Improve all other summoners in the next patch

Too much warlock topics these days.

I’ve enjoyed a lot with Bind Demon skill and summons teleport on Warlock.

I’m looking to have summons teleport for Necro and Druid as minions are very stupid. This is essential skill for these classes summon builds.

For Necro also make “Subjugate Undead” and for Druid “Tame beast” will open a lot of varieties on summon builds.

16 Likes

i can see buffs and adjustments to the abilites those other summoner classes have, but tame beast and subjeagate demon may not work on those classes, you cant give everything to the same summoner builds else it might make them crazy op in pvm/pvp. The summon druid is already good and has alot of minions and the summon necro has already so many. For summoner builds of druid,warlock, necro they need to give them a base line of 25 percent crit , crushing blow, block, and attack speed.

Summon druid make the heart of the wolverine/oak have more hp make the hp 3x. the grizzly bear is to small, grizzly bears are suppose to be big, increase the size by 3x.Maybe make it that the bear does a roar attack that is like shockwave but does aoe damage and stuns for 1 second, give the bear a 25 percent chance to do it. Buff skeleton mages, make it so skelton mastery increases their damage by 15 percent per lvl and -3 to enemy res per level.

Too many topics on the first new class in 20 years and the PTR which is exclusively for that new class? I’m shocked I tell ya!

I don’t know if blizz will keep supporting d2r beyond the warlock, but once they get it correct I do wonder if they will shift their focus to og classes or not.

I do hate that warlock summons are now better than the og summons in the game.

Necro summons and revives are decent meat shields but the mages suck.

The Druid’s zoo is incredibly annoying to manage. I feel like I’m constantly re-summoning on druid.

2 Likes

Yeah i’m pretty interested in seeing changes to the legacy classes but this PTR was clearly specifically meant to address the Warlock, so kinda normal he’s the center of discussions.

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The only thing that needs substantial improvement is necro golems. Their power is heavily limited by the fact you can only have one. Even a iron golem with all the synergies and the best possible runewords can only kill so fast by itself (because its attack speed is limited). It really needs to be able to use all four.

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Not surprised here, people discuss about something new. In addition to it, Blizz made a lot of mistakes and nice features. Where some nice features like teleport summons be nice to have on other classes

that would make me play one. I’ve liked the idea before, still do.

Necro summoner is fine, doesnt need any buffs.

Druid summon build is awful though, so some buffs might help.

But it cannot be the solution to simply give both classes the skills and mechanics of the Warlock. That would strip these classes/builds of their identity. Terrible idea.

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My idea of the necro is to reduce the size of army, 1 + (every 4 soft point, you add minions, except the golem), but of course, you have to make them more tanky and powerful. You still have a army around 20 units (6 sketelon of each kind, 6 revives, 1 golem) , but more powerful. It is probably too much for the devs.

So, my priority is :

  • Increase the radius of poison explosion or add a “rabbies” effect to spread. Instead of increasing the duration every level, it should increase the radius IMO. Necro need a variant of CE.
  • Balance the fire golem or blood golem, they have no use. Saying fire golem is good at cow is not really a viable build.
  • Make skeleton mage synergize with low resist. Since you don’t want power creed and unbalance the necro, you don’t invest in low resist curse for no reason, except for poison nova or skeleton mage. So, it is really associated with a specific build.
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I wrote some ideas who don’t disbalance the necro (increase the radius of Poison explosion with hard point, synergize skeleton mage with low resist, since you don,t invest in low resist for nothing, except poison nova or this specific build, add values to fire/blood golem)

Nah, the army is really too big. I would prefer if they add values. For example, every level on iron golem, you increased your thorn damage. Blood golem gives health to your minions. Something like that.

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i agree makin less skeltons and making them more powerfull would help with ubers/dclone and end game content, As when you have less summons that do more damage you have more burst/spike damage which is amazing for pvm/pvp. Because its less rolls meaning less hit checks for accuracy means more damage. When you have a big army with less damage the damage is consistant but it sucks for bosses like ubers who have massive life regen ,that means if you mess up or have to teleport away you lose alot of damage output. But with less minions you get less consistant damage but high BURST/SPIKE damage, so your runs have more different completion times. Your runs can be 2 minutes or sometimes 5.

I like the idea of lower resist buffing skeletal mages, make it so it increases their damage by 15 percent per lvl and -3 to enemy res per lvl, so at lvl 40 skills the skeletal mages would 6x their current damage and have -120 to enemy res. Not only that by having it as summon resist it would help the prevent power creep and allow blizzard to better balance the summoner builds.

As you can see what happens when you just allow summon builds to have 1 hit wonders or non sernergie abilities, like the warlock. Now they gotta nerf summon warlocks into the ground to prevent the other warlock caster/melee builds from being op. Bind demon should have always been 20 hard points into it and also into demonic mastery, to get the auras and curses and maybe nerfed the curse percentage from 75 down to 35. This is what happens when you diversify to many builds together, you end with having to nerf other builds and skill trees. There is a reason summon druids/summon necros worked in said aspect if you want the benefits of minions you have to invest into said tree there is no major room for hybrid builds.

3 Likes

It is just the skillers and + all skills items change a bit the dynamics of the game. I made a mistake, I would prefer if you start with 1 skeleton + 4 hard skills, you get another “way more powerful” minion. So, you really customize your army. Of course, I want crazy minions (I haven’t thought of PVP, but it would be fun to have real PVP contesters)
My goal is customize more your army, but of course, all skillers could increases the damage, the hp, AR and even maybe critical chance.

I test my theory. Currently, 20 points in skeleton mastery + 20 pts in raise skeletons gives 8 skeletons with 97-98 damage. If you keep the same proportion, it will be 162-163 damage to 5 skeletons. It is basic math to convert the damage. Same with hp : 545 for 8 skeletons vs 886 hp for 5. Just that boost the necro. Maybe, you can buff them, but this is already a better version IMO.

Iron Golem just need to be made an analog to Bind Demon. It stays between games and it acts as an extra inventory slot so when it dies you can remake it from the same item you used the first time, but it requires hard points investment to use better items as bases (5 points for magic, 10 for rare, 15 for uniques/sets 20 for runewords.).

Blood and fire golems needs fixing too and so does skeletal mages.

And the entire dang Summon Druid tree.

3 Likes

Skeleton/revive is fine. Golems really suck right now.

Summons behavior is awful, having teleport summons to the point is necessary. Otherwise, summoning build aways require Enigma.

Having less skeletons reduces AoE potential, e.g. warlock has defilers to spread aoe damage while necro have more army to do the same. Also, doesn’t match to skills invested 20 skeletons, 20 mages, 20 revives, 20 golem, 20 skeleton mastery, 20 golem mastery, ++ you need curses and corpse explosion…

It looks attractive! In addition, substitute fire golem to bind undead be also good, e.g. subjugating Nihlathak may give a summon that uses corpse explosion like assassin’s death trap.

It also can be a raise undead under your control (instead of subjugate), like raising a doll that explodes and can be raised again

I meant maybe not on hard points, but less skeletons on every levels with more damage and hp.
Rn, it is 1 extra skeleton every 3 pts, I would do 1 every 4 or 5 pts, but clearly they need better damage and HP. Rn, they are more like meat shield than anything and they get destroyed by any bosses. Revives is a cool mechanism, but I don’t live having 20 revives. Revive is a 1 point wonder and it sucks like that. Also, the skeleton mastery only work with melee revives.

I like the necro, he has a really unique identity and I won’t change the whole dynamics, but with skillers and all equipment, the necro is just a lagger in any games. The whole dynamic of the necro is like a buffet : not really good, but look all the food that we have ! We can throw the leftovers anyway.

Would a new runeword work? something with a “+Death Mark” on it, but with the skill expanded to include summons from the other classes?

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Yeah and rancor is such a cool spell for necro and amazon ! But the items has a max level of lvl 7, but it would be fun with a level 12 or something. I play HC and you have to really careful with that sigil, but it is a fun aspect of the summoner warlock.

Necro needs many things and is far from “fine”

1- the hability to store slayed monsters souls and use it to raise skellies without corpses

2- the hability to raise multiple skellies with a single skill cast, and tbh this would be cool for every summoner in the game

3- better skellies dmg in order to reduce CE dependency

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