Bring back GW1 minions!!
and a flying rotten brain xD
Yeah i miss the minion mechanics of gw1. Full bar of minions doesnt have quite the same feel as having 11 duplicate minions created from fresh corpses.
Heck id even support allowing duplicate utility selections for minions so we can have 6 bone minions or 3 flesh wurms. >.>
(edited by Spoj The Second.7680)
;_; this would be so perfect. IDK how it would work in PvP but the old MM imo were way better then current MM. Maybe if they add new MM skills it could feel a bit closer to the original. OG MM for life!
Personally, I think we need a spammable minion skill. A minion skill with a short recharge that lets you summon more minions without the skill being disabled by a replacement skill. Minions feel so bad to use in my opinion I refused to use them. Plus they’re super buggy. I’d rather have the hyper aggressive minions of GW1 then the pacifist minions of GW2 any day.
A long time back I made a suggestion as to how Necromancers could maybe “reserve” portions of their Death Shroud bar in order to summon additional minions. For example, say a Necromancer has a small army of minions out:
- 1 Blood Fiend
– 1 Bone Fiend
– 2 Bone Minions
– 1 Flesh Wurm
– 1 Flesh Golem
He could summon an additional Blood Fiend by reserving 25% of his Death Shroud bar, leaving him with 75% of the normal duration. His army is now:
- 2 Blood Fiends
– 1 Bone Fiend
– 2 Bone Minions
– 1 Flesh Wurm
– 1 Flesh Golem
Next, he wants more explodey minions and chooses to summon another 2 Bone Minions, leaving him with 50% of his Death Shroud bar. His army is now:
- 2 Blood Fiends
– 1 Bone Fiend
– 4 Bone Minions
– 1 Flesh Wurm
– 1 Flesh Golem
He could continue in this fashion twice more, perhaps having up to 4 Blood Fiends out, or summoning an extra Bone Fiend and Flesh Wurm. (Flesh Golems may only be summoned once. I think having 5 Flesh Golems out would make them basically be able to perma-KD any opponent in the game.) However, if he summoned 4 more minions above his normal limit, he basically can’t even enter Death Shroud at all (his bar is completely reserved, leaving him at 0%).
I think this would be a fair trade off, considering that MM Necromancers usually don’t want to enter DS (aside from judicious use of Fear and maybe Tainted Shackles) because it prevents them from using minion skills and/or healing from Vampiric Master.
On a related note, I’d also like it if the Jagged Horrors got their own unique minion skin. I’d love to see the old “spikey bone” critters running around and poking enemies (causing the Bleeding), rather than them just being slightly smaller versions of the Bone Minions.
I think this would be cool if they added something like this. It could be done in a similar fashion to how Path of Exile does their skill effect changes. In Path of Exile you can change your skeletons into statues and other things if you buy that cosmetic skill change.
I personally like a lot of the minions (not as much as gw1) but the flesh golem is unforgivable! Would have been fine if they had stuck more to the concept art, but nooo…
A long time back I made a suggestion as to how Necromancers could maybe “reserve” portions of their Death Shroud bar in order to summon additional minions. For example, say a Necromancer has a small army of minions out:
- 1 Blood Fiend
– 1 Bone Fiend
– 2 Bone Minions
– 1 Flesh Wurm
– 1 Flesh Golem
He could summon an additional Blood Fiend by reserving 25% of his Death Shroud bar, leaving him with 75% of the normal duration. His army is now:
- 2 Blood Fiends
– 1 Bone Fiend
– 2 Bone Minions
– 1 Flesh Wurm
– 1 Flesh Golem
Next, he wants more explodey minions and chooses to summon another 2 Bone Minions, leaving him with 50% of his Death Shroud bar. His army is now:
- 2 Blood Fiends
– 1 Bone Fiend
– 4 Bone Minions
– 1 Flesh Wurm
– 1 Flesh Golem
He could continue in this fashion twice more, perhaps having up to 4 Blood Fiends out, or summoning an extra Bone Fiend and Flesh Wurm. (Flesh Golems may only be summoned once. I think having 5 Flesh Golems out would make them basically be able to perma-KD any opponent in the game.) However, if he summoned 4 more minions above his normal limit, he basically can’t even enter Death Shroud at all (his bar is completely reserved, leaving him at 0%).I think this would be a fair trade off, considering that MM Necromancers usually don’t want to enter DS (aside from judicious use of Fear and maybe Tainted Shackles) because it prevents them from using minion skills and/or healing from Vampiric Master.
On a related note, I’d also like it if the Jagged Horrors got their own unique minion skin. I’d love to see the old “spikey bone” critters running around and poking enemies (causing the Bleeding), rather than them just being slightly smaller versions of the Bone Minions.
This is a pretty cool idea.
About minion skins. the only one doesnt fit necro for me is the shadow fiend. would be nice to replace it with flashreaver.
I would enjoy a skill that simply summoned a Jagged Horror or two. Mark of Horror is nice on that, but being tied to 1/Lich Form is a bit annoying.
Skeletons armored with weapons
I’m a big fan of minions. But GW2 fails kitten that aspect.
I hope they get something figured out before the expansion. I won’t be paying money to have a class with broken mechanics.
I think the current minions all clash with each other both in appearance and in functionality.
Also not sure if the DS reserve idea would be completely broken by spamming blood fiends at the cost of one utility slot and constantly being healed.
Maybe they should just create new minions in a future update so we aren’t stuck with these sad little creatures. I would love to have an elite that was like a mini bone dragon that flapped in place above you.
i hope with the 2 hand sword we will get in the exp . it might lets us summon a new minion every time you kill something but you can only have like 3 of them . and a new trait that will give us another pet as well. more pets the more im happy.
The last thing we need is more passive minions out. The game is too based on active abilities for there to be more abilities that are at maximum usefulness just by merit of existing (looking at you healing signet). Minions (mainly the traits) need a rework on how their actives/passives are balanced, we need more minions like Bone Minions and less stuff like Training of the Master or Reanimator.
Of course they’d have an ability just like any of the current minions have a command. Unless you’re talking about the jagged horrors that do like 10 bleeding dps and die off 10 seconds later regardless of being hit. Yeah.. not sure what they’re for other than providing temporary traited toughness just for existing.
I would love to see minions tied to weapon skills. Torch weapon summoning a flesh reaver would be great.
I absolutely do not want GW 1 minions that require corpses. No corpse spells please!
I’ve tried to push Torch summoning a Will o the Wisp for a while. Something similar to Shadow Fiend, but has a circular AoE ice field active.
The last thing we need is more passive minions out. The game is too based on active abilities for there to be more abilities that are at maximum usefulness just by merit of existing (looking at you healing signet). Minions (mainly the traits) need a rework on how their actives/passives are balanced, we need more minions like Bone Minions and less stuff like Training of the Master or Reanimator.
Part of the nice thing about GW1 MM necros. It was an active playstyle. You had to constantly manage your health pool while using blood sacrifice to heal your horde, as well as making use of all the corpses on the field to either summon more minions or cast other spells.
Northern Shiverpeaks ~ [dO] Drop Otter
(edited by Khalic.3561)
Sure GW1 MM was active, but the things that made it active don’t translate. They won’t add a heal like Blood of the Master, there won’t be enchantments like Death Nova, and those were the main things that gave MM active play. Making sure to not kill yourself and then making sure to properly micro enchants were the main points.
The passive summoning of minions was fine because it was heavily gated and required practically impossible levels of enchant microing. However, only gating of minion summoning is doable in GW2 (even though they haven’t properly done it yet). Enchantments, now boons, will never reach GW1 levels of micro or power. Instead they have to gate their power behind active skills, even if minions are summoned passively. Hence, passive minions can’t exist in this game.
Maybe they can do this as a specialization. Here’s to hoping. But knowing a net this will only happen in like next next expansion. so don’t hold ur breath
So i’ve been thinking about the MM (my variation) and thinking of ways to make the build in general be a bit more active while still staying close to the current minion mechanics. My changes would mainly be to Bone Minions, Bone Fiend and Shadow Fiend.
Bone Minion – Summons 5 minions (low hp/high damage) when activated minions launch to closest enemy exploding.
Bone Fiends I have 2 options
Bone Fiend – Summon one bone fiend 33% chance on hit to immobilize for 1/4 sec. When active shots burst of needle causing X damage (just concept haven’t really though a lot of appropriate damage etc) and immobilize 100% of hits till burst ends.
Bone Fiend option 2 – Summon 2 Bone Fiends when activated AOE immobilize on target areas. Think LB 5 but causes immobilize not cripple.
Shadow Fiend – Same as now but when activated instead of blinding only 1 person they launch to select target explodes and leaves an AOE cloud of blind for X seconds.
Basically improving the team battle potential and also adding a bit more swarm feel to the build.
Bone Minions are fine as is, Bone Fiend’s active should simply act as an AA reset and immediately fire off, and I actually really like your Shadow Fiend idea, although the animation time also needs to go down to 3/4s.
If we want more swarm though it would serve much better to have new skills. The way they interact with AoE makes swarming skills have a unique advantage.
Bone Minions are fine as is, Bone Fiend’s active should simply act as an AA reset and immediately fire off, and I actually really like your Shadow Fiend idea, although the animation time also needs to go down to 3/4s.
If we want more swarm though it would serve much better to have new skills. The way they interact with AoE makes swarming skills have a unique advantage.
Hey thanks for the feedback. Yeah I was just throwing ideas around because I really like minions and would like to see them get a bit more attention. Im all for new minion skills but was thinking of ways with as little work as possible but still getting a bit more from the minions. I hope i’ve sparked some ideas or some more brainstorming for minions because MM4life
I honestly think the best thing they could do for active play is to increase the speed of summoning significantly (there is absolutely no good reason it takes me 1.5 seconds to summon a minion), make the actives more responsive (AA reset on Rigor Mortis, 3/4s cast on Haunt, Flesh Golem have instant cast Charge but with 3/4s animation like Shadow Fiend), buff shadow fiend’s utility a tiny bit, and then make Training of the Master (also Necromantic Corruption) amplify the active skills’ utility and damage, instead of just a passive damage increase.
I am signing this Thread to a 100%. Necromancer need, overall, better animations from now on!
I’m all for better minions, but the GW1 minions were just as bad, imo. I want to see some zombies and skeletons, undead knights and such, not shapeless blobs and weird scorpion things, or floating turds. Nothing about either game’s minions really says “necromancer” to me, except that in GW1 you summoned these weird things out of corpses.
I’m all for better minions, but the GW1 minions were just as bad, imo. I want to see some zombies and skeletons, undead knights and such, not shapeless blobs and weird scorpion things, or floating turds. Nothing about either game’s minions really says “necromancer” to me, except that in GW1 you summoned these weird things out of corpses.
This goes back to my first post. GW1 minions looked more unified and zombie horde-ish. I mainly want the GW2 bone minions to look like the old GW1 minions. And to summon maybe 3 instead of 2 (or add a new skill that summons 2 of another kind of minion).
They aren’t zombies, so why should they look like zombies. They are animated golems of decaying organic matter, so the weird hodge-podge of body parts is exactly what they should look like.
One thing I want to know for a long time, did they run out of time to make minion model for shadow fiend? Why is it so much different from other minions? Why is it shadow? It just feels out of place.
Do wish they’d bring back the FG from GW1. That was a very cool looking minion.
One thing I want to know for a long time, did they run out of time to make minion model for shadow fiend? Why is it so much different from other minions? Why is it shadow? It just feels out of place.
It originally could only be summoned while in DS, so it was made to look spectral to match.