Minion Balance Changes in The Fall of Oriath Beta

sounds like my favorite
is getting indirectly nerfed which is sad - i know femurs isn't game breaking or anything but it sure was a strong option

played hell with my frame rates but with 70+ skellies out it was good fun laying waste to breaches with srs and a minion horde

The limit to army of bones and further restrictions does not bode well for my mob.

Hopefully when 3.0 drops the new reality for summoners will be better than the old but i have a feeling i will miss my dear old bones.


Dont miss Life node, life gain per level and base life buff GGG! We need life buffing so much!

Minion buffs important, but life base players suffering way way too longer and so much so its time to buff them more then you GGG want it, much more!
Master Craft Service in Harbinger SC. My IGN: TreeOfDead
www.pathofexile.com/forum/view-thread/1931281 Vouch and info
All masters 8 level All Service in one thread!
Shaper/Breach Lords/Guardians/Uber Lab/Atziri/Boss kill
Sorry english is not my main language, all fault belong to google translate.

I'm not sure about this... don't change the damage or life of the minions.
Skeleton, zombie and spectre can already kill shaper and guardian.

Sure it never was the OP fast clearing meta build of the game. But we play a summoner for the gameplay not the clear speed (and for all kind of game, is the same pro/con)

Just fix the AI and keep adding some unique-items for minions ;) and leave the rest like it was.
Ouch. This seems pretty stupid.

Less minions overall = less defense for the summoner. KEEP THE SAME NUMBER OF MINIONS, but lessen the animation on them. (HINT: they don't need to bleed 24/7). There is already a problem with the monster IA focusing on you instead of the summons. Agro needs to be on the minions far more than the caster. What's the point of having an army if they are ignored? Less minions = far more likely you die. More damage done by zombie would be welcome. Sad they can't really kill many enemies.

And with the changes, it makes the skeletons far more WORTHLESS even tied to a spell totem. Suicide without that totem, far too long to summon.

But the worse part if the lack of life nodes/points for life based characters. (Using raging spirit the best passive tree paths would be with life). Life builds need some love.
Can we have some battle summoner passives for Summoner Ascendancy. I hate how all the good build-defining stuff are bound to hard-2-get uniques like The Scourge.
Could we get the damage values for the other summons as well please, it would help some of us min-max for AOE or Single target builds as well.
Really hope you'll add new zombie threshold jewel which will make them AGRESSIVE like golems or srs, this will fix all behavior issues they have.
P.S.: as a summoner this thread made my day, especially the part about spectres, very excited about upcoming update.
P.P.S: Big Thanks to GGG Team.
The biggest problem with minion builds in general is minion AI. I don't see that being addressed.
Any new about Animated Guardian? Anyway to make him decent?
I like the idea of each minion having their role, and always saw SRS with their high move speed as cavalry, specters with their versatility as artillery and support, zombies as shock troops, and skeletons actually being the tanks.

Seems like GGG is being tight lipped on the threshold jewels they mentioned are being reworked. So here's hoping for something interesting and thematic for the skeletons like a 2 limit threshold jewel for 33% change to taunt on hit and 40% chance to re-spawn on death. Combined with their newly listed increased block chance and maybe some more movement speed (please?), they could prove to be a better distraction without rehashing the same effect of primordial might on zombies. I wouldn't mind still having to micromanage the zombies since it affords the opportunity to pull them back if needed so long as the skeletons continue to hold the line.

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