![]() ![]() You can also build full toughness, ignoring other stats and build into that node that increases damage based on physical defense but tanks your crit (won't need it anyway, if you build full minion master.) From my testing they don't inherit crit chance, ailment chance, crit damage, or attack speed from your character.Įxample: They will inherit the extra projectile from that node you can select, but in the same tree is a node that increases projectile pierce by 1, and summons won't inherit that.īasically, what I've found best is to focus on spell damage nodes, projectile damage nodes, a single damage type (elemental, occult, or material). These are the things minions now scale with, and pretty much only these things. Skill’s %Damage Type (%material/elemental/occult damage) Skill’s %Damage (%damage, %spell damage, %projectile damage…) Skill’s Flat Damage (Gems, XX damage on spells.) I think it's useless.įor people building summoners, keep in mind this list: I thought that node would rock and was perfect for my build, but the green Globes are far too scarce, and only buff for a short time. ![]() My biggest disappointment has been the Undertaker node in Plaguebearer. This is what I got so far (I'm level 20). ![]() A few Minor nodes elsewhere that buff Poison duration and damage Almost every node in Plaguebearer group, except the major nodes (so far I don't like any of them - irony - maybe the auto Poison stack for enemies in range) Extra projectile (and several of the other projectile buffs in same area) Liver Mortis (set on Rend, makes it ranged, projectile)Īnomaly (set on Poison) - too good not to takeįireball (set on Poison) - to give me something to do and is a projectile Summon Archers, duplicate (set on Poison) Focusing on Material / Poison damage and Attack Speed on items. I've gone all-in on Poison / Projectile buffs. Any thoughts on a summoner build to test the new stuff? I'd like to know what Skills you think would be good and what nodes in the Passive tree are mandatory. ![]()
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