So one of the major gripes i’ve had with the necromancer minions that isn’t stat/gear based is the poor /nonexistant synergy between melee and ranged minions.
as we know, there are plenty of unique items that buff minions, but there are just as many that buff (MELEE) minion damage, or cold minion damage, which is exclusive to archers and mages (and the same for some of the upper level talents in the necro tree)
i’ve made a post in the past on a topic similar to this, but why don’t our minions all have the same element options?
sure, you can get pyromancers, fire archers, flame wraiths, and pyre golems (which lags the game like a cracker because of all the fire effects)
but if you want ice? you got ice archers and cryomancers, that’s it.
you want lightning, you got the pebbles set with summon skeletons, melee only (which isn’t great)
you want poison? you got mages (but not pyromancers or cryomancers, as they convert poison chance to ignite/freeze) or wraiths.
you want necrotic? you got death knights (mages) and wraiths.
you want bleed? you got golems or the unique chest which affects all minions, but isn’t that great.
now if it’s intended design that ONLY the fire option has a spot in all minion trees, then fine, be open about that. but also please make it so that i can play that build above 2 fps (or address the archamge and dread phalanx weaknesses so i can have less minions spamming and still be worth while)
furthermore, why have 10 different minion stats, AND still feel the need to divide them again between ranged and melee designations? is it just so that primalists can’t use the reach of the dead? then just make companions a different thing than minions! /rant/
look y’all, when i’m playing my necromancer, i got 2 things in mind:
1: i got a big army of boney minions in front of me doing all the work while i sip mimosas and laugh at all the pitiful enemies failing to reach me before their timely deaths.
2: if one of them is on fire, all of them are on fire, if one of them is frozen, all are frozen, if one has toxins oozing out of their joints… you get the picture. (on an aside, having stats specifically for minion element, instead of scaling them off of our own element is a tremendously counter intuitive idea)