Summon Skeletons

i wish for alberons warpath unique effects to summoned skeletons to apply to skeleton mages and skeleton archers aswell and not only the regular skeleton warriors.
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bazzyl87 wrote:
To be honest. For me it would be enough if GGG would undo that huge (40%) nerf to skellies dmg. I would understand 15% of dmg or 15% attack speed, but 40% that's not normal.


Convert all their phys to chaos, with wither and poison... easy 20m dps
This build is easier now as you're not reliant on 4x white socket triads as it's available now as necromancer ascendency
https://youtu.be/ds-_guQyJ14?si=jKK99gKURTREzpX5
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P0P218 wrote:
i wish for alberons warpath unique effects to summoned skeletons to apply to skeleton mages and skeleton archers aswell and not only the regular skeleton warriors.


I completely agree, i was theory building mages / skeletons until I realised Alberons only work with warriors. I'd love an army of skeletal mages / archers following me, it would be such a better experience than summoning them each time a pack appeared and investing in their defenses would add value.
When using "Unnatural Strength" all physical damage minons deal is made into chaos damage. skeleton mages deal elemental damage which may or may not be beneficial for some variety in damage types. at least i do recall some chaos resistant enemies that were tough to crack where having some minions that deal elemental damage could have been nice. problem is i don't want to keep summoning new skeletons hence alberons warpath.
i suppose for now the summon skeletal mages is gathering dust.
also been using predator support on vaal skeletons rather than my zombies simply so i can command "the horde" to focus down one enemy. pretty fun
I would like if "Summon Skeletons", "Summon Skeletons of Archers", "Vaal Summon Skeletons" and "Vaal Summon Skeletons of Archers" get the Tag "Physical" so you can get +2 Amuletts for Skeleton Builds.

I would like if "Summon Skeletons of Archers" get increased Damage because in the last 5-10 Leagues not many players played it.

I would like if "Packed with Energy" would say "You and your Minions gain ...".
Starting a new character to make a skeleton summoner - fairly standard fantasy archetype.

Summon Skeletons is so ineffectual. Definitely underwhelming. I'm trying to use it it's early levels (so far in Act 1, 2 and 3).
They don't survive long at all. They do less than average damage and of course have movement tied to the player/not as fast as most skills. Most encounters have large packs and they simply get overwhelmed.
And why even bother with a duration on them? Just more management than required.

Multiple gameplay issues in one.

It's 5 linked in early game and still too hard to make work and use.

It simply is underwhelming compared to other options.
And it's not worth being a "supplementary" skill to compliment others because of the reasons above.

Should be able to play as basic summoner - without shenanigans - as early as you get the skill.
Last edited by Jerdslaw#6583 on Mar 26, 2026, 8:05:28 PM
Summon Skeleton Archers and Mages should be more accessible early to allow players to create their minion army. Recommend making these standard available gems instead of transfigured options.
Last edited by Jerdslaw#6583 on Mar 26, 2026, 5:03:36 PM
Also - Aggressive/not and Convocation should be considered as default options that come with summon skills.
Reduce complexity.

It's wild that Convocation isn't available until L24. It's always used for its minion control and not the life regen buff. That itself indicates that minion control/behaviour is an issue that can be simplified and made a better experience.
And Convocation doesn't work with Skeleton Mages? Jeez making skellies work is way harder than it should be.

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