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Infernalist's performance in Map

I'm not averse to these huge maps, but most of them are too narrow for summons to get through. For a summoner, summons are his way of attacking, and facing this narrow terrain is equivalent to the class having no output skills.Of course, we can switch weapons, which allows summons to pass through these narrow terrains. If someone asks: Which class in the game will switch weapons frequently? I will answer without hesitation: summoner! It's a hell of a joke.
On the issue of the aggressiveness of summons
I remember a long time ago in a certain season in POE1, summoners could get extremely high profits with a very low cost, yes, it was the corpse of a thousand powers. I think it's very necessary for you to have a career balance that you have followed. But then I found that his aggressiveness was greatly reduced when I played with the summon, which I didn't think was reasonable. This situation is even worse in POE2, where my summons are sometimes only 1/4 of a screen away from the monsters, and they are in a daze. It is equivalent to other professions that can be solved with a simple press of skill, but it is difficult for summoners.
I've added a lot of survival to the summons to make sure they don't die in battle, but in action they will disappear because they are too far away from the summoner, I think you may have prevented the summon from becoming disconnected from the summoner, but he actually went into the resurrection CD. I often lose my summons and get surrounded by monsters after I move, and summons are the summoner's output, and one class has no output, which is an incredible thing for other classes. I don't know if I should continue to give them more survival, because I don't think he makes sense, summons don't need to be killed by monsters, as summoners can easily kill them by walking.
Last bumped on Jan 15, 2025, 9:02:24 PM
Are you complaining about this 20k EHP garbage of a class?

Even after the spirit nerf of arsonists, this garbage is still on top of the food chain.

The free ES you get, the bonus HP, the 20% "LESS DMG" taken...
There are so many boosted noobs that abuse this class, and once the actual nerfs start flying, they wont be able to do even T1 maps.

The offensive capability of the class is way too good, if we take into consideration how easy and safe it is.

I have counter offer to double the spirit cost of minions.
Summoners often cause summons to disappear during walking, and then enter the Resurrection CD, which is shared at all times. I often lose summons in the process of avoiding damage. In the map, I only need to walk a short distance to lose some of my summons.
Chaos damage is double damage to the shield, and summoners can't get armor, so they naturally need to have a high value to resist the full amount of damage. Shields only heal if they don't take damage, and Grim Feast does a good job of solving the recovery problem, but he is not invincible in difficult battles, and he has no effect in endgame.
The Summoner is really good at boss fights. However, other classes can deal more damage than summoners. Archmage, for example, and they do pretty well on the map. On the contrary, because of the terrain, the summoner card terrain cannot be attacked, and she often enters the resurrection CD, and her performance in the map is very bad, and she needs 2 times or more time for other classes to complete a map.
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Are you complaining about this 20k EHP garbage of a class?


This isn't a thread about how good the class are its a thread about how the fundamental mechanics of the build (summons) fail to function in many situations.

The strength of the class is irrelevant (and it DOES have weaknesses like breach speed) to the fact that the build becomes borderline unplayable in some maps and requires a huge amount of fiddling to deal with the jank.

When your minions are off screen they die and trigger respawn timer, which means even if you unsummon them and resummon them to get through a doorway that they are all hugging it out inside of without doing any damage, you still have to wait out the respawn timer for your minions to come back.

The actual experience of playing it and the gameplay itself is janky and frustrating and un-fun in many situations.

And lets be real, there's nothing about minion builds that makes it any stronger than any of the other completely busted builds (like spark mage or lightning arrow or whatever) that makes it worth putting up with that level of frustration.
Last edited by Nova#2116 on Jan 14, 2025, 3:43:41 PM
Minions have zero collision problem fixed!
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Are you complaining about this 20k EHP garbage of a class?

Even after the spirit nerf of arsonists, this garbage is still on top of the food chain.

The free ES you get, the bonus HP, the 20% "LESS DMG" taken...
There are so many boosted noobs that abuse this class, and once the actual nerfs start flying, they wont be able to do even T1 maps.

The offensive capability of the class is way too good, if we take into consideration how easy and safe it is.

I have counter offer to double the spirit cost of minions.


Making summons really good needs alot of investment in passive tree and even then they often all die from a single boss AoE attack. Reducing their number without increasing their power will make them unplayable trash.
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I've added a lot of survival to the summons to make sure they don't die in battle, but in action they will disappear because they are too far away from the summoner, I think you may have prevented the summon from becoming disconnected from the summoner, but he actually went into the resurrection CD.


They mentioned in the interview a few days ago they are looking to possibly add an instant re-summon to minions that die from being to far away which is a temp fix to that issue. They still need to fix the door blocking where they refuse to move even if there is enough room half the time. One thing I do is keep a staff on my backbar to weapon swap to and kill all my minions aside from the hound when they get stuck, then when you swap back to the scepter they all instantly re-summon (Set all the minions to where none get summoned with weapon set II). Still just a temp workaround and needs a better in-game fix.
Last edited by Madcap_Symphony#3689 on Jan 14, 2025, 4:17:38 PM
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I've added a lot of survival to the summons to make sure they don't die in battle, but in action they will disappear because they are too far away from the summoner, I think you may have prevented the summon from becoming disconnected from the summoner, but he actually went into the resurrection CD.


They mentioned in the interview a few days ago they are looking to possibly add an instant re-summon to minions that die from being to far away which is a temp fix to that issue. They still need to fix the door blocking where they refuse to move even if there is enough room half the time. One thing I do is keep a staff on my backbar to weapon swap to and kill all my minions aside from the hound when they get stuck, then when you swap back to the scepter they all instantly re-summon. Still just a temp workaround and needs a better in-game fix.


I lost a simulacrum because I rushed in and clicked wave 15 before all my minions were in the room... they didnt' despawn/respawn they jsut stood outside the arena until I died. I tried to run as far as possible to trigger their "death" but nope.

Good times.
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I lost a simulacrum because I rushed in and clicked wave 15 before all my minions were in the room... they didnt' despawn/respawn they jsut stood outside the arena until I died. I tried to run as far as possible to trigger their "death" but nope.

Good times.


That's where you weapon swap to kill them off yourself because you cant get the range to make them die. Again, still needs a better in-game fix, but it helps in areas where they are still to close but refuse to move through a gap or get locked outside from stupid game logic.
Last edited by Madcap_Symphony#3689 on Jan 14, 2025, 4:21:57 PM
The current method is to select your summon gem to only be summoned with weapon 1, then switch weapons to resurrect the summon around you

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