A 3-Step Minion Revamp

A 3-Step Minion Revamp

in Necromancer

Posted by: shizo.5698

shizo.5698

1. Step: minion active skills and traits

- every minion active skill now is a sacrifice (like blood fiend)
- every sucessful sacrifice reduces the summoning cd of the minion by 20 %
- shadow fiend teleports to the target exploding in a black nova, dealing damage and blinding foes in a 350 radius
- bone fiend explodes in a mess of bones and spikes, dealing damage and rooting foes in a 450 radius
- flesh of master is now an adept trait, minion master deleted

2. Step: minions scale with trait points

- normalize minion stats
- every trait point into spite increases minion damage by 1 %
- every trait point into curses increases minion crit chance by 1%
- every trait point into death magic increases minion armor by 1 %
- every trait point into blood magic increases minion hp by 1 %
- every trait point into soul reaping reduces the timeintervall by 1 second for your minions to reap lifeorce for the master (1 % per minion, every 30 seconds with no points spent)

3. Step: trait polishing

- every trait line gets 1 or 2 minion traits (just some ideas)
- spite: upon sacrificing a minion, the master gets might, minions get might when a minion is sacrificed, minions proc vulnerability
- curses: minions proc bleeding, torment, weakness or poison on crit, the necro gets 50 condition damage for every minion
- death magic: minions gain protection and regeneration at 75% health, minions automatically use the sacrifice skill when killed, spawn a jagged horror when a minion is killed
- blood magic: minions siphon life, minions eat conditions every 10 seconds gaining regeneration
- soul reaping: gain 10 % lifeforce when a minion is killed, minions gain fury and swiftness when entering ds

A 3-Step Minion Revamp

in Necromancer

Posted by: Bhawb.7408

Bhawb.7408

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.

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A 3-Step Minion Revamp

in Necromancer

Posted by: Mad Queen Malafide.7512

Mad Queen Malafide.7512

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.

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A 3-Step Minion Revamp

in Necromancer

Posted by: shizo.5698

shizo.5698

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.

A 3-Step Minion Revamp

in Necromancer

Posted by: Bhawb.7408

Bhawb.7408

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.

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