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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.
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?
But not all of them will be able to do endgame stuff good enough.
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.
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, what stats do you need for melee classes?
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.
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.
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... .