minion regen support (for leveling purposes)

supported minions regen 10% - 15% of their life per second.
Last bumped on Aug 4, 2017, 11:39:03 AM
This thread has been automatically archived. Replies are disabled.
This has the potential to create nearly immortal minions...
"
CyberWizardB5 wrote:
This has the potential to create nearly immortal minions...


that's the point. no one would really choose to "waste" links for it in a damage setup, and aside from damage setups, it's purely quality of life as far as i can figure.
What I would prefer is them buffing the life regen nodes for minions, that way if you invest you get more % overall, maybe 2-3% additional on the nodes
Agree with your post.

Minion Life Support should not be the 49%ish increased life to minions. It needs to be reworked badly because Empower lvl 3 give about the same amount of life.

Minion Life should be: 10-29% increased minion life and 1-3% Minion Life Regen.
Vitality and Rejuvenation Totem exist to keep minions health topped up while leveling.

Then when you pick up a regen node for them, such as the one near Herd the Flock or Death Attunement, that's all they really need for near invincibility until mid-late maps...
Convocation also gives some regen.
Necromantic Aegis with a unique shield that regens life helps too.
Last edited by SuperMotte#2631 on Aug 4, 2017, 4:24:48 AM
"
Tarille wrote:
Vitality and Rejuvenation Totem exist to keep minions health topped up while leveling.

Then when you pick up a regen node for them, such as the one near Herd the Flock or Death Attunement, that's all they really need for near invincibility until mid-late maps...
.


Vitality? when leveling? come now good sir that is terrible. when leveling you lack the scaling of aura effect , the scaling of minion life , the scaling of minion levels , the scaling of minion level ramp up and the scaling of generosity.

so you are basically giving 1% life regen to minions with hp pools often less than yours

nah the real solution is just the rejuvenation totem. that will carry any minion build into act 2 where you should have your loot filter set to show bone spirit sheilds (used in crafting animation flasks)

the only problem is that witches dont get rejuvenation totems easily since it is a str only skill and she is an int class.



minion life is , like minion speed and minion totem elemental resistances , a bridge gem that you are not supposed to use as an actual summoner.

they are there to provide a fraction of the stats you should just get on the passive tree so that non summoners and leveling summoners have a method to make their minions function in the absence of such passives.

so yeah minion life really is supposed to just be 3- 6 minion life nodes.
Last edited by Saltychipmunk#1430 on Aug 4, 2017, 8:40:19 AM
"
Saltychipmunk wrote:
"
Tarille wrote:
Vitality and Rejuvenation Totem exist to keep minions health topped up while leveling.

Then when you pick up a regen node for them, such as the one near Herd the Flock or Death Attunement, that's all they really need for near invincibility until mid-late maps...
.


Vitality? when leveling? come now good sir that is terrible. when leveling you lack the scaling of aura effect , the scaling of minion life , the scaling of minion levels , the scaling of minion level ramp up and the scaling of generosity.

so you are basically giving 1% life regen to minions with hp pools often less than yours

nah the real solution is just the rejuvenation totem. that will carry any minion build into act 2 where you should have your loot filter set to show bone spirit sheilds (used in crafting animation flasks)

the only problem is that witches dont get rejuvenation totems easily since it is a str only skill and she is an int class.



minion life is , like minion speed and minion totem elemental resistances , a bridge gem that you are not supposed to use as an actual summoner.

they are there to provide a fraction of the stats you should just get on the passive tree so that non summoners and leveling summoners have a method to make their minions function in the absence of such passives.

so yeah minion life really is supposed to just be 3- 6 minion life nodes.


Source please that this is the developers intention and not you just forcing us to play like you like it.
"
SuperMotte wrote:


Source please that this is the developers intention and not you just forcing us to play like you like it.


my opinion ofc, but a little deduction leads to that conclusion.


This is currently a game about clear speed and damage. your primary skill when all said and done should be 100% dedicated into damage or clear speed.


this is why you see people using warlords blasphemy over using say a life leech gem etc... a gem slot is too valuable to waste on defense for a primary skill in most cases.



also minion builds are very much about hitting certain thresholds. srs dont feel good until your first duration bubble. zombies dont feel good until a few life and resist nodes , specters dont feel good until you have a few +1 uniques dedicated to them . etc etc.


In many cases it is more-useful to get that kind of power quicker while leveling. hence minion life gem is-really attractive when you have little to no minion life on the tree
minion speed gem looks really attractive when your minions are as slow as molasses and sometimes all you need to beat a certain boss is capped minion resistances.


those gems make sense in that context

more over say you dont wish to invest into minions in that way? perhaps you are srs with zombies? well most srs builds dont want to go for zombie nodes.. so what do you do to keep the zombies alive.. well you can just stick in a minion life and minion resist gem. will they be anywhere near as good as invested minions? nope. but for the amount of investment put in ( ie none) they will function.



Report Forum Post

Report Account:

Report Type

Additional Info