How to Save the Summoner Necromancer

I’m sure this happens to all the necros who are trying the summoner build. You start a world event, try to kill the mobs for 2 mins, they add up, you are trying to deal with hordes now, then another class joins the fight and boom! The mobs + the elites bosses whatever out there die in an instant. You are left devastated.
I have 3 suggestions to save the summoner necro.

#1 : Kalan’s Edict (the last skill, key passive) make this talent active when your necro is
healthy. We always get scratched in every circumstance so the talent is almost always inactive.

#2 : make the necro take less damage for every active minion. or inherit the damage reduction of each individual minion, so that he doesn’t get one shot at every elite.

#3 : make the golem, skeletal Mage, and skeletal Warrior mastery skills increase the “++base damage and health”, not “% increase in damage and hp” or make some of the paragon nodes that way. So that the minion damage and health matter.

It’s so painful watching every other class kill elites in seconds while you have been trying to kill them for a Minute or 2.
What do you all think about this? If they apply these changes, can it save our summoner lord? Or is it really hopeless? :slight_smile:

2 Likes

The same thing that fixed minion builds in D3.

  1. A skill that directs minion damage at a specific target.
    Command skeletons is what MADE pet necromancer a thing in D3, with every single one using the class sets to boost command skellies. We desperately need that mechanic here.

  2. Boost Minion AS.
    Command skeletons 2 pc set that made AS ramp up nearly infinitely as long as they were on a single target is also a thing we need, besides replacing all the broken paragon and class passives with AS boosts. This would not only boost clear speed for full pet builds, but also boost utility of other builds using pets for procs/resource regen.

Make them far more tanky and make them ress automatically like druid’s wolfs.