![]() ![]() Either way, minions in their current form could definitely use a little extra help, or at least some more inventive abilities and passives for creating them. My current build uses Howl From Below, the amazing gloves that create kamikaze skeletons, and sending them sprinting off to explode against enemies feels more like what a minion-summoning Necromancer should be, rather than worrying about minion health and unit cap. ![]() But minions should feel disposable-why can't I have a giant horde of weak skeletons? Or some kind of spawn ability where I whack down a bone pile and it just keeps making new ones? Still, Necromancer is a powerful and fun to play class. ![]() Many of the Necromancer builds are very powerful but depend on long Land of the Dead cooldown to deal damage. They have lots of very strong generic multipliers but relatively weak sets. Consider this the home for all theory craft. Necromancer is the only paid class in Diablo 3. You're often pushing against enemies above your level in higher difficulties, and maybe that's what has such a detrimental effect on your minions' effectiveness. Welcome to the Necromancer category We encourage you to use this forum to provide feedback and/or discuss your experiences while playing as the Necromancer class in Diablo IV. If I had to make an educated guess, I'd say that the issue is partly to do with scaling. Howl From Below is good at making minions feel more disposable (Image credit: Blizzard)ĭon't get me wrong I love my minions, I'm just sad to discover that you have to give up so much to make them feel viable in the endgame. ![]()
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