What's coming in 1.0.6?

GOTTA LOVE GGG!!!!!11
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gr00grams wrote:
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plasticeyes wrote:


how about buffing the not so great skellies and calling it good.


I really do not understand this.

I did a test this morning on login;

I found Kole in the Lunaris temple, and summoned only skeletons to face him.
I had my auras up (vitality, discipline, haste, purity of elements), and called my rejuvenation totem.

KOLE did not take one skeleton out.
I manual cast them.

I don't understand why so many think these things are not strong.
KOLE, a creature that can one-shot many players, did not KO a single skeleton. Not one.

Put minion speed on them, and their slowness is also not an issue.
Don't expect them to follow however, just cast them ahead of you as you go, to keep aggro on minions.

Skeletons are perfectly fine. They are also infinite.

You just need to build around things. I.e. Haste. Minions are not slow to attack at all. Skeletons combined with movement speed support and haste, are quite quick. With all aura buff passives, vitality + totem makes them super tanks, etc.


yes skellies are strong considering they are infinite, but they pale compared to other minions. + your playstyle (as you posted on another thread along with your gear and stats) makes skellies (and how you use them) mandatory, becouse you canot afford to take dmg. on my case casting skellies would be an inderance, i can afford to take hits and tank for my zombies if i have to, just not having to cast skelies makes my clear speed go higher.
Hear this words but once and they will echo in your nightmares forever!
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RicardoMaceil wrote:


yes skellies are strong considering they are infinite, but they pale compared to other minions. + your playstyle (as you posted on another thread along with your gear and stats) makes skellies (and how you use them) mandatory, becouse you canot afford to take dmg. on my case casting skellies would be an inderance, i can afford to take hits and tank for my zombies if i have to, just not having to cast skelies makes my clear speed go higher.


Agreed, and they can be slow initially, but my question to you then;

Do you think they need a buff? You don't seem reliant on them at all, which is fine, different builds are cool etc, but I just don't think they need to be stronger is all, because if you do build around them a bit, they are quite formidable.

I see them as equal to other minions for two reasons;

- the can be cast directly at targets, thus being an aggro management tool. If you cast them ahead of your other minions, they will draw initial aggro, and the other minions will follow their lead, without ever drawing enemies to the player. This is their most massive advantage over all other pets, and why they are essential (imo) to any summoner build.

- they are infinite, thus survivability overall is irrelevant. You can even use their relative weakness as an advantage with MI and targeting them right infront of a boss or the like, for reasonably high-dps non-stop explosions.

I have no problems saying my clear speed of areas is not the fastest at all, that's definitely not my build advantage.
Last edited by gr00grams#5298 on Jan 10, 2014, 5:46:56 PM
I think it would be awesome if zombies could either have a skill built in to stop attacking and consume corpses or a castable skill that made them consume corpses to gain life. It would be sweet!
Are any of the new skills going to enhance summoner viability in pvp?
My internet company sucks.. and every hour or 2, I have a 5 second hiccup in connection. I've tried fixing this time and time again, but not many options to choose from. I played a summoner to lvl 60ish and LOVED it.. without snapshotting etc. However, I can no longer play summoner because when I disconnect, I have to resummon everything and that gets crazy annoying. PLEASE PLEASE PLEASE add a 10-15 minute grace period on summons for disconnects so I can play the class again!
IGN: McPeen / Sex / iLeap
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NeoRussia wrote:
Are any of the new skills going to enhance summoner viability in pvp?


As long as all your minions are dismissed the second a round starts, I don't see summoners ever being viable unfortunately.
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gr00grams wrote:
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RicardoMaceil wrote:


yes skellies are strong considering they are infinite, but they pale compared to other minions. + your playstyle (as you posted on another thread along with your gear and stats) makes skellies (and how you use them) mandatory, becouse you canot afford to take dmg. on my case casting skellies would be an inderance, i can afford to take hits and tank for my zombies if i have to, just not having to cast skelies makes my clear speed go higher.


Agreed, and they can be slow initially, but my question to you then;

Do you think they need a buff? You don't seem reliant on them at all, which is fine, different builds are cool etc, but I just don't think they need to be stronger is all, because if you do build around them a bit, they are quite formidable.

I see them as equal to other minions for two reasons;

- the can be cast directly at targets, thus being an aggro management tool. If you cast them ahead of your other minions, they will draw initial aggro, and the other minions will follow their lead, without ever drawing enemies to the player. This is their most massive advantage over all other pets, and why they are essential (imo) to any summoner build.

- they are infinite, thus survivability overall is irrelevant. You can even use their relative weakness as an advantage with MI and targeting them right infront of a boss or the like, for reasonably high-dps non-stop explosions.

I have no problems saying my clear speed of areas is not the fastest at all, that's definitely not my build advantage.



Very nicely said!

That's the problem I think, people aren't willing to build around/for skellys and expect them to work out of the box. Then complain about it not working...

On the other hand, they work much harder for building around other skills... ¯\(ツ)/¯
SSF since ~OB
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gr00grams wrote:
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RicardoMaceil wrote:


yes skellies are strong considering they are infinite, but they pale compared to other minions. + your playstyle (as you posted on another thread along with your gear and stats) makes skellies (and how you use them) mandatory, becouse you canot afford to take dmg. on my case casting skellies would be an inderance, i can afford to take hits and tank for my zombies if i have to, just not having to cast skelies makes my clear speed go higher.


Agreed, and they can be slow initially, but my question to you then;

Do you think they need a buff? You don't seem reliant on them at all, which is fine, different builds are cool etc, but I just don't think they need to be stronger is all, because if you do build around them a bit, they are quite formidable.

I have no problems saying my clear speed of areas is not the fastest at all, that's definitely not my build advantage.


well yes i think they need a buff. i just went to lunaris adn linked both zombies and skelies on my tabula to the same supports was using only 1 zombie and 2 skelies (1 cast)at a time, both of them have the same mana cost, yet 1 zombie dealt more dmg than 2 skeletons, was way more survivable (on the same pack 1 zombie survived 3 cast of skelletons) and its permanent, i know you have 300mana regen and you can just press the button down, but 172 mana cost per cast is a lot for a minion that only lasts 20 sec and has to be ressumoned everytime a new pack apears.

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- the can be cast directly at targets, thus being an aggro management tool. If you cast them ahead of your other minions, they will draw initial aggro, and the other minions will follow their lead, without ever drawing enemies to the player. This is their most massive advantage over all other pets, and why they are essential (imo) to any summoner build.


i can do the same with curses, i cast a curse my minions charge, (i actually lightning warp into packs or run straight into them, my minions follow)

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- they are infinite, thus survivability overall is irrelevant. You can even use their relative weakness as an advantage with MI and targeting them right infront of a boss or the like, for reasonably high-dps non-stop explosions.


as i said above they're mana cost is too high (you built yourself so you could perma cast them, with my build i even need reduced mana for my curses), and yes MI can be good, but i dont want my other minions to die when they are at low life, losing the zombies might be not that big of a deal (unless there are no corpses) but specters are not, and more often than not, my minions deal more dmg while they're almost diying than if they just exploded (and as far as i know MI wont proc if the minion gets 1 shoted)
Hear this words but once and they will echo in your nightmares forever!
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RicardoMaceil wrote:
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gr00grams wrote:
"
RicardoMaceil wrote:


yes skellies are strong considering they are infinite, but they pale compared to other minions. + your playstyle (as you posted on another thread along with your gear and stats) makes skellies (and how you use them) mandatory, becouse you canot afford to take dmg. on my case casting skellies would be an inderance, i can afford to take hits and tank for my zombies if i have to, just not having to cast skelies makes my clear speed go higher.


Agreed, and they can be slow initially, but my question to you then;

Do you think they need a buff? You don't seem reliant on them at all, which is fine, different builds are cool etc, but I just don't think they need to be stronger is all, because if you do build around them a bit, they are quite formidable.

I have no problems saying my clear speed of areas is not the fastest at all, that's definitely not my build advantage.


well yes i think they need a buff. i just went to lunaris adn linked both zombies and skelies on my tabula to the same supports was using only 1 zombie and 2 skelies (1 cast)at a time, both of them have the same mana cost, yet 1 zombie dealt more dmg than 2 skeletons, was way more survivable (on the same pack 1 zombie survived 3 cast of skelletons) and its permanent, i know you have 300mana regen and you can just press the button down, but 172 mana cost per cast is a lot for a minion that only lasts 20 sec and has to be ressumoned everytime a new pack apears.

"
- the can be cast directly at targets, thus being an aggro management tool. If you cast them ahead of your other minions, they will draw initial aggro, and the other minions will follow their lead, without ever drawing enemies to the player. This is their most massive advantage over all other pets, and why they are essential (imo) to any summoner build.


i can do the same with curses, i cast a curse my minions charge, (i actually lightning warp into packs or run straight into them, my minions follow)

"
- they are infinite, thus survivability overall is irrelevant. You can even use their relative weakness as an advantage with MI and targeting them right infront of a boss or the like, for reasonably high-dps non-stop explosions.


as i said above they're mana cost is too high (you built yourself so you could perma cast them, with my build i even need reduced mana for my curses), and yes MI can be good, but i dont want my other minions to die when they are at low life, losing the zombies might be not that big of a deal (unless there are no corpses) but specters are not, and more often than not, my minions deal more dmg while they're almost diying than if they just exploded (and as far as i know MI wont proc if the minion gets 1 shoted)


I think the main reason you're having is your trying to use them like other minions.

They are disposable fodder. Don't 6L them.
Keep the cost low, and spammable. This is the key.

Don't try to make them survive. There is no need. I cannot stress this enough.
They are disposable fodder.

Give them minion speed (optional), minion damage and perhaps a support like blind, and that is plenty.

Then just cast them into a mob. use them as fodder for aggro and damage soak so other minions aren't targeted. This is the key. With skeletons popping up in a mob or bosses face every second, they don't target the more important summons.

They are like pawns in chess, disposable front-liners that open a path. A 6link is waaay too much mana cost yes. I'd never lose a queen for a pawn either. Give the 6L to zombies or specters. I would at most put skeletons on a +2 helm for a little extra MI damage on explosion.

I have had to take off clarity recently, back to only around 100 mana per second and can still near infinite cast them. 172 mana you say, is way too much cost, I completely agree. Mine cost about 100, if that. Disposable aggro fodder is all. Their only survival comes from vitality + totem. They simply lead a front-line is all for me, if they explode all the time, w/e I just keep casting them forward is all, which keeps them taking and dying to most attacks and other minions being non-targets.
Last edited by gr00grams#5298 on Jan 10, 2014, 7:11:06 PM

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