Witch Minions, totally unplayable

So I pushed on and got to act 1 cruel.
Arsonists + SRS made the normal campaign a breeze, so i decided to swap it up for cruel. lucked out on sme extra spirit and minion gem levels on my gear and running 3 snipers and 5 reavers, and they've been absolutely shredding.

The snipers' gas arrow instantly explodes thanks to the hellhound setting everything on fire helping tremendously with clear, and Corrosion also has it strip away armor. that coupled with the vulnerability curse and the enrage on the reavers feels like it kills bosses and elites eve faster that SRS + arsonists did. Last gasp keeps reavers around (and even fully raged up?) even after they die to their own enrage too. I haven't even felt the need to use my pain offering yet, which is only going to make it even more busted.

Kinda debating adding a storm mage too to call lightning down on the reavers' corpses when they die, but I don't think i want to reduce the amount of snipers or reavers I have right now, so have to wait till their gems either level or I find more spirit.
This topic seems to have been a case of players not just yet having taken the time to explore the different interactions and options.

Minion witch shreds and with the correct skill choice, support gem choice and some help from the passive tree, it's a very viable option from level 1 to level 100.

The leaderboards have a ton of minion infernalists, especially on HC.

Right now minion builds are not very diverse but alas that will probably change with more content being added.

You basically can choose between going for pure minions, minions + double curses, or minions + helper offensive spell. For low to mid levels, you can use e.g. Essence Drain, Bonestorm and so on as an offensive aid.

In the later levels, that seems to taper off, and is not worth it at all, but you can choose to continue using e.g. Detonate Dead. Or you can just go pure minions. At the moment it seems that you'll either be doing arsonists or snipers. Frost mages added in late game. Raging spirits always.

I would foresee that with more stuff added to the game down the line, eventually you can do chaos dmg + minions, curse stacking + minions, and so on.
Last edited by tzaeru#0912 on Dec 16, 2024, 5:54:58 AM
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Blood mage update if anyone fancies, managed to get 3rd ascendancy, got 2932 life ,940 ES, still have 342 spirit, still using flame wall to proce SRS with minion instasbility and infernal legion, 2 tanky brutes, 1 cleric, 7 snpiers , I detonate the clouds on my SRS. Reached tier 8 maps so far.
Minions are fine for POE2 content, do not expect POE1 sheningans :P


Why on earth would you go bloodmage with minions when it is synergistic with bone spells due to spawning life orbs on crit? Life leech on spell damage? Permanent curses?



I went blood mage with minions because , I want to have curses and life .
I m running Witch as like my fourth character, I didn't even find good equipment for the fight against the Count and I was able to beat him on the first try. If your minions are dying fast, then you don't have enough support gems equipped to them. That's the one thing I invested in, I made sure all my skills were maxed out on supports. That being said, i beat the fight quickly and on the first try, without upgrading equipment or farming for Cold Resistance.
My first class was a witch. I slogged up to the Act II boss and had to retire, knowing there was no chance of winning that fight.

I got lucky with some armour around level 20, which enabled me to have 243 spirit, but the minions as previously stated are useless!

I probably need to respec some skills as I was a bit wayward, but there are some fundamental issues with magic-users in PoE2, largely stemming from the annoying inclusion of the spirit stat.

Last edited by Draygan7934#8696 on Dec 16, 2024, 1:12:20 PM
Ah, frustration of the "Wolf build check"... Understandable...

1. Google "Kripp Lifestacking Infernalist" build - get an idea of what passives to take.

2. Take arsonists, add scattershot and attack speed.

3. Open ELEMENTAL tab when learning new skills. Take firewall, upgrade with fortress. Use it so your arsonist will shoot through it.

4. Take literally any other fire spells, like solar orb.

5. When able - take Raging Spirits aura.

Stack spirit, minion/fire dmg and minion/fire skills+ on gear.

Have fun covering whole screen with explosions and killing bosses while being half AFK with the most brain-dead build you can ever make.

Last edited by fessaer#4254 on Dec 16, 2024, 7:54:42 PM
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tzaeru#0912 wrote:
This topic seems to have been a case of players not just yet having taken the time to explore the different interactions and options.

Minion witch shreds and with the correct skill choice, support gem choice and some help from the passive tree, it's a very viable option from level 1 to level 100.

The leaderboards have a ton of minion infernalists, especially on HC.

Right now minion builds are not very diverse but alas that will probably change with more content being added.

You basically can choose between going for pure minions, minions + double curses, or minions + helper offensive spell. For low to mid levels, you can use e.g. Essence Drain, Bonestorm and so on as an offensive aid.

In the later levels, that seems to taper off, and is not worth it at all, but you can choose to continue using e.g. Detonate Dead. Or you can just go pure minions. At the moment it seems that you'll either be doing arsonists or snipers. Frost mages added in late game. Raging spirits always.

I would foresee that with more stuff added to the game down the line, eventually you can do chaos dmg + minions, curse stacking + minions, and so on.

To be fair, permanent minions do scale pretty badly in the first two acts which is why it's basically mandatory to get SRS + flamewall asap. So it's not really surprising that people would think that minions are pretty underwhelming in their first few hours of gameplay.
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Eorzat#5796 wrote:

To be fair, permanent minions do scale pretty badly in the first two acts which is why it's basically mandatory to get SRS + flamewall asap. So it's not really surprising that people would think that minions are pretty underwhelming in their first few hours of gameplay.

the problem is that Minions often getting one-shotted during the boss fights and your damage output is falling down to the point it's become more like run around and try to survive while dealing little to no damage
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Eorzat#5796 wrote:

To be fair, permanent minions do scale pretty badly in the first two acts which is why it's basically mandatory to get SRS + flamewall asap. So it's not really surprising that people would think that minions are pretty underwhelming in their first few hours of gameplay.

the problem is that Minions often getting one-shotted during the boss fights and your damage output is falling down to the point it's become more like run around and try to survive while dealing little to no damage


Exactly.

Having mage minions one-shotted is understandable in a RPG logic but not beeing able to build really tanky warrior minions able to resist one boss AOE is not.

In most boss encounter, as soon as the boss cast any area spell, the witch become a rabbit one-shooted as soon as it miss one dodge roll.
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fessaer#4254 wrote:
Ah, frustration of the "Wolf build check"... Understandable...

1. Google "Kripp Lifestacking Infernalist" build - get an idea of what passives to take.

2. Take arsonists, add scattershot and attack speed.

3. Open ELEMENTAL tab when learning new skills. Take firewall, upgrade with fortress. Use it so your arsonist will shoot through it.

4. Take literally any other fire spells, like solar orb.

5. When able - take Raging Spirits aura.

Stack spirit, minion/fire dmg and minion/fire skills+ on gear.

Have fun covering whole screen with explosions and killing bosses while being half AFK with the most brain-dead build you can ever make.



Kripps build is bad (lifestack is the worst of the 3 defensive options in all game stages), at least recommend a decent version like Helm Breakers, or mine. lol

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