Max skellie summons for necro

Would be nice to have reliable access to your max # of summons every time. As it stands now, by my experience, you get a variable min - max on your first summon, then if you summon again it’ll un-summon 1 or 2 of your 1st summons to give you your max amount.

Not a class dampener, imo…but it is a moderate QoL annoyance that shouldnt be there. Especially if it de-summons your better looking/performing “knight” class skellies for the less armor’d one’s >.>

no kidding
its really annoying

Just bumping this to see if i/we can get a dev response.

Is the 3-summon-at-a-time limit done with engine/programming limitations in mind? Or just oversight w/ development?

Having much better luck with my new 2h DK melee build, so i’ve put my 1st summon char on the back-plate. May start a new summon char with nec/dru, but still having to deal w/ that limitation is going to get annoying, especially further in game when the mobs get tougher, and having to wait for the cool-down (especially in the heat of battle) to bring my full skele force into play, or to replenish fallen minions.

I’d rather just be able to choose which skellies i summon. Archers feel like the best followed by mages. Don’t really need the 2 melee skellies since I’m running blight fiend, revenant and skeletal servant for melee. Once I get high enough level and the Shepherd of Lost Souls set will be adding 2 Hellhounds to the setup.

Either that or deliberately planned as is was mentioned in testing.

It really helps to wait until your skellys are all summoned and the cooldown has cleared before taking on serious heavy mobs/heroes/bosses, so you can instantly get 3 new ones up when needed.

I feel this would be a bit op and personally I’m happy with a mix. I look at it as you cannot decide what old corpses are around to summon from. :wink:

Like I’ve suggested before, in exchange for being able to summon the type you want, just restrict the max to just 6 (even though once I actually managed to summon 9 archer skellies).

Please no… I’ve already got 9 skellys and and still got more ultimate skill ranks to go, plus they would have to be completely rebalanced due to limited numbers.

My suggestion was to have a 2nd automatically granted skill with the raise skellys and that skill would raise all your skellys at once, but can only be cast out of combat and with a very long cast time/animation/energy cost so that it can really only be used somewhere safe to summon them all and not something that will make any difference to combat…just simply makes it easy and straight forward to get your horde initially summoned in the first place.