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Thread: A few more tweaks

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  1. #1
    Quote Originally Posted by Addah1 View Post
    Why remove the Ranged aspect of minions for summoner?
    Ranged minions are very buggy, and I could not properly manipulate their damage, so they did almost nothing.

  2. #2
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    Annihilus Account: Addah1

    Quote Originally Posted by Game View Post
    Ranged minions are very buggy, and I could not properly manipulate their damage, so they did almost nothing.
    In which case I think we've circled back to some of the original problems of Necromancer before 4.0 with having too many minions, at least all in one place.

    With 24 melee summons and 10 revives there's too much going on, resulting in a pretty significant loss of dps in tight spaces, and unlike with Archers (less competition for Melee to get near a target), teleport is not helping as much when Revives start roaming around, or if the boss moves a lot then skeletons will be "standing in line" waiting to attack.

    If you don't think having Ranged minions is a possibility I think reducing quantity and increasing quality of minions will be the best option.

    90% of summoner Hell Cow or pack clearing is due to Corpse Explosion. And any boss fight that involves movement will cause your minions to queue up to attack, whereas ranged skeletons were always hitting, or at least that was the idea.

    I imagine you will say "on paper, zombies are higher dps", but to that as I've said dps is nothing if your minions spend time walking around between targets or waiting behind a wall of minions before attacking.

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