Sacrifice and Dread Shade targeting

TLDR Sacrifice and Dread Shade are frustrating to use due to targeting issues.

I’m running a Blood Specter build where I summon 6 skeletal archers, transplant onto them to trigger sacrifice, which chains to spawn 6 Blood Specters (aka wraiths). Then I cast Dread Shade.

There’s a couple of problems.

The first is that in order to make Transplant cast Sacrifice (which I’m using to bypass the mana cost), I have to take a node that makes a Bone Minion. I don’t really want to sacrifice the Bone Minion, because the skeletal archers give me mana and ward when I sacrifice them, and the Bone Minion doesn’t. However, Sacrifice often chains to the bone minion, leaving me one Archer.

That would be a minor issue, except that I want to put a Dread Shade on one of the freshly spawned wraiths. However, Dread Shade seems to strongly prefer skeletal archers over wraiths. This makes some sense, in that the wraiths are going to expire quickly, but the wraiths are going to run forward and the archer is going to hang back, so the wraiths are going to run out of the area of Dread Shade.

I could switch from skeletal archers to warriors, but the whole reason to use archers is that they hang back and can be selectively targeted by Sacrifice. If I accidentally transplant onto my wraiths, they get sacrificed and replaced with new wraiths, which puts me deeply into negative mana, because they don’t give me mana when they die.

I’ve also tried using Bone Golem. Since he lasts a bit longer than the wraiths, I can put a long-duration Dread Shade on him, and that works quite well at keeping the buff near the wraiths. It’s a bit difficult to reliably target him in the middle of the pack of wraiths with dread shade, and it feels pretty bad to instead accidentally put Dread Shade on a wraith that’s about to die.

Also, it’s really hard to avoid sacrificing him. In theory, I can summon six archers, and as long as I wait for them all to show up (the delay on the subsequent skeletons took me a while to get used to), then transplanting onto them should reliably sacrifice just those six minions and not the bone golem.

Unless the bone golem happens to charge through that spot right when I go to transplant. Or unless I’m fighting in close quarters, and there’s no room to summon a backline of archers out of the way of the bone golem.

I keep stubbornly resummoning him, because I really like the big stompy guy and he makes a great Dread Shade carrier, but it takes a huge amount of mana to resummon him and that costs me a lot of momentum.

In short, Sacrifice and Dread Shade are frustrating because they often don’t do what I intended and wanted them to do.

The simplest and most idiomatic solution would be skill tree nodes that allow fine control of the targeting. There’s a thread from 2021 which asked for Sacrifice nodes which would make it no longer target or chain to Bone Golems. That would work; I don’t know that my build could afford it, but I’d probably feel better knowing that I could and that there’s a clear intended tradeoff to be able to use sacrifice safely with bone golems around.

What I’d like is a UI that allows ordering the target priority for Sacrifice and Dread Shade. Let me just tell the game that I want to sacrifice skeletons first, then bone minions from transplant, and never ever bone golems. Let me tell the game that Dread Shade is supposed to go on the bone golem.

Or, let me target skills using the minion icons at the top left. If I dread shade with the bone golem’s portrait targeted, that should dread shade the bone golem. That doesn’t really solve sacrifice, where the chaining is the issue, but targeting via portraits would be much more widely useful. Primalists would probalby love to target Eterra’s Blessing via companion portraits, for example.

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Agree with all of this.

Maybe the ability to set on Dread Shade what minion it’ll prioritize targeting? Being able to click on the minion icon seems to be the easiest way to address this,.

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If we could target their icon in the top left that would help immensely. I see the same issue existing if we were in a party and trying to target the Paladin but accidentally hit the party Druid instead.

Edit: I’m speaking of all skill we might target a party member of minion with, not just Dread Shade.

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What about applying the target priority to all minion targeting skills? Like an option on the skill that it will automatically target a skeleton, wraith, or golem and etc.

I just use dread shade which I target my golem to carry. Even with an increase size for the golem doesn’t help with how hard it is to actually get the shade on it.

I am running Abomination with Skeleton Mages and although Abomination is quite big it is still hard to target it with Dread Shade.

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That’s wild that something as big as an abomination is hard to target. I’ve ran a increased size golem (specc’d all the points into) and can barely target it on the first try with dread shade.

Dread Shade often casts itself on Skeleton Mage standing nearby even if I see health bar for Abomination. It is not that much better when I run without any other minions (Skeleton Mages).

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The only way I’ve found a work around is that to build Dread Shade into targetting something I can summon again more easily. Currently running an unspec’d golem that I will resummon and apply shade on immediately after.

targeting still off always, even if i target wraith lord or something else it still can hit someone else, nerve is going to pop in my head

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Dread shade targeting is incredibly frustrating,. I’m using the cooldown node, so if I miss the cast, I have to wait. Minions tend to pile up and somehow the skill always decides to cast itself on a skeleton. Even though in theory Dread shade is a big part of my build, I feel it’s next to useless if I can’t reliably cast it on the minion I need.

Easiest solution from the user standpoint is to allow spell targeting by clicking on the minion icon on the top.

Agree, I often waste my cooldown when targeting my wraith lord, but in stead a small wraith gets the buff. Easiest solution could be to enable casting on the portrait in the upper left corner

It’s so sad how two years later, this is still an issue with one of the most OP skills in the necro’s arsenal.

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