Raise Zombie
"Because minions are not party members and cannot have frenzy/endurance/power charges. "why would it? Passives affect you, the passive means that when you perform a critical hit with a melee attack, you gain a power charge. Nothing about that affects minions. Minions are not intended to gain all the passive bonuses of your passive skills, it would be broken if they did, and the passive skills represent things that are improved about your character, not other entities. The only sort-of exception is the few passive skills which explicitly improve minions, which represent your character being better at the kinds of magic that create them. | |
" Might not want to edit a post with new questions 6 hours later. ;) Here, i'll bump it for you. " It's not, but it will in the future. Character archive: view-thread/963707
HC: 96 RIP SC: 95 97 96 100 95 96 97 98 95 97 Necro Settlers: WIP |
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Thanks for the answer Mark :) ,i know i asked alot of questions ect but its because i played alot my summoner these days
Current exiles under command :
Snoop Lv 73 cold witch Normal Razagaal Lv 63 Fire summoner witch legacy Daggoth Lv 50 AoF summoner Templar legacy |
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" Oh that's not a problem, what i meant is that if you edit a post, it doesn't flag the thread (on most forums anyway, i assume the same here). So people that have already read your initial response, will never see that you added in more questions 6 hours later. Character archive: view-thread/963707 HC: 96 RIP SC: 95 97 96 100 95 96 97 98 95 97 Necro Settlers: WIP Last edited by unsane#5479 on Dec 28, 2011, 1:10:30 AM
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Why are passives for minions so spread out?
its unreasonably hard to specialize in minions. also zombies having base health might cause troble in higher difficulties as its not likely too keep p with enemy difficulty.would be better to make zombie stats being based on killed foe they are summoned from I have runes, potions and total disregard of public safety.
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Because :
1/ would be too easy 2/will force you to choose THAT path and that path only even its its far from your current location 3/lot of minion passives are already concentrated north west of the tree, no need to put more Its perfect as its is currently Current exiles under command :
Snoop Lv 73 cold witch Normal Razagaal Lv 63 Fire summoner witch legacy Daggoth Lv 50 AoF summoner Templar legacy |
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Don't know if this is somewhere in the massive thread up to this point but I've found a bug in the minion limit in 0.9.5 - leveling up a Raise Zombie skill gem from 1 to 2 while a zombie is active allows you to raise a second zombie without the first one being destroyed.
This only works once, so it's not exactly a game-breaker, but a bug nonetheless. |
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" It's on the known issues list. Character archive: view-thread/963707
HC: 96 RIP SC: 95 97 96 100 95 96 97 98 95 97 Necro Settlers: WIP |
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Honestly, I feel a little dirty as a Ranger having this skill available. If they had better AI, it'd probably be OP for the Ranger class to even have access to summons.
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" Honestly i think they are pretty crappy in an off build. Natch on HC i started out using 2 zombies on my new bow ranger, as tanks/distractions. But recently i realized that they are more of a pain in the ass than anything. With the low intelligence you have, you can't level it up much, and i'm even wearing an Onyx amulet with 8 intelligence! They have a paltry 276 health each, which will be a joke amount of health soon enough if it isn't already (i'm 31). You find yourself following them around and not geting anything done, rather than just kill kill kill in the direction you choose. I'm enjoying my bowman a hell of a lot more since i stopped using Raise Zombie. Hopefully it doesn't get me killed, but not having them around means you can clearly see everything that's going on, making health management easier. Character archive: view-thread/963707 HC: 96 RIP SC: 95 97 96 100 95 96 97 98 95 97 Necro Settlers: WIP Last edited by unsane#5479 on Jan 4, 2012, 3:32:07 AM
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