If you spec Bone Curse Bone: Prison node and then also take Profane Veil: Vampiric Pool (3 points) when you summon Bone Curse Wall then use Profane Veil you consume the wall for extreme amounts of Ward. 20-50k is possible
Bone Curse counts a minion when you spec the wall nodes, even Minion HP scales it
How…did this not get reported in closed testing. I can tell you why…but you can obviously figure that out
I agree with the diagnose, but not with the proposed cure.
The problem, when you remove the minion tag from Bone prison, is, that you break Sacrifice builds, and maybe there are other interactions that depend on it.
I think it would be better to change vampiric pool in a way, where you gain a benefit of X amounts of ward for sacrificing a minion, independant of its health, maybe combined with an option to scale this amount of Ward via another stat. (Necrotic resistance would make a lot of sense imo.) So for example the node could look like this:
" Sacrifice (2/4/6) minions. Gain 1 Ward per minion sacrificed per point of necrotic resistance."
This way a super-duper invested and geared build with 1k necrotic res could still get 6k Ward out of this, wheras for your average casual guy, it would be more sth in the 3k- 4k ballpark. These numbers seem reasonable to me, because you have a 6s cooldown between the individual uses of Bone Curse + Veil and cant really ramp up multiple ward bursts, unless you also invest heavily into CDR as well.
I didn’t play any Acolyte before, was waiting for 1.0 to try out Warlock. And yes, not only that but everything I tried so far feels much more powerful than other classes I played. The ward generation is absurd from multiple sources.
If Sacrifice builds depend on Bone Prison, doesn’t that sound more like a problem with Sacrifice sucking than a reason for Bone Curse/Bone Prison to continue having a Minion tag?
No, Sacrifice is ok. Its damage is totally fine. But with skellies alone you can’t generate enough minions simultaneously to bring that damage on the table within a reasonable time frame against single target.
Zombies are an alternative to Bone Prison, but they move slowly, even with the leap, and summoning them costs way more mana and is significantly less comfy than using Bone Prison. And with mobile minions you also have the issue of the minion AI often not doing what you want it to do.
Imho Bone Prison, when it came out some years ago, was specifically designed to solve these issues, wich dont come from innate properties of Sacrifice, but from lack of synergy with the other minions in Necromancer.
I’d argue, if you want to have any minions in your game, that have other jobs than meatshield or damage dealer, immobile minions are always better because those the player can place and target as he pleases.
I actually have this hypothesis, that the bug happend BECAUSE it was discussed in CT. :D. Maybe somebody said: “Value x is way too strong/weak. We should try 4% for now.” And then the guy who had to type “0.04” instead typed “00.4”.
Let him, who never made a typo cast the first typewriter!