The summoning damage scaling seems to rely too much on curses and corpses. It’s bad enough that the minions are slow damage but then you have to rely on stacking buffs on yourself and debuffs on enemies for the damage to scale up to what other builds and classes can accomplish without the “wind up” via Raise Skeleton, Corpse Tendrils, and a curse. Then you have to have enemies in blight for that last multiplier.
All while my rogue and spiritborn mash buttons and faceroll and speed farm with ease…
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I don’t mind the set up, but it would be better and make more sense, if minions could actually do heavy damage. The only part I hate is the Blight part. Enemies will not stand in Blight pools long enough, the damage multi requirement should change to: being affected by Blight. This way even Ebonpiercer could potentialy become a useful item in minion builds. Untill you get an amy with HBC ranks atleast.
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Just make the damage bonus to blight function similar to a curse.
“Enemies affected by blight take 20%x damage for 5 seconds.”
The radius of the blight pool is literally so small, it can affect at most 2-3 enemies at a time for about 0.5seconds. At least the above change would give something useful.
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Yes, exactly that is what I’m talking about.
Do you know what scales the damage on mendelin ring procs? Summon damge tempers , damage affixes , nothinf seems to raise it for me
unless there is a bug I know all minion damage modifiers (additive and multiplicative) scale mendeln with the exception of things like, as long as they are not to a specific element other then physical.
I have not tested all of this, but I did test the glyphs if i recall and they seemed to work.
Debuffing just isn’t a viable option for end game. As you debuff, other builds already 1 shot the pack and have already moved on.
The build clear speeds are too slow. Blight and shadow builds shouldn’t synergize with summoning.
Focus on buffing your own stats. Weapon damage, crit damage, etc. Prioritize + mastery on gear.