Hi,
I’ve been trying to do succesfull build around skele minions and bigger pack of minions for Necromanser. Still no luck.
I am having the worst minion experiance from all diablo-clones I’ve ever played. This post came from my constant frustration over the state of minion army builds in LE and anty-minion (and anty melee of course!) design of the game, and well… also my love for the classical minion army builds. I hope it would help to buff this kind of builds in the next patches so I can finally play what I really like
So what’s wrong when you choose to play minion army build in my opinion?
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Minions are even worst in 1.2 than before because of the layout of new areas: tombs and cementaries. But not only… also some side quest areas like the bridge for example.
So what’s wrong with the design? Well tight corridors, no space for doding shit on the ground for the char… and of couse for the minions. When you have like in my current build: 16 to 19 minions and you are on the brige or inside the cemetery, the summoned minions take all the possible damage, because there is no space for them to stand outside of many highly damaging pools on the floor. There are also many mobs that just throwing shit around: everywhere… so minions are dying a lot, meaning they don’t deal damage, meaning char is in danger… jada jada.
Conlusion, tip for the designer: make some more space in corridors, take off some “throwing around” mobs skills, make mobs slower with longer cooldowns so they don’t clutter all the screen with theirs attacks. -
There is not enough dmg scaling from the crit chance side to give minions enough dps to be able to clear fast enough 500++ cc areas. Of course there are some combinations that can multiply dmg but my build is chosing perma minions and there is no way to make them fast clearing areas >500cc. Some would say, that 350cc is enough… ok, but comparing to the time needed to push this patethic minions to 500cc, to for example any of my FG buiilds, it is like FG build is 20x faster to get there.
Conslusion, tip for the designer: give more +crit chanse nodes in the skele, mages, bone golems skill trees. Give more cc to revenants and vanguards, give option too bust crit chance for these minions from the passive tree. -
Also Acolyte char is not tanky enough. I need to spend too many of the prefix/suffix and gear slots to make Acolyte tanky enough to withstand dmg in around 500cc. I need to make her that tanky only because I neeed to stand still to revive my minions that are dying all the time.
Conlusion, tip for the designer: give more ways to boost dmg mitigation to Acolyte. Now I use: block chance, ward generation, HP regen. But it is still not enough if my minions aren’t killing fast enough.
Ok, that’s my 3 main thoughts in the topic.
Here is my build that I’ve been so frustrated about:
https://www.lastepochtools.com/planner/BMErgKnB
I can also provide video to showcase the problems with minion army Acolyte. But fot now I just going to rest from this kind of builds. Just too much frustration. Game should be fun generator, not frustration generator.
I hope you are all well and have better experiances with minion builds that I am.
GL&HF!
ps. Dammitt is working on fixing LE planner issue with loading Acolyte idols into the planner, so keep in mind that my ingame HP is really: 4,2k HP + around 3k ward all the time. So for the Fore Guard todays standards I would be tanky AF, but in Acolyte situation I am just dying very often… the same thing with my minions