Season 3 Minion Mega Guide!

Introduction

Hello everyone and welcome to the Season 3 Minion Mega guide! Here we are again to travel down the road of masochism, to live our dream class fantasy. Below I will try to cover everything in my power. Some of this information you may already know. Some of it might be news to you. Some of it maybe theoretical because testing can be hard. I am not omnipotent and do not wish to argue over every fine point. If you have a differing opinion please give me a link with video or screenshot proof or open a discussion with me. Thank you and enjoy!

Stats

  • Minions inherit 30% “0.30 x [value]” of a Necromancer’s stats and multipliers.
  • Minions inherit 100% of all stats and multipliers that state “You and your minions”.
  • Minions deal 1.5x base critical damage plus an additional 30% of your critical strike damage.
  • Minions deal 1.2x base vulnerable damage plus an additional 100% of your damage to vulnerable. (Edit)
  • All other additive effects such as damage to close, distant, chilled, stunned, slowed, etc, minions get 30% of that value.
  • To calculate this take the whole percentage like 400% critical strike damage and multiply it by 0.30 or 400x0.3=120%.
  • Minions inherit thorns has a max roll of 10.5% for a maximum of 42% from gear. Minions can reach 92% thorns inherited from the necromancer.
  • Damage To: All bonuses like damage to close or distant function in relation to the minion doing the damage. A minion still has to be close to the monster it is damaging to benefit from the 30% value they have.
  • Attack Speed Cap 1: Attack speed bonuses from player at 30% of the character sheets value. Cap 100%
  • Attack Speed Cap 2: Minion Attack Speed. Cap 100%
  • Minion IAS: Minions like the player have a maximum Attack Speed of 200%. This means that any bonus from category 1 or 2 that exceeds 100% does not increase the attacks per second of your Minion. Unyielding Commander giving 200% will not give you an attack speed increase beyond 100%. “Testing in Progress”

Defense

  • Note: This is very unknown territory and all of this information should be taken with a grain of salt. If you have any info regarding Minion Defensive stats please share them. Everything listed below is a theoretical based on inheriting 30% of the players stats and having the same formulas as a player for calculations.
  • Bonuses: Every minion defensive bonus is active for all of these calculations!
  • Armor: 30% of Player armor. This is for each minion type to hit the 85% Armor damage reduction cap while fighting level 154 monsters aka Nightmare dungeon 100. (REQUIRES FURTHER TESTING!)
  • Warrior: 22,224 Player Armor
  • Mage: 25,867 Player Armor
  • Golem: 16,420 Player Armor
  • Resistance: 30% of your total. Hover over a Resistance in the character sheet to see the value before the world tier reduction. “You need every possible Minion resist bonus to hit the cap on most end game set ups.” We do not know if the hard cap for minions is 70% or 85%. (REQUIRES FURTHER TESTING!)
  • 70%: 96.7% Player all resistance in World Tier 4.
  • 85%: 146.7% Player all resistance in World Tier 4.
  • Damage Reduction: Minions get 30% of the players including conditional values except for while fortified because they can’t fortify. (REQUIRES FURTHER TESTING!)
  • Minion Max Life: You CAN NOT have too much!
  • Skeletal Priest Healing: Health Per Second “HPS” Based on your Maximum Life. “Working”
  • Death’s Defense “Old”: Minions can only take 30% of their Maximum Life in damage. “Developer Confirmed”
  • Damage Over Time: Minions can take 1% of their Maximum Life from a damage over time effect. “Developer Confirmed.”

Skill Damage “Work in Progress”

  • Warrior: 14% x [Weapon Damage] Single Target
  • Reaper: 42% x [Weapon Damage] Area of Effect
  • Shadow Mage: 43% x [Weapon Damage] Single Target
  • Cold Mage: 43% x [Weapon Damage] Single Target
  • Bone Mage: 65% x [Weapon Damage] Single Target
  • Golem: 59% x [Weapon Damage] Area of Effect
  • Iron Golem: 40% x [Weapon Damage] Single Target
  • Skirmisher: 30%[x] or 1.3x damage added to multiplier bucket.
  • Bone Mage Upgrade 2: 40%[x] or 1.4x damage added to multiplier bucket
  • Blood Golem Upgrade 2: 50%[x] or 1.5x damage added to multiplier bucket

Thorns

  • Critical Strike: Not Working. You will gain no bonus from crit.
  • Vulnerable: Working. It will use your minions stats if the damage originates from them.
  • Physical Damage: Working.
  • Damage To “condition”: Working.
  • Intelligence: Working.
  • Universal Multipliers: Working. Anything that says YOUR DAMAGE. Not core skill, basic skill, darkness, bone, blood, etc. A good example of this is Amplify Damage and Blighted Aspect which both say you do %[x] more damage. 30% Value… on Minions.
  • Needleflare Aspect: Works on the Necromancer but can not proc on the Minions.
  • Book of the Dead: Damage from Skirmishers 30%[x], Bone Mage Upgrade 1 40%[x], and Blood Golem Upgrade 2 50%[x], do not work with thorns.
  • Minion Damage: Warrior, Mage, and Golem Damage additive and multiplicative increase thorns damage done by your Minions.
  • Ring of Mendeln: Because of the changes to Cult Leader, Ring of Mendeln now surpasses 10.5% minions inherit thorns on ring as a better dps option in all scenarios.
  • Minions Inherit Thorns Value: For every 10.5% you gain a 1.1x or 10%[x] increase to your minions thorns damage!
  • Thorns damage from your minions can proc abhorrent decrepify.
  • Thorns DOES NOT lucky hit!

Skills

  • Skeletal Warrior Mastery: 15/30/45%[x] 100% Value!
  • Skeletal Mage Mastery: 20/40/60%[x] 100% Value!
  • Golem Mastery: 25/50/75%[x]100% Value!
  • Mastery Skills: Every 3 point mastery skill is a seperate multiplier that is calculated after skill damage. The golem will update saying it increases to 77%, this is a bug. It deals 59% x 1.25/1.5/1.75x damage.
  • Spiked Armor: 796/1592/2388 Thorns at level 100. 30% Value…
  • Fueled by Death: 30% Value…
  • Death’s Embrace: 30% Value…
  • Death’s Reach: 30% Value…
  • Amplify Damage: 30% Value…
  • Gloom: Shadow mage only. 100% Value!
  • Terror: Shadow mage only. 100% Value!
  • Decrepify: Damage Reduction. 100% Value!
  • Abhorrent Decrepify: Can proc on minions so long as the Necromancer has at least 1 thorns.
  • Supernatural Blight: 100% Value!
  • Hellbent Commander: 10/20/30%[x]. 100% Value!
  • Inspiring Leader: 4/8/12%+. It is unknown to me if they also inherit 30% of the 12% the player gains. 100% Value!
  • Bonded in Essence: 100% Value!
  • Death’s Defense: 100% Value!
  • Kalan’s Edict: Impossible to keep active. 100% Value!

Changes

  • Golem now has better A.I. after using an active!
  • All of the Golem’s attacks now cleave dealing area of effect!
  • Bone Golem Active gains the Golem 70% of the players total armor as Thorns for 6 seconds!
  • Bone Mage’s fortify is now for maximum health instead of base!
  • Skeleton Priest now heals for 40% over 8 seconds instead of 25%!
  • Golem Glyph: Now gives 25%[x] Golem Damage instead of Health!
  • Cult Leader: Now gives 1%[x] Minion Damage for every 2%+ Minion Increased Attack Speed. “I see this as a nerf”
  • Hulking Aspect: 2-5% > 4-10% chance to lower cooldown and 1-2.5% > 2-5% chance to spawn a corpse when attacking!
  • Fixed an issue where Shadow and Bone mages did not cast Blizzard when the Coldbringer aspect was equipped.

Bugs

  • Minion damage does not proc Disobedience.

Cult Leader Discourse

  • Some people are saying this is a buff some say it is a nerf “myself included”. We went from having a passive 45%[x] damage increase to requiring 90%+ Minion Increased Attack Speed to hit the old value.
  • The reason I see this as a nerf is because it now requires an investment to hit the old value. Coupled with the attack speed cap of 100% Minion IAS, any additional Minion IAS we stack above 100% only benefits Cult Leader and not our army.
  • Max Minion IAS: 357% or 178.5%[x] damage from cult leader or 2.785x minion damage. This is the most Minion Attack Speed I was able to fit onto a character.

Mendeln

  • The nerf to Lucky Hit Chance is going to make it a lot harder to proc Ring of Mendeln.
  • The damage is also going to be lower than season 2 which is expected losing vampire powers and Tears of Blood glyph.
  • Still Viable.
  • C Tier.

Deathspeaker’s Pendant

  • About at 5-12% damage nerf with the overpower nerfs.
  • They fixed flat health to also become multiplied by percent health increases. The overpower nerfs mean a lot less because player health can become nearly double season 2 values in the end game.
  • Still viable.
  • C Tier.

Pure Summoner

  • Viable but weaker than Season 2.
  • D Tier.

Shadow Summoner

  • Viable but weaker than Season 2.
  • D-C Tier.

Thorns Summoner

  • Thorns Buff on Bone Golem! 70% of the players armor!
  • Can stack Minion Attack Speed because it doesn’t need other stats!
  • Can fit more defensive skills and scales with Armor!
  • Juggernaut’s Aspect synergizes with the Bone Golem Buff!
  • Thorns damage is increase by our minions damage and multipliers!
  • Viable.
  • C Tier.

Conclusion

To say I am disheartened by the changes overall is a bit of an understatement. I wanted or rather expected a lot more from the developers and even gave them some suggestions for a simple but powerful update. I am a bit biased but I hope that in the future when they have time away from other projects we will see a Minion rework that allows our army to be the main damage source. Worse yet is that they are giving everyone a Construct “Golem” with 100% stat inheritance with upgrades that would make a Companion Druid or Minion Necromancer drool. On top of the slap in the face that is “if they wanted to they could”. None of our minion exclusive stats will likely benefit the Construct (as far as we know). Meaning that as we build out our army we are once again building against the Seasonal theme to live our class fantasy.

I hope this guide helps you in your journey. If you have any questions feel free to ask below. If you think any of this information is incorrect, please share. Me as well as a group of quite a few other players are working to unveil the secrets of the Minion build, we do our best but we aren’t perfect. Thank you for reading!

8 Likes

huge thanks buddy!

I knew a lot of these already, but a few I definitely did not! its also great to have a list for players to check.

Quick question. Does Thorns damage have Lucky Hits? Could it proc the Ring of Mendeln? I know the Golem active button can have all mobs aggro. If it has tons of Thorns and if Thorns could proc the ring, that’s how the New Mendeln summoner should work. I would just let the golem kill everything by proc’ing Mendeln while i have the Construct companion to continuously protect me. That’s my theory. I can see this build way way higher than C tier. We will see this on S3.

But Mendeln can crit vulnerable targets. Right? So the thorns would just be the trigger. How much lucky hits that Thorns damage has? Hope it’s high around 50%+.

Btw, Sacrilegious Ring of Soul is still existing on S3, right? Would still need its tendrils while having the golem.

To OP, i am not dishearthened. I know everyone wants to have a super powerful build. Who doesnt? To me, making your build strong is a puzzle. That’s already gaming to me. I could be successful or could fail on finding this strong build. But at least, i had fun doing it. And that’s what matters to me. GG.

Thanks. Good reading. Maybe Captain Haircut will read it, hot fix a few numbers & get minions making happiness :blush:

  • Thorns can not lucky hit.
  • Thorns from minions can proc abhorrent decrepify.
  • Ring of Sacrilegious is still in the game.
  • Gauntlet supposedly starts at tier 70 so most every build will clear it.
  • C tier is fair, it’s slow, does little damage in comparison to other builds, and is stunted by a.i. and cc.
1 Like

Yup, I just tested it now. I made a Thorns build Mendeln + Xfal Summoner with Razorplate with Golem Paragon nodes almost all were filled up. Have the Blood Golem, aggro’d everything while there are some Blights littered on the floor on a room filled with mobs, no proc from Mendeln and Xfal. The Blood Golem got overwhelmed and died. He is suppose to explode the rings. Nope, he died instead. It was like 10 seconds before he died though. level 154 Butcher was also inside the room. ROFL. GG.

At least I tested it myself. I am a problem solver. If it doesnt work, I would try another possible solution. It’s all good.

Developer’s Note: It’s important to us that when a player chooses to fully invest in a Skill, the payoff is immense.

kekw

4 Likes

investing fully in minions is immensely bad.

To assume “payoff” is inherently good was our mistake, the Devs did not specifically state good or bad, so I think working as intended lmao

does the seneschal pet count as a minion?

Nope. It’s a seperate entinty. It works differently.

Verry good post! Gj

I am playing summoners my self this season. And the pain is real!

They could make Minions inherit 100% of all stats, the build will still be far from S-tier

Some how everyone forgets how much the pets get CC.

Stunned
Frozen
Feard
Knockback
Death
Etc…
Every CC in the game makes the summoners slow down by alot… And bad AI dose not help.

Hope the DEVs take a look at OPs post. It highlight why summoners are far from any of the best builds in the game, and it would actually be hard to “accedently” make them too good.

Another big thanks for this thread Bactyrael its really helping me with my gearing choices. even if some info is not fully tested its a better start point then my zero info lol.

Going full minions so not just golem with a high AotD uptime flickerstep build, not got the boots yet, but hoping this will be what is needed to really maximise on the cult leader changes.

well getting 20k armour with a 2hand scythe is very possible now, the question is is it worth getting 22.5k for warriors or not.
if feel like if you are working on getting very high up time on army of the dead for unyielding commander, meaning it will be on a weapon or amulet… the damage reduction they will receive will be huge anyways.

I think my gearing mentality will be “high AotD uptime > high armour”.

The golem thorns values seem to reflect that minions do in fact inherit 30% of the players total armor. We have a thorns summoner that hit for 6 million already. The juggernaut aspect also counts as base armor before multipliers so it is possible to hit 22,000 thorns on the golem just from player armor at 40k.

that’s pretty cool, though I don’t actually want to play a thorns summoner myself feels a bit to lobsided in the favour of the necro. Also with how min maxing is a thing, if you go thorns you need to really full invest to get a good char, which yet again means taking away from the minions.
At least with the golem ability his thorns is based on his armour, which means at least regarding that one ability you need to invest in golem armour nodes on the paragon tree.

Nope.

  • Bone Golem
    • Active ability now grants the Golem Thorns equal to 70% of your Armor for the duration of the Taunt.

YOUR armour is the base.

yes it said that in the patch notes, however in game it says “It gains 70% of its armour as thorns for the duration.”

Now we have the usual issue of not knowing which bit of info to trust, however, it makes more sense it takes its armour, as then at least stacking its armour with paragon nodes would synergize which is the logical way to design it.
But yet again the only way to know anything is to test it in d4…

Oh I havent checked that. It makes more sense though.

Do you know if the seasonal pet is adding anything to the minions?

It barely gives anything to the player. If they happen to be under the protection dome they are also protected. That’s about it.

I got turned off when I realized that Minions cant proc Lucky Hits from Thorns.