Both versions (decaying and non decaying) don’t need snapshotting, but the power gain from doing it can be pretty big, especially when your Abomination does not decay.
Yes it does as long as they are converted to Putrid or Flame, stationary melee is clunky as hell.
It’s not as strong as Abomination against big bosses but clears monos a bit better in my opinion. But both are very viable for bossing and clearing.
If you swap your gamestyle the Turret Wraiths feels like a proper totem build in a sense. You can also develop a level of safety by placing them down at the edge of your screen so their aggro range is well beyond your characters. It is relatively “hot” right now with most of the big youtubers putting out their spin on the build, and conversely why I linked a few in this thread.
Perhaps the largest boon for the fire wraith build in my view is how “fair” rarity the uniques are, well at least the ones that are build enablers, making it a bit easier to roll your LP.
I’m a bit confused as I might have misunderstood, sorry I thought you just meant supercharging with more minions as I just used wraiths+skele(passive)+bone curse in the vid here (also it is with only +1 abom and overall just ok gear).
What snapshotting do you mean for perma version? like high minion dmg gear and then summon Abom and switch it with defense gear?
The Abomination has more health based on the health of the minions it’s made of, the exception being other Abominations which give flat health.
This means that you can use T7 minion health items in all slots that allow for it, summon your Skellies, Wraiths, Zombies, etc. then switch to different equipment (for example all T7 minion damage equipment) and summon your Abomination.
After that you can switch to any equipment you want and the Abomination will keep its stats.
Edit: Looked at the ingame description and it is also confirmed by @Llama8 because in my original post I wasn’t completely sure if I remembered all mechanics correctly.
Yeah the AI isn’t the best but at least they’re not on Manifest Armor level, even tho most of the clunkiness of that skill comes from it ice skating all around the place.
To make them “smart” you have to break their non-existent legs or give them multiple projectiles.
The Abomination AI is pretty good in my opinion, but maybe that’s because it’s a single minion that actually has some good shoes with grip.
It’s mostly melee Skeletons and Death Knights which suffer because of the very basic AI.
Maybe Golems too but I stopped using them a long time ago.
Also the melee Wraith AI seems to make them come to you first (most of the time) before attacking enemies if you take the node that allows you to summon them at the cursor position.
At least in the Temporal Sanctum I noticed that a lot.
You do not need to break their legs to make them smart - just make them use a array of possible targets and they pick the closest one that another hasn’t picked(or randomly pick between the closest and the third closest to that specific minion or something). Then increase aggro range a little.
You could also have them reprioriise targets if the attack kills OR if there are new valid targets after the attack.
Naturally manual targeting overrides all this.
And in case you are wondering, Yes, the minions are manifest armor level, they all use the same targeting AI. You only notice it with the armor because it is one minion, attacks slow and doesn’t have big aoe attacks.
The minions have really weak stats at a baseline, but scale really well with passives and eventually get good with dreadshade.
A default skeleton mage shoots a hungering soul which has a base damage of 9. but if you take the necro passives for flat damage, as well as the dreadshade with 4/4 for flat damage, you get a whopping +42 flat damage. which is 5.6x the damage of the default skeleton mages not even considering the more damage multiplier from dreadshade as well.
The class feels tragically bad to level because it just does not work until so late. I really like to level new characters when I play a new build and it really hampers me enjoying necromancer because its leveling is probably some of the worst in the game.
For me, it may be the easiest mastery to level. I litteraly run all around and the minions destroy everything behind me. I don’t know how you level, but there are other ways. I have levelled around ten necros, they all have been a realy pleasure. When I say “level”, I mean till at least the end of the first timeline, and for four of them till empowered timelines.
Necro is a real pleasure to level!
I was saying this as kind of a joke because stationairy (ranged) Wraiths feel way better to play than moving (melee) Wraiths in my opinion.
From what I can remember at least the AI for Wolves (and maybe some other minions) was changed not too long ago. I’m not sure if all minions use the exact same AI.
From my understanding, and I mentioned this before, some minions (especially Skelletons) have pretty shitty base damage. I don’t know the exact numbers and from where you got the 9 base damage for Hungering Souls (my guess is that you looked at the Acolyte skill and assume that Mages use the same base skill which is probably right) but yes, the base damage is pretty bad so any flat damage is, as you said, a very good boost.
I have to agree with both of you.
Depending on what kind of Necromancer you play and your knowledge of the class, leveling can be either super frustrating (especially bosses like Majasa seem to be a big problem for some Necromancer players) or it can be very relaxed.
Its not at risk of like struggling, it just feels sluggish to me, minions are pretty free in most arpgs cause as long as you know how to dodge you win eventually.
I just really wish necro minions had more oomph early game.
From my experience the Skeletons are a bit squishy until you get your mastery and you can skill into some health and regen. But from around level 30 on I don’t have had any issues with any of my builds. And as I said earlier, a Golem can often help very well by tanking damage away from your other minions.
It’s not the fastest zoom class, but story I find a walk in the park with Necro.
I agree that the ramp up of damage from level 1 to 20+ could be improved.
Early game is 1-30 for story, by level 40 I have all my passives and am doing monos normally.
Basically I feel like before mastery like you said they die too often, then they are sorta weak until dreadshade. As soon as you get dreadshade then everything is fine. But before dreadshade they just do such little damage that story bosses are a slog.
It is a walk in the park, its just a walk in the park with grandma and her walker because of how slow it is. Necro will never be a zoom class, but I think they need additive damage in some aspect before level 45-50~ when they get access to dreadshade finally.
Maybe we should compare how we set them up.
OK before mastery, they die and have to be resumonned.
After mastery, they melt everything. I run through maps while they destroy all what we see.
I only start using dread shade in the level 90 timelines, it’s totally useless before.