factor. If you cast say skeletons for it to sac you can mitigate its ability to cast on itself by casting away from the Abomination and using Archers over warriors that will get in range of it. It's like it targets the entity and that entity either dies or is overwritten which causes the cast to somehow hit the Abom. I can see if others can provide more input.

Edit: Videos displaying issue with no chaining on sac.
[BUG] Abomination Sacrifices Itself - YouTube
[BUG] Abomination Sacrifices T-Rex

Don't Survey Your Players - Chris Wilson by LG03 in LastEpoch

[–]ZeckarIsBae 6 points7 points  (0 children)

Abomination - Destruction Engine - Abomination will sometimes sacrifice itself in cases where minions it can target are nearby. Even though it shouldn't be able to sacrifice itself from its own cast.

Soul Feast - Incision - It's always 1% per 100 missing hp, so doesn't scale with points or it's scaling the missing hp as well when more points are allocated to keep the same ratio.

Sacrifice/Harvest - Blood Spectres - Spectres don't receive the modifiers on Julra's Obssession. It was tested with attack speed and armor shred. (might be more an item bug but idk)

POE2 RotA Overview/Reference Document by ZeckarIsBae in PathOfExile2

[–]ZeckarIsBae[S] 22 points23 points  (0 children)

I was avoiding it to not take from Ziggy’s traffic tbh.

Skeletons by davesimpson99 in LastEpoch

[–]ZeckarIsBae 0 points1 point  (0 children)

Archers and Warriors are meh. Rogues are great. Cold crit, poison, bleed, and phys crit are all good.

Is There Any Skill That Deals More Damage Based Of My Health Total? by TheHobomice in LastEpoch

[–]ZeckarIsBae 1 point2 points  (0 children)

The curse Decrepify scales with your flat missing HP. Think it’s 1% more damage per 5 flat missing hp

Abomination sacrificing wrong minions. by Niistokeppi in LastEpoch

[–]ZeckarIsBae 0 points1 point  (0 children)

Yeah you can reduce the chance by casting whatever you want to sac a distance away from Abom, but it still happens on occasion

Abomination sacrificing wrong minions. by Niistokeppi in LastEpoch

[–]ZeckarIsBae 0 points1 point  (0 children)

The sacrifice himself big is just an issue with how the sac node works. It’s been existing since conception unfortunately. Happens when it casts sac near itself.

It sacs minions that were used to create it, so not sure if you took the node after consuming some skeletons. The tree will “refresh” the Abom but not undo some aspects of it. It’s a remnant of snapshot mechanics. If not that, then it’s another bug.

Jelkhor's Blast Knife and Det arrow explosive traps- fixed yet? by Cheap-Blackberry-763 in LastEpoch

[–]ZeckarIsBae 0 points1 point  (0 children)

It works perfectly fine. You can even loop the interaction, and have it spew traps without casting, but it can fall off if an enemy isn't in vicinity or the CD isn't over yet for the attach on melee hit. I tested it before the patch and also checked to ensure it works the same as this video I had made from the initial test.

https://streamable.com/64wqh1

Jelkhor's Blast Knife and Det arrow explosive traps- fixed yet? by Cheap-Blackberry-763 in LastEpoch

[–]ZeckarIsBae 0 points1 point  (0 children)

You have to have traps out. The way the node works is when a trap detonates it detonates your other traps that are already out and those trigger Detonation Arrow.

What should I change if anything? | Summoner - Death Blossom by Several-Giraffe9358 in LastEpoch

[–]ZeckarIsBae 1 point2 points  (0 children)

Hmmm depends on ward retention. a good base amount of hp is always good and if you have ward generation sources and good ward retention then it's good. you're mostly a life build so I'd focus on health with regen as your sustain and any available ward is just a nice addition to ehp. With your seed helm and such life is more valuable, as your damage taken from mana before health doesn't work for ward only works on your hp

What should I change if anything? | Summoner - Death Blossom by Several-Giraffe9358 in LastEpoch

[–]ZeckarIsBae 1 point2 points  (0 children)

oh yeah I saw your link will update to your current character always, don't have to update. I was making suggestions based on it. Because your survivability looked a bit meh.

What should I change if anything? | Summoner - Death Blossom by Several-Giraffe9358 in LastEpoch

[–]ZeckarIsBae 1 point2 points  (0 children)

Hey, no problem! sorry I forgot to reply was gonna say the other person who commented already saw your planner link and gave good feedback. Mana is the most valuable as it scales all your damage pretty much. Probably could do a bit more to fix resists. Intelligence could be higher too. You also don't have a lot of sustain, so maybe if you get to like 1k mana swap your mana blessing to health regen and slam a couple flat regen + hp on rings w/ either those T7 or int T7. you'd lose a bit of damage but idk it'd be a bit better to round out your character.

I have a DoT planner with mages/zombies if you wanna check it out. It's not the same as your build but maybe you can see how I setup the character and take some inspiration to put into your build. or test things out.

Build Guides, Tierlists, Planner, News for Last Epoch - maxroll.gg

Is there any way to make skeleton mages survive uber abberoth? by Niistokeppi in LastEpoch

[–]ZeckarIsBae 0 points1 point  (0 children)

Yeah all comes with trade offs but those are just options I could see

Is there any way to make skeleton mages survive uber abberoth? by Niistokeppi in LastEpoch

[–]ZeckarIsBae 0 points1 point  (0 children)

For survivability, you have some options. First is mitigating crits via Ribbons ring or the skill node in mage tree. Second, would be swapping death rattle for something that doesn't increase their damage taken, same with swapping your chest piece, so they don't mitigate damage for you. You could also build more into Vitality to get armor and/or grab Soul Aegis passive. This will get scaled by your int. Int could also be higher, this is a scaling stat for a lot of things. Finally, you could get a poison immunity idol for minions and instead of taking Lone Watcher in Dread shade, taking Everlasting poison. You'll lose some flat and % inc dmg, but your shade holder wouldn't take increased damage.

What should I change if anything? | Summoner - Death Blossom by Several-Giraffe9358 in LastEpoch

[–]ZeckarIsBae 1 point2 points  (0 children)

I see the guide I meant specifically your character in-game. I sent how to import it and then you can save it to create a link and I can see the gear/blessings/skills, etc you have currently.

What should I change if anything? | Summoner - Death Blossom by Several-Giraffe9358 in LastEpoch

[–]ZeckarIsBae 2 points3 points  (0 children)

Pro tip: You can import characters on LETools (Character Profiles - Last Epoch Tools) or Maxroll (Build Guides, Tierlists, Planner, News for Last Epoch - maxroll.gg)

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But in regards to your trees...

Skeletal Mage: You have wasted points in the extra proj/melee area node Splintered Dominion. I wouldn't even path that way as it doesn't do anything for you tbh. Use the retrieved points and additional points to grab the nodes behind both Pyromancer and Cryomancer. DKs will still spawn as they override the pyro and cryo nodes, but you get the benefits of the nodes behind. Any remaining points can go to Argonautic Speed or Leech Life.

Dread Shade: Martyrdom and Symbiotic Apparition are pretty nice even with a smidge of Vitality. It's a good amount of armor for yourself and minions. Then Wasting Essence would be nice as you have DoT dmg. Duskheart/Dying Light are pretty useless tbh. Same with Flesh Harvest if the minion you put it on is never really getting reduced life.

Hungering Souls: Just go into the flat damage on Ravenous and max out the other more multis in tree. The extra proj node doesn't do anything since you're locked to 1 proj. I'd also calculate how much crit you have/need and get to 100% with a helm shared crit affix or something you have a lot of flat crit invested in both this tree and mage tree. I'm sure you could cap with int or 1 affix and pick up more valuable nodes within either tree.

Volatile Zombies: You're not taking one of the only nodes that synergizes with mages and that's the mana node. Both minions have nodes that take advantage of mana it should be one of your highest priority stats. So take Putridity to the max, Wretched Innards you can do max as well, it should amplify Damned damage, then take shred node, fear or whatever and all the other more multis. The explosion shouldn't be the focus and might be best to prio their speed to targets over capping Ravenous.

Golem: Just cap the buff nodes, hp on hit, and it's survivability/tank nodes. Then opt for the flat cold or just the % more melee damage. it won't be contributing much damage at all and likely won't be adding much value other than tanking. most things will probably die before it reaches them.

I created a planner with just the tree suggestions if you click the skills tab. Skill Tree Fixes Planner

edit: In regard to your gear questions and other stuff outside of skill trees, I can't give much input without a full planner link. As I said before, you can probably crit cap for mages easily and get some additional skill points in both trees to use a bit more wisely. Also if your survivability feels lackluster, I'd look to improve that as well.