poe2 minions are so close to being the best iteration in any arpg

Hello I'm Lef and i play a lot of minion builds and i feel like with a few changes necromancer could be the best minion playstyle of any arpg!


1. Offerings - my idea for making necromancer feel less on rails!

When i look at poe2 offers i feel like the fantasy the dev team is going for is the feeling of using the life force of one minion to buff the others near it.

-The problems-

1. In its current state its boring one button auto target buff.

2. I feel like in order to give this some skill expression offerings where given a health pool to make placing them in the right spot and its just not fun to have your offering die.

3. there generic (dps/defense) buffs

-My ideas-

1. I feel like instead of a stationary pillar that radiates a buff offerings should be treated like buffs that work like like a spell but when casted on your minions it give them a buff. This would allow skill expression in the form of targeting your minions with the buff and it not just being a pillar.

2. I have talked about the new skill expression this opens above in point 1 but i feel like we have lost the power fantasy of sacrificing one our minions for a overall dps increase. To reintroduce this fantasy i suggest making it so offerings require a resource you get from destroying your minions. (In my head this works as if you are reclaiming the spirit you have used to summon the minion and when reclaimed you use that spirit to power the offering cast)

3. I feel we just have to admit offerings right now are just a generic dps buff in its current state. My suggestion would be to add 2 more type offerings to spend your left over spirit on in-between monster packs i will list them below!

"
energy shield granting offerings

this would be a offering that would allow you to use your spirit to reenforce your army with energy shield between packs and before bosses this would give necromancers tools to make there minions more tanky outside of just minion life and res nodes


"
move speed buff offering
this offerings does just what it says gives your minions basically a quicksilver allowing the necromancer to have input into there minions positioning outside of just teleporting them around and more ways to speed up minions outside of generic minion move speed nodes


To close this part of my feed back on offerings i feel like these changes keep the spirit of the current offerings well allowing minion players to have more effect over the effectiveness of there minions.

stay tuned for more to come i have more ideas on stuff such as the rattling scepter base, skeletal warriors and spirit acquisition!
Last bumped on Apr 15, 2025, 1:31:53 AM
2. rattling scepter and skeletal warriors!

The problem with skeletal warrior being tied to the rattling scepter base and how to fix it and play into my above suggestions.

-the problems-

1. The skeles from the rattling scepeter are hard to utilize as there sockets are determined by my best guess ilvl leading to them just being used as blind, cull, maim, offering food.

2. skele warriors being attached to the rattling scepter is making them worse.

3. the base just feels like it does nothing as you cant tell what the skele warriors are doing in your minion army.

-my ideas-

1. above in the first post i have outlined my thoughts on good changes to offerings and i feel like rattling scepters could be used to reenforce the offing buff playstyle above, as such i feel the skele warriors should be replaced with another type of minion that would play the role of being sacrificed for your offering cast allowing for you to sacrifice your fighting minions less well casting more offerings.

2. removing skele warriors from being attached to the rattling scepter i feel lets them become a more fleshed out minion as your not just getting two of them for free when you use the rattling scepter. this i feel would allow skele warriors to play the opposite roll of reavers and be a minion that stays near you and can taunt things off you and take hits for you allowing you to invest part of your summoned army into defense of your main necromancer

3. as i have talked some in point 2 making it so the rattling scepeters allows you to cast more offerings without having to dip into sacrificing minions from your army for offerings cost and this makes the weapon feel more necromancer like well also making it a choice vs say stoic scepter giving a defensive aura

To end this part i feel these changes would allow the rattling scepter to be a more fun weapon base and allow skele warriors to branch out into maybe a tank defense route or some other route
3. sprit on the skill tree vs minion damage on the tree

I will admit this is my most out there suggestion but i think one worth starting to talk about.


-not problems but could be better-

1. i feel replacing minion damage on the tree with spirit scaling on the tree would lead to good outcomes i will post bellow!

-thoughts and why it should be considered!-

!warning a lot of this is based on my opinions in this part!

1. leveling with minions in poe1 and 2 is bad. by moving from generic minion damage to spirit scaling on the tree it would mean you can build up a army as you level giving a better feel to minion leveling as you gain more minions as you level and your not forced into a weird hybrid spell caster builds we currently use.

2. this would allow gearing to be more straight forward for minion players and non minion players alike. right now the gearing for necromancer is get as much spirit you can then gem levels and damage. This change would allow minion damage, gem levels, minions nearby tags to become the main way of scaling instead of doing math to try to get to a new spirit breakpoint so you can get one more minion.


These are my thoughts on my first 100 hours playing minions in poe2 i hope i gave everyone some stuff to think about i would love feedback on these ideas!

back to mapping - lef!
Good ideas hope GGG will put good work in our minions
thanks its nice to know im not way out there on my ideas lol
thoughts on the druid summoner that i have been thinking about.


some things i would like to see in a druid summoner class!

1. offerings place in druid summoner

i don't think offerings fit the druid feel all that well but they could be made to through the inclusion of buff based the Azmerian wisp giving the animal you summon extra magical effects instead of boring stat buffs

2. shapeshifting in summoner

like i have said above i don't feel the offering playstyle fits that i would like in a druid summoner. on that note allow me to put forward making the druid a shapeshifter summoner hybrid, and allowing the different shape shift forms to do a battle/warcry or you become part of there group and they hunt more effectively with you leading them into battle.

3. incorporating symbiotic relationships into the minion Varity

ill be honest this is another far out there but the simplest way to explain it would be, wolves and ravens have a symbiotic relationship in this partnership its been showing the ravens will lead the wolves to prey and the wolves will leave food for the ravens both benefiting and becoming stronger together as a result.

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