Ebonpiercer should fire 5 piercing Blights instead, so every projectile has 40 lucky hit.
Blight has a high lucky hit chance and increases minion damage by 20%. Sounds good to me.
i find Blight clunky to add into my setup, I only ever liked it with the aspect inside my bone prison, i dislike how it stops on the first enemy it collides with.
Also using it with great feast is annoying as is fitting it on my skill slots and again it has no synergy with corpse production…
At the moment I have a really nice corpse synergy, going on, but it requires CE to be my darkness spell debuffer and corpse eater stacker.
Then I have gravekeeper, skeletal priest, tendrils and necrotic carapace that also synergise.
corpse production is AoTD and 15% from 8 reapers. game play is really quite smooth.
To fit blight in I have to completely rework my build, though going into 2.0 I will probably do that anyways.
I like blight on my builds… But inside boneprison. And this setup have a extensive aspect cost. We need 2 aspects slots to do boneprison and blight work minimally fine on a minion build.
Without boneprison, we need a extra skill slot to a minion setup.
Ex: Slot 1 = AotD, Slot 2 = Tendrils, slot 3 = Raise Skellies 3, slot 4 = decompose or another basic skill or 1 curse, slot 5 = Golem, slot 6 = 2 curse.
I used Tendrils, AotD, Mist, Blight, skellies and decrepify in my S4 mage push build. Early on, I experimented with BCE instead of blight but the extra 20% damage was well worth it and skellies are sufficient to trigger flesh eater. Blight was just there to apply the 20% and help with blighted procc timing.
Then again, the whole blighted shadow mage build is probably no longer a thing. Back then, it put me in the top 10 pit clears on maxroll during the very first two weeks after the initial pit release. I didn’t touch minions at all this season and benched my necro altogether after experimenting with blood builds a bit.
Blight + bone prison is perfect for me because my focus is thorns. This combination does vuln and 20% dmg without the disturbing stun of tendrils…
BUT, Im runing with tendrils because it saves 2 aspect slots on S5…
Maybe I can go with blight instead of decompose… But decompose’s a excelent skill for a thorns minion based…
I’m just excited to S6 and learn how provide a better “thorn way”
i was kind of turned off pits, I think in season 4 I only ever did a 133 on my mage build, this season I have done maybe a 125 with far better gear, but I just cannot handle 10min boss fights… they drive me nuts. Now with the debuff as well its even more annoying.
I am to casual to push pits, maybe if they distribute the extra health across the whole dungeon so everything slows down and the boss speeds up, i would enjoy it more.
Yeah, last season I didn’t really push any further after the initial two week rush. This time around, I did 135 on my sorc and 130 with my take on the bugged andariel’s blood mist just to see how far I could take it. The boss fight was literally 10 minutes of standing there holding down right click.
The pit is still fun but man, boss fights drag on way too long. Even on builds with good single target damage.
yeah thats an amusing build, i think i would have to mute the game to play it though
Absolutely, I turned it down to be barely audible and normalized the audio track lower than usual. It ended up quite loud on yt, still.
Removing IAS from tempering might be okay with the game’s rebalancing. So, at this stage, it might be fine, but the fact that they again removed power from minions without providing anything in return shows that devs still do not want necromancers to play pure minion builds.
A made a bit of a research. And though my source is a year old, I don’t think this changed. So to further shed light on the unfairness between Companion multipliers and Minion multipliers, Minions have(specialy warriors) lower base damage than Companions.
Reapers: 8%
Skirmishers: 9%
Defenders: 6%
Wolfs: 14% base, 200% active
Creeper: 47% over 6s base, 126% over 2s active
Ravens: 31% base, 300% active
So why exactly Companions can have a 1200something% damage increase from one gliph, while Minions have 200something. Oh and Companion glyph multi scales with int, and Minion’s glyph don’t. Minions could easily get 2000% to stay competitive with Companions, since they don’t even have an active dmg portion. And don’t even get me started on multipliers from aspects…
yeah Necromanser player who play minions, is out of luck.
blizzard - dont like minion on necro, their message is use Sacrifice!
Maxroll class lead - don’t like minions, period! (btw, i think he is great, but seriously… necro (in my opinion) is the definition of minions)
And blizzard do apparently not read the Necro class forum, or take stock in what 95% of the Necro players are saying about the class/minions.
the Necro is full of bugs/unintended interactions, that do not get fixed no matter how many times it gets reported.
and there is very restrictive synergies in a lot of the Necro skill/passive, which restrict build diversity A LOT.
also the Necro has the least amount of skills & passives of all the classes.
sorry about the rant, I had to get that out.
I agree. I always say something like this…
The dead are the necromancer’s power, whether as minions or as a source of raw power (sacrifice).
Necromancer itself has several archetypes, but the problem is that Blizzard doesn’t find a way to not penalize us for using or not minions. We should have the freedom to choose minions or not without feeling penalized.
Easy way to accomplish that is remove the player-specific aspecting from affixes. Anything that says you do %x damage just becomes do %x damage. Then it applies to minions and then they become an actual choice as to whether or not you use them and there is at least a lot less of a penalty for using them.
Bro I can’t stand all the fake corpses, meat chunk simulator. I need a blood pool/patch alternate option for the art or something.