I'd like to leave some feedback about summons overall in Wolcen. I have never played with summons before in an ARPG, and thought hey, why not, there has always been top tier summoner builds in other ARPG and its pretty much the only build i have never gone with, lets give it a shot!
Oh boy did i not know what i was setting myself up for.
Am currently level 65, and level doing expeditions even for that level is a dream to be had. In contrast a friend is running a spin-to-win build at level 71, and can easily push to expeditions at around 90. More than 90% of my dmg comes from plagueburst and anomaly while my cheerleading squad mostly just hangs out in the back, throwing the occasional pool noodle into the mix. Did the mistake thinking 'Oh, if i just get high force shiled, and some life steal for it, i will be all set. I can just let Livor Mortis tank, go into masochistic effigy for massive shield and chill while it gets regend by my massive lifesteal + faith of leech, solid strat!'. But apparently any 'force shield life steal' from full force shield just wipes your entire shield and you now got 5% HP from masochistic effigy, great stuff.
However, going with this was not all bad news. I noticed my summons dmg does not reset my shield. Meaning that they do not deal spell dmg, even if 'spell' is set as a note on them to indicate that they are effected by spell damage. So now is not only my build i was going for completely useless, the gear I've been grinding is totally useless for my build as well! Awesome!
Burn dmg to dvd on pc. Dec 01, 2017 35k Magicka, 24K health 3400 Spell Dmg, 2400+ Magicka Recovery? And how are they able to get such high Magicka recovery and have high health while also having high spell damage? For spell-damage, gold weapons makes a big difference, plus people tend to show buffed spell-dmg in screenshots - ie with major sorcery up, and also. Whether you want a love spell to attract a new lover, or a money spell to attract money into your life, or a protection spell to keep you safe from evil, you can only get what you seek by casting your own spell. And don't worry - most magic spells are easy and simple to do, only take a few minutes, and don't require any crazy ingredients or tools.
Some things that needs to be addressed with summons if its going to be viable ever:
1. There needs to be a way to see your summons dmg so that one can easily understand what to go for. An easy temporary fix would be to just show their dmg numbers when they attack. That would at least give us something to figure it out with.
2. Both Hunting Swarm and Feeding Swarm is completely useless if used for anything else than mob density to boost plagueburst. An enemy that my friend can spin down with 2 hits in less than a second, requires my army of 6 Hunting Swarm more than 30 sec to dps down. Thats with help of my poison ailment I've been stacking for plague burst.
3. The summons AI in a lot of cases do nothing. An enemy has to pretty much run into them or you have to spam click the ability to 'command' them to attack (why the fuck does this cost MP? Its already useless, the manacost is just a massive 'Fuck you for trying to play with summons')
4. More things about the 'command' ability:
1. There needs to be a way to see your summons dmg so that one can easily understand what to go for. An easy temporary fix would be to just show their dmg numbers when they attack. That would at least give us something to figure it out with.
2. Both Hunting Swarm and Feeding Swarm is completely useless if used for anything else than mob density to boost plagueburst. An enemy that my friend can spin down with 2 hits in less than a second, requires my army of 6 Hunting Swarm more than 30 sec to dps down. Thats with help of my poison ailment I've been stacking for plague burst.
3. The summons AI in a lot of cases do nothing. An enemy has to pretty much run into them or you have to spam click the ability to 'command' them to attack (why the fuck does this cost MP? Its already useless, the manacost is just a massive 'Fuck you for trying to play with summons')
4. More things about the 'command' ability:
- While running, the 'command' does not use any spell animation, nice. Probably the best thing with the build.
- While stationary, the 'command' ability uses an animation, canceling your attacks, wtf
- The command ability with Feeding Swarm doesn't seem to use any pathing at all. 'Oh sorry I was behind the pillar, I'll guess i just keep chilling over here'
How Do Magsorcs Get Such High Spell Dmg In Windows 7
And yes, IM MAD. I've put hours into this character going for this build. Trying to make it work. Just running into another 'Haha, fuck you' after another. There is just NO WAY to hit level 90 with a summoner build in this game. I wouldn't even call my build a summoner build anymore. The only thing it got that kills anything is plagueburst + anomaly. The summons are just eating 3 of my skillslots and mana, and the only thing they deliver is disappointment.
Except for Livor Mortis. His AI sucks and most of the time he is not where i want him. But at least it feels like he accomplishes something sometimes.
Please rework summons. Or just remove them for the game so that others dont have to feel this pain.
Does it get bonusses from % elemental damage from scepters, spell damage on caster weapons, % fire dmg on for example the searing touch unique, and from passive that gives % fire damage and % spell damage? :D + advanced question The unique: Ebony Tower Shield Has 25% physical converted to fire dmg. I just read that base fire dmg, from for example Anger aura, applies to the base dmg that the explotion from minion instability does. Question then is, if I take the passive that gives minions the shield stats, so they then get 25% of their base dmg added as fire dmg, then it will be added as base dmg to the explotion, just as angers extra fire dmg does? Then viable would be having this shield, then melee damage support gem, for alot higher base fire dmg from explotion. ^^ Yes.. I love to theorycraft, but not answers easily avilable. :p And all depending on how the game works! Last edited by Schmidter on Jul 1, 2013, 4:42:46 AM | Posted by on Jul 1, 2013, 4:30:04 AM |
IGN: WoManNoImATrap | Posted by on Jul 1, 2013, 1:54:29 PM |
IGN: WoManNoImATrap | Posted by on Jul 1, 2013, 3:53:34 PM |
You need to boost the minion's damage in order to boost the explosion damage because it is the minion dealing the damage, not you. You can use items that provide life and damage to minions like or the support gems for minions. About the shield - MI deals pure fire damage, such conversion would only work on their attacks that deal physical damage like default attacks of zombies. But you can use some shield with some additional damage instead, that should give the bonus to minions and boost the explosion. I'm pretty sure anger doesn't add any damage to the explosion because it only works with attacks, MI should be a spell (I am not 100% sure). ✠ ✠ | Posted by on Jul 1, 2013, 4:42:29 PM |
' thanks for the reply.. So the spell damage from a ES shield would not count towards the damage, since it isnt sen as a spell? = only thing that gives it more dmg is % minion damage, minion life and.. penetration?? | Posted by on Jul 1, 2013, 5:19:37 PM |
I think spelldamage would count (given you have necromantic aegis), I am just not sure. Also concentrated effect would boost the damage. And the penetration yeah, well, it would boost the actual damage if some resistances were in play but I guess that was the point. Last edited by wiggin on Jul 1, 2013, 5:38:07 PM | Posted by on Jul 1, 2013, 5:36:05 PM |
As far as I understand explosion, it is: - Elemental - Fire - Projectile therefore: - Increased Elemental Damage works - Increased Elemental Damage with Spells doesn't work - Increased Elemental Damage with Weapons doesn't work - Increased Fire Damage works - Increased Fire Damage with Spells doesn't work - Increased Fire Damage with Weapons doesn't work - Increased Projectile Damage works - Increased Projectile Damage with Spells doesn't work - Increased Projectile Damage with Weapons doesn't work - Increased Spell Damage doesn't works - Increased Minion Life works I have no idea IF - Increased Minion Damage works Imho it shouldn't, but who knows NAS http://www.pathofexile.com/forum/view-thread/73928 <-- [Newbie Friendly] Marauder Melee Build IGN: NinjaArabStrategist | Posted by NinjaArabStrategist on Jul 1, 2013, 7:45:23 PM |
' First, MI deals flat damage equal to 33% of minion life. But there are way more improvements besides HP & Damage And second, am i the only one who knows of this site??? http://pathofexile.gamepedia.com/Minion_Instability Go to wiki and read. All ways of increasing MI damage listed there -_- Remember, suffering is convenient. That is why many people prefer it. Happiness requires effort. Last edited by HarukaTeno on Jul 1, 2013, 9:01:25 PM | Posted by on Jul 1, 2013, 9:00:01 PM |
This is too confusing? So would shield with spell dmg work? One said yes, other said it is not counted as spell damage, so then it would not work? God dang it, soooo confusing.. Need reply from GGG about all this, becasue I want build around minions exploding! ^^ But impossible to do, when you dont know what works. Oh and yes, I do know about the wiki, and have checked it many times. | Posted by on Jul 1, 2013, 9:21:36 PM |
' I'm not sure if you quoted me on purpose or by accident because it seems rather accidental and random considering I listed those ways of improvement and don't deviate from the information listed in wiki at all.. Anyway, wiki is great source of info but it's people like me and you who fill it, not like it's confirmed by devs or so. Also I don't see the answer about spell damage in there and It seems like it is not spell after all. Mentioned somewhere, if I get to my other computer I will get to history and link it. Here ' Edit: note the mods Ninja listed have to be applied to minions to take effect. Exclude Projectile. Confirm minion dmg. ✠ ✠ | Posted by on Jul 1, 2013, 9:29:09 PM |