A couple of things to add as some comments are pretty wild: 1) Storm mages are in the video. You'd know if you watched it. 2) im going through my reasoning of every minion resulting in my personal tier listing 3) minion teleport (convocation) strat has many flaws such as not always working, if minions are dead you still have to wait for the revive, but most importantly the weapon swap has a risk of literally crashing your entire client which when it happens makes you lose the entire map. It's not a new tech. it's an unintended tech that has serious flaws, which is why i dont like it. 4) Frost Mages, Reavers and Brutes, etc, are described in detail as to why they are listed where they are, this is, simmilarily, to everything else im saying: shockingly in the actual video
Did you take in mind the frost mage command skill? I think that one makes frost mages realy nice to. It one of the only command skills that just does an AOE attack with actual instant dmg. And give big freeze %
This is your first RUclips video? You didn't know people just make stupid comments without watching? Lol. I'm a small creator and this happens on 75% of my videos where I have an opinion in title/description
I will say much of what you said in the video I agree with and is from my testing as well very spot on, I do think however when they fix the minion collision issue and getting stuck in doorways and giving melee splash which should be a baseline thing with decent area, reavers are going to be the best performing minion by a large margin, even now in open area maps their clear is just soo much better than all the other minions and the fact you can double dip with pain offering and enrage on bosses makes them the best boss damage as well rn. I hope they get the minions sorted out fairly quickly as its the most enjoyable playstyle for me.
Mixing and matching minions is the real busted playstyle. Clerics with cast speed Snipers with damage and poison armor break, pin (depends) A brute or 2 with stun gems All phys support on reavers Few warriors on scepter This allows you to build up tons of effects on bosses and theres decent aoe on brutes which already have high base values. Since melee minions have trouble all getting to a single target, spreading out between ranged and melee minions is best so your snipers are always hitting something on screen while your readers and brutes gapclose. This allows for armor break, pin (seriously underrated), poison, stun, ignite prolif from hellhound, and enough body blockers to keep any aggro off you. I noticed if you run ranged minions like snipers or arsonists, they enemies will ignore them and run straight at you, not as much of a problem with melee skeles sprinkled in. Also I will dip into skills screen to up or down the groups for certain scenarios. Like I'll switch out some snipers for brutes if I want more stunning on bosses, or more Reavers on wider maps, etc. Its fun and engaging.
I'm currently using reavers (with 2 clerics, 1 sniper for gas cloud armor breaking, and 1 storm mage for shock prolif). It feels amazing. The weapon swap trick works most of the time for narrow passages. The damage feels way higher than when i played arsonists, SRS, and firewall. Protip: using ele focus on the hellhound prevents it from igniting your gas cloud so you can destroy boss armor and still use detonate dead for procing the cloud for clear. Definitely underrated.
My main problem with minions was that my FPS was tanking down by A LOT... But I was in love with Reavers, great minions, the only problem besides FPS was constant stacking in corridors, minions need phasing for alies.
I'm loving this period of a new ARPG with all the exploring of builds. That said, I'm running Brutes and snipers, focusing on lowering armor via gas arrow/curse and increasing damge, stun chance, and aftershocks with Brutes. The Brutes clear regular fights almost instantly with their aftershocks, while in boss fights the snipers pull their weight more. Also added bleed to snipers and increased damaged to bleed on brutes. I'm missing 2 perfect and 1 greater jeweller orbs to complete the build but my theory is to use the armor break explosion on snipers and the armor break consume on brutes to increase damage by another 50%. Can't properly test it though without the support slots, but once done i'll hopefully have some more info. them getting stuck in doorways really is annoying, but I love having an army of skele titans slamming everything lol
I pretty much agree with everything other than Unearth. I use Unearth as a utility emergency skill and is is fantastic at that. I'd never use them as your main damage ability, but I stick it on my bar supported by Brutality, Hourglass, and Area of Effect. I don't care about the 10s cooldown because I rarely use the spell but when I do the little fucks do a crap ton of damage. My main use for it, is for when I'm getting swarmed and my army starts to die say in a Breach encounter or Ritual. Because its a swarm situation I can pretty much guarantee that there will be corpses everywhere so I just shoot out an unearth. Thanks to Area of Effect support its a pretty big AoE and I often will get like 10 minions instantly which body blocks, does damage, and helps me turn the tide back in my favor.
Yea. Imo that ability would have a good main ability rate if they added it summons 1-5 as it scales in level as well. So starting out it would work as is. Then later in levels it would just have a static minion summon regardless of corpses. Then things like overubanace could be used early to add a minion til later on. This could also become a non issue if they add in an ability like in poe 1 where you summon your own corpses. But that'll get shadowed by corpse explosion builds
Yeah there is no reason to dont add unearth on minion build (personnaly i prefer make them pop corn), and for the same reasons there is no reason to dont add detonate dead too.
As an addendum to storm mages I'd add the utility of having a 100% uptime shock just by playing infernalist utilizing stormfire support, so having one in an arsonist or sniper build is definitely worth it for the 35% or so shock you get that'll be up as long as your dog is around (or another source of ignite is on the target).
In the Witch's showcase, Zombies are permanent minions. However, they were nerfed for the release of EA, which completely ruins the minion. GGG really needs to balance things properly.
Something to think about as well, when it comes to leveling. Raging spirits with Envenom and Corrosion just decimates all Rares and Bosses's armour allowing something like Arsonists to melt even faster
One thing I like about the storm minion is that I just run 1 with increased shock chance and the support gem that makes shock last forever on ignited targets. Since you have a dog igniting everything around him. U can get a nice damage boost from the shock debuff with very minimal cost
In Poe1 we have a gem called "raise spectre" which allows you summon any basic monster using their corpse. In poe2, we were supposedly to have the same gem, except it could summon mini-bosses with a higher spirit reservation. It was showed in the trailer raising a rare monster which can only be found in rare form(yellow mob) Unfortunately, the gem "raise spectre" was hard to balanced and buggy so they won't be releasing until next year along with 2 other classes as some had speculated.
they were saying they had an idea for a vaal themed shadow ascendency, which should be machine based i think, im expecting something like poe 1 saboteur (which has unique triggerbots), but hopefully actually playable.
What the *** are you talking about Frost Mages? They can stop the boss so bossing is way easier and since i swapped to them from arsonists my damage doubled. With crit passives on arsonists i had like 6% crit chance and on mages i have 28% currently with +253% crit damage.
Agreed. I've also switched to frost mages and the game has gotten much easier. One thing I hated about arsonists is that their attacks miss if the target moves. Frost mages don't have this issue since the targets are instantly perma-frozen. Frost mages also have a better gem quality effect (reduced reservation) and there is a +1 to all cold skills on the passive tree that benefits frost mages.
If you don’t mind, could you share what guide you’re using? I’m interested in swapping to frost mages but idk how well my gear or passive tree will translate.
Ye pure minion i think frost mage beats all. But with SRS supportn you have the SRS take all beating and maybe storm mages and archer are better when have flame wall. But ye my frost mages stay alive lot more than storm mages. The only downside is frost mage attack range. It feels pretty short. I am using the Scattershot. Pierce and 25% more cast speed gems. Feels realy good. All normal monsters get almost instant freeze. And if you want even more freeze on boss add the 50% freeze gem.
For the unearth, I have tried to make a build based around stacking clerics, sacrifice and corpse use avoidance. Unfortunately it was really mediocre. The gameplay loop was ok, the minions had insane breakbar damage and the single target damage was not tragic. The issue was with a clearspeed and the melee AI. Most of the mobs were not attacking at all and that made the damage usually terrible and swapping targets was even worse, so I assume it's the biggest culprit for bad clear.
Snipers can be played 3 very different ways and that's why they are my favorites.. The first way is to focus purely on the "Command: Gas cloud" skill and exploding these clouds. I made a little video about this particular playstyle myself. This playstyle has very reasonable clear but is slightly outperformed by stuff like arsonists. No other minions or sniper setups come even close to the bossing potential however. Even without "prepping" for a huge explosion by covering the spawn in dozens of clouds before spawn and 1shotting the boss it still does tons of damage and can kill bosses in seconds. The second way is also with the gas clouds but rather than detonating them you let them do their DOT. This is better for clearing as you can just blanket the map in clouds and stuff will eventually die. It does deal a lot less damage on bosses however. I don't like this as quite often stuff dies after a second or 2 when you already moved on so it can cause some backtracking for loot. The third way is by focusing on their auto attacks. I think this is the playstyle Ghazzy refers to? In this case you might want to swap between boss setups and clear setups. For the other 2 styles that's not needed at all. I'd almost categorise these 3 seperatly on the tierlist as I'd put the "Command" in the S tier and the other 2 on A. Reasoning behind this is because you persue slightly different talents and quite different gear on the gas explode variety and the other 2.
Reavers with that melee tech and with 20% quality Carry me to tier 16 , they don't die, just add 1 more button to your rotation detonate dead to clean and that would be it
@@tamasnemeth7659 he means to weapon swap and set the second weapons set to have zero minion and you should have a shield on your second set of weapons bc will you be getting hit. than swap back when though the door . though use it at your own peril I hear you still have to wait for the respawn time and there is a bug where sometimes it just doesn't work and if you have a retry a few times for your minions to come out even if the timers says they should be able to be summoned again.
Zombies can be cast on minions or corpses, so you can have almost full snipers and decent frontline, need a 60 spirit cost gem tho and theyr still slow af and heavy mana cost
You can make skellies leave corpses to I think. But ye zombies are good meat shields. But as ghazzy and you said. They waaayyyy to slow. I not even know why the game suggest duration on temporary minions that dissapear when you to far from them. It's silly.
Zombies also have an inherent less damage taken (52% on the empowered ones) which definitely makes them tanky. Ruins my dreams of popcorn zombies though.
funfact, in DnD, imo the source of necromancy in modern day gaming. You had two choices for the majority of your corpse loving career. Zombies and skeletons. Both are for the most part garbage unless you build them to purpose. 99% of the time if you ever saw a necromancer with a zombie, that zombie was a dragon. Because you need rotten flesh to fly and breath acid or whatnot. For everything else there was the mastercard, of templates. The big brain skeleton, who despite being born yesterday still knew how to hold a bow and duel weald scimitars, even wear armor and while not being able to speak could understand languages(what ones is the cause of im sure much debate and fisticuffs).
clerics are pretty bad ass. i use 3 of um, they can revive minions that die to being off screened, a pretty good reason to have a decent amount of them. i have had lots of situations were i run to far away but at least 1 claric is alive, they resummons all. 3 is a good number if you accidently offer them 2 back up clerics is good for that situation. it would be nice if ggg change the ai for them to stay in back, it sucks that they rush forward like a warrior.
i run same thing but in tier 9 maps i am moving like a snail, i can't clear fast anymore and ritual and breaches is almost sure death as i get stuck in a pack of mobs then die from ritual tornado that i can't move out of while my mobs can't kill fast enough to get me room to move. what tier maps are you on? I paly SSF and i just don't see any gear i could get that will allow me to scale up, if anything i may be able to push further with a lot of grinding but i'll be still so freaking slow to get through maps. i swear i spend a good 10 minutes a map clearing, this build has to be slowest high tier map build in POE 2 at this point.
@zengrath mostly you need more minion skill level. 3 on weapon. 2 on helmet 2 on amulet. After than flat minion damage is huge. Then %damage and attack speed. Cast if makes of course. The flat damage is huge as it scales with your percentile on the passive tree. After 65 your looking at +10-30 damage a hit extra just from a flat dage stack. Most certainly much more as max damage hits will hit hard. After the recent crit changes moving your buuld yo stack critical instead will get alotnof range. This is probably where your at. Stack up to around 35%+ minion crit chance then stack as much crit damage as you can. 300% base damage is massive especially on 10+ minions. Spirit as you must know is your breadwinner. Get 340+ before all the rest
I find your storm mage setup funny cuz GGG get rid of negative resistance via curse/ penetration, but left out the doriyani's interaction for negative res. Seems like an oversight to me. Honestly they shouldnt have remove the normal means of negative resistance on enemies from get go. This pretty much lock players into some weird gimmick build for high performance.
Just in case no one knew, but it seems the Unearth Bone Minions can propagate shock as well, not just chaos dots. Idk if it's intended, but I noticed it while leveling with Storm Mages. It was Cruel Act 1 and there were no shock mobs, but I had consistently risen "shocked" bone minions... Hope it's not a bug, it was awesome and made me shift my build a bit, leaning more into shocks & freezing as opposed to the poison gas fire combo. I hope we get more/ different interactions with elemental combos.
@@meowmeow9326 I think that might be possible/ the intention, but effects like Freeze ends in a shatter (no corpse to res), and Poison & Ignite are only effective while the target is alive, as they are like "hp based effects". A burnt corpse is just charcoal... Like... it makes sense, but it also doesn't? The tooltip on Unearth mentions any DoT effects on the corpse, so it "should" work with ignite, but there are no "Enemies you kill/ Corpses you create are ignited" effects/ affixes anywhere in game... nor is there one for corpses remain poisoned, Shocked can make shocked ground though, and cursed based dots are still duration based curses, so they persist on corpses. You can't raise a corpse in a Flamewall and hope for a burning minion... I tried that sadly. I'm just hoping these "interactions" are part of the 50% unfinished PoE2.
raising one zombie at a time without them being permanant is ridiculous in the current state its too annoying to try and summon them you should be able to summon at least 3 of them from nearby corpses at once.
@@JT-yl9yt maybe that should be a support gem. my zombies currently last 1 minute tho with a good chunk of +skill duration, and duration supp gem. u can find some nodes that give skill duration and chaos damage so if u go chaos dmg dots with zombies u get max benefits. skill duration also seems to affect skills that travel thru the air, as they technically have a duration
@@meowmeow9326 I don't care how long they last after a minute I will still be individually summoning them one by one its ridiculous for a temporary minion and this horrific for blood mages.
would like to say that brutes still have a use case because of their huge health pool in a minion explode build, i would put them in A tier with that build specifically
What support gems are you running for the storm mages? I've been breezing through cruel with your arsonist build and while my computer can definitely take the fps hit from all the stuff on the screen my friends who are new to the game keep getting killed by floor effects they can't see and it's also hitting their FPS. I thought the storm mages might be a great combo when I saw the stormfire support gem with our hellhound already applying ignite and fire exposure seems like a good combo.
I really like unearth with arsonists. I've got spare spell slots anyway and a mass of unearth minions driving forward in front of the arsonists is great for dealing with their fragility in some of the more overwhelming t18 breaches. Shit vs bosses though, that's true.
I actually use Unearth for fast clearing. They scale off +minion level and +spell level, so getting them to an overall +10 is very doable. This puts their single target damage on par with the sniper, I can have 24 of them, and they cost no spirit. Sadly, they are useless outside of clearing. The sniper is actually decent at clearing because of the ability to explode their poison arrows on any ignited enemy. Dropping a 33k AOE every seconds is pretty strong. I use more snipers for clearing than I use arsonists now.
I hope there are minion QoL improvements coming. Minions are a nightmare to steer and keep up with you, due to narrow passages (which are everywhere) and dumn AI. The only work around is the weapon swapping trick to unsummon then resummon and that's an unintended use. Melee minions need an increase to base movement and attack speed to be competitive. Plus there's only one minion movement speed node on the passive tree. And haven't seen any minion movement gear mods yet. Using the move minion command is way too slow and clunky with minions not attacking several seconds after moving.
You pair them with hypothermia and frost bomb for curse and exposure. Winter orb is good if you're leaning into crit. You can also get a malic sceptre for more crit weakness
I like ur take on the firewall my solution is firestorm long range and surrounding my skeleton snipers with firewall. Also in closed quarters maps, I spawn 2 reavers.
hi, big fan. I noticed speakinng about srs you didn't consider all the build about "trigger minion death", did you consider those kins of games as minion build or variant...? thanks for all the research and spreading all the goos infos.
Ow. My brain. What happened to Spectres? After all that build up. And I thought I saw them on day 1? Were they taken out or was it a fatigue induced hallucination?
Just talking about what I know. When I'm farming in the end game to me ice mages with wildshards at least feels better at clearing maps than arsonist. Just b/c the first 1-3 volley of arsonist will always miss the enemy if the enemy is melee and just charging at you if they are range it feels about the same. I really wish there was a taunt skill I could put in my melee minions to stop this.
I've found Raise Zombie to be useful. In corridors and tight maps, they body block the enemy very well. Their purpose is to mass the enemy mobs and stand in their way. Which they do really, really well. I don't think they are bottom tier.
About conversion, the tooltip says that the old poe1 way no longer works. Now it is supposed to convert your base dmg before any modifiers are applied *then* apply the modifiers. So no longer is conversion a dmg boost as it was in poe1. Supposedly. Does it really work like described in the tooltip ?
Conversion is applied before any global modifiers are applied. So for arsonists you use support gems that increase generic, elemental, or fire damage. The one exception is Heft which applies before conversion
Snipers are actually as good if not better than arsonists. Played both more than 50 hours each on a 6 link, they shoot further and are better for most activity tbh. Also the ability to target kill something with the gas arrow is underrated. The only issue is they run not as fast as arsonists, but they also are a bit less stuck in doors etc.
I agree with the list for pure minion only builds for endgame content. I was thinking of options like Sacrifice + Brute DD but I'm not sure if I'd call that a "minion" build. Kind of like is Dark Pact a minion build?
Exposure and curses are applied to the enemies and have the potential to apply to all attacks and casts against that enemy. Penetration that isn't attached to an ability, or doesn't explicitly say that it affects minions, will only affect your character
I’m not to big on them getting stuck and I wish they would add a setting to where you could set your minions on defense wheee they stay very close to you and behind you like for the cleric it would be helpful grim dawn had a great minion system and I wish they took that system and used it also can’t wait for the specters and golems to come out at some point
idk i think you mightve slept on zombies a bit. everything you said about them is right, xept the damage, they do actually do pretty good damage, with 10 my damage was more than doubled, nearing triple prolly. easiest to notice when its on a boss or a rare when theyre the last alive. you dont need 10 tho for the use of the skill to be viable, so summoning a few as the first enemies die during a fight is a big defensive boost. you may think well things are dying why have them when youre already winning, and in some cases thats true for, but often times, the start of a fight is pulling mobs, and then pulling more, and going 15 ft and pulling 2 more mobs. the zombies are indeed slow, but they will catch up and fight in all of these fights, and you can always summon more in strategic spots where your "formation" is currently weak (your minions are fighting something to the south but there is still guys to the north, where you are, so you currently dont have any minions near you to aggro, so youre catching heat. there are bodies in this area tho - happens a lot). their biggest weakness is not being able to be used on most boss fights without power charges (which i havent found a good way to implement into my build yet) or the spirit gem that costs too much spirit to be able to summon zombies from ur spirit costing minions - tho it might be worth it given how much damage they end up doing and encircling bosses, removing some-to-many mechanics of the fight. in 2 levels ill have the passive to 20% minions movespeed, which should allow my skellys to keep up with me, and zombies will still fall behind, but any that die at that point would be fine, and some will make it to fights that arent far from the fight they were summoned from edits: after getting to your unearth part, it sounded like you might not know so, just to make sure, zombies can also get the chaos dot on them as for warriors, 2 things; 1) they have a block chance, so theyre your tanky option - meant to get a few (like cleric), just enough to keep mobs off you and your ranged choice of minions. 2) there is a combo of support gems i found that elevated these guys to something worth having in all aspects of a minion build - aoe damage, and even more tankiness. +50% hp -35% dmg support gem, explode on death, and infernal legion. if you dont have enough fire resist on your minions, these guys will just survive long enough to explode on enemies - but even this is fine (rn i have enough regen and fire resist that without clerics, they just barely sustain themselves, but its almost preferable that they constantly get resummoned just to suicide dive into enemies, it does so much damage, tho the ignite damage is also pretty good when the self dmg is sustained...), the explosions do enough to aoe one shot white mobs, even if your clear speed is on the slower side (but not slowest). once they do have enough fire resist, these guys are just constantly doing a ton of aoe fire dmg as ignite around them, and explode when they get near death for insane damage. currently my lv 19 skelly wars have 10300 hp (frost mages have ~3k) and all of the damage spoken of scales off their hp, so its pretty good up to the point where you need to do millions of damage, tho i still have many skill levels to get, so who knows what hp they will be at frost mages get an aoe frost bomb that does pretty good damage and has good freeze potential - perfect for initial engagement when there is a wall of ur minions fighting a wall of enemies. i like this ability a lot more than the detonate dead arsonists get, which i think has a lot better function, didnt get mentioned at all so just wanted to say
Exposure gem? But then you need a nice crit chance on the minion. Or penetrate resistance gems which is 30%? There are ways to reduce enemy resistance when hit them.
I used a split of skeleton snipers and arsonists when I was in the beginning of endgame, does the new support gem that gives command skills give them a huge dps increase, or is it all about shredding that armor for physical damage?
I wish I could glue support gems to a minion gem so I just have to switch one gem whenever I feel like it is time for another bony friend. Still in the process of testing everything
i need some help! i nearly finished cruel story now and being close to mapping. i play life stacking with heavy armor, arsonists and now trying to do my resistances. but i dont know if this defensive is good for higher tier maps later on or if i should respec all into energy shield as defense. i dont want to waste my currency on armors etcif energy shield might be way more tanky later on. armor/life stacking or energy shield?
You are going to run into stat issues trying to use a blue gem with pure armor gear. Stacking ES means that you mostly only need to worry about maxing one stat. ES is also just a way better defensive layer right now compared to armor. If you want to stick with it you could look at what Kripparian did to make his armor infernalist work
First, people arguing that Frost mages, revers, brutes, etc should be higher have not actually played them.... or they've not played the other better minions. Second, hard to agree with the Sniper placement, seemingly specifically for boss killing? Considering HOW FEW bosses you actually get to encounter in this game, clear speed + still being good against bosses should absolutely rate higher.
The only minions with higher damage are Arsonists (everyone starts with these) and snipers (clear is rough). Everyone is familiar with both and it's mostly about which flavor you prefer
I'm running a very unique setup with brutes and archers. I'm adding the scatter and the 2 stun buildup gems on the archers, which make them build up that heavy stun bar really quickly. Then on the brutes some damage+the armor break when stun This pretty much makes the brutes have a perma aoe because the small enemies are always primed and the skill they use on primed enemies makes a shockwave that kills the other weak enemies around. In case they don't die(only rares and bosses are surviving it), then they are now armor broken and take a ton of damage Ah, also this increased my survivability a bunch, the brutes actually draw aggro
Hmmm... When i check frost mage vs storm mage they had almost similair dmg without any gems. However when I add the triple projectile gem on frost mages they did like double dmg of storm mage per hit. Also I dont see how the archer are that great. In earlier game frost and storm beats the dmg they do per projectile/hit. And their poison cloud was more pew pew then their arrows. Unless they did sneaky changes. Another big difference was that frost mages can stay alive lot easier cause they froze all normal enemies in an instant when clearing where the storm mage got nuked hard in comparison. And i wasted time for their respawns. This was without srs support ofcourse. How did you compare them and with what stats? All same without gems and any stats that might influence it?
All the lightning skills in the game are OP because currently shock is OP. 20% extra damage is better than anything else in the game right now. Expect GGG to nerf it.
Hey Ghazzy, i run a Sniper Build which focs on Phys/Crit Damage with the Infernal Hound breaking Armor. I just got a LvL 21 6Link Sniper Gem and i am at +11 with Gear so i can tell 16 Sniper with Fork BLASTS through any Content with easy. Just did T4 Breachlord & alot of Deli/Breach/ect, they are melting the screen 10x faster then any arso build ^^
NGL, as a minion fan in PoE1, they really turned me off thme in PoE2. They add sooo much screen clutter, the stickiness in corridors, kinda ruined the experience by making bosses so easy! I just wish we could make fewer more powerful minions as a tradeoff vs a horde. There are nice ideas, but hm, needs some rethinking, or perhaps a new ascendancy will have the keys.
i play the stormmages without the armor and the rings because they are fucking expansive :( easy clearing t15 maps bosses and so on. Yes and that you can see what is going on is also nice lol
A couple of things to add as some comments are pretty wild:
1) Storm mages are in the video. You'd know if you watched it.
2) im going through my reasoning of every minion resulting in my personal tier listing
3) minion teleport (convocation) strat has many flaws such as not always working, if minions are dead you still have to wait for the revive, but most importantly the weapon swap has a risk of literally crashing your entire client which when it happens makes you lose the entire map. It's not a new tech. it's an unintended tech that has serious flaws, which is why i dont like it.
4) Frost Mages, Reavers and Brutes, etc, are described in detail as to why they are listed where they are, this is, simmilarily, to everything else im saying: shockingly in the actual video
Did you take in mind the frost mage command skill? I think that one makes frost mages realy nice to. It one of the only command skills that just does an AOE attack with actual instant dmg. And give big freeze %
This is your first RUclips video? You didn't know people just make stupid comments without watching? Lol. I'm a small creator and this happens on 75% of my videos where I have an opinion in title/description
can you plz tell me support for skeletan snipers single targer your opinion is the best, thanks for videos
Yes, but...Zombie is a minion too ;(
I will say much of what you said in the video I agree with and is from my testing as well very spot on, I do think however when they fix the minion collision issue and getting stuck in doorways and giving melee splash which should be a baseline thing with decent area, reavers are going to be the best performing minion by a large margin, even now in open area maps their clear is just soo much better than all the other minions and the fact you can double dip with pain offering and enrage on bosses makes them the best boss damage as well rn. I hope they get the minions sorted out fairly quickly as its the most enjoyable playstyle for me.
Man this subathon is making my man's look like a minion, Jesus. He needs sleep
He looks the same
"Hey guys, Ghastly TV here!"
he looks drunk af
One more hit
He needs money. Simple as that
Skeletons don't need a brain, because they comunicate and find targets "Skelepathically"
to bad that doorways block skelepathy completely, so they have to reboot for 5min every time they come close to one...
Mixing and matching minions is the real busted playstyle.
Clerics with cast speed
Snipers with damage and poison armor break, pin (depends)
A brute or 2 with stun gems
All phys support on reavers
Few warriors on scepter
This allows you to build up tons of effects on bosses and theres decent aoe on brutes which already have high base values.
Since melee minions have trouble all getting to a single target, spreading out between ranged and melee minions is best so your snipers are always hitting something on screen while your readers and brutes gapclose.
This allows for armor break, pin (seriously underrated), poison, stun, ignite prolif from hellhound, and enough body blockers to keep any aggro off you.
I noticed if you run ranged minions like snipers or arsonists, they enemies will ignore them and run straight at you, not as much of a problem with melee skeles sprinkled in.
Also I will dip into skills screen to up or down the groups for certain scenarios. Like I'll switch out some snipers for brutes if I want more stunning on bosses, or more Reavers on wider maps, etc.
Its fun and engaging.
I'm currently using reavers (with 2 clerics, 1 sniper for gas cloud armor breaking, and 1 storm mage for shock prolif). It feels amazing. The weapon swap trick works most of the time for narrow passages. The damage feels way higher than when i played arsonists, SRS, and firewall. Protip: using ele focus on the hellhound prevents it from igniting your gas cloud so you can destroy boss armor and still use detonate dead for procing the cloud for clear. Definitely underrated.
Cant wait for the Bind Spectre Ghazzy tier list when it drops!
3 hour long tier list incoming
well be switching from poe to pokemon
@@3_14thon7 "Gotta Bind 'em All!"
My main problem with minions was that my FPS was tanking down by A LOT... But I was in love with Reavers, great minions, the only problem besides FPS was constant stacking in corridors, minions need phasing for alies.
they need a mtx for firewall... translucent fire
PTW mtx
I'm loving this period of a new ARPG with all the exploring of builds.
That said, I'm running Brutes and snipers, focusing on lowering armor via gas arrow/curse and increasing damge, stun chance, and aftershocks with Brutes. The Brutes clear regular fights almost instantly with their aftershocks, while in boss fights the snipers pull their weight more. Also added bleed to snipers and increased damaged to bleed on brutes.
I'm missing 2 perfect and 1 greater jeweller orbs to complete the build but my theory is to use the armor break explosion on snipers and the armor break consume on brutes to increase damage by another 50%. Can't properly test it though without the support slots, but once done i'll hopefully have some more info.
them getting stuck in doorways really is annoying, but I love having an army of skele titans slamming everything lol
Melee minions must be Canadian, and every doorway an opportunity for a Canadian standoff.
I pretty much agree with everything other than Unearth.
I use Unearth as a utility emergency skill and is is fantastic at that. I'd never use them as your main damage ability, but I stick it on my bar supported by Brutality, Hourglass, and Area of Effect. I don't care about the 10s cooldown because I rarely use the spell but when I do the little fucks do a crap ton of damage.
My main use for it, is for when I'm getting swarmed and my army starts to die say in a Breach encounter or Ritual. Because its a swarm situation I can pretty much guarantee that there will be corpses everywhere so I just shoot out an unearth. Thanks to Area of Effect support its a pretty big AoE and I often will get like 10 minions instantly which body blocks, does damage, and helps me turn the tide back in my favor.
Yea. Imo that ability would have a good main ability rate if they added it summons 1-5 as it scales in level as well.
So starting out it would work as is. Then later in levels it would just have a static minion summon regardless of corpses.
Then things like overubanace could be used early to add a minion til later on.
This could also become a non issue if they add in an ability like in poe 1 where you summon your own corpses. But that'll get shadowed by corpse explosion builds
Yeah there is no reason to dont add unearth on minion build (personnaly i prefer make them pop corn), and for the same reasons there is no reason to dont add detonate dead too.
I think a low level DD would help also.DD doesn't really scale with levels so a low level one won't hurt your mana pool much if your a es build.
As an addendum to storm mages I'd add the utility of having a 100% uptime shock just by playing infernalist utilizing stormfire support, so having one in an arsonist or sniper build is definitely worth it for the 35% or so shock you get that'll be up as long as your dog is around (or another source of ignite is on the target).
My issue is the storm mage usually takes awhile before it can apply shock and stuff tends to die first
He almost never shocks stuff lol
More chance to shock, shock aoe and shock don't expire on ignited enemies and you have a solid uptime shocking enemies
Who has a really good/strong all around sniper build. The red ring combined with arsonists is hard on the eyes. Very good! But hard on the eyes lol
This video was done out of spite to goblin
In the Witch's showcase, Zombies are permanent minions. However, they were nerfed for the release of EA, which completely ruins the minion. GGG really needs to balance things properly.
Well if they would do that now the fight is over before they arrive XD
Something to think about as well, when it comes to leveling. Raging spirits with Envenom and Corrosion just decimates all Rares and Bosses's armour allowing something like Arsonists to melt even faster
One thing I like about the storm minion is that I just run 1 with increased shock chance and the support gem that makes shock last forever on ignited targets. Since you have a dog igniting everything around him. U can get a nice damage boost from the shock debuff with very minimal cost
Please GGG, Doryani has shown we NEED a machinist class (mechanical summoner) heist and the vaal have so much mecha tech we cant use.
In Poe1 we have a gem called "raise spectre" which allows you summon any basic monster using their corpse. In poe2, we were supposedly to have the same gem, except it could summon mini-bosses with a higher spirit reservation. It was showed in the trailer raising a rare monster which can only be found in rare form(yellow mob)
Unfortunately, the gem "raise spectre" was hard to balanced and buggy so they won't be releasing until next year along with 2 other classes as some had speculated.
they were saying they had an idea for a vaal themed shadow ascendency, which should be machine based i think, im expecting something like poe 1 saboteur (which has unique triggerbots), but hopefully actually playable.
OMG as I went thru A3 I had the same thought. Summons mech, sawblades, traps, etc, etc.
@@leemay3097 I'd bet its an acendency exclusive skill for Necromancer, which is more than likely going to be the Witch's third ascendency
When you told me to hit the god damn like button. I paused poe and clicked the god damn like button. Cheers
What the *** are you talking about Frost Mages? They can stop the boss so bossing is way easier and since i swapped to them from arsonists my damage doubled. With crit passives on arsonists i had like 6% crit chance and on mages i have 28% currently with +253% crit damage.
Agreed. I've also switched to frost mages and the game has gotten much easier. One thing I hated about arsonists is that their attacks miss if the target moves. Frost mages don't have this issue since the targets are instantly perma-frozen. Frost mages also have a better gem quality effect (reduced reservation) and there is a +1 to all cold skills on the passive tree that benefits frost mages.
If you don’t mind, could you share what guide you’re using? I’m interested in swapping to frost mages but idk how well my gear or passive tree will translate.
@@jw3807 search 800k+DPS Frost Mage&Reavers on Mobalytics build, its experimental, im still testing, recording and comparing dps on citadel bosses
@@jw3807 frost mage&reavers on mobalytics
Ye pure minion i think frost mage beats all. But with SRS supportn you have the SRS take all beating and maybe storm mages and archer are better when have flame wall. But ye my frost mages stay alive lot more than storm mages.
The only downside is frost mage attack range. It feels pretty short.
I am using the Scattershot. Pierce and 25% more cast speed gems. Feels realy good. All normal monsters get almost instant freeze. And if you want even more freeze on boss add the 50% freeze gem.
Refuse. You don’t pay my sub.
Kidding like button clicked. Thanks for the insightful breakdown.
For the unearth, I have tried to make a build based around stacking clerics, sacrifice and corpse use avoidance. Unfortunately it was really mediocre. The gameplay loop was ok, the minions had insane breakbar damage and the single target damage was not tragic. The issue was with a clearspeed and the melee AI. Most of the mobs were not attacking at all and that made the damage usually terrible and swapping targets was even worse, so I assume it's the biggest culprit for bad clear.
Snipers can be played 3 very different ways and that's why they are my favorites..
The first way is to focus purely on the "Command: Gas cloud" skill and exploding these clouds. I made a little video about this particular playstyle myself. This playstyle has very reasonable clear but is slightly outperformed by stuff like arsonists. No other minions or sniper setups come even close to the bossing potential however. Even without "prepping" for a huge explosion by covering the spawn in dozens of clouds before spawn and 1shotting the boss it still does tons of damage and can kill bosses in seconds.
The second way is also with the gas clouds but rather than detonating them you let them do their DOT. This is better for clearing as you can just blanket the map in clouds and stuff will eventually die. It does deal a lot less damage on bosses however. I don't like this as quite often stuff dies after a second or 2 when you already moved on so it can cause some backtracking for loot.
The third way is by focusing on their auto attacks. I think this is the playstyle Ghazzy refers to? In this case you might want to swap between boss setups and clear setups. For the other 2 styles that's not needed at all.
I'd almost categorise these 3 seperatly on the tierlist as I'd put the "Command" in the S tier and the other 2 on A.
Reasoning behind this is because you persue slightly different talents and quite different gear on the gas explode variety and the other 2.
Casting on the frost mages means you don't need to stack accuracy for minions which lets you pick up more damage nodes, like crit
overleleling minions means they dont need to stack accuracy because they already surpass enemies with stats (ie accuracy included)
The D4 ads spamming with rhykker on all poe vids is wild
Reavers with that melee tech and with 20% quality Carry me to tier 16 , they don't die, just add 1 more button to your rotation detonate dead to clean and that would be it
What melee tech?
you should run dd in any minion build. It's just best clearing skill for minions as minions themself sux
Melee tech?
@@tamasnemeth7659 he means to weapon swap and set the second weapons set to have zero minion and you should have a shield on your second set of weapons bc will you be getting hit. than swap back when though the door . though use it at your own peril I hear you still have to wait for the respawn time and there is a bug where sometimes it just doesn't work and if you have a retry a few times for your minions to come out even if the timers says they should be able to be summoned again.
Zombies can be cast on minions or corpses, so you can have almost full snipers and decent frontline, need a 60 spirit cost gem tho and theyr still slow af and heavy mana cost
You can make skellies leave corpses to I think. But ye zombies are good meat shields. But as ghazzy and you said. They waaayyyy to slow. I not even know why the game suggest duration on temporary minions that dissapear when you to far from them. It's silly.
Zombies also have an inherent less damage taken (52% on the empowered ones) which definitely makes them tanky. Ruins my dreams of popcorn zombies though.
@@sma999 this was removed in a patch. Cast on x can't have minion creating skills.
funfact, in DnD, imo the source of necromancy in modern day gaming. You had two choices for the majority of your corpse loving career. Zombies and skeletons. Both are for the most part garbage unless you build them to purpose. 99% of the time if you ever saw a necromancer with a zombie, that zombie was a dragon. Because you need rotten flesh to fly and breath acid or whatnot. For everything else there was the mastercard, of templates. The big brain skeleton, who despite being born yesterday still knew how to hold a bow and duel weald scimitars, even wear armor and while not being able to speak could understand languages(what ones is the cause of im sure much debate and fisticuffs).
Me running around with chaos dots, warriors, and unearth like a fucking savage lol
Great video! Really nice and quick to the point. I am currently running Arsonists for everything but will now switch to Snipers for the boss fights :)
Stoic Sceptres are number 2 that you could use when in a party
clerics are pretty bad ass. i use 3 of um, they can revive minions that die to being off screened, a pretty good reason to have a decent amount of them. i have had lots of situations were i run to far away but at least 1 claric is alive, they resummons all. 3 is a good number if you accidently offer them 2 back up clerics is good for that situation. it would be nice if ggg change the ai for them to stay in back, it sucks that they rush forward like a warrior.
Arsonists + Detonate Dead + SRS has been my wave clearer since it dropped.
Nothing will make me turn my back on the skelebombers lmao.
DD with Brutes kills the endgame bosses in under 6 seconds....its nuts
i run same thing but in tier 9 maps i am moving like a snail, i can't clear fast anymore and ritual and breaches is almost sure death as i get stuck in a pack of mobs then die from ritual tornado that i can't move out of while my mobs can't kill fast enough to get me room to move. what tier maps are you on? I paly SSF and i just don't see any gear i could get that will allow me to scale up, if anything i may be able to push further with a lot of grinding but i'll be still so freaking slow to get through maps. i swear i spend a good 10 minutes a map clearing, this build has to be slowest high tier map build in POE 2 at this point.
@zengrath mostly you need more minion skill level. 3 on weapon. 2 on helmet 2 on amulet.
After than flat minion damage is huge. Then %damage and attack speed. Cast if makes of course.
The flat damage is huge as it scales with your percentile on the passive tree. After 65 your looking at +10-30 damage a hit extra just from a flat dage stack. Most certainly much more as max damage hits will hit hard.
After the recent crit changes moving your buuld yo stack critical instead will get alotnof range. This is probably where your at. Stack up to around 35%+ minion crit chance then stack as much crit damage as you can. 300% base damage is massive especially on 10+ minions.
Spirit as you must know is your breadwinner. Get 340+ before all the rest
@@2fat4airborne44 build pls?
Instead of DD I'm using contagion. All it takes is 1 kill then contagion clears the screen
Snipers are fun to set up pools of gas and then use ignite skills to clear mobs in a second. Also their boss dps is crazy for sure
I find your storm mage setup funny cuz GGG get rid of negative resistance via curse/ penetration, but left out the doriyani's interaction for negative res.
Seems like an oversight to me.
Honestly they shouldnt have remove the normal means of negative resistance on enemies from get go. This pretty much lock players into some weird gimmick build for high performance.
Just in case no one knew, but it seems the Unearth Bone Minions can propagate shock as well, not just chaos dots. Idk if it's intended, but I noticed it while leveling with Storm Mages. It was Cruel Act 1 and there were no shock mobs, but I had consistently risen "shocked" bone minions... Hope it's not a bug, it was awesome and made me shift my build a bit, leaning more into shocks & freezing as opposed to the poison gas fire combo.
I hope we get more/ different interactions with elemental combos.
i think unearth and zombies should be able to be risen with any of the elements attached, frost psn chaos fire shock zombies =s
@@meowmeow9326 I think that might be possible/ the intention, but effects like Freeze ends in a shatter (no corpse to res), and Poison & Ignite are only effective while the target is alive, as they are like "hp based effects". A burnt corpse is just charcoal... Like... it makes sense, but it also doesn't?
The tooltip on Unearth mentions any DoT effects on the corpse, so it "should" work with ignite, but there are no "Enemies you kill/ Corpses you create are ignited" effects/ affixes anywhere in game... nor is there one for corpses remain poisoned, Shocked can make shocked ground though, and cursed based dots are still duration based curses, so they persist on corpses. You can't raise a corpse in a Flamewall and hope for a burning minion... I tried that sadly.
I'm just hoping these "interactions" are part of the 50% unfinished PoE2.
raising one zombie at a time without them being permanant is ridiculous in the current state its too annoying to try and summon them you should be able to summon at least 3 of them from nearby corpses at once.
@@JT-yl9yt maybe that should be a support gem. my zombies currently last 1 minute tho with a good chunk of +skill duration, and duration supp gem. u can find some nodes that give skill duration and chaos damage so if u go chaos dmg dots with zombies u get max benefits. skill duration also seems to affect skills that travel thru the air, as they technically have a duration
@@meowmeow9326 I don't care how long they last after a minute I will still be individually summoning them one by one its ridiculous for a temporary minion and this horrific for blood mages.
would like to say that brutes still have a use case because of their huge health pool in a minion explode build, i would put them in A tier with that build specifically
Breaking all armor on a heavy stun works amazing when paired with snipers since they do physical damage
Would just like to thank Ghazzy and Ghazzette for all their hard work during the subathon! Appreciate you all and happy holidays 😁
You combine snipers with raging spirits and boots that decompose corpses. Now you got the clear and good boss fights
Detonate dead is ridiculously strong. I use it on my sorc as just an extra way to blow up an entire room in one shot lol.
What support gems are you running for the storm mages? I've been breezing through cruel with your arsonist build and while my computer can definitely take the fps hit from all the stuff on the screen my friends who are new to the game keep getting killed by floor effects they can't see and it's also hitting their FPS. I thought the storm mages might be a great combo when I saw the stormfire support gem with our hellhound already applying ignite and fire exposure seems like a good combo.
Loved the raise zombie section. 💯 accurate
Also ive been using contagion, havent heard many people talk about it
contagion is good early game bad late game
I really like unearth with arsonists. I've got spare spell slots anyway and a mass of unearth minions driving forward in front of the arsonists is great for dealing with their fragility in some of the more overwhelming t18 breaches.
Shit vs bosses though, that's true.
reaver is amazing if u are a gemling grenade mercenary, boss, mobs everything focusses ur reavers and u can grenade burst them all..
I actually use Unearth for fast clearing. They scale off +minion level and +spell level, so getting them to an overall +10 is very doable. This puts their single target damage on par with the sniper, I can have 24 of them, and they cost no spirit. Sadly, they are useless outside of clearing.
The sniper is actually decent at clearing because of the ability to explode their poison arrows on any ignited enemy. Dropping a 33k AOE every seconds is pretty strong. I use more snipers for clearing than I use arsonists now.
this game needs a minions speed support gem pretty bad. more move/cast/attack/action speed
I hope there are minion QoL improvements coming. Minions are a nightmare to steer and keep up with you, due to narrow passages (which are everywhere) and dumn AI. The only work around is the weapon swapping trick to unsummon then resummon and that's an unintended use. Melee minions need an increase to base movement and attack speed to be competitive. Plus there's only one minion movement speed node on the passive tree. And haven't seen any minion movement gear mods yet. Using the move minion command is way too slow and clunky with minions not attacking several seconds after moving.
they need to shrink the model boxes for melee minions to help them out
"they are labeled as shit tier" had me rolling! 😂
I'm making frost mages work. I just love freezing.
Scattershot. Pierce. Are my to go to gems. Other gems can be pretty much anything that helps. But these 2 made my frost mages shine.
@@Syphirioth and what other supports you choose?
Cast speed, minion level, cold level, AoE size, feeding frenzy
You pair them with hypothermia and frost bomb for curse and exposure. Winter orb is good if you're leaning into crit. You can also get a malic sceptre for more crit weakness
I like ur take on the firewall my solution is firestorm long range and surrounding my skeleton snipers with firewall. Also in closed quarters maps, I spawn 2 reavers.
Excellent tier list, I’m using snipers and just have to contend with their decent clear, but their boss damage is insane. Still hoping for convocation
hi, big fan. I noticed speakinng about srs you didn't consider all the build about "trigger minion death", did you consider those kins of games as minion build or variant...? thanks for all the research and spreading all the goos infos.
I use skeleton warriors to blind and maim enemies to keep them off me while the ones in the sceptres are meat shields.
Ow. My brain. What happened to Spectres? After all that build up. And I thought I saw them on day 1? Were they taken out or was it a fatigue induced hallucination?
Spectres were never included in EA
What about the unique helmet with negative lightning res? Good or not? Especially if i play es... worth it?
Just talking about what I know. When I'm farming in the end game to me ice mages with wildshards at least feels better at clearing maps than arsonist. Just b/c the first 1-3 volley of arsonist will always miss the enemy if the enemy is melee and just charging at you if they are range it feels about the same. I really wish there was a taunt skill I could put in my melee minions to stop this.
I've found Raise Zombie to be useful. In corridors and tight maps, they body block the enemy very well. Their purpose is to mass the enemy mobs and stand in their way. Which they do really, really well. I don't think they are bottom tier.
Most people dont care about spam clogging up a doorway which is why they just run minions that delete the entire screen in a few seconds.
@gringoboy701 Perhaps it will be more useful once Arsonists (most minions actually) are nerfed.
Much needed this video after arsonist nerf
Accidentally sacrificing my clerics when the entire reason I use them is to revive my other minions after I blow them up is deeply irritating.
About conversion, the tooltip says that the old poe1 way no longer works.
Now it is supposed to convert your base dmg before any modifiers are applied *then* apply the modifiers.
So no longer is conversion a dmg boost as it was in poe1.
Supposedly.
Does it really work like described in the tooltip ?
Conversion is applied before any global modifiers are applied. So for arsonists you use support gems that increase generic, elemental, or fire damage. The one exception is Heft which applies before conversion
Snipers are actually as good if not better than arsonists. Played both more than 50 hours each on a 6 link, they shoot further and are better for most activity tbh. Also the ability to target kill something with the gas arrow is underrated. The only issue is they run not as fast as arsonists, but they also are a bit less stuck in doors etc.
I disagree. I tried a few times and just couldn't kill things as fast and would have to run. Switch back to bombers and I can basically afk
Whars the burst dmg from snipers? Their poop cloud thing?
Ive been using unearth to clear out corpses so they cant explode under all rhe flames from the arsonists
I agree with the list for pure minion only builds for endgame content. I was thinking of options like Sacrifice + Brute DD but I'm not sure if I'd call that a "minion" build. Kind of like is Dark Pact a minion build?
so with the storm mage build does your damage or the storm mages benefit from things like exposure and pen
Exposure and curses are applied to the enemies and have the potential to apply to all attacks and casts against that enemy. Penetration that isn't attached to an ability, or doesn't explicitly say that it affects minions, will only affect your character
I’m not to big on them getting stuck and I wish they would add a setting to where you could set your minions on defense wheee they stay very close to you and behind you like for the cleric it would be helpful grim dawn had a great minion system and I wish they took that system and used it also can’t wait for the specters and golems to come out at some point
What about the minion from the warbringer ascendency?
Love the content! Do you have any recommendations for a main dmg minion for someone on ssf other than arsonist? My eyes would appreciate it.
Half of the video was him glazing his new build lol
you cant choose the melee minion to use offering can you? in a fight its randoming chosen
What Ive noticed is that it choose the one closest to your cursor, but its hard to spot the skeleton warrior at this time.
If you are too far from the one you had your mouse over then it can choose a closer one. It usually kills the one I want if I'm close enough
@15:05 did you mean to say that zombies can be summoned without a corpse???
is there somewhere where I can find the art of the minions like the ones in the video?
Maybe some kind of Brute with poison support gem and rest dmg increase then we use contagion on the mobs they kill to spread the poison could work?
idk i think you mightve slept on zombies a bit. everything you said about them is right, xept the damage, they do actually do pretty good damage, with 10 my damage was more than doubled, nearing triple prolly. easiest to notice when its on a boss or a rare when theyre the last alive. you dont need 10 tho for the use of the skill to be viable, so summoning a few as the first enemies die during a fight is a big defensive boost. you may think well things are dying why have them when youre already winning, and in some cases thats true for, but often times, the start of a fight is pulling mobs, and then pulling more, and going 15 ft and pulling 2 more mobs. the zombies are indeed slow, but they will catch up and fight in all of these fights, and you can always summon more in strategic spots where your "formation" is currently weak (your minions are fighting something to the south but there is still guys to the north, where you are, so you currently dont have any minions near you to aggro, so youre catching heat. there are bodies in this area tho - happens a lot). their biggest weakness is not being able to be used on most boss fights without power charges (which i havent found a good way to implement into my build yet) or the spirit gem that costs too much spirit to be able to summon zombies from ur spirit costing minions - tho it might be worth it given how much damage they end up doing and encircling bosses, removing some-to-many mechanics of the fight. in 2 levels ill have the passive to 20% minions movespeed, which should allow my skellys to keep up with me, and zombies will still fall behind, but any that die at that point would be fine, and some will make it to fights that arent far from the fight they were summoned from
edits:
after getting to your unearth part, it sounded like you might not know so, just to make sure, zombies can also get the chaos dot on them
as for warriors, 2 things; 1) they have a block chance, so theyre your tanky option - meant to get a few (like cleric), just enough to keep mobs off you and your ranged choice of minions. 2) there is a combo of support gems i found that elevated these guys to something worth having in all aspects of a minion build - aoe damage, and even more tankiness. +50% hp -35% dmg support gem, explode on death, and infernal legion. if you dont have enough fire resist on your minions, these guys will just survive long enough to explode on enemies - but even this is fine (rn i have enough regen and fire resist that without clerics, they just barely sustain themselves, but its almost preferable that they constantly get resummoned just to suicide dive into enemies, it does so much damage, tho the ignite damage is also pretty good when the self dmg is sustained...), the explosions do enough to aoe one shot white mobs, even if your clear speed is on the slower side (but not slowest). once they do have enough fire resist, these guys are just constantly doing a ton of aoe fire dmg as ignite around them, and explode when they get near death for insane damage. currently my lv 19 skelly wars have 10300 hp (frost mages have ~3k) and all of the damage spoken of scales off their hp, so its pretty good up to the point where you need to do millions of damage, tho i still have many skill levels to get, so who knows what hp they will be at
frost mages get an aoe frost bomb that does pretty good damage and has good freeze potential - perfect for initial engagement when there is a wall of ur minions fighting a wall of enemies. i like this ability a lot more than the detonate dead arsonists get, which i think has a lot better function, didnt get mentioned at all so just wanted to say
I hit that damn like button! Just because you said it twice.
I really think frost and storm mages would be tied with arsonists if we had a free way to apply exposure for them like the hell hound does for fire
Exposure gem? But then you need a nice crit chance on the minion. Or penetrate resistance gems which is 30%? There are ways to reduce enemy resistance when hit them.
It's not free, but frost bomb is an easy way to get cold exposure
Brooooo clerics are absolutely s tier lol.
I used a split of skeleton snipers and arsonists when I was in the beginning of endgame, does the new support gem that gives command skills give them a huge dps increase, or is it all about shredding that armor for physical damage?
I wish I could glue support gems to a minion gem so I just have to switch one gem whenever I feel like it is time for another bony friend.
Still in the process of testing everything
Arsonist not S tier? *turns off video*
Jk Ghaz, Keep up the lords work of being an undead summoner 👍
Snipers have good clear but u gotta have fork or pierce depending on open or tight maps
Why fork and not scattershot and pierce? Or is scattershot and fork? Which would seem a bit bad on the dmg reduce you get in total on a fork then.
Unearth needs a chance to trigger upon hitting Elite and Unique mobs.
Warriors are great meat shields for chaos builds
i need some help! i nearly finished cruel story now and being close to mapping. i play life stacking with heavy armor, arsonists and now trying to do my resistances. but i dont know if this defensive is good for higher tier maps later on or if i should respec all into energy shield as defense. i dont want to waste my currency on armors etcif energy shield might be way more tanky later on. armor/life stacking or energy shield?
You are going to run into stat issues trying to use a blue gem with pure armor gear. Stacking ES means that you mostly only need to worry about maxing one stat. ES is also just a way better defensive layer right now compared to armor. If you want to stick with it you could look at what Kripparian did to make his armor infernalist work
OK, so can we talk about regular size for a moment because that kind of broke my heart.
Empowered Poison Zombies are nasty
As for the brutes n splash dmg i would recommend trying tremor
First, people arguing that Frost mages, revers, brutes, etc should be higher have not actually played them.... or they've not played the other better minions.
Second, hard to agree with the Sniper placement, seemingly specifically for boss killing? Considering HOW FEW bosses you actually get to encounter in this game, clear speed + still being good against bosses should absolutely rate higher.
The only minions with higher damage are Arsonists (everyone starts with these) and snipers (clear is rough). Everyone is familiar with both and it's mostly about which flavor you prefer
The druid and huntress better have animal pets. I seen a lot of cool beasts that id like to have on my side!!
I got tired of minion AI and cowering behind my army as they kill everything off screen. Now i flap flap, hexblast, flap flap, hexblast! 😅
I'm running a very unique setup with brutes and archers. I'm adding the scatter and the 2 stun buildup gems on the archers, which make them build up that heavy stun bar really quickly. Then on the brutes some damage+the armor break when stun
This pretty much makes the brutes have a perma aoe because the small enemies are always primed and the skill they use on primed enemies makes a shockwave that kills the other weak enemies around. In case they don't die(only rares and bosses are surviving it), then they are now armor broken and take a ton of damage
Ah, also this increased my survivability a bunch, the brutes actually draw aggro
Brutes are basically only good for detonate dead meme builds, I have no idea why they cost so much.
Hmmm... When i check frost mage vs storm mage they had almost similair dmg without any gems. However when I add the triple projectile gem on frost mages they did like double dmg of storm mage per hit. Also I dont see how the archer are that great. In earlier game frost and storm beats the dmg they do per projectile/hit. And their poison cloud was more pew pew then their arrows. Unless they did sneaky changes.
Another big difference was that frost mages can stay alive lot easier cause they froze all normal enemies in an instant when clearing where the storm mage got nuked hard in comparison. And i wasted time for their respawns. This was without srs support ofcourse.
How did you compare them and with what stats? All same without gems and any stats that might influence it?
So the information that minion cant have negativ res is false?
All the lightning skills in the game are OP because currently shock is OP. 20% extra damage is better than anything else in the game right now. Expect GGG to nerf it.
Hey Ghazzy, i run a Sniper Build which focs on Phys/Crit Damage with the Infernal Hound breaking Armor. I just got a LvL 21 6Link Sniper Gem and i am at +11 with Gear so i can tell 16 Sniper with Fork BLASTS through any Content with easy. Just did T4 Breachlord & alot of Deli/Breach/ect, they are melting the screen 10x faster then any arso build ^^
Also: Omen Sceptre gives Malice Aura which has great Synergy with Phys/Crit Sniper ^^
@@WoWSnake1989do you have a link to the build?
NGL, as a minion fan in PoE1, they really turned me off thme in PoE2. They add sooo much screen clutter, the stickiness in corridors, kinda ruined the experience by making bosses so easy! I just wish we could make fewer more powerful minions as a tradeoff vs a horde. There are nice ideas, but hm, needs some rethinking, or perhaps a new ascendancy will have the keys.
forgot to mention how much the storm mage gear costs... lol
i play the stormmages without the armor and the rings because they are fucking expansive :( easy clearing t15 maps bosses and so on. Yes and that you can see what is going on is also nice lol