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That said, I am pretty dedicated to it and making it work as well as possible till they buff it/fix it, so here are some pointers.
Use the rune on Livor Mortis that makes it shadow, and stack occult damage. If you have some shadow damage from your gear it will apply curse debuff which makes you deal more damage to whatever it is hitting.
For a summon build, even your feeding swarm and hunting swarm minions won't have survivability problems with the summon nodes taken, and with a way to heal them. Best way to keep your minions healed is Bulwark of Dawn, with the rune that makes it follow you and extends its duration. Then you can just run around keeping them healed. You should also take the damaging rune, and if you stack up occult damage on gear (preferably aether and shadow so you do stasis and curse) this is a great source of damage along with survivability.
Sadly, thunderstike probably isn't too good for this kind of build or playstyle. You are better off using abilities like anomaly, solarflare (or whatever the giant holy beam is called) bulwark, plagueburst and the like. This keeps you mobile and able to run around healing your minions while also tossing out damage. I recommend switching out to have both anomaly and bulwark of dawn, you can get the bulk of your damage from these 2 abilities and keep your minions.
For gearing, if you really want to go minions it is probably best to stick with a staff, and going for as much +spell damage type (not % but whatever type of damage you want based on ailments you want to apply, or just the highest numbers you can find) on your staff, belt, rings, and amulet. Try to get so each slot has 2 of these modifiers. (Example a staff with +20-30 aether damage and +18-25 fire damage or some such.) All other stats on this gear are secondary, if you can then get crit damage after that, and whatever else you may want lastly. For hybrid, still stick with finding main hand weapons you can get spell damage on. (Minions do count as spells and are boosted by this kind of damage, just not very much currently.)
Good talents to take are the talent in one of the outer ring mage trees that makes the enemy take damage again 1.5 seconds later if you have applied stasis to them. (You will want to have enough +aether damage for it to be your highest bonus if you take this so your spells will prioritize stasis ailment)
If you want to get the most out of your little minions and still use them, keep in mind at the current time this is of course not optimal, but to get the most out of them here is what I would suggest. Duplicate skill, and you can get multiple Livor Mortis going for both damage and helping you survive. Both the runes that make it a mage, and a shadow warrior are not bad. They will still have plenty of survivability and can actually contribute some damage. (I had stacked a lot of occult damage, so I used shadow warriors)
For Feeding Swarm, change them into whatever damage type you have stacked and what ailments you want them to apply (I like the aether ones, works with the extra stasis damage talent.) Getting an extra one through the rune that adds a zombie, then also the rune that increases size, health, and damage but reduces the number by 1 are recommended. Their damage is actually about the same as your Livor Mortis minions. (not great again, but again to get the most out of it.)
For hunting swarm, same deal. Just take whatever kind of damage you want them doing or potentially applying ailments for. Take both the piercing and exploding runes, their ammo can both pierce through enemies and explode multiple times as it passes through each enemy. Once they fix this to actually be doing decent damage, I suspect this will carry the load on monster packs since mechanically it has a lot of potential, just numbers wise it is currently pretty bad.
I would like to clarify that I'm not tied to anything in my build beyond Livor Mortis and maybe Parasite, and am willing to undergo an otherwise complete rework to make something more effective.
Anyone had a chance to try it out? Are the minions respectable yet?
There was a poster who said they scale as spells.
So spell damage, crit, and ailment chance.
It was adding damage before patch (not much, and honestly it could have just been a bug interaction of some sort) but after patch the only thing that scales minions are the nodes in the passive tree, the runes you take on the skills themselves, and the level of the skill itself (as far as I can tell anyway.)
So keep in mind when testing any minion builds, if you haven't kept them leveled up (or don't spend the primordials to level them) they will be doing low damage still, but are actually decent now as you raise the skill level.