Asenna Steam
kirjaudu sisään
|
kieli
简体中文 (yksinkertaistettu kiina)
繁體中文 (perinteinen kiina)
日本語 (japani)
한국어 (korea)
ไทย (thai)
български (bulgaria)
Čeština (tšekki)
Dansk (tanska)
Deutsch (saksa)
English (englanti)
Español – España (espanja – Espanja)
Español – Latinoamérica (espanja – Lat. Am.)
Ελληνικά (kreikka)
Français (ranska)
Italiano (italia)
Bahasa Indonesia (indonesia)
Magyar (unkari)
Nederlands (hollanti)
Norsk (norja)
Polski (puola)
Português (portugali – Portugali)
Português – Brasil (portugali – Brasilia)
Română (romania)
Русский (venäjä)
Svenska (ruotsi)
Türkçe (turkki)
Tiếng Việt (vietnam)
Українська (ukraina)
Ilmoita käännösongelmasta
1) All your minions attack whatever target you are attacking. They will attack whatever is attacking them, but they will switch to whatever you are targeting. This allows you to focus their attacks.
2) Minions do indeed do relatively low damage. They do *some* damage over time, but they really cannot match the DoT of properly-specialized corruption spells.
3) The right specializations (Blood Magic and Death Magic) allowed my minions to face-tank a world boss while eating all of its AoE skills. They leech life for themselves and for me. For comparison though, I noticed that my minions die to even plain mobs without the survivability bonuses Death Magic or the sustain of Blood Magic.
That said, I now see Minion Necromancers as a self-sustaining support class with CC, revive, and party-wide life-leech bonuses. Blood Magic lets you, your minions, and your allies steal health from a target with each attack. If multiple allies go down, you can teleport them to you and begin reviving them while your minions supply you with health. Death Magic adds survivability to both you and your minions, allowing said minions to add toughness to you while stripping conditions away from you with each of their attacks. One sixth-tierperk in Death Magic also allows you to survive a potential lethal deathblow by activating shroud. The third specialization slot could be filled with whatever, but a purely support-dedicated Necromancer could go for soul-reaping for even more healing and survivability. You can also hybridize for melee DPS (Spite, Reaper) or ranged DPS (Scourge, Harbinger).
Do end-game instanced dungeons/raids *really* not need a tough, self-sustaining healer with CC that strips boons, grants mass life-leech, and teleports downed allies to safety?
Also, will Vampiric Mark not stack? It lasts 6 seconds and has a 16 second cooldown, and would be a shame if it couldn't stack in duration