Splargh wrote:you definitely need maxed minion resistances. It is mentioned briefly at the start of the Mid-Game-section. Max minion res is 75 I think, you can look it up on last page of stats sheet.
For jewels I am using minion life crafts. They can roll up to 21% minion life (15% from random affix pool, 6% from jewelcraft-recipe). Mine are mostly in the 18-19% range. I look for +life and attack rating (both flat and %) as secondary stats on them.
edit: I don't think they will nerf it before the next major patch since it is not gamebreaking. It is not super OP, it's a slow farmer but good bosskiller with low gear requirements. I am trying her out in labs at the moment and the bats really start struggling against the lab bosses. They die a lot against ghabbard and corrupted assassins. Corrupted assassins are especially painful, since their avoid makes resummoning bats very difficult.
Yeau thanks! That's good to know. I indeed found something on the 75% res in the mid gear section, but not in the endgame section. I guess the helm already gives 50% summon resist. But the part about jewelcrafting I did not know yet. I was using 6% minion life ones, but having the 15% random affix is definitely something to look for. I'm now at 7k life for my summons and I'm almost lvl 117 with all charms up till there. But the summons die too fast in some ubers so it's basically crap. I really like this build and decided to raise a sin in order to be able to farm some harder ubers as my other chars are more like AoE farmers and they have a hard time with a lot of ubers. This build was new to me and lured me into trying a sin