(edited by TwoBit.5903)
Workaround to Necro Pets
No.
Minions are only utilities skills/summon allies. Just like Banners are to Warriors, Thieves guild to Thieves, Elementals are to Elementalists, Spirit weapons are to Guardians, Turrets are to Engineers.
Minions are not a profession mechanic like Rangers are to pets and Illusions are to Mesmers.
However, minions could use better AI.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Do they have to not be? AI is incredibly difficult to code for in dynamic environments and with the pets in their current state, players would rather not use them at all. This workaround would definitely be better than sticking to a compromised system.
(edited by TwoBit.5903)
I don’t see why there couldn’t be a new mechanic – in which a necromancer could have direct control of his minions when not engaged in H2H combat. It makes little sense that a summoned (somewhat mindless) entity can’t be controlled at all.
Necromancers/Evil Clerics in pretty much any RPG I’ve ever played had the ability to control their minions.
I think the difference between Necro/Ranger should be:
- Ranger Pets: Intelligent AI
→ Flees (wimpy’s) when it is below a percentage of it’s HP that the ranger can set.
→ Defaults to attacking what the Ranger is attacking.
→ Can be directed/suggested/controlled to flee/change target/regroup/etc.
→ Will defend itself on the way to a different target.
- Necromancer Minions: Mindless, Little AI
→ Attack whatever aggressive mob is within range.
→ Can be called back to the Necromancer. (May fail if the Necro is too far away).
→ Can be directed to attack another target. (May fail if the target is too far away).
→ Does not defend itself when it is attacked on it’s way to a different target.
→ May randomly change targets. Regardless of Necro’s previous command.
I don’t see why there couldn’t be a new mechanic – in which a necromancer could have direct control of his minions when not engaged in H2H combat. It makes little sense that a summoned (somewhat mindless) entity can’t be controlled at all.
Necromancers/Evil Clerics in pretty much any RPG I’ve ever played had the ability to control their minions.
I think the difference between Necro/Ranger should be:
- Ranger Pets: Intelligent AI
-> Flees (wimpy’s) when it is below a percentage of it’s HP that the ranger can set.
-> Defaults to attacking what the Ranger is attacking.
-> Can be directed/suggested/controlled to flee/change target/regroup/etc.
-> Will defend itself on the way to a different target.
- Necromancer Minions: Mindless, Little AI
-> Attack whatever aggressive mob is within range.
-> Can be called back to the Necromancer. (May fail if the Necro is too far away).
-> Can be directed to attack another target. (May fail if the target is too far away).
-> Does not defend itself when it is attacked on it’s way to a different target.
-> May randomly change targets. Regardless of Necro’s previous command.
+1
I like this idea. The distinction would be enough to make both class’ mechanics worth using in different situations. The Ranger’s pet for instance, would be more versatile and when traited function almost as a secondary player. Necromancer minions would specifically act as bodies that swarm and block, a simple dual offense defense mechanism.
Should atleast add a toggle that would be passive at off and aggresive at on.
Passive = Minions just follow you around and will never attack.
Aggresive = Minions always attack any hostile targets within XX range.