The game is great! (I do
complain about it on the official forums though. Because laggers have too good a good reason to hate summoners...)
You can find
links to all of my trading topics here.
Here are some screenshots of the things dearest to me...
My army:
http://static.3ice.hu/images/Path-of-Exile--Summoner-build--Army2.jpg
My unique summoner amulet:
http://static.3ice.hu/images/Path-of-Exile--my-Unique-Amulet.png
My Spark wand:
http://static.3ice.hu/images/Path-of-Exile--my-Spark-Wand.png
My Freezing pulse wand:
http://static.3ice.hu/images/Path-of-Exile--my-Freezing-pulse-Wand.png
My Spectre vest:
http://static.3ice.hu/images/Path-of-Exile--my-Spectre-Vest.png
My Cold snap boots:
http://static.3ice.hu/images/Path-of-Exile--my-Cold-snap-Boots.png
My Life potion that heals summons:
http://static.3ice.hu/images/Path-of-Exile--my-Life-potion.png
My 20 quality Quicksilver flask with a lucky combo of move speed and recharge on crit:
http://static.3ice.hu/images/Path-of-Exile--my-Quicksilver.png
Here I'll dump my info file that I gathered on my summoner build:
-=- poe.txt BEGIN -=-
ToDo
-put on website (That's done now.)
-extract leveling, death, etc info from the game log (This'll be in the next post.)
Passives:
Minion Instability is a major Keystone passive that makes minions deal damage when they die.
The keystone passive Necromantic Aegis will give your minions all your equipped shield stats, at the cost of removing them from yourself. This lets you give minions armor, energy shield, damage reflect, etc.
Edited by 3ICE: The best shield would probably be a Spiked Shield (Dex/Int hybrid) because it has 200+ thorns as a base attribute.
Inner Force will increase your aura power by 30%.
Body and Soul nodes give lots of Armor and Energy Shield.
Divine Toughness health node is near Minion Instability.
Eldritch Battery converts all Energy Shield to Mana. (Might not want to do that. For survivability.)
Chaos Innoculation keystone passive: Maximum Life becomes 1, Immune to Chaos Damage (Might want this instead.)
Good +int nodes:
Savant +30 to Intelligence
Deep Wisdom +20 to maximum Mana, +20 to Intelligence
Mental Acuity +20 to Intelligence, 30% increased Critical Strike Chance
Versatility 5% increased Accuracy Rating, +20 to Dexterity, +20 to Intelligence
Elementalist 10% increased Elemental Damage, +10 to Intelligence
Curses:
Flammability will synergyze well with Minion Instability. Elemental Weakness and Vulnerability also. Enfeeble increases minion longevity.
Low priority curses: Conductivity lowers lightning resistance + gives chance to shock. Critical Weakness does what it says.
Passives for cursing:
Whispers of Doom: Enemies can have 1 additional Curse (so 2 total, barring any uniques)
Hex Master: Curses you cast never expire
Gem links:
Link expensive auras with Reduced Mana.
Link zombie/spectre with minion damage and minion health. (The third one - minion speed - is not so good, but still useful.)
Maybe link skeleton to a Spell Totem. But this will reduce their damage by 40%.
Other good support gems: Faster Attacks, Melee Physical Damage, Added Elemental Damage, Life Leech/Life on Hit. Fire Penetration/Chance to Ignite(to help with Minion Instability damage). Faster Casting is especially useful for Skeleton spam.
Auras:
Cheap, must have mana regen: Clarity
Cheap offensive Auras: Wrath (lightning), Anger (fire)
Cheap defensive auras: Discipline (shield), Grace (evasion)
Expensive offensive Auras: Hatred (cold), Haste (attack speed)
Expensive defensive auras: Vitality (health regen), Purity (resist), Determination (armor)
Passives for auras:
(not that I'd get any of these)
5% Reduced Mana Reservation
Leadership (30% increased Radius of Auras)
Abilities:
Conversion Trap is an extra temporary summon. (Throws a trap that, when triggered by an enemy, converts that enemy to your side for a short duration.)
Lightning Warp is a delayed AoE-damaging teleport.
Ice Spear has 600% crit at long range.
Freezing Pulse has good DPS.
Arc is so rare...
Power Siphon generates Power Charges
Uniques:
Sidhebreath (amulet): 10-15% Damage, Movement, Life for Minions, 1% Physical Damage Leeched as Mana, +25% Cold Resist
Queen's Decree (sword): 15% Damage and Life for Minions, +1 Maximum Number of Zombies and Spectres, +2 Skeletons, +182% Skeleton Duration, +25% Strength Requirement (uh-oh...)
Midnight Bargain (wand): +20 Intelligence, +20% Movement and 15% Damage for Minions, +1 Maximum Number of Zombies and Spectres, +2 Skeletons, Reserves 30% of Life, Cannot be used with Chaos Innoculation
Bones of Ullr (boots): +20 Life, Mana, 60% Shield, 11% Movement, +1 Maximum Number of Zombies and Spectres (no Skeletons)
Vaults of Atziri (map): Chests have 1926% Increased Item Rarity, Area Contains no Monsters
Portal (colorless gem): Creates a portal to the current area's town.
111-point Builds:
111 used to be the talent point cap when I made these. They still work fine, the talent tree itself hasn't changed enough to warrant an upgrade. You'll never reach level 100 anyway. 80-point builds are already considered end game.
High health build (I planned to use this)
CI build (I ended u preferring this) but then changed my mind again, because CI cuts survivability too much.
My current build (Uses 77 out of 120 talent points, as I am level 60.) The end result will be a mix between the health and CI builds, taking the best passive nodes from both and leaving out less important ones like mana cost reduction, crit chance and skipping as many of the +10 int nodes as possible.
Farmable zones as recommended by Kripparrian:
Act 1 Ledge
Act 2 Felshrine → Western Forest
Act 3 City of Saarn → Docks → Lunaris (skippable) → Maps
-=- poe.txt END -=-