Raise Zombie

I had abandoned my summoner, Now with the boost I am back playing her. Works fine as is, Pleae do not change
Proud Member of Clan~DA
What we still definitely need is minions staying with the player taking priority over staying in battle.
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Mantar wrote:
Somewhat related question: I found an "after minion death" reactive node on the skill tree. Are there more than one of these?

No, only that, Minion Instability.


And yeah, full summoner is quite fun to play right now.
Character archive: view-thread/963707
HC: 96 RIP
SC: 95 97 96 100 95 96 97 98
Settlers: 88(retired) 95 92(BPL) 94(Settlers GSF)
Yes, thats Really true. The Minions circle arround like drunken Idiots. They should stay at my side, becaouse, im their master, they must love me, they cant life without me :D so they must keep me :) but they dont. Evrytime i must run behind my Minions, it seems like, they are my Master and God... Plaese change that Quick ;)

Sorry 4 my bad English, i am not native ;)
Greetings from Germany
this is a great power it only needs 2 things to be perfect.

1. the ability to summon them without a body.

2. a control command window to tell them to be passive (follow me and ignore combat), defensive (only attack things that attack me or them), or aggressive (go nuts).


this way a full summoner build can boost pet powers on the passive tree and not worry about trying to make themselves survivable and overpowered just to kill 1 enemy so we can cast it and we don't' have to worry about them running off into the abyss to never be seen again.
I hope we get to see the Zombie's stats themselves soon.
Right now its very hard to tell which supports actually work for them or no.
Ive heard rumours of the Increased Attack Speed support gem for example not working with them, and I was planning to use that as my last support for my zombots. What I also heard was that the zombie's attack is not actually a physical "strike" at all but some kind of spell or skill trigger, which may explain why IAS support may not work.

But yeah, clarification for what supports work for them would be nice
Last edited by Derpfoot on Dec 10, 2011, 12:31:06 PM
Im currently using this skill unsuported by passives but with damage and life suport gems, Im a lvl 34 fire built witch primarily using them to hold monsters still long enough to pwn them with firestorm.

I've noticed that zombies will 'see' hulking construct and seething brine type monsters before they become active/visable to the player. If the player stays far enough away that they dont become active they will stand up/appear but remain inactive till theyve been killed by the minions.

For general feedback (for what its worth as im not specialising in this skill) Id say they seem about right from the life and damage point of view. There agro setting could probable do with looking at as there tendacy to chase monsters leaving you behind isnt optimal imo.

Overall im happy with this skill.
I wouldn't be here but I was out voted 3 to 1 by the other personalities.
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Derpfoot wrote:
Right now its very hard to tell which supports actually work for them or no.
Supports which don't work on a skill won't increase the mana cost or put up the little letter on the skill icon. If you find one that you don't think is working despite displaying as compatible with the skill, let us know and we'll check it, but they're pretty much good now.
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Derpfoot wrote:
Ive heard rumours of the Increased Attack Speed support gem for example not working with them, and I was planning to use that as my last support for my zombots. What I also heard was that the zombie's attack is not actually a physical "strike" at all but some kind of spell or skill trigger, which may explain why IAS support may not work.
None of that is true. Increased Attack speed does work with zombies, because they are using the default attack, just like you do.
I will do looking for the other post where I last explained this to someone and copy-paste it here.
UPDATE:
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Mark_GGG wrote:
Any supports which affect the things the minions do.
Zombies will only use the default attack, so can be supported by anything which affects attacks. Faster attacks, stun, knockback, life leech, added damage, melee damage, etc.
Spectres (and converted enemies) can do more than attack depending on type, and thus are affected by a wider variety of supports. Faster casting will affect spectral version of caster monsters, multiple projectiles will affect spectres of skeleton casters and or enemy archers, increased area will affect minions using area attacks, etc.
Note that it's up to you to make use of the supports you apply. If you put increased area of effect on your raise spectre gem, then raise enemies that have no area attacks/spells, then you're paying extra for no benefit.
Last edited by Mark_GGG on Dec 10, 2011, 5:59:39 PM
Thanks a lot for clearing that whole thing up. I can now happily slot attack speed on my +1 minion levels hat once I am able to fuse the socket links. :)
In areas like the ghost ship yard I've noticed the problem is that our zombies chase after ranged monsters that run away from them. In zones with a large number of ranged monsters it turns into me walking into areas with mobs already dead and me without my protection.

Another bug I've noticed is that when I die or portal out i loss the connection with my minions i left. They no long follow me and no longer give me experience when they kill something. That is the worst part considering I might die and leave 15+ minions wandering around killing things with me gaining nothing, and that will only get worse if I die again.

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