Summoners in the CB:

Leveling as a summoner was/is hard mainly because of the need for support gems, and the lack of them early on. The zombies are also slow, and deal little to no damage, and are squishy to boot. Getting to the early 20's for the Matua shield is nice, and helps leveling as a summoner a bit easier, though using a spell like Glacial Cascade, FP, etc to help is a must.
I love pie.
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Vipermagi wrote:
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TheVengefulOne wrote:
I am surprised that no one brought up the fact that the minion damage gem has been buffed tremendously. lol Minion dmg scales everything including hatred etc by a huge 48% MORE multiplier now.

Zombies get 105% Increased Damage from the tree if you grab everything (I personally skipped Lord of the Dead last time I summoner'd), and let's give them a nice 70% from other Supports and shit. 275% base Damage
Minion Damage currently adds 90% Increased Damage, bringing Zombies to 365% base Damage, which equates to roughly 33% More.
The buffed Minion Damage Support instead brings it to 407% base Damage, which is 11% more than the old Minion Damage.

It's a buff and it's pretty decent, but hardly as earth-shattering as you seem to think.



Scenerio:
RZ lv21 + Empower lv4 + Melee Physical Damage lv20/20 + Multistrike lv20/20 + Melee Splash lv20/20 + Minion Damage lv20/20

Gear: Midnight Bargain (30%), Corrupted helm (19%)
Tree: 105%

Live:
Zombies lv24
Base damage 691-1613 + ((105% [inc - tree] + 19% [inc - helmet] + 30% [inc - midnight] + 67% [inc - multistrike] + 11% [inc - melee phys damage] + 57% [inc - melee splash] + 92% [inc - minion damage]) + 49% [more - melee physical damage]) - 36% [less - multistrike] - 16 % [inc - melee splash] = 2376 - 5548 [248% more damage]


v2.0
Zombies lv24
Base damage 691-1613 + ((105% [inc - tree] + 19% [inc - helmet] + 30% [inc - midnight] + 67% [inc - multistrike] + 11% [inc - melee phys damage] + 57% [inc - melee splash]) + 49% [more - melee physical damage] + 48% [more - minion damage]) - 36% [less - multistrike] - 16 % [less - melee splash] = 2540 - 5932 [267% more damage]

Difference: 6.7%

I appreciate every buff to summoners, but at first I though this one will be much more significant.
Last edited by kamilrogoz#3067 on Apr 23, 2015, 2:42:50 PM
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kamilrogoz wrote:
Scenerio:

Hold up, let me grab all my 20/20s and lvl 4 Empower. ^^

Anyway, I'm pretty sure your math is all wrong.
Melee Splash has changed, it now does higher ST and lower MT with a nerf to quality AOE.
Minion Damage is now a multiplier.

*Edit*
I think I see your multiplier now.
Last edited by RootCookie#0834 on Apr 23, 2015, 2:24:48 PM
Wrote my feedback as a closed beta user on summoner if you wish to read it OP or anyone else

http://www.pathofexile.com/forum/view-thread/1251052
Dys an sohm
Rohs an kyn
Sahl djahs afah
Mah morn narr
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RootCookie wrote:
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kamilrogoz wrote:
Scenerio:

Hold up, let me grab all my 20/20s and lvl 4 Empower. ^^

Anyway, I'm pretty sure your math is all wrong.
Melee Splash has changed, it now does higher ST and lower MT with a nerf to quality AOE.
Minion Damage is now a multiplier.

*Edit*
I think I see your multiplier now.


I have edited my previous post to be more clear.
"
kamilrogoz wrote:
"
RootCookie wrote:
"
kamilrogoz wrote:
Scenerio:

Hold up, let me grab all my 20/20s and lvl 4 Empower. ^^

Anyway, I'm pretty sure your math is all wrong.
Melee Splash has changed, it now does higher ST and lower MT with a nerf to quality AOE.
Minion Damage is now a multiplier.

*Edit*
I think I see your multiplier now.


I have edited my previous post to be more clear.


Nice that the minion damage is a multiplier now. That should help with the damage side of things. But I am worried about survival for me and minions both.
I love pie.
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hlq567 wrote:
I joined a group of 4 in a 67 map with my lv68 summoner, I had 4 spectres at the moment, unique sword+boots.

I'll stop you there, you were using a build with the Queen's Decree which is an eldritch horror of a unique weapon to use for a minion build. You'd do much better having a rare wand and shield. Also by the sounds of it your group was just bad, I completed both 1 months handily The softcore one with a minion build and while my minions weren't the most survivable in parties they provided a defense that most groups don't have. Survivability of minions also depends heavily on how you play, not solely dependant on your build at lower levels. You need to know when to pull them back so they don't get destroyed by the brutal effects of the bloodlines monsters.

As for personal survivability that would be greatly augmented by the removal of a queen's decree unique as it provides nothing for yourself other than a cool weapon to hold. Playing with minions should be one of the easiest things to do ever. Most of the time monsters will not target you and even if they do in the next patch you're only going to be just as survivable as any other build in the game. Except for the fact you'll have a ton of minions to red rover anything actually trying to attack you.

The best minion builds are already in great places as far as solo clearing and group play are concerned, if you're having trouble with minions dying that is only because you don't have gem levels yet. The only problem that a summoner has right now is low level minion gems that are highly dependent on level to increase damage and usability.
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sarannah101 wrote:
I don't normally post, but really felt I had to weight in on this topic. I'm mostly a summoner and prefer playing them!
I saw the change that minions will get attacked less? Personally as a summoner I do NOT like that change, and I will explain why. Because I always make a full summoner character, which NEVER uses any skills myself. Changing it so minions will get attacked less, will remove them from being my meatshields.

What I would like to see for summoners is a special tab added to options->gameplay. A tab called "Summoner settings". In this tab I would like to see the following adjustable options for summoners:
1: A checkbox for the option if you(player) want to be mainly attacked or your minions.
2: A setting for minion priority, which allows you to put the following orders in the order in which you want your minions to behave. My preferable priority would be to have minions defend me at all costs when I'm under attack.
My order of priority would be:
-Defend me(If I'm under attack, they should focus on the monster which is directly attacking me).
-Attack unique monsters first.
-Attack rare monsters second.
-Attack magic monsters third.
-Attack normal monsters fourth.
-Destroy urns/barrels(if toggled on).
-Follow me.
3: Maximum range for wandering off. Sometimes minions follow monsters 1 or 2 screens, causing them to pull alot of monsters. Setting a maximum range which minions can move away from you should stop that. So let's say I'd set the maximum range to 3 tiles, when a monster runs away and goes 5 tiles, my minion(s) chasing him will follow him till 3 tiles and then disengage to attack another in range target. This was an example, we should be able to set a maximum range between 1-"Whatever it is now".
4: Yes/no toggle if minions should destroy urns/barrels etc.
5: Toggle to let minions aggro monsters yes/no.

All these settings would be adjustable by any summoner and any type of summoner! I would LOVE to see something like this come out with act 4.

Other summoner changes I'd love to see:
-Please make minions ALOT stronger, 1 aoe from a boss or rogue exile, even magic monsters most often kill them all in 1 or 2 blows!
-Let us keep our zombies and spectres when logging out/in.
-Don't let monsters run away from minions! Some monsters like archers run away when you get close, same happens when minions get close. Sometimes you have to follow 1 monster for 5-6 screens before you finally catch up to him/kill him.
-Make minions alot faster, now with the ghosts, the minions can't even come close to them before they run away again!
-Convocation should be a base function, not cost a skillslot.
-Make skeletons permanent like zombies, because of summon raging spirits.

Thanks for reading!

Edit: Just to note, I feel minion damage output is fine!

Would you also like to pull out your phone in game and call in a tank so you can run over all the monsters too? What you're asking for with programmable AI is silly at best. Never in any game where I could summon a minion have a had total control of them without the use of heavy modding. You're essentially asking for minions that do all of the gameplay for you.

In the beta minions are already more survivable, they changed how boss and unique monsters deal AoE damage to minions to lessen the problem of how stupid they are. The only form of sanity in your post is in the fact that you want minions to stick with you even after logging out, I would recommend you pm a developer expressing your interest in that change.

Ranged monsters running away from you is how they are programmed, any melee character will tell you this and the fact that they run away from something that is in melee makes sense. A huge tip for if you don't like having monsters running away from you is to use Temporal Chains so they get slowed down.

I'm not sure why you think convocation should be given to you for free, it's a minion utility gem just like desecrate and flesh offering. You need to make space for them to be most effective when mapping. As for summon skeletons I think they need a rework but making them permanent is not the solution, we already have enough non duration minions and they're adding more.
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xSyK0TiC wrote:
Leveling as a summoner was/is hard mainly because of the need for support gems, and the lack of them early on. The zombies are also slow, and deal little to no damage, and are squishy to boot. Getting to the early 20's for the Matua shield is nice, and helps leveling as a summoner a bit easier, though using a spell like Glacial Cascade, FP, etc to help is a must.

I find zombie damage quite adequate at low levels, they one or two shot most white enemies and move around at a decent speed, quality on the gem of course helps. Their life amount is somewhat lackluster but it's just part of leveling with minions, you don't focus solely on them from the start.
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hlq567 wrote:
I think the biggest problem of being a pure summoner at first place is the lack of aoe damage, unlike other casters(aoe spell) or melees (leap slam or sth else).

If you're having problems with clear speed when leveling I suggest you hook your zombies up to a melee splash gem. It vastly improves the leveling experience in my opinion.

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