So i know there have been a few periodic posts on the subject, but a major issue that has been plaguing me in the post-story monolith content has been my personal ability to survive hits. (I am a necromancer player) If you aren’t interested in the lengthy preface, just skip down to "The Point"
normally i have been able to mitigate this by letting my wall of minions fight for me off screen where i’m generally safe from random monster effects and aoe’s, however, after defeating the abomination boss in part one and swapping out my osol tul chest for the maximum glancing blow chest, i actually got to sit up with my minions and hang out and see what they’re up to, just in time for them to start dying constantly in the level 62 monoliths (i’m level 67)
so now i find myself in a situation where i deal no personal damage, because it’s all on my minions, and my minions can’t survive, but i can a little bit better than before because of the OP chest which constitutes literally 90% of my toughness.
now really the issue of one or the other stems from one primary problem: Minion stats.
for necromancers, all of our minions scale their damage off of intelligence and, of course, minion damage, however the necromancer only personally gains from intelligence on the off chance they’re using a support spell like bone curse or etc., but if we don’t stack minion damage then our pets will be mostly useless as they take a year to kill an average enemy, but in the same vein we also have to worry about minion damage over time, minion armor shred, minion bleed chance, minion poison chance, and so on, and that’s just for damage stats.
if minions were indestructible gods, then clearly this would be a non issue as my play off the screen method of surviving would work in every scenario, however minion toughness doesn’t scale up at nearly the same rate as enemy damage, as (aside from golems) minions gain 5 hp per character level (500@lvl100) and gain (to the best of my knowledge) no resistances unless talented for it specifically, which usually comes at the cost of damage. in other words, an average minion at my current level (67) has an average of 600-1000 hp (based on talents and some of them being golems) and a boat load of armor because i got the unique ring for that, but practically no elemental resistances outside of the default 50% damage reduction all minions get, what this means is it only takes one rime giant, one sapphire spider, one soul flask flamethrower dude, and half my army is wiped. and until i got this chest piece, it took even less to kill me in most situations fighting against enemies 10 levels lower than me.
the point
the point is: why can’t my minions damage and toughness scale off of my own, instead of having an entire extra persons worth of stats that force me to make myself squishy to the point of being one shot by literal non-elite rat trash mobs that are 10 levels lower than me, or, in an effort to survive myself, sacrifice too many minion stats so that they’re no longer effective at their one role of fighting the enemy on my behalf?