There is the node in the necromancer tree for 40%, another node in the summon skeleton tree for another 40%. With Sinathia’s shield it seems to me that 100% is achievable. The shield can give up to 46%, and the extracted set affix shard can give up to 94% on its own.,
yes there are a total of three different skeleton res, sinathia, passive tree, and skele tree for a 3 second res on them. My question is why keep them around? they are trash, they do almost no damage, have low life so will always need that res and in general just like necro are horrible.
They’re great for Abomination, allows Abom to absorb the 20 skele warriors/rogue/archer for the more melee dmg/speed/ranged dmg and the double strike buff. Also you can summon skellies for Abom to devour in combat to heal it or more importantly proc the ward on skele death (which keeps happening as they resummon and get consumed). Can also be used to proc the other on Skele death effects (mana prolly the most important one).
Sinathia’s shield is up to 46%. The T7 affix goes up to 47%, so not enough on their own.
The only way to get 100% is to use that affix as T8, and that seems like a waste of a primordial slot, especially when there are so many good primordials for minion builds.
You can get 40% from skeleton tree, 40% from passive tree, so you just need 20% more, which you can get from the affix.
I think my confusion came from the fact that you can now get to 100%, which is due to the new passive tree, but I was under the impression it was some new unique, for some reason.
Yea I was hoping for a decent upgrade to Necro and they deliver a nerf! Lich sure needed an upgrade but so did Necro! (I hate abomination swap skills and shit)
The necromancer changes were a buff, but it depends on the build, bow minions have essentially been removed from play in contrast to everything else. A few obsolete nodes were moved and merged, but otherwise the stats remained very much similar.
Changes in damage (specifically damage orientated):
- 45% changed to 60% damage dealt/taken; Just under 35% relative increase (at level 100).
- 50% increased fire & bow minion damage removed from tree (5 points).
- 50% minion crit + 10 intel passive moved (10 points). At +50 Intel you now have 50% minion crit (5 points).
- Costs 2 extra passive points per skeleton/mage (6 in total).
- Mark of Death on minion death merged with shared damage node. Replaced old node with minion stun immunity, 30% less crit taken, 25-50 health, 75-150 armour, 250-500 stun avoid (5-10 points) - Few players used the node this replaced (and if they did it was a 1 or 2 point expenditure).
- 50% - 80% reduced necrotic & elemental minion damage from passive. Replaced with 1% penetration per 5% resistance (element specific (7 points)).
- 5% added crit to minions (5 points)
- 8 minion bow&melee physical damage & 40% minion physical damage removed (8 points).
- Added 10 minion melee physical damage (5 points).
- Added 70% minion ignite + Damned chance (10 points).
- Mana spent on minion skill gained as ward removed (8 points). Replaced with 56% minion frostbite chance (5 points). 160% minion freeze rate moved from crit node to this node (5 points)
- Added 10 minion spell damage & 10% minion cast speed (5 points).
- Added 1% more DoT minion damager per vitality (an average of 10-60 based on items/build (including the new primordial items)).
Conclusion:
-All minions do just under 35% more relative damage (+15%).
-More minion crit chance (double from base) with the same point expenditure.
-Bow minions had all their damage nodes removed.
-More elemental/necrotic minion DPS (mages buffed).
-4 extra points needed for max skeletons (excluding mages).
-DoT minions stronger (rogues buffed).
Thanks Ember. I would add 10 ward per sec per minion for 5pts in soul conduits and 16 armor and 16% health regen her minion for 4 pts in empty the graves.
For zoo minions that can hit 20 summons that is a substantial increase in personal survivability.
+200 ward per second +320 armor, +320% health regen for 9 passive points is pretty impressive.