Path of Exile

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Minion Support Skill Gems?
I was wondering what Support Skill gems work for Minions. I was looking round the wiki and its a bit confusing to which Gem triggers and which not.
For example, sadly Curse on Hit doesnt work with minions :/.
Last edited by Chamaeleonx (˳˘ ɜ˘)˳ ♬♪; Nov 12, 2016 @ 7:30am
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Showing 1-11 of 11 comments
counterintel Nov 12, 2016 @ 1:19pm 
This is a confusing topic at a glance for sure. I'm no expert but I've taken a sumonner witch up into the 80s with moderate success, but the way I built the character left her somewhat squishy, so MY particular summoner isnt exactly god like. But here's what I can share.

Obviously, any gem that has the 'minion' tag works. Duh.
Gems that modify an attack work, but complex link combos like curse on hit dont work. Modify gems that work, that I've used, are: Zombies: Melee splash, Multristrike. Ranged Spectres: Lesser/greater multiple projectiles, and I BELIEVE i tried chain projectiles successfully, not 100% though.

General damage boost gems work as well, such as the gems that add elemental/chaos damage. (auras that do the same work on them as well, very nicely, but not when linked to the minion gem, YOU have to cast them, in case that wasnt obvious)

I believe increased attack speed or increased cast speed should work, but can't remember if I ever tested them.

I enjoyed my summoner a lot but reached a point in act 3 merciless (havent played her since before act 4 existed) where I was too vulnerable to burst elemental damage. So I ended up shelving her. Honestly, she was a terribly built character (poor primary spell choices, poor skill tree choices, my 2nd ever character, I was very green still), but despite that most content was pretty faceroll, but anything that wasn't, ended up being very challenging. I did enjoy rolling around with 8 or 9 zombies (whatever the max was with legendaries) and 3 spectres though, that was tons of fun, if nothing else.

Essentially bosses with high burst, and rogue exiles ended up being extremely difficult, but again, I'm very confident my witch was just poorly built. If I did it all over again, she might not even have been rolled as a witch at all, and if so, certainly would have made large sweeping changes in choices.

Sorry I wasn't more helpful, it's all I got. :jeweller:
Kinda sounds like only some builds have a chance to finish the game :/.
Mhm yeah, I have no clue how much defense you need later on, maybe I will have to adjust my skilltree some. Its mostly an RP Character, but obviously I want him to be powerful even if that is hard with the limited number of skill points and ways to build your character.
Still, thank you for your insight. I figured the simple buffs work but something like Curse on Hit not, which is pretty sad.
I picked Witch because of Necromancer.
How did you skill and what spells did you choose?
Papa Crust Nov 12, 2016 @ 2:26pm 
Originally posted by Chamaeleonx (˳˘ ɜ˘)˳ ♬♪:
Kinda sounds like only some builds have a chance to finish the game :/.
Mhm yeah, I have no clue how much defense you need later on, maybe I will have to adjust my skilltree some. Its mostly an RP Character, but obviously I want him to be powerful even if that is hard with the limited number of skill points and ways to build your character.
Still, thank you for your insight. I figured the simple buffs work but something like Curse on Hit not, which is pretty sad.
I picked Witch because of Necromancer.
How did you skill and what spells did you choose?
Almost all builds have a chance to finish the main questline. ( Except when you make a build that makes no or little sence.)
But not all of them will be able to do endgame stuff good enough.
Last edited by Papa Crust; Nov 12, 2016 @ 2:30pm
Originally posted by Mister Rattle Bones:
Originally posted by Chamaeleonx (˳˘ ɜ˘)˳ ♬♪:
Kinda sounds like only some builds have a chance to finish the game :/.
Mhm yeah, I have no clue how much defense you need later on, maybe I will have to adjust my skilltree some. Its mostly an RP Character, but obviously I want him to be powerful even if that is hard with the limited number of skill points and ways to build your character.
Still, thank you for your insight. I figured the simple buffs work but something like Curse on Hit not, which is pretty sad.
I picked Witch because of Necromancer.
How did you skill and what spells did you choose?
All builds have a chance to finish the main questline.
But not all of them will be able to do endgame stuff good enough.
Guess endgame is basicly, you need max elemental resis and as much life as possible, right?
Maybe I can reach that with adjusting a few points and looking for armor pieces.
What are some good stats to shoot for? Should I get a spell for replinishing my health?

What I always notice is that minion gameplay would be so much better if you could guide each minion individually. This obviously doesnt work in how games are today. Basicly like a real general, shouting orders, using arms and stuff, is how I imagine it should work.
Papa Crust Nov 12, 2016 @ 2:42pm 
Originally posted by Chamaeleonx (˳˘ ɜ˘)˳ ♬♪:
Originally posted by Mister Rattle Bones:
All builds have a chance to finish the main questline.
But not all of them will be able to do endgame stuff good enough.
Guess endgame is basicly, you need max elemental resis and as much life as possible, right?
Maybe I can reach that with adjusting a few points and looking for armor pieces.
What are some good stats to shoot for? Should I get a spell for replinishing my health?

What I always notice is that minion gameplay would be so much better if you could guide each minion individually. This obviously doesnt work in how games are today. Basicly like a real general, shouting orders, using arms and stuff, is how I imagine it should work.
I'm not that experienced in PoE plus I'm playing mainly with melee chars so I cannot help you with that, sorry.

Imo manual minion control is a bad idea for a Diablo-like ARPG. It would add a lot of micromanagement and with amounts of enemies that appear in later levels it would be pretty uncomfortable to manage your minions and your character at the same time. But maybe it's just me.
Last edited by Papa Crust; Nov 12, 2016 @ 2:46pm
Originally posted by Mister Rattle Bones:
Originally posted by Chamaeleonx (˳˘ ɜ˘)˳ ♬♪:
Guess endgame is basicly, you need max elemental resis and as much life as possible, right?
Maybe I can reach that with adjusting a few points and looking for armor pieces.
What are some good stats to shoot for? Should I get a spell for replinishing my health?

What I always notice is that minion gameplay would be so much better if you could guide each minion individually. This obviously doesnt work in how games are today. Basicly like a real general, shouting orders, using arms and stuff, is how I imagine it should work.
I'm not that experienced in PoE plus I'm playing mainly with melee chars so I cannot help you with that, sorry.

Imo manual minion control is a bad idea for a Diablo-like ARPG. It would add a lot of micromanagement and with amounts of enemies that appear in later levels it would be pretty uncomfortable to manage your minions and your character at the same time. But maybe it's just me.
Well, the premise is more something of VR. Basicly you are your character and your minions react to gestures, which reduces a lot of micromanagement.

Well, what stats do you need for melee classes?
Papa Crust Nov 12, 2016 @ 3:01pm 
Originally posted by Chamaeleonx (˳˘ ɜ˘)˳ ♬♪:
Originally posted by Mister Rattle Bones:
I'm not that experienced in PoE plus I'm playing mainly with melee chars so I cannot help you with that, sorry.

Imo manual minion control is a bad idea for a Diablo-like ARPG. It would add a lot of micromanagement and with amounts of enemies that appear in later levels it would be pretty uncomfortable to manage your minions and your character at the same time. But maybe it's just me.
Well, the premise is more something of VR. Basicly you are your character and your minions react to gestures, which reduces a lot of micromanagement.

Well, what stats do you need for melee classes?
Depends on a build. For my Duelist I went for mainly strength plus some dexterity. I'm planning a high-physical damage build so I need a lot of items which increase my physical attack. Elemental resistances are pretty important too. Later I plan to take a "keystone" skill that adds 30% chance to dodge an attack but it reduces your armor by 50% so I plan to use hybrid armor which gives both armor and evasion and items that increase dexterity (and, preferably, strength). Oh, and life, of course. I'm maybe making a ♥♥♥♥♥♥ build but hey, everybody has to start somewhere.
Last edited by Papa Crust; Nov 12, 2016 @ 3:03pm
Originally posted by Mister Rattle Bones:
Originally posted by Chamaeleonx (˳˘ ɜ˘)˳ ♬♪:
Well, the premise is more something of VR. Basicly you are your character and your minions react to gestures, which reduces a lot of micromanagement.

Well, what stats do you need for melee classes?
Depends on a build. For my Duelist I went for mainly strength plus some dexterity. I'm planning a high-physical damage build so I need a lot of items which increase my physical attack. Elemental resistances are pretty important too. Later I plan to take a "keystone" skill that adds 30% chance to dodge an attack but it reduces your armor by 50% so I plan to use hybrid armor which gives both armor and evasion and items that increase dexterity (and, preferably, strength). Oh, and life, of course. I'm maybe making a ♥♥♥♥♥♥ build but hey, everybody has to start somewhere.
If there really are 1-shot attacks that burst you down then I dont know. Do you think minions die fast later on?
If the base are so powerful, why not mostly pick those?

Maybe I change "Necromantic Aegis", but blockchance with the offering on top should make the minions pretty durable. This is my problem, I dont really know what to expect at later levels.
I basicly want to go full Minion and Chaos because its the closest this game lets me go for "RP" purposes.
As a sidenote, I can think my build would be great in support xD.

Edit: Same goes for items. Are there items that help certain playstyles or not? For balance purposes you should always add those to encourage a lot of playstyles.
Last edited by Chamaeleonx (˳˘ ɜ˘)˳ ♬♪; Nov 12, 2016 @ 3:14pm
Papa Crust Nov 12, 2016 @ 3:28pm 
Originally posted by Chamaeleonx (˳˘ ɜ˘)˳ ♬♪:
Originally posted by Mister Rattle Bones:
Depends on a build. For my Duelist I went for mainly strength plus some dexterity. I'm planning a high-physical damage build so I need a lot of items which increase my physical attack. Elemental resistances are pretty important too. Later I plan to take a "keystone" skill that adds 30% chance to dodge an attack but it reduces your armor by 50% so I plan to use hybrid armor which gives both armor and evasion and items that increase dexterity (and, preferably, strength). Oh, and life, of course. I'm maybe making a ♥♥♥♥♥♥ build but hey, everybody has to start somewhere.
If there really are 1-shot attacks that burst you down then I dont know. Do you think minions die fast later on?
If the base are so powerful, why not mostly pick those?

Maybe I change "Necromantic Aegis", but blockchance with the offering on top should make the minions pretty durable. This is my problem, I dont really know what to expect at later levels.
I basicly want to go full Minion and Chaos because its the closest this game lets me go for "RP" purposes.
As a sidenote, I can think my build would be great in support xD.

Edit: Same goes for items. Are there items that help certain playstyles or not? For balance purposes you should always add those to encourage a lot of playstyles.
Again, haven't played intelligence based classes so I can't really help with that. I have a fire elemental minion skill gem and he manages to live pretty long when I'm fighting normal monsters but dies fast on boss fights.

There are magic and rare items which have random stats. But there are also uniques with mostly pre-determined stats. To answer your question, I'll just say that I managed to get a unique that greatly increases physical damage when fighting unarmed. So, I guess, yes, there are items that encourage different playstyles.
Originally posted by Mister Rattle Bones:
Originally posted by Chamaeleonx (˳˘ ɜ˘)˳ ♬♪:
If there really are 1-shot attacks that burst you down then I dont know. Do you think minions die fast later on?
If the base are so powerful, why not mostly pick those?

Maybe I change "Necromantic Aegis", but blockchance with the offering on top should make the minions pretty durable. This is my problem, I dont really know what to expect at later levels.
I basicly want to go full Minion and Chaos because its the closest this game lets me go for "RP" purposes.
As a sidenote, I can think my build would be great in support xD.

Edit: Same goes for items. Are there items that help certain playstyles or not? For balance purposes you should always add those to encourage a lot of playstyles.
Again, haven't played intelligence based classes so I can't really help with that. I have a fire elemental minion skill gem and he manages to live pretty long when I'm fighting normal monsters but dies fast on boss fights.

There are magic and rare items which have random stats. But there are also uniques with mostly pre-determined stats. To answer your question, I'll just say that I managed to get a unique that greatly increases physical damage when fighting unarmed. So, I guess, yes, there are items that encourage different playstyles.
Well, guess I have to keep the minion skills in and maybe even prioritise Descreate.

But yeah, outside of elemental stuff (fire explosions at the moment) my zombies run over every group pretty easy.

Im now interested if my Wall of minions can reach the very end... .
Last edited by Chamaeleonx (˳˘ ɜ˘)˳ ♬♪; Nov 12, 2016 @ 3:34pm
SirScrubby Nov 12, 2016 @ 10:26pm 
If your looking for a fun minion build try Raging Skulls with Spell Echo and other minion spells. Works pretty well
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Date Posted: Nov 12, 2016 @ 7:28am
Posts: 11