Macro brakeing down how Mendeln works and pointing out bugs, expect changes comeing.
[Ralph]
just a headsup for fellow mendeln users, you need to mess about with re-equiping it to get the mastery levels still in some cases. For me this was the case getting it from rank 1-2
Yes, for every additional rank you get out of it - funny thing, that it does work on all other gear without problems. Another bug.
What is also a bit weird for me - Golem active S5 gave huge numbers - sometimes up to like 10x - now that is not really the case anymore - I did not see more than 40ish M, but mostly it does seem to be not at least doubled like it should and the tooltip suggests. In S5 that was up to 240ishM with OP+Crit - rare, but at least something like 60ish M - so 2-3x compared to normal passive crits.
Well when it comes to the Pits with using the legacy gear here, it seems that around Pit 50 is the sweetspot right now for me - Shako made a huge difference here with 34% CDR (1x Crit MW, no GA), so I can use AotD every 24.8s, Golem active every 6.74s and the Tendrils every 5.95s. Can’t wait to maybe later have a GA and 2-3x Crit MW 800il one…maybe, if the RNG gods are generous. Also the huge number of 595 Armor with the S5 Shako is a huge win for me with now at 1374 Armor at TIII.
For Golem Ranks and GF - that is a big impact. 3 Ranks (out of 4 prior S6) with my Chestplate are resulting in 1000% Golem damage on top - so that is about 5-10M crits more compared to wearing Thyrael’s for example…well, at least, I can get like a 10-25% All Resis with 2 incenses, but one have to move fast/evade to avoid non physical damage, that is for sure - glass canon style. ^^
Aside from other bugs, the fact that mendeln scale with necro damage and minion damage, is working as i thought in patch notes…
Yeah but I don’t think that is intended. I have suspicion that devs intention was to read the minion base damage and it’s multipliers, not the full weapon damage.
Either way, let’s not talk about it and maybe they won’t fix it. It’s about time the ring is worth something.
Edit. On a side note. I was thrilled when I got a 650+ one during the campaign.
Macro and Kripp and who knows how many of their streamers put out videos about it. There is no way they don’t know about it yet.
also its far to strong and makes minion builds look better then they are. I think the solution should be nerf it so it just does a percent of the minions damage (another guy suggested this a while back) and then just improve weapon coefficiency for all minions by a small amount.
The result should be a slight loss of damage but not such a huge gap between having and not having the ring.
Well minion damage is allready a very very low % of weapon damage. Why cut it further? They just have to make shure the ring reads minion base damage instead of playes base damage.
when you say minion base damage do you mean what they inherit from our weapon? thats like 0.17 I think, so they need to do something as it should hit for a large amount just not 96million with crap half masterworked gear like on my necro
I just like the idea of it being a percent of minion damage because then it auto scales with minions, this percent could be 500%, not saying it has to be 25% which obviously would tickle
Yes.
Yes that is how I would imagine. It could still display the flat amount of damage, while in the background it scales with that percentage. There are other aspects and skills/passives that do this.
I wonder how long before devs butcher the build.
@Ralph
Watched your latest video today. Very interesting choices on the build. Its not the usual mages build, but definitely more of a hybrid along the lines of what I had hoped to accomplish last season. Very nice!
Like the use of skirmishers too.
yeah its a bit of a mess still, trying to having 3 minion types and the 3 mage/warrior/golem glyphs. its more a challenge at this point, also actively avoiding meta choices like grandfather etc.
skirmishers is me attempting to get off the need for minions to provide corpses, and so far its working with the new temper where your minions fortify you.
I am now flying through T3, and can do T4, just T4 tormented bosses are a bit to much for me still.
Which board you put which glyph?
i count the max stats for each glyph type with the boards I want to use.
All comes down to what boards/glyphs you are using.
for me it will be when im done
starter = dex - warrior
cult leader = N/A deadraiser
flesh eater = int - mage
frailty = wisdom - golem
hulking = int - eliminator (this might change as it got heavily nerfed)
I just want to say, i do not advise using the 3 minion glyphs, i think its bad but I want to say to myself “i tried” lol.
But maybe im wrong, ill only know once/if im smashing T4 tormented bosses and doing Pit100 XD
Bloodbath board has the most dex nodes.
Yes I know Macrobioboi doesn’t recomend any of those. But I’ll try it any way.
sadly I can’t use that board with my build, so thats why I always say if you need specific legendary paragon nodes you have to then select your glyph setup with that in mind.
Huhh… True. I have to switch from the old approach where only the glyphs mattered.
Really liking mendeln minions so far.
Only have 3 boards so far, doing what I have to I order to activate glyphs, then will backfill later.
It is really fun though, then I start pushing the buttons. I easily see bosses evaporate in T2 (just moved up today). Im afraid to say, but it feels like minions may finally have arrived for real for a season (the inherent bugs in the ring won’t be fixed this season if history is any indicator).
Lots of my gear is still not stated right and I need better imprints… most are still at or near bad rolls.
Would have been nice, when they reworked the boards to have also considered to increase the main stat logical to match…like Golem glyph to Golem Board and so on - adding like 15-20 wisdom for radius 5.
I do hope that for once they don’t nerf things into the ground again by droping a megaton nuke, so there will be struggle for most players in T3/4 with Minion builds in S7.
Because it is just THE core class mechanic and I would love to see even more buffed possible options like ICE, BLOOD and BONE synergies to allow just way more viable endgame builds with some changes to specific uniques and aspects or adding new ones like mages cast blood lances or something that alike. And of course also not forget CORPSE EXPLOSION or CURSES!
The thing with Mendeln procs to not reset is not really great, but when you do have 12-14 Minions, it is not that bad either. But the reinforcement… better gets adressed. Also to change 6th Attack to 6th Hit, please. ^^
It really is sad that we just cannot use all three Minion glyphs for the most benefit. I for sure would love to. It could be enough to buff the skellis dmg per 5 stat and the leg multi for LVL46, I guess and for the Warriors at best some juice for baseline damage too, because for me it would be nice to see if they could do at least half the Mages damage in the endgame if you invest enough into them.
Hm, I wonder, if I can beat T65 Pits when I can put all the necessary paragon points into my last glyph and also flesh eater and level all glyphs to LVL46 … with legacy gear. Right now T50 is easy, but T55-60 hard. Maybe using Soulrift would be better, but I am a fan of AotD even without using Unyielding atm. Of course, I will have to move some glyphs, so I can get like 20+ more matching main stat out of the board’s glyph radius.
Mortacrux still is not really good, isn’t it?
It starts with the behaviour not seeking and running like volatile skeletons of AotD or HfB in my opinion… also I would love to see Kalan’s work with it, that would be sick.
But all in all it is the best season since S4 for the Summoner Necros and bringing Golem’s Leap also was a big win overall, although I am still not seeing that big numbers out of it like it used to be in S5.
E: For Dummy test purposes, I put on some legacy maxrolled Fists of Fate (no GA or MW at all)…well…Without it my Golem currently does hit for up to 60M. With it, it was up to 142M…but 100M+ is REALLY rare. Would be better, if it said “xx% Chance to deal 200-300%”. So absolutely RNG as aspected and maybe possible 1-2x per Minute or so.
Furthermore with Affliction the general damage output was much lower compared to Kalan’s Edict, even when I added Bloodmoon Breaches and gave some shots of Blight on top. When combined with the Fists of Fate, the maximum I saw was around 80M.
It is going to be interesting when I have collected everything to increase damage further on the boards and every glyph is at 46(+) plus moving some glyphs to another board to maximize. Unlocking T4 with “old stuff” would be great.
I will do another comparison once I have some new gear like a 800iL GF. I would not wonder, if numbers are like 2-3x higher with 596 weapon’s damage compared to only 196.
The Golem numbers, I saw Macro and P4wny hat…that is sick. So Fel Gluttony with a GA 2H weapon seems very strong. Here I only tested it shortly at one ring, but it was only around 799 or so…no big numbers. So I ended up with the Aspect of Reanimation instead → probably around like + 1-2M or so for Mages and more for the Golem.
E2:
When you like to see a higher damage output for the Golem, switch to Soulrift + Reaper 3s CDR and two points into Gloom (removed from Blight - still 5/5). Together with 33% CDR Shako and Rank 9/5 + the CDR Reapers you can have Soulrift almost permant up (sometimes yes and sometimes like 2-3s w/o - but the duration can be tempered) and the duration is 8s! The Golem numbers went up to 114M when Mendeln procs. The Mages do also hit very hart. For the Warriors it is also not bad, only that the non proc hits are weaker what I can tell - I guess the 3% damage per Minion and 3% AS for Cult Leader come to play here for a higher base damage. But probably playing so, should be a lot tankier for endgame content I guess, because we also have a nice barrier up, too. And I also switched to Shadow Mages - I forgot - because of all those bonuses. But Cold Mages and always Vulnerable Elites and Bosses is also not bad. Seems to work out really good, because you can also spam Blight a lot.
I will try and share my combat thoughts.
This is a good combination, but right now with only 2.4k HP, that Barrier does not prevent getting one shotted - I guess that with 4-8k, it should be a lot better. Damage is not that bad. Seems like I do prefer playing with AotD, though. But maybe that is just because I am very used to it. The T55 Pit Boss fell similar fast like with using AotD what I can tell. I probably have to make some more runs and record it to compare it in more detail.