First of all, I want to apologize if it reads strangely, since I don’t speak English and I use a translator. Also, if I use expressions that are out of tone or place, since as I comment on details I may get angry.
This message is direct to Mr. Adam Jackson.
Have you tried any minion setups that actually work?
I mean in “complex” situations, a level 100 dungeon for example.
The moment you try it you will realize that there is not only a general flaw about the necromancer…
I explain:
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The first section is that we have passives that improve “not using minions” apart from the buffs corresponding to each of the sacrifices.
Why is using minions so punished then?
From having improvements everywhere by not using minions, we now have a dozen useless punching bags. -
I have done hundreds of tests, pure minions, dot minions, overpower minions, thorn minions, curse minions… And none of them seem to work.
The reasons are the following:
- Starting from the base. When you do not use minions you get many improvements, when you use minions those improvements become - 70% (that is, the 30% of benefits that the minions obtain) In other words, you lower all your damage, critical, everything, 70%
-Who came up with three Glyphs just for minions? In the end what you achieve is to consume all your paragon to improve them. Starting from the fact that you have lowered everything by 70%. In the end you manage to improve it by -68% at most.
- By consuming so many glyphs, you become a paper being. You have nothing to endure. If you have bone storm, if you have blood mist…
But in the end you are forced to divert so many upgrades to your minions, that you are worthless.
In the end it means that with mobs, your minions are certainly competent. When an elite comes to you with afflictions like “waves of fire” “dome” the minions drop like flies, you can’t do anything, until you run out of corpses and die because of the elite.
All this, having 70% cap of all the elements. Even 81% with pants and buffs. They fall the same, they have no resistance of their own
- The AI of the minions. It’s quite lazy, yesterday without going any further, I was doing a dungeon and I got out of “Break the three bells to continue advancing” they don’t hit unless they are hit. So I had to take out a primary skill (since my buils are the typical curse + cadaveric explosion) and hit her with the scythe for more than 5 minutes, while she alternated it with a bone shield.
In the middle of the fight, you see the Golem without hitting anyone, running like a headless chicken, losing a lot of dps. And several still skeletons waiting for a space. At the end of having 13 minions in use there are 5 or 6.
And you drop that by 70%… Anyway…
- On the other hand, although you have two passives that improve various aspects of your character when you do not use minions, you have to choose 3 passives to improve your minions (an improvement that is not really appreciated) Apart from losing two skill slots.
How could this be improved?
- Improve the minions and see little by little what happens. You could change their attributes from 30% to 60% (It should be remembered that when there was the massive nerf patch, the minions also suffered and it is not the same as taking away 30% of your base damage (For example, of your 10,000 attack, you will lose 3,000)
To remove 30% of your base damage and from the remaining 70%, inherit 30%) Example: 10000 base - 30% = 7000 30% Minions inherit = 2100
Must take into account. than by inheriting so little. No matter how many percentages we add, it is not cumulative, it is additive.
That is, if you have 10,000 life, attack and defense.
They inherit 3000.
Of those 3000 you put 60% more damage, for example:
3000 + 60% = 1800 / 1800 + 3000 = 4800 (We use 4800 as a base)
Then you add 40% more attack:
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The correct way would be:
4800 + 40% = 1920 / 4800 + 1920 = 6720 -
That doesn’t happen, it happens like this:
3000 + 40% = 1200 / 4800 + 1200 = 6000
What happens with this? In the end you have thousands of afflictions to improve your minions, but they still die in one hit. Because it always starts from your base and not from the accumulated base. -
The main problem is the paragon, instead of three glyphs unify them into one, we already have paragon sections for warriors/mages and Golem, in the end it results in so much of the same thing that that is why the minions do not work.
You could use the two remaining glyphs to increase defenses and another attack, both with conditions.
Example: You increase your life and defense and that of the minions and golem. As long as you have minios and Golem.
Another Glyph: Whenever you have Minions active, your base damage increases and that of your minions, but your Basic abilities will receive 40% of this Glyph.
This way you grossly increase your life, damage and defense. But it is to improve the minios. In the end your character should be a kind of tank that is only good for releasing minions and debuffing.
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Minions do not have the ability to dodge, which is why their life must be increased significantly. You see how your minions during a poison elite and a fire elite, their lives magically disappear.
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They attack automatically, by throwing a curse or non-direct blow at priority targets. Example:
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1 Rank: Enemies alive.
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2 Rank: Inanimate objects with life
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3 Rank: Inanimate objects.
So what you would do is that when a vampire type enemy comes, they attack him, at the moment he becomes immune (They do not detect life) and attack the vial. And once the fight is over, clean the area (Bells for example) -
Another detail would be to unify the two skills (Resurrect skeletons and Golem attack into one)