Raise Zombie

do minions suffer from the minus resists in the difficulties? is there a way to see what my minion's current resistances are?
“Human decency is not derived from religion. It precedes it.”
― Christopher Hitchens
My QoL List: https://www.pathofexile.com/forum/view-thread/3279646
No and no respectively.
The Minion stat chart can help determine whether you cap them out or not.
Currently I think minions need buff for early game and end game. I have a few suggestions below:

1) For early game, I think if you grant 8 zombies and 2 spectres at start, it will provide significant dps for summoners. Passive point grants no additional zombies & spectres. This basically gives summoners early boost while keeping the balance too.

2) For end game, I think i will leave to GGG since they gonna remove snapshotting and rework summoners and I have no idea what they r up to, unless they specify, otherwise...
Would minions with minion instability benefit in any way from increased fire dmg nodes? Or would they be affected by avatar of fire?
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Silentfinger wrote:
Would minions with minion instability benefit in any way from increased fire dmg nodes? Or would they be affected by avatar of fire?
minions do not have your passives. sure MI is a player's keystone, but the explosion is the minion's to do.. it would need added fire's quality in order to boost the fire damage further than minion damage and minion hp alone. it is AoE... so you "could" use concentrated effect but that would go better on spectres.
I really think the summon amount needs raised, it's a pain in the ass to re-summon 1 at a time , depending on what your fighting it can be deadly! And not to mention cost a considerable amount of mana to do 1 right after the other, and a good portion of summoners use mana for Aura's leaving a small amount of mana left unused!

Id settle for 3 at a time, considering desecrate offers 3 corpses makes sense to me!
I want to know if a Zombie or another minion spell can actually crit. If they do, is it possible to create a build that boosts crit chance?

In a race event I noticed that my "raging spirit" critted (burning enemies) more often when I got the crit node near the Witch start point.

Is this reality or just my imagination?
To my knowledge, Minions just have the minimum 5% Chance to Crit.
Passives do not apply to Minions unless stated otherwise - those Crit nodes do not apply to your Raging Spirits.
By any chance you guys could change zombie's DEFENSIVE AI to animate guardian's AGRO AI? I'm getting sick of watching my 11 zombies walking around a whole pack of mobs and not hitting a single enemy...

Now that is the part someone show up and say, "use arc or other skills to lead them, simple". Yea, that is another issue... i'm already doing this and what happens is that they all focus at the same target. It is quite common all of them trying to find a spot to hit that single enemy completely ignoring the rest of the mobs around them, so they end up doing nothing.

In the other hand, animate guardian that is mostly used as a support minion (leer cast, dying breath, zahndethus...) have that AGRO AI making it run solo into packs of mobs and if you don't take care he eventually dies.

Right now i barely feel any diference in my clear speed with or without 11 (eleven!) 5L zombies, maybe that's why everyone is doing raging spirits now...
Last edited by pelife123#2928 on Nov 16, 2014, 5:03:21 PM
Yeah, their AI is weird. If you don't do anything, sometimes they won't do anything. Even if enemies are attacking you they just walk back and forth ignoring them.

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