is minion instability at all viable?

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prowesss wrote:
MI is the only way in which a summoner is viable.


That is just plain wrong. I'm not using MI with my summoners because I find the tradeoff to be not worth it. MI means much less survivable zombies and spectres (they die when below 33% health) and I'd rather them surviving to tank and dps. I hate losing time resummoning them over and over too.
Shadow : Covenant Pulser (504561)
Ranger : 12 charges Frenzy Archer (65154), Dual Claws Elemental ST (709126)
Witch : Self-Cast Arc Tanky Witch (770185), AoF EK/Bear trap (863970)
Templar : Frenzy + AB/Fireball "Cast on Crit" Wander (611200)
Marauder : Death Oath Staff User (498864)
Last edited by Velkor#2803 on Nov 10, 2013, 11:27:01 AM
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big_aug wrote:
I'm fairly sure they don't explode when they get one shot eiter.



Of course they do...
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JusticeAndLiberty wrote:
"
big_aug wrote:
I'm fairly sure they don't explode when they get one shot eiter.



Of course they do...


No, they dont. They need their life reduced to low life status (less than 33%) to explode.
Shadow : Covenant Pulser (504561)
Ranger : 12 charges Frenzy Archer (65154), Dual Claws Elemental ST (709126)
Witch : Self-Cast Arc Tanky Witch (770185), AoF EK/Bear trap (863970)
Templar : Frenzy + AB/Fireball "Cast on Crit" Wander (611200)
Marauder : Death Oath Staff User (498864)
So, because I also thought that minions exploded before death, I'm going to link this:
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Mark_GGG wrote:
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DSWBeef wrote:
SOmething ive noticed is that if my skeles get one shotted right after summon they dont explode. Is this intended or being addressed in the 9.12 minion patch?
That's intended. Minion instability makes them explode if they're reduced to low life (<35%), not if they're killed. If they die in one hit without first going to low life, they're already dead before they'd have a chance to explode.
(Found here)

The post is about a year old, but since that's the intended behaviour, it's probably still accurate.
Last edited by Softspoken#5099 on Nov 10, 2013, 12:35:58 PM
Ironically, Minion Stability is the most useful when they are dying quickly (but not getting one shot). If the enemies are killing them to fast, they won't have time to deal a significant amount of damage and their explosion may be the only thing that actually allows you to progress. You may have to resort to spamming skeletons and have them explode your enemies to death. However, if your minions are actually doing a good job killing things, Minion Instability mostly means they will just die faster.
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Crystalgate wrote:
Ironically, Minion Stability is the most useful when they are dying quickly (but not getting one shot). If the enemies are killing them to fast, they won't have time to deal a significant amount of damage and their explosion may be the only thing that actually allows you to progress. You may have to resort to spamming skeletons and have them explode your enemies to death. However, if your minions are actually doing a good job killing things, Minion Instability mostly means they will just die faster.



And at least with a faster casting skeleton totem the skill makes it so punishment + necro aegis + supreme spiked shield become something of more use (instead of being completely worthless) against pure physical mobs turning them into a endless damage reflecting + exploding wall rather then direct damage dealers. Its pretty funny to watch kole try to cut his way through that and gib himself.
Last edited by Jiero#2499 on Nov 10, 2013, 1:47:54 PM

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