Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
2nd area needs to be nerfed (first of all, mobs HP pool, but probably damage too).
Other classes just have to fight a bit longer and kite more, but no such workaround exists for minions. And since the Mercenary companion has no trouble surviving I figure something is off about their defensive scaling.
Yes there's passive in second tier under the modifiers for your skellies. Haven't gotten it yet so not sure how helpful it is.
The main thing you should be working at - your 'minion's power' stat. Choose all possible weapons, amulets and armor to raise it.
When I first entered 2nd location, I have +55 minion power and yes, bulls are bad enemy. :)
Make some quests, especially I recommend to visit cave near the 3rd entrance to the location 2 (the one on the top right of the map) and underwater temple. In the temple there is good drop of Necromancers armor (body, pants, helm, shoes, probably gloves) and at the very end of the location you can get crystal sword (+25 minions power). After I've passed those locations, I have more than +150 minion power and bulls are destroyed by my army :)
Oh, and also I always use 2 buffs on my army: WarHorn from leadership and some lighting buf from Lighting magic. This increases attack, defense, attack speed, critical hit power and chance for all skeletons.
2 skellys, one banshee, one ghoul (?) and 2 other companions while you spam earth magic is really entertaining
just don't get yourself hit by mobs!
I use fly to get away when the exhaustion hits after all my summons dies
(nice finding: earth magic let's you resurrect if you die on a mountain or Rocky terrain)
For you for my case I am guessing ur using pure summoner build which I wouldn't do agility or strength, would of just go with charisma due the fact you need to be a bard and leader as well you should go with nature into the little mix the fact bards do have healing power and switching to weapons and shield have leadership it will benefit ur summon when using the leadership perk from support as nature for u don't need put huge amount of it, just small enough to actually access the healer support, the bard is the extra hand me extra power flow and possible to charge in needs if ur mp is out of juice for this is best back up set could think of but I haven't try the siege camp perk yet due I was focus on my warrior summoner build.