A 3-Step Minion Revamp
1) We aren’t shatter mesmers
1a) How do you count a “successful” sacrifice
1b) Bone Fiend being an explosion makes 0 sense. If you’re allowing enemies to routinely get within 450 range of him, you’re either in PvE (where they focus him often) or you shouldn’t be using him
1c) Flesh of the Master is far too strong for an adept trait
2) Interesting idea, although it wouldn’t ever happen because it steps all over the Ranger’s toes.
3) It’d be nice to have one or two more minion traits if in the future they add more minions/types of minions. Otherwise they just need to straighten up the current ones.
3a) There should never be a trait that auto procs minion’s actives. It removes a massive amount of the play involved.
It’s not a bad idea to allow us to sacrifice every minion, except perhaps the Flesh Golem, cause I really like his charge attack. For the Bone Fiend, it would only be useful if the Bone Fiend was close to any enemies first, before detonating it. But it’s a ranged minion, so often it will not be close to enemies at all. And how would this work for the Flesh Wurm? Because the teleport is one of the key things that makes this skill interesting.
Also, I’m not sure if we want minion traits across multiple trait lines. I kind of like having most minion traits in Death Magic. Then again, diversity is nice. It may encourage more different flavors of minion masters. I just don’t know for sure.
How about this improvement: Every minion automatically receives any boon that the necromancer himself has.
(https://www.youtube.com/watch?v=D-On3Ya0_4Y)
every other minion except bone fiend, the sperm and fleshgolem already dies when you activate it. Fleshgolem shouldnt though.
This was just an idea which came up on a long car trip.
Also, I’m not sure if we want minion traits across multiple trait lines. I kind of like having most minion traits in Death Magic. Then again, diversity is nice. It may encourage more different flavors of minion masters. I just don’t know for sure.
How about this improvement: Every minion automatically receives any boon that the necromancer himself has.
As it is now, its nice that the minion traits are constrained to Death/Blood magic. But if they made minions a bit more suitable for a damage-based condimancer, then it’d be nice to see some in Curses, same thing if they made them make more sense for Soul Reaping. Death Magic should always stay the main tree, but it’d be cool to see some specialized things in other trees, if the style was supported.
For the improvement, it’d have to be a master/GM trait. Simply because already it is very easy to keep permanent retal up on yourself with just axe 3 in many fights, along with regen, and if you’re with a guardian you’d see things like a lot of protection. It’d get scary, imo, really quickly. But maybe as a high level trait, a counterpoint to Death Nova, a trait that increases minion’s sustain to keep them alive.