Reducing reflect damage for minions

There aren't any options for reducing reflect damage for minions.

A map with 18% physical damage reflection obliterates Zombies. If they deal 50k DPS, they'll take 9k reflect DPS. Even with 15k life, their 0.8% life steal, 2.5% regeneration, and meager armor just cannot compensate. Reanimating every few packs quickly becomes irritating.

Players have been receiving more and more ways to counter reflect.

Spoiler
  • Soul of Yugul - Pantheon Minor God - 25% reduced Reflected Damage taken

  • Master of Force - Notable Passive Node - 10% reduced Physical Reflected Damage taken

  • Ash, Frost and Storm - Notable Passive Node - 10% reduced Elemental Reflected Damage taken

  • Primeval Force - Notable Passive Node - 10% reduced Elemental Reflected Damage taken

  • Sibyl's Lament - Unique Ring - Left ring slot: 40% reduced Reflected Elemental Damage taken; Right ring slot: 40% reduced Reflected Physical Damage taken

  • Paragon of Calamity - Elementalist Notable Ascendancy passive - 50% reduced Reflected Elemental Damage taken

  • Headsman - Slayer Notable Ascendancy passive - 50% reduced Reflected Physical Damage taken

  • Elementalist - Ascendant Notable Ascendancy passive - 50% reduced Reflected Elemental Damage taken

  • Slayer - Ascendant Notable Ascendancy passive - 50% reduced Reflected Physical Damage taken


You can also jack up your life leech, get Vaal Pact, stack armor, endurance charges, and other sources of physical damage reduction, etc.

Players have a lot of tools for mitigation. Minions do not.

My suggestion is to make the oft-ignored minion cluster, "Grave Intentions", more attractive. What if it offered Reduced Reflected Damage taken for Minions? As it stands, chaos resist is just kind of meh and most summoner builds skip it, even when they travel past it.



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On the subject of the passive tree for summoners:
Spoiler
Personally, I'd like to see the chaos resistance moved over to "Puppet Master". It would make sense being paired with the elemental resistance notable "Herd the Flock", which then naturally flows into "Purity of Flesh", giving you your own chaos resistance.

As a tangent, I also kind of wish Necromantic Aegis was on the left side of the tree, where almost all other minion passives are. It's a very interesting keystone with a huge drawback, so placing it out of the way like it is, taking ~6 points to reach, makes it less desirable to try out.
Last edited by Hercanic#3982 on Sep 21, 2017, 4:51:16 AM
Last bumped on Oct 29, 2017, 2:10:27 PM
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Some reduced reflect nodes in there for summoner might not be a bad idea.

But Necro Aegis is in a fine place. Harrier is a great node for everyone. The Leadership cluster is right there, and that enlarged AoE for auras is something I only take when I'm a summoner.

You also go past a jewel socket, a nice mana/mana regen cluster and the entrance to the Scion's ES wheel.

Edit: Why are you skipping Grave Intentions? 17% life and +1 Skellie and +1 Zombie isn't something you want (nevermind the chaos res, which does help, especially now that chaos damage is showing up a lot more in Part 2).
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Last edited by Archwizard#2334 on Sep 1, 2017, 7:21:58 PM
I actually do not have any issues with reflect damage with my summoner, however I agree that there is little to no node that provides a reasonable survival option for PoE 3.0 incoming damage to minions.

At best you can stack a lot of life and keep them alive through simple encounters, but if there is an enemy with high damage, or even worse: "void zones" your minions die within seconds. This makes certain bosses seriously difficult as a summoner.
Not a bad idea.

Adding a 3 passive node wheel for it would be nice. Should be a ok tradeoff since you need to unallocation those points from somewhere else.

Well, you can always choose what map mods to run. You can always save those for when you have anti reflect sextant mods. Most builds will always have at least one mod the suck at. The real issue with reflect is for self cast builds. Those random reflect rare monsters can be extremely deadly for certain ascendancies that are not using vaal pact, are slayers or elementalists. I made a complaint forum post about balancing reflect some time ago. They just need to change it as damage from the monster so it can be mitigated from more sources and most important, it needs to be capped. Put a maximum to damage that can be reflected. Killing yourself in 1-2 hits is just stupid and not fun at all. Watching your minions/totems die in 2 hits from reflect is not fun at all. Capping reflect will make some ascendancies more viable for mapping.

This is what i'm talking about: https://www.youtube.com/watch?v=_LDlqnjEeJM I know it is an old video but some things still apply to the game.

It is just retarded that you can die so fast without the actual monster hitting you. And you can take that damage offscreen too. Capping your damage is boring and spending 15 points just to take vaal pact for one single mechanic that is not even a monster hitting you, just passively reflecting your own damage.


As someone said, it's just a cheap way of making certain builds completely useless.
"In this game you're just a cow being milked, not a human being entertained" - Kiss_Me_Quick

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