If you use Archmage, the costs go crazy. However if you don't use Archmage, there's very few ways you can scale the damage efficiently because Cast on Crit doesn't work, nor do infusions(which also make the majority of spells useless for totems). The thing is the no cost also removed the Archmage cost, this is why it was very good.What does totems having a placement cost change? You're just paying a little mana (and you're mana stacking anyways) to place them every 8 seconds or something right?
Wyvern is the way to go early, both Wolf and Bear are actually pretty shit early on too.If you roll monk blow the first bit of gold you scrounge up on a talisman and do bear or wolf for a while.
I’ve been doing twister practice, for shits and giggles I did a run as a monk with twisters, sold all my gear and just bought the cheapest white spear, ran to the chest with the spell gem and got twister and started leveling like it was the huntress, act one went faster than normal. I’d say it’s completely viable to just do that until monk comes online.Its not just warriors though, its pretty much all classes in the beginning namely the melee. Maybe casters have it the best with econtagion and essence drain, maybe plants?. Which they all pretty much start with. Melee get the dick, shit mace skills, shit stave skills, spears are the only thing left with one skill before they nerf twisters.
LOL they have this big monk reveal, which looks really good, right? except you have to play like a bow or something as a monk in first act. which again, new players here im talking about. Like literally the most shit start of any class if you start with the stave.
Updated Patch Notes:
- The Ancestral Bond Keystone Passive now has: Your Totem Limit is doubled, No Charge requirement for placing Totems, Totems reserve 75 Spirit each. To clarify, despite Spell Totem having the Spell tag, summoning the totem itself is not a spell so costs added to spells are not added to summoning a Spell Totem.
I ran ice monk first 2 acts a few days ago and it was no problem. Maybe a bit slower than others, but perfectly doable if you know WTF youre doing. Twisters I ran through whole campaign like a week back. And yeah its easier but act 1 still sucks for twisters too until you get the freeze tech going, late act 1 or act 2 beginning. I actually think monk is easier because if you take hollow palm you dont have to deal with the stupid weapon RNG. By act 2 when you get hollow palm and ice strike monk really gets going till end game. And IMO its more fun than twister. And there will be like 30%-40% people starting with twisters too.I’ve been doing twister practice, for shits and giggles I did a run as a monk with twisters, sold all my gear and just bought the cheapest white spear, ran to the chest with the spell gem and got twister and started leveling like it was the huntress, act one went faster than normal. I’d say it’s completely viable to just do that until monk comes online.
now Im even more confused!They just updated Ancestral bond again.
no.Sounds like it'll use base mana cost per totem, but any multipliers from supports, archmage, and anything else that ups mana cost won't affect it.
Nice, was just about to figure out what pet class I wanted to try this season.God damn it. Skeletons back on the menu?
Might just start Plant Oracle anyway and see what people come up with on the minions.
View attachment 629771
Minion damage wasn't really the issue anyway, although more damage is always good. The current main issue with minion builds is still the same, the AI/movement issues. Minions pathing, hitboxes and their speed when you're trying to move around quickly through a map is the main problem.God damn it. Skeletons back on the menu?
Might just start Plant Oracle anyway and see what people come up with on the minions.
Yea it was kinda of sad to have agreat minion build and not being able to reach the Breach boss in the gauntlet due to AI issues. Made me rage quit it.Minion damage wasn't really the issue anyway, although more damage is always good. The current main issue with minion builds is still the same, the AI/movement issues. Minions pathing, hitboxes and their speed when you're trying to move around quickly through a map is the main problem.
In PoE1, you can be zooming at 180% speed with a quicksilver and still have minions constantly killing shit as you go with the option to convocation all of them on top of a rare pack to instantly delete it. If you check any modern spectre build they can move extremely fast, it's not headhunter or lightning warp coc fast shit but it's not slow. If you run too far away, minions simply teleport to you and instantly resume attacking.
In PoE2, you have no option to move past a certain speed. Spectres will unsummon then follow you as wisps that are only slightly faster and will only respawn once they're next to you, skeletons will unsummon then go into a fairly slow respawn animation, if you run around in a tight corridor map minions get stuck in doors constantly, having too many melee minions make them unable to do damage because they take forever to position into melee range and so on. Minion movement speed barely helps with anything because base minion speed is so low(also the reason 70% of the spectres are unuseable) and the values are so low and there's nothing like haste aura(other than companion tamed beast auras which is way more costly), again no convocation so can't drop your stack of melee shit right on top of the mob you're trying to kill. They need to reduce the hitbox of all melee minions, increase their melee reach significantly speed up leash animations(I'd say remove them but clearly they're not gonna do that) and still need to buff minion's tankiness.
That said since a lot of builds are also pretty slow in PoE2, it's not that bad, but still annoying how clunky minions can be if you're trying to speedclear.
As a side note, one of the new Kalguraan skill gem is an instant minion rez on a 4s cd, that's going to be very good, especially when combined with Last Gasp and even more so with Tecrod's Revenge. It consumes all runic ward to rez minions with that amount as health. Now that's going to be a shit amount of health but if you have Last Gasp, you can basically loop Last Gasp duration > instant rez once it runs out > Last Gasp duration over and over and with Tecrod you even get all the low hp benefits from it so it's effectively a damage boost with no downtime anymore(well if not all skeletons die at the same time, there's going to be some downtime but still). Downside is all your runic ward is getting used constantly so won't benefit from the safety of "fake hp", but it should basically fix any minion squishiness issue at the cost of having you press a button.