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报告翻译问题
Physical dps summons so far yeah. Could prob not have gone into physical, went toxic, and moved points into the material damage tree too. Unless youre 100 with points to go around the whole wheel into elemental stuff, material summons are the way to go.
I honestly dont know if they inherent ailment chance, but i often see them apply ailments pretty frequently when i was messing around with rend and toxic summons. trying to apply ailments myself seems a lot harder.
Also regarding the OP build idea i really doubt that it could work. This is extremely hard to have a build that doesn't focus on something specific and can deal with rank 211+ expeditions. Playing a summoner build requires too many gate of fates investments into nodes that focus on summons to allow you to have enough remaining points to boost both your survivability and spell damage.
Weapon Damage;
Total Attributes Bonus Damage;
Ailment Damage;
Skill’s Flat Damage (Gems, XX damage on spells..);
Skill’s %Damage (%damage, %spell damage, %projectile damage…);
Skill’s %Damage Type (%material/elemental/occult damage);
Projectile Count.
These are the things minions now scale with, and pretty much only these things. From my testing they don't inherit crit chance, ailment chance, crit damage, or attack speed from your character.
Example: They will inherit the extra projectile from that node you can select, but in the same tree is a node that increases projectile pierce by 1, and summons won't inherit that.
Basically, what I've found best is to focus on spell damage nodes, projectile damage nodes, a single damage type (elemental, occult, or material). You can also build full toughness, ignoring other stats and build into that node that increases damage based on physical defense but tanks your crit (won't need it anyway, if you build full minion master.)
I have tried 2 types of builds that I really like. An elemental build (with the node that every 6 seconds you cast a spell of either lightning, fire, or ice drops a meteor, chain lightning, or shoots an ice shard. Don't remember it's name) where I focused on getting the fire buff from that node by casting my fire minion charge/shot every few seconds, since it is a %damage boost and does boost minion damage. And an occult build where I used shadow skeleton archers in 3 slots, and the shadow warrior livor mortis (all 3 with the increased ailment chance so they apply curse) cursed enemies this way take more damage from all your minions.
Things to keep in mind when building this way though is what kind of damage types rolled on your weapon. (I use a staff, so I'll use it as an example.) Example: If your staff damage types are +40-50 toxic damage, and +40-50 physical you are probably better off using +matieral% damage nodes (staves can roll every damage type, so just keep an eye out for a good one with the type you want to build that gets 2 or all 3 of your chosen type, like +shadow, +aether, +sacred on one for an occult damage build.) This gets significantly boosted by that. Rings always roll into +elemental flat damage types to spells (fire, frost, lightning) and you can get a really good one with all 3 if you are lucky. Amulet and belt get occult damage types to spells.
Other good stats to keep an eye out for in summoner build. (Go for heavy armor for high resistance, which adds to your overall damage with that physical damage/crit chance drop node) Health regen, and at least some flat health boost from a few pieces to get massive benefit from your high toughness.
I see less than a dozen nodes that focus on Summons.