By ”good” i mean Lightning spear sorc good of Andarial barrage good or even WW barb good.
Tired of minions being sub-par constantly even after reworks.
Imo just make one stat ”Minion damage” splitting it between golem, mage, Warrior is dumb.
By ”good” i mean Lightning spear sorc good of Andarial barrage good or even WW barb good.
Tired of minions being sub-par constantly even after reworks.
Imo just make one stat ”Minion damage” splitting it between golem, mage, Warrior is dumb.
i really dislike this too, and the extra attack on weapon which is effectively a double damage modifier only applying to 1 minion is so lame.
I want to build around all 3 minions but its just not possible, so sadly my last 2 seasons I have focused on the mages, because warriors are just crap and golem is just a bad player damage build… you press a button and only then any damage is done, and its done exactly where you want it like any normal non minion build.
I want my minions to do damage independently of me and not having full control is part of that, I should be the “support” the guy who buffs/debuffs/heals and thats it.
They have it this way because of build types. Like i play a machine gun shadow mage build no Golem But with out the golem i get +15% attack speed which my mages inherit. Others go with Golem and cdr for bossing.
Don’t look at the new Druid Companion board and glyph multipliers either OP. The unfairness is just too big. And I like that Companions get love, don’t get me wrong. But Minions realy can’t get the same type of attention?
Minions were great in ss4. That was a long long time ago. Then they were nerfed to ground by someone who never played necro and didn’t even know the differences between Blight aspect and Blight skill.
It’s sad that we can’t trust the devs the people working to “balance” to be knowledgable about the game…
I think they expect us to use the useless warrior and mage glyphs? That just not going to happen.
Minions will not be very effective until developers rework minion passives, glyphs, and paragon boards.
Passives:
Death’s Defense: Provides +Armor and +Resistance to minions only. This is not useful as minions receive all their defenses from the character, and this passive does not increase their damage.
Bonded in Essence: Increases healing for minions only. This is a waste of three points as it does not affect the character and does not increase damage.
Glyphs:
Mage: Provides bonus damage to minions and +35 Resistance to minions only. This is pointless because minions get all their defenses from the character.
Warrior: Provides bonus damage to minions and +35 Armor to minions only. Similarly, this is ineffective because minions get all their defenses from the character.
There are also a bunch of paragon nodes that give defenses only to minions that players will take now, as we have an abundance of paragon points, but these points will be taken at the end of the class progression.
In endgame, the Necromancer’s survivability is poor, and minions do not trigger new +barrier passives. This forces players to rely on core skills or Corpse Explosion. The new ultimate skill could fit a minion build, but then we will have to give up on Army of the Dead, which is viable for the minion build only, and we need to give it up now to stay alive. This presents another issue: minion builds need numerous aspects to function effectively, limiting the ability to use aspects for Core skills or Corpse Explosion.
The class faces this problem because developers initially did not want minions to deal significant damage and intended them to be more supportive. Although the developers added many aspects to make minions viable after the initial rework, they did not address the core aspects of the build: the skill tree and paragon boards/glyphs.
I anticipated that this rework would happen in the expansion, but it did not. We may have to wait another 12 months to see if it is addressed.
I agree 100%!. Minions need alot of help.
also if you are glyphing for mage and warrior, well this is idiotic because you can only get mage or warrior weapon temper which will provide double damage.
So if you invest in anything that does not take advantage of this double damage weapon mod you are P***ing in the wind and making a bad build. I really wanted to consider playing a mage and warrior build but even if all other aspects are roughly the same (mage/warrior mastery) and additive bonuses, this one weapon mod will auto double the damage of one of your minion types meaning you need to fully invest in that minion type not the other or you will be much weaker.
Anyway as far as the PTR goes, I am playing around with the mage glyph just to see if the additive bonus can ever outweigh the lack of a secondary bonus… as effectively both the mage and warrior glyphs don’t have a secondary bonus (as its useless).
This is actually good because the idea is to have various Mages, Warriors, or Golem builds, so we need to have glyphs for each minion type.
In theory, we should be able to make Bone Spear minion build or tanky golem with an AOE attack. There is nothing for warriors, though, at the moment.
The theory currently does not work, though, because it is all built on a broken foundation.
Let’s hope that developers will address this issue during the next expansion.
Do not think that they will do a class rework before that.
So weird thing is, that Cult Leader should be the skeleton board, yet it has “minion” node, which affects Golems, same with Deadriser glyph, yet the board doesn’t have Golem nodes. Because there is a Golem board, for Golem glyph(kind of, since there are better willpower boards lol). And we have Warrior and Mage glyphs, but where are their respective boards? If CL is their board with Deadraiser, why does Warrior and Mage glyph exist? And than why doesn’t CL and Deadraiser only affect skeletons, so maybe than it could be scaled with int. nodes. Than specific Warrior and Mage nodes could than have, either Minion IAS additionaly instead if armor and all res. OR double hit/cast. And the max life cluster could be another minion IAS cluster. Warrior and Mage glyphs can than be deleted, since there is no scenario where anyone would ever use them(in their current form atleast).
It looks like the developers had five different people working on various aspects of the Minions, but no one was communicating with each other.
I doubt. During the event with streamers, when Blizzard talked about the designer for Spiritborn, they said that they wanted a specific person to work on the class mechanics.
Here, it probably was the same - one person in charge of how the class mechanics were supposed to work.
anyone else noticed how much better the new ult is compared to AotD with unyielding commander for minion builds… I am assuming the ults damage is so much higher then that of AotD that it just out performs it.
Because its mathematically impossible for it to out perform AotD any other way, given the new ult gives 30%x and 25%x with barrier aspect, while AotD with unyielding commander gives 100%x.
Anyways maybe someone tested this… I did not test it, i just randomly tried the new ult on torment 4 beast in ice and a few pit runs, and my damage shot up compared to AotD with unyielding commander.