The reason your minions are dying and can't push high sigils

If you watched the very lengthy video on resistance and armor recently you probably found out this fact already. For those who do not know, your resist and armor value drops as monsters get higher in level. At 17 levels higher you are a very very squishy target for them. Nearly 1 shot in most cases. So how do other classes avoid this? Damage reduction from alternative sources like fortify, reduc while fortified, reduc after using a basic ability etc.

Minions do not have this beyond hardened bone. They have one 20% reduction. So when you go to do a nightmare dungeon around that level range above you, your minions can not survive period.

Minion nodes give bonuses to armor, resist, and health, but because of the way this works, it will never catch up or mitigate this issue.

Example: you are level 70 doing a dungeon with level 87 monsters. You have damage reduction and can survive hits and tank ok. Your minions have 20% reduction while 7 or more are alive. Outside of this they are being hit as if they have nearly zero armor and resistance.

I found this out trying to push on my minion build and couldn’t understand why dungeons went from tankable to one shot range within 5 levels. For anyone trying to push with minions, wait for a fix.

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You have a rare paragon node that gives 20% more dmg reduction.

Boy are you gonna be upset when you learn minions inherit your armor at 100% of the value.

You can make them extremely tanky.

Just stack armor on your character and from the paragon. There is around 2000 armor in the paragon you can stack up on your character.

I feel like he is a reputable source there are others if you don’t trust him.

Source or proof on this?

They inherit your armor, fortify and resistances, you can make them tanky and in general they are wah toughter than me except in PvP where they get a gigantic nerf, but the main minion problems are:

  1. They don’t hold aggro, they just sometimes “block” the path between you and the enemies, and even when using golem’s Taunt, as soon as the effect fades the enemies go after you again.
  2. Their damage is mostly additive so you deal way more damage than them even when focusing your boards and gear on minions.
  3. They are prone to fear (skels, invotations and undead in general should be immune to that)
  4. They require tons and tons of investment and yet you struggle with them on TIV (when you are low level) and on NM dungeons later on.

Let’s say you play 100 hrs. By that time, you could have a mediocre minionmancer handicapped by the ingame maths, or a bone necro that actually can do some clearance on high tier NM dungeons… or any other class that is just both more powerful and faster.

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Still fun playing minions though.

Tell this when u lvl 100 necro doing 60 lvl nightmare summons are just too weak and nothign change that its not level diffirence.

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Thats sad, 99% of the ppl who plays necromancer wants minions…

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