Buy unique helmets in Path of Exile. Buy unique helmets in Path of Exile Bone helmet rapturous crown path of exile

Path of Exile has a lot of different equipment that suits a particular build, and a significant part in the build can be played by right choice helmet Helmets have several subtypes that provide certain characteristics (strength with armor, intelligence with energy shield, agility with dodge), but there are also unique hats that can significantly buff your character. One such example is the “ ” helmet, which has unique buffs such as adding physical damage and adding to all stats, but it also increases the physical damage your character takes, which can lead to a quick death on high-tier maps. Another example is “ ”, which provides support for the aura of the level 22 Blasphemy stone and +1 to the level of inserted curse stones, as well as increasing % evasion and energy shield.

Do not forget that even after choosing a helmet, you should always look for a helmet with the highest stat benefit; a difference of even 5% plays a very important role. The helmet can also be enchanted in . An enchanted helmet can increase damage, attack speed and much more; when using a certain skill, the right enchant buffs any build very well. Since there are a lot of enchants and they are given to you completely randomly, it can be very difficult to get the right one (for example, damage from a cyclone on “ “), but after the correct enchantment, the value of the item also increases significantly.

One of your character's basic equipment in the game. Helmets have effect various bonuses and require their own pumpable stats for each type. Helmets provide different bonuses, let's take a closer look:

Bonus to evasion (requires agility)
- bonus to energy shield (requires intelligence)
- bonus to armor and evasion (strength + agility)
- bonus to armor and energy shield (strength + intelligence)
- bonus to evasion and energy shield (agility + intelligence)


There are bonuses for wearing helmets in Path of Exile

In the Ascension class, the Hierophant has the Enlightened Devotion bonus, which ignores 20% of elemental resistances.

The Ascended Hierophant class has a bonus that allows helmet skills to have 1 more totem.

If you want to quickly get a unique poe helmet with the most best stats, then you need to contact our experienced site team as quickly as possible. From us you can buy Path of Exile helmets at the lowest and most affordable price.

How to evaluate rare (yellow) items without skipping expensive ones and without collecting cheap items, general tips And detailed description proper inspection of equipment!

PoE differs from any other game in a large number of complex mechanics and equipment cannot be avoided without this. Items in Path of Exile have a huge number of different modifiers, amplifiers, debuffs, and can add active skills or change the character’s gameplay. The game's economy is also one of the most difficult in current realities gaming industry, there are many factors involved here, the absence of a certain key currency (it seems like chaos, but it seems like exes), the constant start of leagues from scratch allows new market rules to appear and disappear depending on patches, changes in skills, items and bosses.

1. Tools to help evaluate items.

I would like to say that the main tools in this category will be your brain and the ability to determine the optimal combinations of modifiers, but in this case this is simply impossible. PoE does not provide all the basic knowledge about what is good and what is bad, what percentage is a lot and how much is a little, and so on, so even the most resourceful person will not be able to determine on the fly on the first try without playing experience what an item is worth something and some not.

Here you need a long study: classes, builds, comparison of different items with each other, you need to know which things are popular and which are not, know at least some basic statistics in the game on the demand for different items among players.

An example from recent events: the famous streamer Mathil made a build for a witch through the Consecrated Path (a new skill added in patch 3.4) using the unique Voidforge sword, which can only drop from the most powerful boss of the game, Uber Elder. The sword and boss have already existed in the game for several leagues. Before Methil published his build, the sword cost 40-60 chaos. Immediately after the start there are several spheres of elevation, or even 4-6 spheres, depending on the time of day. Now that the boom for this item has passed, the price has dropped to 80 chaos. The sword itself has quite good (very powerful) stats, but it is quite niche and cannot be used directly everywhere and by everyone. That is why its price can be so different, although from the point of view of its stats and the difficulty of obtaining it, it should cost much more. But it's all about supply and demand. The same applies to what period of the league you play in. PoE has a very unstable economy, which at the start of the league has too little supply, and towards the end there is too little demand, as a result, some items are “undeservedly” expensive at the beginning, and some items are “undeservedly” cheap at the end of the league.

Therefore, the tools, first of all, will be various reference materials, websites and some opportunities within the game itself, and only then your brain, processing all the incoming information, will make decisions.

1.1. Directly to the tools. The first and most useful functionality that will help you is offered by the game itself. In the settings, interface section, find the item “Extended property descriptions” and definitely check the box there. Now, by holding Alt and pointing at any item, you will see detailed descriptions of all modifiers on it, which of them are suffixes, which prefixes, the level of the item itself and the range of numerical characteristics on each of the modifiers.

I explain the importance of each point. The first is the item level. This is not the level at which it can be equipped, but the level of the location at which it dropped. The level of the item, also known as ilevel (itemlevel, ilvl), determines what modifiers can appear on this item. And what tiers these modifiers will probably be there. That is, this will help us understand whether an item at the current moment or when recrafted can have strong characteristics. The higher the level of the item, the better. Therefore, the higher the level of the cards you go through, the more potentially powerful items you can find.

Next, suffixes/prefixes. Without going too much into the details of crafting, depending on what the item has and what it doesn’t, it will either be able to get an additional SPECIFIC characteristic that you need or not. Suffixes and prefixes are a kind of “sockets” on an item, only not for skill stones, but for stats. Certain stats that can theoretically appear on an item always correspond to either a suffix or a prefix. Therefore, if let’s say an item already has 3 suffix parameters, then that means more stats that can only be a suffix, you won’t be able to craft it there.

Third point, tiers and names of each individual modifier. This is the key thing. And this is especially useful for beginners. It’s not difficult to understand at the beginning of your game that, for example, armor requires life and resists. I read it once in some guide and that’s it, now you know this basis. But the number of these parameters on the clothes... this is a real test. Without playing experience, it is impossible to know that, for example, on a belt 60-70 health by level 70 is already not enough and 80+ would be needed. And that 40-50 is generally a disaster. And this is only one belt. But life can be everywhere. And on what subject what is its maximum? What quantity is optimal? How long to search? This is where these shooting galleries will help. Pointed, held down alt, read the shooting range. The higher the number of the shooting range, the worse the characteristic in terms of quantity. That is. T1 is the maximum and best quantity. It cannot be higher than it. T2 is worse, T4 is even worse and so on, the higher the number, the more lame the mod is. Now, if you find gloves with life and resistance, you can simply understand whether they have a lot of these characteristics or a little. And it is the level of the item, also known as ilevel, that will determine which tier of mods can appear on the item. For example, an item with level 25 will never be able to spawn T1 life. I think the pattern here is clear.

The last thing that the pressed alt button will show us is what number roll we have in a particular tier of the mod. That is, let’s say, T6 of such and such a parameter gives us from 15% to 20% increase, T5 already gives 21%-26%, and the specific % that is on our item will also be shown. These values ​​can be rerolled by using the Divine Orb on an item, and this is especially useful on unique items. Although they do not have “tiers” of their modifiers, the spread of these percentages can be gigantic, and this will determine whether the item costs one chaos or one copy. Therefore, in order not to be stupid, first look at your roll, and then, when entering a similar item in a trade, see how much it costs with this particular roll.

I will describe further how exactly this tool can be used using specific examples from the game, but for now let’s look at the next tool.

1.2. The poe.ninja website is our main source of price statistics for all items in the game. I highly, highly recommend learning it for any player who is going to dedicate a lot of their time to Path of Exile. This is simply a gigantic layer of information that will allow you to keep abreast of events in the overall game economy. Prices for inchants, item bases, unique items, fortune telling cards, prophecies, cards, skill stones. A summary of price statistics for the last week will allow you to know where the market is moving, whether it is worth getting rid of certain items or vice versa, buy more of them.

1.3. The site section poecraft.com/itemmods will help a lot with determining good bases items. In PoE, unfortunately, many bases have the same item appearance. And sometimes it can be difficult to figure out whether you have received a bad or a good subject base. And in general, players who do not spend hundreds of hours in the game every month can slowly get used to all the names of the best item databases that are in the game, so pinning them on this site can be very good. Those who use the Russian-language client will, of course, also have to surf the Russian wiki, where the translated names of the databases will be. The databases are sorted from highest level to lowest level. The rest of the site is dedicated to other crafting things, which I will not cover in this build, since the guide is not about crafting.

1.4. Website poeaffix.net - here you can see all existing mods that can appear on each type of equipment. More useful for crafting, but if you have no problems with English and are curious about what could be on this or that type of item, this is an ideal choice. Studying such resources will definitely help you many times in the future.

So, now begins the most difficult part of the guide, both for me and for you. For the last time I will say the main thing that I want to convey and which does not concern advice: not a single guide will help you more than curiosity and studying the game as an integral phenomenon. Without knowing a huge amount of information about basic things, about the popularity of certain builds, without knowing how the basic mechanics of the game work, in any case, it is impossible to understand the gaming market at a sufficient level. Understanding prices and so on will only come with experience. However, I think I can make your first steps easier.

2.1. Our search and selection of items begins with their base. We only see the name of the item at the beginning, when it falls from the enemy. Tip 1 follows from this: there are objects on which its basis is a decisive thing, and there are objects on which it has practically no significance (or has, but a small one). Why is that? If it is, for example, a melee weapon for the main hand, its base is an incredibly important detail, since any local modifiers and numbers on it will create the entire dps of the character. It is local fashions and numbers that will be the backbone of the entire character that will use it. At the same time, like, for example, some boots for evasion, depending on the base, they will differ by 50-100 evasion, which is a very small number and plays practically no role. Therefore, the first thing you need to try to figure out is which types of items are highly dependent on the base, and which are not.

Varies greatly in usefulness depending on the base: All weapons, quivers, chest armor.

Here we are only interested in high-level bases with optimal local numbers, or, if these are quivers or some weapons, then with the correct own properties (implicit modifiers). Its own property is a mod that is located above all others and is separated from the others by a dash and does not depend on the rarity of the item, but depends only on its base, such as + health on rings with coral. Bad and unpopular bases will practically not be sold since you will never be able to get high fDPS/lots of armor/lots of energy shield/or their own properties are significantly inferior to those of other items of the same category. Examples: a one-handed ax with a low-level base can receive a T1 modifier (if picked up on a high-level map) of +physical damage and T1 +% physical damage, which will affect its local damage figure. However, it will be inferior in terms of final DPS to a high-level base ax with T5 and T6 physical damage modifiers, since it simply has much higher local, pure physical damage numbers. Example two: armor with a low level base vs. armor with a base high level. Even if the first one has well-installed mods, the +% armor modifier will increase not 700, like a high-level base, but 200-300 of the initial armor. On chest armor, the numbers of initial protective indicators are always high (relative to other equipment slots), because they are important there.

Do not vary much in usefulness depending on the base: gloves, boots, most helmets.

What do I mean by not differing much in benefits depending on the base? What I mean is that the item has a bad base, but good mods in the above categories of items it will be useful and absolutely playable as well as an item with a good base and good mods. It will be a little weaker, but most often it will be a small difference. Of course, there are various bases here too, such as Spiked Gloves with their own property to increase melee damage or Bone Helmet, with increased damage of minions, however, they are much harder to find and they drop less often. And if you are just looking for a good item for one of these slots, then you can choose any base; the main goal in these categories is the modifiers on the item.
They differ in their benefits depending on the base, but even not the best bases with good modifiers are sold with a bang: rings, amulets, belts.

Jewelry itself is the rarest type of item in the game, and although the base on such items is very useful, a well-protected item, even with a bad base, can easily cost several exs. And the principle of operation of different bases is different here, they are not scaled by level more/less, they simply differ in properties. If in a weapon a lower level base almost always means a deterioration in pure numbers, then here instead of a 25% critical chance you will get 25% to resist or 25 to health. That is, the difference in eigencharacteristics is not so linearly scaling. Yes, as a result, for example, opal or steel rings will be the strongest for most builds that use physical or elemental damage, but this does not mean that a ruby ​​ring for such builds will definitely be much worse or even more unplayable.

To summarize this sub-item, we can say the following: weapons, quivers, bibs - you need to go to poecraft.com or any other crafting resource or some kind of guide with an overview of item databases and study those that are currently popular/most powerful/have the greatest local damage numbers/have the best properties in their niche. I will not describe each type of item here, because it will take forever, but I strongly advise you to study the issue and immediately get used to weeding out useless bases in the game. Gloves, boots, helmets, you can lift almost everything, except, perhaps, the lowest level bases. Costume jewelry - definitely all costume jewelry is useful and you cannot judge from the database whether it is good or not.

2.2. Modifiers on items. We have already figured out the tiers of modifiers and how to understand whether a large amount of some stat is on an item or a small one, but we haven’t figured out what stats to look for on different items. Here I warn you right away, I cannot describe ALL useful combinations of mods. In addition, the meta of the game and builds is changing all the time, so perhaps some other modifiers will be introduced through the league and they will become more useful. However, I will describe those combinations that I personally know are useful and will separately indicate which of them are useful, but cheap, and which are useful, but expensive.

One-handed swords, axes, rapiers, claws, two-handed swords, axes, maces, bows with this combination of modifiers: % increase in physical damage, adds x to y physical damage and % increase in attack speed. Aim for the highest possible tier of each modifier. And also, the better the base of such items, the more powerful and expensive the item will be. Additional powerful modifiers on swords will be: critical strike chance, critical strike multiplier.

Daggers, wands, one-handed scepters, as such, do not have a main connection compared to weapons for attacks, but they have a list of universally useful modifiers, which you need as much as possible on the item: % increase in damage with spells, +% to the critical damage multiplier, + % to the chance of a critical hit with spells, % increase in elemental damage (on sceptres).

Armor of any type, for any slot: chest, gloves, boots, helmets - health is simply absolutely necessary everywhere. Only equipment with an energy shield that has a high-level base can be highly valued without a good health roll if it has mixed energy shield rolls in both % and flat. For breastplates, in addition to HP, at least 2 resists are required, ideally 3 resists (but you will hardly find such armor easily so that all these rolls are high enough). In addition to all this, the final useful mod would be a % increase in armor/evasion, depending on what kind of base you have. On helmets the situation is similar, but a mod for “+x to the level of minion stones” can also fit well into this combination. In addition to life and resists, gloves have a useful mod in the form of a % increase in attack speed. On boots, these are basically the same protective HP and resistances and an increase in movement speed. A very important parameter that should be given priority over resists, but not over health.

Shields: the most important stats are block chance and health. For shields with an energy shield, caster stats are very important, increasing damage with spells, increasing the chance of crit of spells, increasing the speed of casting spells, and then resists come in importance. On shields with evasion, attack speed is important, and +% to the chance to evade attacks/charms is also useful, in addition to the same resists.

Amulets: Costume jewelry is much, much more complex in this regard. There can be just a lot of combinations here, here are some of them: + to maximum life, x% increase in crit chance, x% increase in crit multiplier, x% increase in elemental damage with attacks. This combination is simply great for various critical builds focused on elemental damage with attacks, for example, like the Ice Blades build here on my website. The ideal addition to modifiers for such an amulet would be + x% to all resists or an increase in accuracy, which will take the last free suffix on the item. Another good combination would be to increase damage with spells, increase the speed of casting spells, + to maximum life, increase the damage of one of the elements and resists. There can be many combinations, but it’s not difficult to grasp the essence. The main thing is to group all the stats according to one archetype, melee, elemental damage, enchantment enhancement, perhaps a completely protective amulet for builds that use MoM, then they need life, mana and resists.

Rings: Good combinations often include very well-coated protective life rings and resists. It is these slots that are most often used to increase a character’s resists. Other modifiers that would be a good bonus are spell casting speed, attack speed, increased elemental damage with attacks, and adds x to y physical damage to attacks. Mods such as intelligence, agility, strength, accuracy and mana regeneration can also be useful for many players, however these parameters will not make the item more expensive, but rather the opposite.

Quiver: +to maximum life, crit chance, crit multiplier, attack speed. This is an ideal version of a regular quiver, since there is very high competition for suffixes, and there is simply nowhere to shove resists.

Belt: health is a must. Here it will be found very often and quite often with very decent rolls. Then an increase in elemental damage with attacks and the remainder in resists.

I described the main combinations of modifiers on items that will be useful on those items that will most often simply fall out of your enemies. I haven’t listed craft mods here, I haven’t listed essence mods, fossil mods, shaper mods, elder mods, but why? It's simple. Having in your head the general structure of useful modifiers on all these items, you should have a general picture of what is useful, where and for whom. And any of the, let’s call them “exclusive” mods that come with a specific craft or a specific item base are already an addition and expansion of the capabilities that ordinary items can generally provide. You won't get 300 Elder/Shaper items per day, unless you plan to farm them for 24 hours straight (so for such items, I simply advise picking them up, identifying them, guessing offhand whether the buffs suggest that the item is worth the effort to find in the store with properties identical to it and then either look for such an item, or throw it away if it is clearly garbage), their modifiers are already written on the essences, so you just have to think for yourself how well each of them fits into the “archetypal” set of properties of an ordinary rare the subject of the base on which you are going to apply the essence, and fossils... this is a completely separate conversation. The topic is so vast and subject to change in the upcoming 3.5 patch that now I’m not even sure it’s worth describing them in full. Again, poeaffix has all the possible mods that can be found on any item, using any crafting method on it. But now determine the price of each of these mods, here except gaming experience Not a single guide will help you, because not a single person will write such a detailed post.

General advice about modifiers: always group them for some archetype of character who could then use the item. Increased spell damage + flat physical damage on the dagger, which is a local mod and will increase the damage of the weapon itself = not the best combination. But 3 mods in a row that give bonuses to purely enchantments = a great combination. So in everything. And also, it will be very, very useful to read the wiki article about global/local modifiers. This will remove half the confusion associated with weapons and determining what is good and what is bad. This is not so difficult, but it will help in understanding everything that happens with objects.

2.3. Now, what is expensive and what is cheap. I will say that an item is expensive or cheap relative to other items, and not in general. Since at the beginning of the league a worthy rare amulet that will cost an exaltation sphere, by the end it can cost 8-10 chaos. And it is impossible to say which of these is expensive and which is cheap. However, even some mediocre-good boots at the beginning of the league can cost 2-3 chaos, and by the end they won’t cost even a sphere of change. Therefore, we evaluate objects relative to each other.

If you play in a trade league... you don't need to pick up most rare items at all. It will be a waste time and the pursuit of small things. Most of the good combinations of mods that I described above are very cheap at trading platforms, and while the items themselves are useful and powerful, their cost is low and not worth wasting time searching for similar results that can be bought for 1-2 chaos.

Instead of listing everything that's cheap, I'll just say that raising it makes sense in most cases. And remember, my opinion is my opinion, I only advise. If you do not agree with my point of view, do what you think is right.

So, it makes sense to pick up the following items: all amulets and rings that fall starting from the first tier of cards. Belts are not for everybody, but my personal opinion is that buying a good belt is much easier than finding it, and selling it is quite difficult and too cheap. Amulets and rings can be well upgraded even not with the best level, there is a wide range of good parameters and they fall less often than armor or weapons. They take up few inventory slots. It makes sense to raise them, identify them, and if at least 2-3 useful fashion from one direction of strengthening the character will be T3 and higher, then this is already good jewelry, which should be inspected by driving in similar characteristics at the trade. 4-5 useful mods T3-T4 and higher - a jackpot, at the start of the league you can generally get up to 2-5 exes (tested on personal experience, somewhere on the T3 map I found an ideal amulet in one of the previous leagues, with all the crit mods, accuracy, HP and elemental damage from attacks, bought after 20 minutes for 4 copies, despite the fact that the modifier tiers were not the highest).

Next on costume jewelry. Anything that doesn’t even have a couple of T3-T4 and higher mods is a rather controversial thing. Consider jewelry with only T6 and lower to be garbage. It may be useful, and even better than what you are wearing, but it has virtually no commercial value. People find much more than they can use, which is why the trade league is simply crowded good items, which are sold for next to nothing. Speaking from my own experience as a solo player in a solo league, in relation to SSF, such things can and most often represent quite good value. But the trade league is not always driven by benefit, but most often by the rarity of something and the demand for this rarest something.

In addition to any jewelry on the cards, all things with good bases with item level 78+, if you don’t play very much and you don’t farm doctors for dozens of hours, can also be of value to you. In general, top crafted item databases with item level 82+ are very expensive, especially if they are shaper or elder items. Then we can talk not about chaos, but about exas. So it always makes sense to farm higher-level content. And as for good bases with item level 78+, that’s just more rare items, than the average on the market, and they have the potential to roll good tiers of modifiers, thanks to the high ilevel. So here the choice is yours, if not laziness - you can pick up various rare boots/gloves/weapons, identify them, and if an item with good mods and high tiers appears, look at the trade how much it might cost.

Now, if we talk not about what is/is not worth raising, but about whether it is worth trying to sell a particular item, and what it depends on. I will say this, an item with solid T1-T2 useful and well-arranged mods will always sell. And expensive. T2-T4, it will be possible to sell, but perhaps at an average price. Below - it very much depends on the specific set of modifiers, the base, market conditions, and so on. An item with a majority of T5-T6 is almost impossible to sell. Or sell it for half an alchemist's price, but who needs such a trade?

3. What didn’t fit in the guide.

A more detailed description of the shaper/elder bases, tips for unique items and an analysis of the cost of gems. I simply don’t have enough time to write it all down, so one day there will be a continuation of this guide, where I will touch on these topics, but I declare this part finished.

general information

Witch. Profession: necromancer. The main skill is creating a ghost.

We will use life, mind over matter (aka MoM) and energy shield. There is no CI version for this build, and somehow I don’t think it’s needed. You will have the survival rate behind your eyes.

So, the pros:

  • Suitable for beginners;
  • Ideal for starting a league;
  • Cheap pumping;
  • Ultra, mega, super high damage;
  • Security is excellent, meaning it is well suited for hardcore;
  • All content goes through.

There may be difficulties with breaking the chayula due to the fact that it must be passed very quickly, and the locations are not very convenient for movement. But the boss himself will fly away in an instant. We haven't tested the Hall of Great Masters, but with the right ghosts it should work.

  • Few people will want to play in a party with you, because due to the large number of minions, it will be difficult for other players who are not accustomed to your crowd to navigate the game situation;
  • It’s better not to meddle with maps without regen, but they are passable;
  • You cannot run through the Uber Lab to all the keys, because the ghosts will kill the extra ones in the room from the arena in the first and second stages;
  • The animatron can die on difficult bosses, so it is recommended to use it only on maps.

At level 92, the statistics look something like this:

You see that you have a fairly large effective pool of life - this is HP, plus energy shield and plus unreserved mana. I have on this moment almost 8k in total. However, in my build, I experimented a lot and added damage wherever possible. Often sacrificing survival, because it’s already behind the scenes.

Second important point defense is a high chance of blocking.

We actively use bone offerings. I remind you that thanks to the Lady of Sacrifice node, which I take after the first labyrinth, your offering affects not only the minions, but also you. I'm getting more armor on the hero and on the tree, and more bottles for armor and for reducing incoming physical damage. Of course, all resists must be capped, that is, the resistance of each element is at least 75%.

Regarding the attack

I'll give good advice to everyone who is always tormented by the question: “I have 100-500 damage on my skill at such and such a level. And is this normal? The answer is the same for any skill and for any level. If in locations that match your level, you kill everything, then it’s normal. If not, then no.

Before we get into the links and stuff, for those who are completely new - important information about ghosts and animatronics

If you're fumbling, you can jump straight to

What does a novice summoner need to know about ghosts?

Firstly, you can create a ghost from any corpse on earth, except for unique monsters. The ghost will fight on your side, using the skills of the mob from which you created it. The ghost lives until it is killed or until you remove the Ghost Creation Skill stone from the socket on your gear.

I won’t talk about all the ghosts in the world, there’s no point. I will focus on the fire spectra that I use myself. For some other ghosts you will need other support stones, be careful. Accordingly, the colors of the sockets may change.

Secondly, you will need ghosts of the highest possible level.

It is important to know that the characteristics of a ghost depend both on the level of the ghost creation skill stone and on the level of the ghost itself.

It's complicated, but we'll figure it out now.

There are 3 restrictions here:

  1. This is the level of the corpse from which you created it. For example, at a level 60 location, all of your corpses are level 60. Of these, you can summon specters no higher than level 60.
  2. If you are creating desecration corpses, then pay attention to the maximum level of corpses that it allows you to create. This is indicated in the description of the stone.
  3. The Ghost Creation Stone also has a similar limitation, so look there too.

When you upgrade all these stones to the maximum level 20, you will be able to summon specters up to level 100. In fact, of course, there are no such locations in the game yet, and we will do this, most likely, somewhere with the creator, where the location is level 83, 84. And our coolest ghosts will be there.

So, we decided which spectra we would use, visited the corresponding plot locations and collected the necessary spectra.

Now your task is to check the levels of ghosts, which allow you to create stones of desecration and creation of a ghost, and go to the map that suits you as much as possible. Even if these types of monsters are not found on these maps, then they seem to be in the memory of your desecration, since they visited this location, and we brought them with us from Acts 6 and 10, for example, or from Act 8. Since you came here with them, then of course they have been here.

Thirdly, how can we now manage ghosts as effectively as possible? The answer is simple - all your minions will fly to the target that you selected with the mouse. If you run too far ahead, they will automatically group around you when you run 2 screens away. To collect them manually, you need to use a gathering stone. To increase the speed of minions, there is an offering of flesh, and to increase the block, there is an offering of bones.

And for the record, your ghosts will not disappear after leaving the game, but also remember that they no longer deal damage after you die.

Animatron - what is it and what is it eaten with?

So, the Animatron is a special minion, to summon which you will need not just a skill stone, but also the clothes that you put on it, and you need to do this on the map. True, unlike ghosts, it doesn’t matter which one. You can wear a belly, boots, a hat, gloves and weapons. In different situations, you will choose different clothes. Of course, I will talk about those that are more suitable in this build.

  1. Firstly, diadus ( Dyadus) is a cannon that chills enemies and increases burning damage against chilled enemies (it’s better to take 2). If you use one, then take it second, because it is important that it ends up not in the main hand.
  2. Secondly, the belly is either Zahndethus' Cassock, which creates illuminated ground when blocked, and you will block very often, or an ice crypt to extend the chill effect on enemies.
  3. A good choice for boots is Victario’s Flight, which, unfortunately, is described incorrectly on the Russian wiki, but the point is that we take these boots in order to increase the speed of nearby allies by 10%.
  4. Take a regular one for gloves and a helmet so that you have more resistance and HP.

Yes, yes, all this is reflected in your animatronic. If he dies, and this often happens in fights with powerful bosses like the creator, then all the things will be lost, and you will have to dress him again. A set of the gear I described costs about 5 chaos, but buying everything again is simply lazy, so I recommend using the animatronic, only together with the solar guardians for clearing maps, and not for fighting End Game bosses.

And one more thing - by default, the animatron hits only one target.

You can fix this by linking it with a rolling blow, but in general, as I already said, you can strengthen it by inserting it into a rare helmet with a plus to the level of minions, and also by linking it with the Amplifier stone.

Bundles of skill stones.

Our main combination will vary slightly depending on what ghosts we use. To quickly clear maps, these are Solar quards from the Solaris Temple in Act 8.

Then the link will look like this:

Summon Ghost + Minion Damage, Piercing Heat, Elemental Focus, Lots of Extra Projectiles and Magic Echoes.

And to kill the End Game bosses, we will need 3 Tukohama vanguards from the coast of Act 6 + one Wicker man from the devastated square of Act 10.

Even after the nerf in 3.1, they are still very good. And then our connection will change like this:

cast ghost, minion damage, burning damage, elemental concentration, rapid ailment, minion and totem resistance to elements. Please note, by the way, that with good leveling, this stone also gives you damage, and not just protection.

Now to the connections in the cannon and shield.

This will be your movement skill.

I prefer a shield strike, but you can take a flurry of blades instead, then, accordingly, there will be a red or green socket. And you can add acceleration and strengthening to it. If you use the unique Walking Fortress claw as a weapon, in which the fortification is built-in, then be sure to place this bundle in the claw and with the third stone you can add one of those that will go further one by one.

The shield can accommodate a bundle of flesh offerings, bone offerings, and an extension.

Ball lightning, curse on hit, and flammability. Instead of ball lightning, you can use a chain of lightning or something similar, but not fire. The fact is that this skill performs 2 functions at once. First, you put a curse on your enemies, and also deal a small amount of lightning damage, which triggers the balance of the elements that we took from the tree (more on the tree later), and this lowers the enemy's resistance to fire.

If your amulet is corrupted (desecrated) with an additional curse, then you can use the 4th link to add a second curse here at your discretion.

I generally prefer to use flammability, but desperation is also suitable here if we are talking about attacking auras or any curse not for damage, but for protection. For example, time bonds or weakness.

Gathering for more efficient coordination of minions, summoning a stone golem for HP regeneration, desecration to obtain corpses always and everywhere. And the aura, clarity of mind, which, in my opinion, I upgraded to level 3.

For a long time I ran with northern armor, it increased my survivability, but, as I already said, everything is fine with survivability in this build, so at some point I replaced it with haste. The only thing that doesn’t allow me to level up haste to the end is the fact that I lack a lot of dexterity, so know that with haste, most likely, you will have the same story.

If so, then it would be better for you to place this bundle in a helmet if you have a rare one - with a property plus to the level of minion stones. You can also have an animatronic there.

For some time my bunch of minions looked like this:

Raising zombies + animatron + life of minions + rolling blow. Why life and not damage? Because after all, zombies are more of my human shield. They don't do much damage. The animatron, in fact, is also not taken for damage to us, but for the effects that it gives, so my task is for these guys to live stupidly. In general, as I already said, it’s ideal to place this bunch in a yellow helmet with a plus to the level of the minions’ stones, but now I personally don’t use them myself, I just don’t have enough space in my gear, you’ll see why a little later, that’s why I gave up on zombies at all.

If you play hardcore, then you may also need some kind of DT setup. For example:

KVDT first level + desecration of the 6th level, as well as KVDT maximum level+ offering bones to automatically increase block chance.

Equipment

Equipment is the most important item for the endgame, which, by the way, you will be able to acquire for most of them already in the process of completing the story.

Boots

Your boots are the only best alternative. They give you an extra ghost, which is priceless. You can wear them from level 22, but in fact it’s better from about 28 after killing Legata Gravitius, in the third act, when the ghost creation stone is available to you. As a result, you will be able to raise two ghosts, then add one more from the tree. There's more about this in the Pumping section.

By the way, when buying Ullr's bones, pay attention to the role of movement speed. As for me, he is the only one that is important here. The maximum value is 15%. This is what we should strive for.

This is where we will look for a good glass from the uberlab and ideally it will add 2 to the mana and HP regen if we have recently been hit.

Amulet

Significantly increases our survivability by blocking spells. It is advisable to get it desecrated for plus one additional curse, or desecrate it yourself if you are not afraid of ruining yours.

Armor

The unique body is the power of death (vismortis).

Its main advantage is the additional ghost. It also deals well with ghost damage, partly due to Unholy Might.

Another option is the Cape of Defiance.

It increases survivability and there is a built-in mind over matter effect. But the option with an additional ghost is certainly better.

I would like to note that your main bunch of creating a ghost will be placed precisely in the belly, and keep in mind that in this case, each additional stone in the bunch will noticeably enhance your spectra.

Therefore, perhaps you should run around in tabula at the beginning, if you don’t have enough funds on the right six-link yet.

And at the same time, I myself started the Abyss League with this build and up to tier 8 cards, I went through all the content in a four-link, because there is really a lot of damage.

Helmet

To begin with, you can use a unique skull head as a helmet

then switch to a good rare bone helmet, preferably from level 86, at which there will be + 3 to the level of minion stones. In this case, a bunch of animatronic zombies need to be placed here and the advantage of the bone helmet is also its ideal implicidal property - that minions deal 40% more damage.

I want to emphasize that all minions, and not just those who live in the helmet itself.

And another nice bonus - you don’t need to enchant it in the lab.

Weapon

which will buff your blog chance and allow you to add another skill stone, because you can save on strengthening. Of course, in this case, you should place the link of movement in the claw. And another option is the yoke. A unique claw dropped by Guardians from the Chimera.

At the beginning of the league it is very expensive, but later its price quickly drops. It will significantly boost the damage of your minions.

Shield

There are several options for the shield. Mostly they are not expensive, so choose the one you like. Lioneye's Repentance is my pick for now.

It gives a lot of HP and block, although it slightly reduces movement speed.

You can also take the sphere of the dead.

It will add HP and spell block. You can use it instead of Wazvar's amulet.

There are other options. You can even get by with a yellow shield, preferably one that gives more HP, resists, armor and block.

Gloves

The gloves are simply rare. More HP and resists. You are most likely going for armor or energy shield, because in this build between armor and evasion we still lean towards armor at the expense of the shield. So let's be consistent and don't forget that here on Katerina's machine you can add the prefix: minions deal 15% more damage. Useful little thing. I use unique abyssal peppers and grave fists.

This is not necessary, but they give me over a lot of damage due to the inserted abyss gems, and the rest of the items have enough survivability, so I can afford it.

As for the glass (enchantment in the lab), then any will do. Glasses of pepper, still not very useful.

Belt

The ideal belt for you is one of the gloomy clasps of the abyss.

You can insert a gem there that will buff the damage of your minions, so that’s very cool. And if you are watching this video when the League of the Abyss has already sunk into oblivion without a trace, then you can look for a belt with a health base. Among the affixes, as usual, HP, resists, energy shield, armor.

Rings

There are rings left. Take rare ones. Here you definitely need to gain more dexterity. It’s seriously lacking in the build, but otherwise let them provide HP, resists, mana, energy shield and armor.

And for reference: all bonuses on the number of rarity items from your equipment apply to your minions, so you can collect an imf version of this gear.

Bottles.

Hooray! We won't need their flasks at all. Of the regular flasks, one bottle of HP and one for manna are required. The rest is your choice. I chose to enhance the characteristics of my armor using a granite flask. Reduce incoming physical damage with basalt and speed up with mercury. As usual, one of your vials should be for bleeding and one for freezing. I also took one for poison, you can still be safe from curses.

I would like to highlight a couple of their advantages. Firstly, HP bottles are instant, that is, instant.

It is important. Once conceived, HP must be restored quickly, not gradually.

Ideally, a bottle of manna should be sealed, also instantly. A basalt bottle can be squeezed twice, which is achieved due to the chemical prefix value being close to the maximum, and the rest is as it turns out. If you can’t seal the bottle according to my recommendation, you can always buy them on trade from other players.

Gems.

In the Abyss League, we are incredibly lucky and have access to a sea of ​​new awesome gems. If at the time of watching the video they are still relevant, then I advise you to take more ghostly eye gems, which mainly buff minions. List of required properties:

  • Plus to maximum health. Good health, I want to emphasize.
  • Minions deal increased damage to Abyss monsters.
  • Minions have increased attack speed, casting spells and movement.
  • Minions deal additional damage with fire, cold, lightning, chaos or physical. Flat, again.
  • And a percentage increase in minion damage if you've used a minion skill recently. This is for those builds, not exactly like mine, where you will use cpc, that is, calls of the raging spirit, that is, you will constantly cost cpc, constantly use the minion skill and constantly receive this buff.

If there are no more gems in the Abyss, then here are recommendations for regular gems: a percentage increase in maximum health, an increase in minion damage, an increase in minion health, and a bonus to agility. Situationally, this will also be an increase in resistance to fire, cold or lightning, if you lack something for the energy shield. It's better than nothing. And in any case, unique gems “unquenchable hunger”

this will improve the efficiency of your spectra if they are solar guardians. You can take 2 of them and be sure to place them in the right sockets, where there are many intelligence nodes around, and then you will have a 100% chance of getting the soul eater effect.

Skill tree

At the first stages the tree looks like this. First step:

Spoiler. We will swing through cpc, that is, the very call of the frantic spirit. These are the shards that we will cast for them constantly and they live for a limited amount of time. Therefore, we will need to take several nodes on the tree, which we will later abandon. We are talking about prolonging the effect of the skill. That is, we reduce the tree to this form:

As soon as we abandon the SRs, these points can be respected. In general, on the tree we are gradually taking nodes to increase regen, mana and HP, buffs for minions (MoM), that is, the mind is above the mother, and then we move to extend the effect of the skill, then up for an additional ghost, and then we continue to increase survivability and characteristics minions.

By next steps the tree looks like this:

It gives +2 to Fire Gems and built-in Piercing Heat.

Whenever possible and level up, use unique items - Ullr's bone boots, skullcap hat, Lazvar's stone amulet (this is after the first labyrinth), Walking Fortress claw, Death Power belly. Along the way, don’t forget about the vials, HP and resists on your items. On the roofs of the temple in the fifth act, you can replace the guardians of the flame with the heralds of Kitava (Kitava`s herald).

They are faster and more durable, but do less damage

Next, develop bundles of stones and skills according to the recommendations in the corresponding section. Please note that after killing Kitava in Act 5, you will be penalized for resists by minus 30%. Before killing Kitava in Act 10, go through 2-3 labyrinths. After you deal with him, you will receive another minus 30 to elemental resistances. Total - minus 60. Keep this in mind when going to cards.

Afterword

Original video:

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