Summon Barb

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Grazitz
Destroyer
6 | 1
I didnt really want to put this together but summon barb is sorely lacking any updated information with the most recent being noted for patch 1.0

PROS
  • Very safe
  • Viable upto at least 130 ubers with minimal gear
  • BIS gear is pretty cheap
  • Tanky

Cons
  • Minion AI is Derp
  • Typical play style requires use of alot of different skills
  • Screen Clutter

Gameplay




Important Mechanic

Minion stats are snapshotted at the time of summoning. This includes benefits from stances. It may be wise to build a second "Max minion stats" set of gear but it is absolutely critical to abuse 2 stances by using one when summoning minions and another for yourself.

Precombat

Active Wolf stance and summon all your minions including your wolf. Then depending on your area and play style either stay in wolf stance or change to either Bear or Eagle stance depending on if you need defense or sustain.

Combat

Use Spirit walk to tele bomb enemies and apply Spirit Reave on cool down. Any time one of your summons dies swap to wolf stance re-summon and then change out of wolf stance. Maintain Titan's Fortitude.
For very dangerous areas it may be best to not telebomb and just focus on keeping your minions up. Any time mana is a problem prioritize Guardian spirits over all others. If Mana is a problem its probably best to use Eagle stance over wolf stance. Yes your minions will have lower damage but if they are dying so fast you need to keep summoning better to be able to have mana to keep them out.




Leveling
► Show Spoiler





Skill Tree:
► Show Spoiler





Stats:
Base 600 Strength Rest Vitality. Important that the STR stat is Base and not just what is reflected on the front of your character sheet.




Gear:
Weapons:
Uldyssian's Legion
Uldyssian's Legion
Bronze Sword (4)

One-Hand Damage: (8 - 9) to (9 - 11)
(Barbarian Only)
Required Level: 9
Required Strength: 82
Item Level: 13
Strength Damage Bonus: (0.14 per Strength)%
+1 to Barbarian Skill Levels
15% Attack Speed
15% Cast Speed
+(24 to 40)% Enhanced Damage
+(3 to 5)% to Summoned Minion Life
+(6 to 8)% to Summoned Minion Damage
Maximum Mana +(21 to 25)%
Elemental Resists +(5 to 7)%
Socketed (2)
One-Hand Damage: (23 - 26) to (28 - 31)
(Barbarian Only)
Required Level: 27
Required Strength: 124
Item Level: 29
Strength Damage Bonus: (0.14 per Strength)%
+2 to Barbarian Skill Levels
25% Attack Speed
25% Cast Speed
+(58 to 75)% Enhanced Damage
+(9 to 11)% to Summoned Minion Life
+(11 to 13)% to Summoned Minion Damage
Maximum Mana +(31 to 35)%
Elemental Resists +(8 to 10)%
Socketed (4)
One-Hand Damage: (59 - 64) to (71 - 77)
(Barbarian Only)
Required Level: 46
Required Strength: 244
Item Level: 50
Strength Damage Bonus: (0.14 per Strength)%
+3 to Barbarian Skill Levels
35% Attack Speed
35% Cast Speed
+(92 to 109)% Enhanced Damage
+(15 to 17)% to Summoned Minion Life
+(16 to 18)% to Summoned Minion Damage
Maximum Mana +(41 to 45)%
Elemental Resists +(11 to 12)%
Socketed (5)
One-Hand Damage: (77 - 83) to (94 - 101)
(Barbarian Only)
Required Level: 55
Required Strength: 482
Item Level: 86
Strength Damage Bonus: (0.14 per Strength)%
+(3 to 4) to Barbarian Skill Levels
40% Attack Speed
40% Cast Speed
+(109 to 126)% Enhanced Damage
+(18 to 20)% to Summoned Minion Life
+(19 to 20)% to Summoned Minion Damage
Maximum Mana +(46 to 50)%
Elemental Resists +(13 to 15)%
Socketed (6)
is very good --> Tainted Craft with +4 Barb Skills and Good Minion damage -->
Skeld's Battlesong
Skeld's Battlesong
Kriegsmesser (Sacred)

One-Hand Damage: 53 to 57
(Barbarian Only)
Required Level: 100
Required Strength: 642
Item Level: 105
Strength Damage Bonus: (0.14 per Strength)%
Guardian Spirits Inherit 100% of Your Deadly Strike
+(3 to 5) to Barbarian Skill Levels
1% Base Block Chance
+(13 to 25)% to Summoned Minion Damage
+(25 to 75) to Vitality
Regenerate Mana +(10 to 30)%
Maximum Lightning Resist +(1 to 2)%
Socketed (6)
or
Gladiator's Rage
Gladiator's Rage
Spatha (Sacred)

One-Hand Damage: 46 to 48
(Barbarian Only)
Required Level: 100
Required Strength: 500
Item Level: 120
Strength Damage Bonus: (0.14 per Strength)%
4% Chance to cast level 16 Bloodlust when Struck
+(2 to 4) to Barbarian Skill Levels
+(1 to 2) to Maximum Barbarian Minions
40% Cast Speed
+(50 to 75)% to Summoned Minion Life
+50% to Summoned Minion Damage
+50% to Summoned Minion Resistances
(10 to 30)% Gold Find
(10 to 30)% Magic Find
+(3 to 5) to Light Radius
Socketed (3)
. You can probably skip the tainted craft but if your SSF and desperate for an upgrade this is slightly more damgae than Uldyssian's Legion
Shield: I feel like the weapon Selection here is very good but if you need extra defense or happen to find a
Toraja's Champion
Toraja's Champion
Gilded Shield (Sacred)

Defense: (7944 - 8978) to (9847 - 11129)
Chance to Block: 1%
(Barbarian Only)
Required Level: 100
Required Strength: 700
Item Level: 105
+(2 to 3) to Barbarian Skill Levels
+2 to Maximum Barbarian Minions
+(30 to 38)% Damage to Protector Spirit Bloodlust
40% Cast Speed
+(21 to 25)% to Summoned Minion Damage
+(115 to 143)% Enhanced Defense
+500 to Life
+250 to Mana
Elemental Resists +10%
+10 Life on Striking
+(6 to 7) Mana on Striking
Socketed (4)
it is a very good item
Helm:
Morthwyrtha
Morthwyrtha
Barbarian Helms

'IoSur'
Runeword Level: 75
+(3 to 4) to Barbarian Skill Levels
+1 to Maximum Barbarian Minions
+3 to Banish
+(16 to 20)% to Summoned Minion Damage
+(50 to 75)% to Summoned Minion Attack Rating
Regenerate Mana +(6 to 10)%
In later section I will talk about build options but with a specific setup
Undead Crown
Undead Crown
Crown (Sacred)

Defense: 4437 to 4914
Required Level: 110
Required Strength: 675
Item Level: 120
12% of Minion Damage Increases Added as Deadly Strike
40% of Minion Life Increases Added as Total Character Defense
Your Attacks Ignore the Physical Resistance of the Undead
Deal No Crushing Blows
Orb Effects Applied to this Item are Doubled
50% Attack Speed
+200% Enhanced Defense
Socketed (4)
is very good
Body:
Akara's Robe (Sacred)
Akara's Robe
Quilted Armor (Sacred)
Defense: 2763 to 2831
Required Level: 80
Required Strength:
350 to 395
Item Level: 255
+1 to All Skills
+500 Defense
+(31 to 50) to all Attributes
+200 to Life
Elemental Resists +(31 to 40)%
Requirements -(21 to 30)%
Socketed (6)
--> Tainted Craft +2 skills and good Minion damage-->
Goetia Plate
Goetia Plate
Full Plate Mail (Sacred)

Defense: (8467 - 9339) to (10376 - 11445)
Required Level: 100
Required Strength: 700
Item Level: 120
+3 to All Skills
+1 to Maximum Necromancer Minions
+(151 to 200)% to Summoned Minion Life
+(51 to 75)% to Summoned Minion Damage
+(172 to 200)% Enhanced Defense
+100 Life Regenerated per Second
+750 to Life
+375 to Mana
-4 to Light Radius
Socketed (6)
or
Thelema

Thelema
Body Armors

'LewIuHel'
Runeword Level: 110
+4 to All Skills
55% Cast Speed
+(80 to 95)% to Summoned Minion Damage
+(200 to 250)% to Summoned Minion Attack Rating
+(172 to 200)% Enhanced Defense
+(120 to 150) to Vitality
15% to Vitality
+(101 to 125) Mana when Struck by an Enemy

Belt: Honorific --> Tainted Craft +2 Barb Skills and Good Minion Damage
Gloves:
Prodigy
Prodigy
Gloves

'AmnLum'
Runeword Level: 45
+1 to All Skills
+(10 to 15)% to Summoned Minion Damage
+5% to Summoned Minion Resistances
+93 Defense
(11 to 20)% to Strength
Regenerate Mana +(10 to 15)%
Fire Resist +(3 to 8)%
Lightning Resist +(3 to 8)%
Cold Resist +(3 to 8)%
Poison Resist +(28 to 33)%
--> Tainted Craft
Boots: Honorific --> Any boots with + all skills --> Tainted Craft
Ring: Rare with +1 skills and Minion damage. Getting Minion life is a nice plus. If you have TG to dump you can go
Ring of Regha
Ring of Regha
Ring

Item Level: 1
Adds 3-5 Damage
+5% to Spell Damage
+(5 to 15) to Strength
+(5 to 15) to Dexterity
Elemental Resists +10%
Lotto +1 with minion damage UMOs.
Der Nebelring
Der Nebelring
Ring

Required Level: 110
Item Level: 105
+(20 to 30)% to Summoned Minion Life
+15% to Summoned Minion Damage
+1000 Defense
+400 to Life
Physical Resist (4 to 6)%
+(40 to 50) Life after each Kill
+2 to Light Radius
Are great if you need more survivability without losing too much damage.
Amulet: Rare +4 skills lucked with minion damage

Others:
Corrupted Wormhole
Corrupted Wormhole
Required Level: 100
Keep in Inventory to Gain Bonus
is best to use Barb Skills but life if you're lazy. If your a go getter build both skills and life. Use the skills to summon and life otherwise. Its possible Vit might give more life than life wormhole but I have not tested.
Sleep charm use
Judgement Day Trophy
Judgement Day Trophy
Cube with the Crystalline Flame Medallion to Add Bonus
5% to All Attributes
- Divine Mandate -
.
I think
Relic (Summon Frostwalker)
Relic
Required Level: 75
+(9 to 16) to Summon Frostwalker
Maximum Cold Resist +1%
Gain Exodia while Carrying All Summon Trio Relics
(Summon Frostwalker - Summon Glowing Fungus - Summon Sinner)
Exodia
Summon One Extra Minion With Each Cast
+100% to Summoned Minion Damage
+100% to Summoned Minion Attack Rating
+666 to Life
Relic (Summon Glowing Fungus)
Relic
Required Level: 75
+(9 to 16) to Summon Glowing Fungus
Maximum Lightning Resist +1%
Gain Exodia while Carrying All Summon Trio Relics
(Summon Frostwalker - Summon Glowing Fungus - Summon Sinner)
Exodia
Summon One Extra Minion With Each Cast
+100% to Summoned Minion Damage
+100% to Summoned Minion Attack Rating
+666 to Life
Relic (Summon Sinner)
Relic
Required Level: 75
+(9 to 16) to Summon Sinner
Maximum Fire Resist +1%
Gain Exodia while Carrying All Summon Trio Relics
(Summon Frostwalker - Summon Glowing Fungus - Summon Sinner)
Exodia
Summon One Extra Minion With Each Cast
+100% to Summoned Minion Damage
+100% to Summoned Minion Attack Rating
+666 to Life
is the best combo here.
Relic (Defender Spirit)
Relic
Required Level: 75
+1 Extra Defender Spirit
+(22 to 35) to Defender Spirit
+25% to Summoned Minion Life
+5% to Summoned Minion Damage
Spirit Walk Heals an Additional 5% Maximum Life while Carrying All Shaman Relics
(Defender Spirit - Guardian Spirit - Protector Spirit)
Relic (Guardian Spirit)
Relic
Required Level: 75
+1 Extra Guardian Spirit
+(22 to 35) to Guardian Spirit
+25% to Summoned Minion Damage
Spirit Walk Heals an Additional 5% Maximum Life while Carrying All Shaman Relics
(Defender Spirit - Guardian Spirit - Protector Spirit)
Relic (Protector Spirit)
Relic
Required Level: 75
+1 Extra Protector Spirit
+(12 to 20)% Damage to Protector Spirit Bloodlust
+(15 to 25) to Protector Spirit
+25% to Summoned Minion Resistances
Spirit Walk Heals an Additional 5% Maximum Life while Carrying All Shaman Relics
(Defender Spirit - Guardian Spirit - Protector Spirit)
isnt bad for stats and provide some nice sustain as well as extra spirits that will help with clear and duration of Spirit reave
Individual relics that are nice:
Relic (Champions of the Sun)
Relic
Required Level: 75
+(15 to 26) to Champions of the Sun
+(11 to 15)% to Summoned Minion Damage
Elemental Resists +(10 to 15)%
The resist aura is very nice especially when pushing into high end rifts
Relic (Overlord)
Relic
Required Level: 75
+(5 to 13) to Overlord
+20% to Summoned Minion Damage
Maximum Life +(2 to 3)%
Gives an extra of each spirit plus some bonus damage
Relic (Blood Skeleton)
Relic
Required Level: 75
Blood Skeleton: +5 to Grim Vision Aura
+(13 to 25) to Blood Skeleton
+(5 to 10)% to Summoned Minion Resistances
The Grim Vision aura gives some not bad extra damage
Relic (Ice Elementals)
Relic
Required Level: 75
+1 Extra Ice Elemental
+(15 to 32) to Ice Elementals
+(31 to 40)% to Summoned Minion Damage
+1000 Defense
provides a nice amount of damage and defense
Relic (Iron Golem)
Relic
Required Level: 75
+(11 to 21) to Iron Golem
+100% to Summoned Minion Attack Rating
(11 to 15)% Magic Find
Minion attack rating is very nice plus magic find
Any other relic with minion stats or that gives a summon is of course useable but I think it would be blow any of the above


Mystic Orb Priority:
Minion Damage --> Minion Resists until 75% --> Minion life --> Magic find

Socket slots:
Hel Runes are fine for starting but as you have spare Arcane crystals you will want to Craft +11 Minion damage Jewels preferably with Minion life also on them.




Build Options:
I recommend using Rune Master to make the summoner as Tanky as possible. I have yet to have an issue with damage but Nephalem spirit is more damage. With Nephalem spirit you probably dont need 100% str but if you want even more damage with Nephalem spirit you can spec 100% str for stats. Nephalem spirit is notably powerful in Fautz because Necro bots resist physical damage and deal mostly physical damage.

In theory dumping points into Bear stance can be very valuable as well but I have not found the need. Maybe if your HC

I think it goes without saying but if you max your physical resist elsewhere (Nephalem spirit, Gear, Bear stance) Points in tenacity are wasted. Spend them elsewhere

Defender spirits are pretty good at tanking even with 1 point invested. It may be worth considering only going one point. This will reduce your spirit reave damage as well as some of the AOE damage of the Defender spirits but is worth considering if you want more Physical resist from Bear stance, life from ancient blood or stats from Mountain king.

Thundergod doesnt do alot feel free to place this point elsewhere. I find the occasional stun nova nice but its not game changing

It will hurt your sustain but once you have teleport from void charm you could possibly cut spirit walk

I have not tested this but in theory instead of putting points into Endurance and Ancient Blood you could spend points into Wind carver tree for more sustain or defense.

For Scosc or late game rifts you can AMP your Guardian spirits to an entirely new power level By using
Undead Crown
Undead Crown
Crown (Sacred)

Defense: 4437 to 4914
Required Level: 110
Required Strength: 675
Item Level: 120
12% of Minion Damage Increases Added as Deadly Strike
40% of Minion Life Increases Added as Total Character Defense
Your Attacks Ignore the Physical Resistance of the Undead
Deal No Crushing Blows
Orb Effects Applied to this Item are Doubled
50% Attack Speed
+200% Enhanced Defense
Socketed (4)
+
Skeld's Battlesong
Skeld's Battlesong
Kriegsmesser (Sacred)

One-Hand Damage: 53 to 57
(Barbarian Only)
Required Level: 100
Required Strength: 642
Item Level: 105
Strength Damage Bonus: (0.14 per Strength)%
Guardian Spirits Inherit 100% of Your Deadly Strike
+(3 to 5) to Barbarian Skill Levels
1% Base Block Chance
+(13 to 25)% to Summoned Minion Damage
+(25 to 75) to Vitality
Regenerate Mana +(10 to 30)%
Maximum Lightning Resist +(1 to 2)%
Socketed (6)
and its not even that expensive. This might not be the best boss killer as you will lose some damage from Spirit Reave. If going this option try to stack enough deadly strike from sources to hit that magic 100%. Remember Deadly strike from weapons only applies from the main hand




Uber Guide
HORROR UNDER TRISTRAM
► Show Spoiler


INVASION
► Show Spoiler


DEATH PROJECTOR
► Show Spoiler


INFERNAL MACHINE
► Show Spoiler


THE BINDING OF BAAL
► Show Spoiler


HORAZON'S SANCTUM
► Show Spoiler


AKARAT
► Show Spoiler


ASSAULT ON MOUNT ARREAT
► Show Spoiler


LORD ALDRIC JITAN
► Show Spoiler


INQUISITOR OF THE TRIUNE
► Show Spoiler


BULL PRINCE RODEO
► Show Spoiler


RATHMA SQUARE
► Show Spoiler


LEGACY OF BLOOD
► Show Spoiler


THE VEILED PROPHET
► Show Spoiler


HEART OF SIN
► Show Spoiler


INVASION II
► Show Spoiler


JUDGEMENT DAY
► Show Spoiler


TWIN SEAS
► Show Spoiler


QUOV TSIN
► Show Spoiler


KINGDOM OF SHADOW
► Show Spoiler


BANISHER OF LIGHT
► Show Spoiler


LEGION OF THE DAMNED
► Show Spoiler


TORAJA
► Show Spoiler


EVE OF DESTRUCTION
► Show Spoiler


LORD OF LIES
► Show Spoiler


GHOSTS OF OLD BREMMTOWN
► Show Spoiler


YSHARI SANCTUM
► Show Spoiler


XAZAX
► Show Spoiler


ASTROGHA
► Show Spoiler


NYMYR'S LIGHT
► Show Spoiler


SPIRIT WORLD
► Show Spoiler


INVASION III
► Show Spoiler


THE VOID
► Show Spoiler


NEPHALEM'S SACRIFICE
► Show Spoiler


ARCHBISHOP LAZARUS
► Show Spoiler



Breakpoints: https://dev.median-xl.com/speedcalc/ but for the most part wolf passive plus immortal takes care of them
Credits: Pokemancer Guide viewtopic.php?f=40&t=56611 , Old Summon Barb Guide viewtopic.php?f=40&t=28125

Maybe Ill come back and make updates. Or not<3. I plan to add some details about each uber.
Edited by Grazitz 2 weeks.
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abwhorent
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Pretty solid basis for a guide. Glad that someone decided to step up and write something, as there are quite a few players who are still interested in summon barb.

Good pointers about:
- Minion snapshotting (Stance for summoning vs. personal use)
- DS on offhand for Skeld's / Undead Crown (Would be good to see math on Qor to get DS vs Minion Jewels as a trade-off; again, this impacts Spirit Reave)
- Gear recs are solid

I have some disagreements with your recommendations on other fronts.

Gear:

I would not switch out of Uldyssian's Legion x2 until Gladiator's Rage and Toraja's Champion. At early levels, your stat pool will be lacking and that includes your mana for resummoning. Uldy Legion gives 50% mana in each hand (and ele res is nice early on as well) and this is huge. You can further supplement this with Meditation in the early game (1 - 120) and respec later once you feel that your mana vs. minion survivability is good. The mana problem can be especially pronounced in Ubers that chew through your summons. In fact, I would not even recommend using Tainted craft on weapons; you can instead use them on slots like gloves/belt and for blessing. I would also not recommend using Skeld's Battlesong outside of Undead Crown because it is just worse than Uldyssian's Legion (for early game) and Gladiator's Rage (for late game).

You could use Fauztin's Visage instead of Akara's Robe. The latter is free and gives res and life, it's solid for that point of the game. Matter of preference. Reave without Fauztin's Visage provides plenty of damage to get into early Ubers; you can even kill Akarat as a fresh 110 Summon Barb now.

I agree with not recommending the Summon Barbarian set. In fact, I would go so far as to recommend against it in a guide until it is buffed. Nerfing it in the patch where summon barb was buffed was questionable, as it just creates too much reliance on Tainted Crafts and TUs early on instead of providing flexibility with gear selection when transitioning into the mid and endgame. Especially if you compare summon barb set to summon necro whose sets are solid.

The set's problems are manifold. Moving the 1 max minion count to the 4pc set effect means that you have to use the rubbish weapon. The shield is okay but you get plenty of defense and mana from summons/Runemaster/Uldy Legion, meaning it is outclassed by the TU alternative you're already wearing. The helmet is okay but worse than Morthwyrtha (which is a cheap RW) due to only being comparable while lacking the +1 minion mod, and the % vitality does not matter until much later, once you have 600 base str and start dumping into vit. The chest is almost misleading to players who do not understand that only base str scales summon barb, as the % strength barely matters for equipping other gear (you already invest base str for summon barb), but at least it can ease up your need for Tainted Shrines if you are not using Fauztin or Akara's for some reason.

Worth mentioning Der Nebelrings. Barb has great phys def with Bear Stance but if you want to be lazy or safe and have passive phys res while keeping another stance like Eagle, it's there. You will miss out on the +1sk but if rare jewelry is not forthcoming, it is worth considering.

Amulet lategame rec is misleading. "Lotto" is only for sets/SUs and it gives % Magic Res on amulets currently. Luck is what you want to do, and it gives +1 skill on amulets.

You can have two wormholes; 1 for pre-buff with 2 barb skills, 1 for actual gameplay with Life or Vitality. Due to barb's good life per vit gain, Vit is highly worth considering, especially considering how bad medium/large life cycles are now.

For a guide, I think it is worth mentioning Blessing with Oil of Intensity. It is just a general gameplay point worth mentioning for the best gear possible.

Skill Tree:

Thundergod does basically nothing. Don't waste a point in it. It is a buff that triggers on attack and you basically never melee slap.

If your physical resistance is already covered with Bear Stance and other means (or via Nephalem Spirit), I don't see the point in maxing Tenacity when you could instead have Endurance.

I have always been an advocate against leveling Defender Spirit for the sake of Spirit Reave. As meatshields they do their job at level 1. Their damage output is not notable, especially compared to Guardian Spirits and even Protectors. Their contribution to Spirit Reave damage is negligible. Please take a look at the difference in damage between these two screenshots. You are wasting up to 24 points for this which could be used more to greater effect in barb's fantastic passives.

ImageImage

I would also recommend a single point in Spirit Bond instead of 2 points. I do not believe Reave stacks (meaning there is less utility in a long Reave degen duration), but please correct me if I am mistaken. This could be said to be a matter of personal preference, but with a single point in Spirit Bond, Reave's degen is already longer than the CD on Reave. Keeping the two similar in length helps you build discipline in applying Reave.

Image

I'm not certain about recommending Savagery from WW for DS. I am not sure if the DS inheritance is a live calculation, but it's probably part of the snapshotted stats at the time of summoning. You cannot simultaneously WW and summon spirits. Even if it was a live calculation, WWing during combat without being a WW build is impractical since you have none of the bonuses and you need to stop to kite and apply Spirit Reave.

I would emphasize how useful Nephalem Spirit is for farming places like Fauztinville. Of course, the 2 max res from Runemaster cannot be understated in importance, but Fauztinville mostly deals physical damage. In addition, Necrobots highly resist physical damage, which is what all of your summons deal. Even though summons get absolutely no pierce, Nephalem Spirit's added damage does a lot against Necrobots. I don't have video evidence attached, but the difference is noticeable. The phys res also works better in Fauzt. It's a pretty comfy pick, though I am not sure about going so far as to dump every point into str as opposed to just hitting your 600 base str cap and dumping vit, since being tanky is good for Lab and Scos.
Grazitz
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You are correct about spirit reave not stacking but more duration is always nice for the same reasons its nice on poison. It lets you give room for saftey and spend time doing other things like re-summoning. I guess its worth noting if you re-apply before it wears off then the re-application does not refresh the dot basically ignoring the second application meaning it will end in 1 secondish.

You are absolutely correct about thunder god its mostly a wasted point but sometimes the free stun nova is nice and I feel that I have extra points.

You are also right about savagery I will remove it from the guide. The Deadly strike is probably snap shotted at time of summoning.
Edited by Grazitz 2 weeks.
Grazitz
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In hind sight I ended up incorporating most of abwhorent's suggestions directly in the guide.
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aerial
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When it comes to fauztinville, when you progress there (so no all charms, bis gear, and level 145), I find it pretty annoying to survive with neph spirit. While it helps vs necrobots, you can't really yolo teleport forward and stomp screens, because you get hit way too much.
I think what can solve this is getting defense to high numbers. To the point you even look for total defense upgrades on armors, try get full value out of runemaster. Running there with lets say 600k defense would make much more difference than 15% phys res from neph spirit.

Another thing is viability of the build in scosglen, without champions of the sun relic. This relic improves summon resistance from 50% to 95%? which means increase in survivability to elemental damage x10. And this is what is main problem in scoglen.
What happens if you don't have the relic, even push some minion life, and try to run scoglen, how often do your minions die?
youtube.com/ae1337
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aerial wrote:When it comes to fauztinville, when you progress there (so no all charms, bis gear, and level 145), I find it pretty annoying to survive with neph spirit. While it helps vs necrobots, you can't really yolo teleport forward and stomp screens, because you get hit way too much.
I think what can solve this is getting defense to high numbers. To the point you even look for total defense upgrades on armors, try get full value out of runemaster. Running there with lets say 600k defense would make much more difference than 15% phys res from neph spirit.

Another thing is viability of the build in scosglen, without champions of the sun relic. This relic improves summon resistance from 50% to 95%? which means increase in survivability to elemental damage x10. And this is what is main problem in scoglen.
What happens if you don't have the relic, even push some minion life, and try to run scoglen, how often do your minions die?


Everyone is always talking about champion of the sun relic, but I really don't understand how it is increasing the minion res above the 50% cap; Can someone explain this to me?

Also when it comes to relics, I think glowing fungus can be EXTREMELY strong with Summon Barb, since he is very good at scaling all the most important stats for Glowing fungus (Cast speed, Minion AR and Minion Damage)
Siosilvar
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CorralTheTroops wrote:Everyone is always talking about champion of the sun relic, but I really don't understand how it is increasing the minion res above the 50% cap; Can someone explain this to me?

Also when it comes to relics, I think glowing fungus can be EXTREMELY strong with Summon Barb, since he is very good at scaling all the most important stats for Glowing fungus (Cast speed, Minion AR and Minion Damage)


There is no 50% cap. The cap is on the summoned minion resistances stat, an aura can push their resists higher.
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aerial wrote:When it comes to fauztinville, when you progress there (so no all charms, bis gear, and level 145), I find it pretty annoying to survive with neph spirit. While it helps vs necrobots, you can't really yolo teleport forward and stomp screens, because you get hit way too much.
I think what can solve this is getting defense to high numbers. To the point you even look for total defense upgrades on armors, try get full value out of runemaster. Running there with lets say 600k defense would make much more difference than 15% phys res from neph spirit.

Another thing is viability of the build in scosglen, without champions of the sun relic. This relic improves summon resistance from 50% to 95%? which means increase in survivability to elemental damage x10. And this is what is main problem in scoglen.
What happens if you don't have the relic, even push some minion life, and try to run scoglen, how often do your minions die?


Against trash mobs its no problem. Cleared screens with 4 etherborn without losing a single minion.

Ya the Druids do tend to make alot of deaths of minions (esp the seer) but it is still well within the range of manageable. Pretty sure with Champion of sun minions could face roll even the seer. Build is over all very safe against most the druids as far as the Summoner itself surviving