He's talking about hitting 125/86, not 75/56. That's a pretty big difference in what you have to sacrifice to obtain that extra fcr/fhr.
That may be but if all his points go into vitality and he's quick with his fingers, he may be able to make up for it. Skellies and mages can do some really sick damage by themselves, especially when stacked. Sometimes when I'm doing chaos runs and my merc kills himself(I tried putting him on anti depressants but he just keeps attacking when IMed, no luck), I won't even bother resing him til I pop the seals. Sure it cuts on my killing speed but sometimes it's just not worth the extra time and gold to keep on bringing him back(especially when he dies again before his aura even activates:grrrr. I could see using an act 1 merc to get around this. It would keep your killing speed even throughout every kind of run and would still do pretty good damage by itself.
As far as sacrificing res etc. With that high FCR and FHR, it should be pretty easy to get out of sticky situations. Also, he stated in his guide that playing with his strategy will result in death sometimes. Someone who is good at getting in, getting out and spamming CE should be able to avoid dying most times. For those other times, it's something you just have to deal with.
if the point of the guide is to make a fast, safe teleporter for boss/key running, it's hard to argue the gear choices. pure-man's gear not withstanding, this build will differ in playing style from a typical fishymancer.
Intellectsucks, I agree with you, I am sure that this build is viable, I am sure that it does quite well.
I think where everyone is coming from on this is that having a build that is slightly better on 10% of situations and slightly worse on 90%, that uses expensive runewords in golems that poof, has runewords with auras that are no longer very effective(thorns), and then claims its unarguable uberness, well it just doesn't add up.
I don't feel that the guide was well thought out, I mean, you can't use an act1 merc and then use the statement "an Act2 mercs damage contribution is meager", when an act2 merc will outdamage an act1 merc in every situation except for IM.
This gear setup gives faster tele, but lags behind on damage output and survivability, the mentioned setup is slower at area clears and especially boss killing.
Someone mentioned this already, but this isn't really a guide, it is a fishy that is using an act1 merc and a focus in FCR, but is really still a fishy. His ideas are for sure worth a mention on the forum, but I don't think a guide is needed. Sorry if I sound harsh, I don't mean to be.
I agree 100%.
Also, carin shard for mana? Is that really a good reason? I Just use an insight golem... Carin shard is fine, but it seems like you're promoting it just for the sake of uniqueness. I wouldn't ever give up either hoto or leoric for it.
And you can´t really play a summoner like a caster. He´s a summoner, because he´s dependent on the killing speed of his minions. He´s not like a light sorc, AT ALL. You can reach all the fcr you want, it´s not going to help you kill faster. It´s going to get you to where you want faster, true, but that´s all it does for a summoner.
This is a unique concept for a summoner as I see from your response. But I implore you, please try it.
I see what your res is coming from now. But that's a waste of ring slots. I rather take wizzy/HotO (depending on # of resist charms) + 2x SoJ. Shael the shako for FHR if needed, as you no longer need that resist jewel. If you are still worried about resist, drop the useless travs and put on resist boots.I don't know why you guys are saying I dont max res. I do. I have maxed out resistance.
The problem with anyone who wants to "try it" is that your build requires the loss of a very expensive piece of equipment for your iron golem. Hell, if I was willing to wastefully throw away good gear, then I'd go with the usual Might/Infinity/Beast combo with a Pride golem.
I don't know why you can't admit, with the lack of an innate aura on the Act 1 merc and the fact that she will do a quarter less damage than an Act 2 merc, that the Act 2 merc is superior. I just can't take you or your guide seriously until you do.
I see what your res is coming from now. But that's a waste of ring slots. I rather take wizzy/HotO (depending on # of resist charms) + 2x SoJ. Shael the shako for FHR if needed, as you no longer need that resist jewel. If you are still worried about resist, drop the useless travs and put on resist boots.
By the way, before you say that you tried all the setups, try doing the calculations. You cannot prove that you actually tried the setups to us, nor can we disprove you. The only way to go about this is to do the numbers. That's why I posted the calculator.
Tell us which one you used, as well as post the output of the calc, then. By the way, it's Beast+Infinity+Might+pride golem, if you are going for expensive golems. Also, my setup should reach 125 FCR + 86 FHR as well, as that's a "standard" lamerdin setup, apart from the shael shako. It's easy enough to swap back and forth between casting setup and beast with weapon switch. You can keep the CtA in stash, if you insist on using it.I've used pet calculator for every set up to see what would deal most damage for the Skeletons and mages. Obviously Conviction cant be calculated in that, so take that into consideration for both a might merc and a faith merc. I am telling you, do all the calculations. Do it as indepth as I have and you will draw the same conclusion:
Faith+ Infinity+Bramble+Casting Abilities> Beast+Infinity+Might+Less Tactful Abilities.
Why can't I have Beast+Infinity+Might+Casting Abilities?
Seriously...all I lose from swapping out that Carin Shard for a Beast is 10% fcr. That can be made up. Loss of mana as well...but Insight golem takes care of that.
Tell us which one you used, as well as post the output of the calc, then. By the way, it's Beast+Infinity+Might+pride golem, if you are going for expensive golems. Also, my setup should reach 125 FCR + 86 FHR as well, as that's a "standard" lamerdin setup, apart from the shael shako. It's easy enough to swap back and forth between casting setup and beast with weapon switch. You can keep the CtA in stash, if you insist on using it.
The problem is not trading for an infinity. It's trading for an infinity golem. 3 HR's is 3 HR's, no matter how you phrase it, and I for one will not risk 3 HR's poofing because of golem bugs.
As for the breakpoint, it's 14+15 frames vs 13+15 frames, 29/28 = 1.0357 = +3.57% total damage. The speed increase isn't all that significant.
then u lose 3 skill levels. Then you get into having to switch out cta for aokl to summon then switch back to bo.
If you read the intro, another vibrant point is its efficiency with only 1 set of gear without swapping out ANYTHING.
SoJ has more than enough mana already, and I am all for using wizzy to tele as well, despite the loss of +skills (convict souls convinced me of that), and if you still need more, hard points in energy. It's not like your setup has lots of mana to start with anyways.If you run pride golem where do you get your mana?
SoJ has more than enough mana already, and I am all for using wizzy to tele as well, despite the loss of +skills (convict souls convinced me of that), and if you still need more, hard points in energy. It's not like your setup has lots of mana to start with anyways.