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vaal haste with increase duration will both help you cast faster and make them move/attack faster
Problem is, I have no clue how much damage the minions do as base, so I have no idea what really makes it better. Wouldn't it be grand if this game had an option to show damage dealt numbers like Grim Dawn does?
Currently I just have it linked with +Item Rarity and +Chaos Damage supports along with Raise Zombie.
most minions benefit from any melee support gems as well as minion specific gems
so you can link melee splash and multistrike with summon raging spirits and it will provide the raging spirits with 2 additional attacks and melee splash damage.
totems cast their spells as though cast by you.
so on the passive tree increased minion damage, minion life etc will affect them even if they are cast by a spell totem, the totem route is just bad because spell totem has built in reduced cast speed and ya kinda want to link SRS with spell echo so you can cast enough to reach the cap (20 out at a time)
if you can get the + duration nodes on the skill tree it helps a lot too.
Minion skills are 2 part skills (there are other skills with multiple parts). The first part is the casting, it's a spell that does no damage and spawn a minion. Then the second part is the minion itself, which is not a spell, it's not even a skill, it's a creature, with its own stats.
The spell part works like any other spell, gets affected by cast speed, spell damage etc. But since it doesn't hit nor have a dot, it can't deal damage, so spell damage doesn't affect anything.
The minion, is not a spell, it's not even you, so it can't be affected by any modifier on your tree, except the minions ones because they specifically target minions that were cast by your skills.
The damage you see on tooltip, is incorrect obviously, but it's the same kind of error you would have with skills like grace, it's there because there is a global mod that is giving damage to all spells, but since the spell doesn't hit, it can't do damage, even if you force some bonus on it.
That said, they really need to fix the tooltip because it's really confusing new players, not only it's inaccurate, it's misleading people into thinking some stuff works when it doesn't.
nowadays u dont need anymore duration nodes on SRS. even without spell echo, its quite easy to reach the max of 20 srs.
That said, Spell echo is a very good clear speed tool for generating more spirits rapidly in a short period of time. Not especially useful for bosses, so should be switched for something else like Elemental Focus, much like how you would switch Increased AoE and Conc Effect.
Why wouldn't it be especially useful for bosses? My Witch is very fragile, so she spends all her time running around the boss room trying to avoid getting one-shot, waiting for the minions to finish the boss off. So if it takes only a few seconds to send a bunch of SRS the boss' way, that's good. But does Spell Echo reduce the minion damage? If so, I'm not sure that would be a good trade off considering boss armor & resistances.
Its more an issue of opportunity costs, and even with breaks you can quite often reach the cap consistantly without additional investment in duration just from base cast speed (especially if you go Necromancer where you get a bunch of duration and cast speed for free.)
In which case, its better to chose a support that raises damage further, rather than spell echo which doesnt raise damage at all (It doesnt lower it though, but like i said opportunity costs.)
At the end of the day it depends on your character's stats, but usually in an extended fight reaching the SRS cap is pretty easy.