The new gloves look incredible but there are a lot of knock on effects they will result for a minion build, from corpse production through to aspect juggling and mythic/unique selection. But for me personally as a “homebrew build player” it looks like a fun problem to solve.
lucky hit on gear now improving minion lucky hit is a nice buff.
as it stands with the the nerf to overpower damage, most of us minion builds in the pit used Ahu+zan to really push our damage, this is going to hurt a lot.
The loss of 150%x from boss powers is going to also hurt a lot, and as far as I can see the only replacement through the horadric powers is a 30%x which is not very effective on bosses without adds and 6% int will not cut it.
So getting 12-14 mages is a huge damage increase over the current mix of minion types, it looks like the loss of around 120%x (if you factor in horadric powers) is going to dampen that damage increase…
with all that said, a pure mage build is going to be an absolutely awful experience on andariel and harbinger, along with a handful of pit bosses. get those reports in if you go on the PTR or we will have an extremely frustrating experience on live.
I want to build another tank next season, but it looks like its going to be much much harder, as I myself being forced off grandfather in favour of a scythe, which loses me a lot of all stats for my paragon board, which in turn forces me onto shroud (all stats) instead of tyreal’s. Also tyreal’s is taking a nerf by the fact that the max all resist is no longer as much of a survival improvement as before due to max res going up to 75% and unique gems offering another +3% to max res.
Anyway im very excited about juggling gems and horadric powers along with the mage gloves and solving barrier generation.