Gedonia 2

Gedonia 2

View Stats:
Minion scaling 2nd area
I play a skelly summoner and it was doing perfectly fine in the first area. Maybe even a bit too strong. But as soon as I entered the 2nd area the minions couldn't do anything anymore. They just keep dying almost instantly and barely do any dmg. Playing on hard.

And thanks to the 20 second exhaustion debuff when a minion dies you are forced to watch them die off one by one and when all of them are dead you get to run around for another 20 seconds until you can finally start resummoning. Don't understand that mechanic at all, it's just frustrating.

The mercenary I had has absolutely no problem surviving in the 2nd area by the way. He's basically immortal. So it's a problem with the summoned minions specifically.

Side note: The whole questline about the time artifact and the old guy takes WAY too long. So much dialog that is not very interesting and when I was asked to bring bombs to the door and the first one gave like 15% of the bar I almost alt+f4'd.

First area was good fun and I believe it's going to be a great game with time, so pls don't take my complaining the wrong way.
Last edited by Flikster; Apr 16 @ 12:02pm
< >
Showing 1-9 of 9 comments
That exhaustion debuff is not a good element for the game, especially for a summoner.
2nd area scaling hurts not only summoners, but everyone. I've tested electic / fireball mage, warrior with sword and shield, archer - everyone acts awful as soon as you enter 2nd area.

2nd area needs to be nerfed (first of all, mobs HP pool, but probably damage too).
Flikster Apr 17 @ 4:44pm 
Originally posted by JustMormegil:
2nd area scaling hurts not only summoners, but everyone. I've tested electic / fireball mage, warrior with sword and shield, archer - everyone acts awful as soon as you enter 2nd area.

2nd area needs to be nerfed (first of all, mobs HP pool, but probably damage too).
That's true, but summoners suffer the most, since their minions can't survive and then you're forced to just sit and watch for like a minute because of exhaustion.

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.
you can shorten the exhaust duration through stats if I remember correctly
Sumiko Apr 17 @ 5:17pm 
Originally posted by 🅸🅽🆂🆃🅰🅽🆃🅲:
you can shorten the exhaust duration through stats if I remember correctly

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.
Ok, so far I've got 15 lvl on my necromancer in second area I can say - necro is the easiest character for me (tried mage, warrior with shield, archer and necro).

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.
Last edited by JustMormegil; Apr 19 @ 1:01am
warhorn is good, yes
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)
Originally posted by JustMormegil:
2nd area scaling hurts not only summoners, but everyone. I've tested electic / fireball mage, warrior with sword and shield, archer - everyone acts awful as soon as you enter 2nd area.

2nd area needs to be nerfed (first of all, mobs HP pool, but probably damage too).
i disagree bandit and earth mage and necro had zero issues either areas in game . in fact in area 2 i farmed non stop the bison and turtles had no issues with 2-3 packs of them
I usually go full army and don't fight as summoner mage, fight as summoner warrior so that I can draw attention the enemies, stun them 1st, have my skill dark magic up to 4 lvl so I can use the passive ability making my skeleton do leech health and have banshee to leech health using the nature butterfly one which helps over time, as well so that I can have super powerful leech hp group ganking while I am part healer and DOT as my companion would be tanker AoT. I use leadership skills if my companions and summoned are low in health which recall the group fast I can using 2 type skills to heal my group. All I did only use 2 attack ability the 1st stun ability and 1 burn and yes understand why not add the bleed for no not really because some enemies doesn't have magic armor so basically using fire dmg in wide radius strikes helps a lot as I am saying I am playing as warrior because my strength is 3 but I not focus on agility for it is 1, intel is 2, charisma is 2 because the fact I want to use these small benefit due of the game get highly benefit of materials from intelligent group which the miners and essence best friends as the time being charisma would be next best friend on the list for the exact truth.

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.
< >
Showing 1-9 of 9 comments
Per page: 1530 50