Genesis tree needs "minion" modifiers on equipment

Almost every kind of modifier is on the genesis tree, except for the one I care about. Please GGG, add minion mods to it. If I want to target farm them I have to reduce the chance of everything else instead of just targeting minion tags.
Last edited by doombybbr#6074 on Nov 1, 2025, 8:36:07 AM
Last bumped on Nov 9, 2025, 12:17:12 AM
+1

Technically minion modifiers exist on the tree, but like all other crafting mechanics, they're rolled into other non-minion categories. For example, minion flat physical damage will likely be considered an attack modifier, which also shares space with flat physical damage mods for you.

It's silly and I wish there was a tree passive that greatly increases minion modifiers appearing.
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+1

Technically minion modifiers exist on the tree, but like all other crafting mechanics, they're rolled into other non-minion categories. For example, minion flat physical damage will likely be considered an attack modifier, which also shares space with flat physical damage mods for you.

It's silly and I wish there was a tree passive that greatly increases minion modifiers appearing.

Not correct, there are some minion mods not covered by it, such as minion critical chance, as there isn't a critical node on tree. And even if there was it would include a lot of things that we do not want such as spell crit.
Last edited by doombybbr#6074 on Nov 1, 2025, 8:52:19 AM
It's not the first time when there is a "crafting" league without minion specific affixes. For example, look back at Harvest. I love to play as a summoner but during Harvest it was very bad choice. Early into league decided to switch from minions to chaos dmg and thanks to Harvest was one of the best build I ever created in this game.
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It's not the first time when there is a "crafting" league without minion specific affixes. For example, look back at Harvest. I love to play as a summoner but during Harvest it was very bad choice. Early into league decided to switch from minions to chaos dmg and thanks to Harvest was one of the best build I ever created in this game.

Maybe not the first time, but with how every other archetype is covered and the fact that every modifier selection group has 5 options EXCEPT the place where you would expect "minions"(that group has only 4 options)

It feels more like an oversight.
ik im late but +1
this would all but make a +2 minion helmet completely trivial to craft with the tree. Idk if that is a balance decision they made because of the tree or not but its a possibility.
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this would all but make a +2 minion helmet completely trivial to craft with the tree. Idk if that is a balance decision they made because of the tree or not but its a possibility.


+2 minion helm is largely irrelevant.

so many of the meta minion builds use a unique.

what it would really do is make +2 minion wands and minion rings very easy to make.


the reason minion stuff is excluded isn't a balance decision, its more that most minion mods are restricted to very specific bases of a category(one set of wands, one set of shields, 2 specific rings bases, and influenced mods. Only the helmet +2 minion mod is available on all bases.


the tree is just the generic common tag options.

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