Questions about minions

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Mark_GGG wrote:
Also, this can't happen for spectres because you don't know until you cast it what the spectres will be.

You could display information about the most recently summoned spectre.

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Daemonaz wrote:
Not sure is this on topic or not, but I got into beta few days ago (thanks, and really enjoying the game) and I noticed today there was some dramatic changes to the Zombies!
[...]
- New zones. Every time you zone into a new area you lose your minions. Is it in anyway possible to make it so minions don't despawn all the time? I can understand you don't want to clutter up the 'town' areas but from zone to zone it would be nice if they could stay.

- Minions seem to get stuck fighting mobs, if you quickly want to run through an area they get left behind, and you have to resummon. Sometimes I see them teleport on top of me, but at other times they just happily continue fighting whatever they were fighting. I'm not sure how feasible it is to make them follow the player a bit better?

Welcome to the beta! I'd suggest checking out the known issues list, and skill-specific threads. The above issues are already known to be deficient and covered there.
Character archive: view-thread/963707
HC: 96 RIP
SC: 95 97 96 100 95 96 97 98 95 97
Necro Settlers: WIP
Thanks, reading right now!
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Mark_GGG wrote:
I had just finished replying to this when the power got cut to my computer. Here we go again...
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rabidwolf9 wrote:
(1) What supports affect minions? (aside from the minion labeled and added element damage)
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.

Last time I tested this, (admittedly a long time ago), archer spectres weren't affected by any support gems that I tried.

Has anyone here tested support gems with ranged spectres recently?
I believe Rory said last night that minions are effected by support gems, provided the support gem effects the summon. AoE mod gems will have 0 impact on a Spectre of an archer for example, but multiple projectiles on that same spectre should work. I have not tested it myself.
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Happy hunting/fishing
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Malice wrote:
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Mark_GGG wrote:
I had just finished replying to this when the power got cut to my computer. Here we go again...
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rabidwolf9 wrote:
(1) What supports affect minions? (aside from the minion labeled and added element damage)
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.

Last time I tested this, (admittedly a long time ago), archer spectres weren't affected by any support gems that I tried.

Has anyone here tested support gems with ranged spectres recently?
I suspect that's because we only had a few different gem classifications and didn't have the ability to specify mutliple ones, which meant we couldn't have them all work on the minion skills as well.

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