Burn the Boats
This is your second post about MMs that clearly shows you don’t understand the build. Please, just don’t.
This is your second post about MMs that clearly shows you don’t understand the build. Please, just don’t.
i’ve been playing mm since day one , you are the one who clearly shows that you know nothing at all about mm . the big so called expert on mms who never has anything truthful to say at all .
you know that for a mm build design in its current state with the nerf is going to hit minion damage big time , add into the fact that they are nerfing crit damage which does effect minion damage also , you know that totm use to be at 30 % but lowered to 25 % as was vm at one time being 30 % getting hit to 20 % and now will be 10 % which can effect minion draw but in the end gets nerfed because of the frequent condition apply from minions were giving players with no condition removal problems , the damage reduction puts more strain on necromancers , makings fight for a necromancer much much longer and easier for other classes to kill faster , but yet you ignore that simple fact
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please tell me how this is wrong ? healing scaling ? its a joke on necros , even if you maxed out healing you are still taking away more damage from necromancer out put .
… add into the fact that they are nerfing crit damage which does effect minion damage also
umm i thought that minions can’t crit? are you sure you’ve played mm necro since day 1?
edit:
Or maybe it could (never seen my flesh golem crits), but the master’s +crit damage % shouldn’t affect the minion
source : http://wiki.guildwars2.com/wiki/Minion
Minions only inherit the necromancer’s Condition Damage, Condition Duration, and Boon Duration attributes.
(edited by Arcs.6497)
Minions do crit, they just have their own separate chances/damage for it. But if they are only changing player crit damage, you are correct it won’t affect them.
So now we know that playing mm from day 1 is bullkitten, or maybe you’re just a kid who doesn’t learn the mechanism and numbers behind a profession skills / traits
Condition removal hogging up 89 % to near 95 % says no to cc
What are these numbers meant to represent?
89% to 95% of what?
Northern Shiverpeaks
several truth about 20 0 20 30 0 build and similar stuff
1. Minion master deals somewhat very ordinary damage with minions wich is about 2k per second at best if no crit in the balance (wich can go to 3k)
2. Most of the damage is dealth by the flesh golem charge wich hit several time (aka our nuke technique) you need to immobilize the target prior to using it or fear it so it cant escape. For this i run dagger/focus and staff
3. While zerk gearing works gearing soldier just work better as most of the damage done wont be your own reguardless of how well you strike with that daggers of yours, gearing cleric instead of soldier has next to no impact.
Having mained Minion master necromancer i can tell the class deals very poor damage overall and could use a serious buff in the mean of stat scaling while reducing the base damage of minion by 25% (you regain +50% from power stat anyway).
What stat scaling would accomplish:
1. Promote actualy running something else then bunker when using a minion master necromancer as pet will also gain damage from power precision from critical strike and critical damage from ferocity
2. Promote a tankyer minion play for those actual cleric and dire necromancer who just dont want to run damage minion to begin with but at the cost of actual minion damage
3. Give a serious reason for the existance of the jagged horror spawn trait from death nova merge to be used in the first place since youl be able to stack condition damage from them, maybe as a condition damage style minion master?
Stat scaling would nerf minion bunker damage and buff up minion glass cannon damage while making the master way more killable. It would also open MM necro as a PVE spec for effective dungeon running.
BM: I want to present you my lovely jingle bear mia
If pet had voices: Mommy, I did it! :3
several truth about 20 0 20 30 0 build and similar stuff
1. Minion master deals somewhat very ordinary damage with minions wich is about 2k per second at best if no crit in the balance (wich can go to 3k)
2. Most of the damage is dealth by the flesh golem charge wich hit several time (aka our nuke technique) you need to immobilize the target prior to using it or fear it so it cant escape. For this i run dagger/focus and staff
3. While zerk gearing works gearing soldier just work better as most of the damage done wont be your own reguardless of how well you strike with that daggers of yours, gearing cleric instead of soldier has next to no impact.
Having mained Minion master necromancer i can tell the class deals very poor damage overall and could use a serious buff in the mean of stat scaling while reducing the base damage of minion by 25% (you regain +50% from power stat anyway).
What stat scaling would accomplish:
1. Promote actualy running something else then bunker when using a minion master necromancer as pet will also gain damage from power precision from critical strike and critical damage from ferocity
2. Promote a tankyer minion play for those actual cleric and dire necromancer who just dont want to run damage minion to begin with but at the cost of actual minion damage
3. Give a serious reason for the existance of the jagged horror spawn trait from death nova merge to be used in the first place since youl be able to stack condition damage from them, maybe as a condition damage style minion master?
Stat scaling would nerf minion bunker damage and buff up minion glass cannon damage while making the master way more killable. It would also open MM necro as a PVE spec for effective dungeon running.
1) 2k pre second how if golem alone is 700 2/3 and 1.4k 1/3 seconds and BM being 400-600 each? add any 2 minions and you got a minimum 4k dps without going up their chain attacks.
2) dont cheat to win and yes stacking hit fields is cheating, its even acknowledged by devs which are imo not just unable to change that without major engine hit detection updates (which GW2 massively needs) but also unable to do it unless they actually moved their lazy kitten.
3) In Spvp (divide numbers by 3) and in and instanced PvE if you are dumb enough to take minions there (not wvwvw), you do more than minions… a lot more, about 7-11k more dpc to be precise…not exactly a warriors 20-30k pre second with 100b axe spam (hammer/mace with + stunned damage, sword/longbow take your pick for pvp), but more than minions, unless its a fight like lupi where you need to run 40% of the fight in which case they are ok till the point where they start healing him/giving the target more stacks/causing a chinese pirate kitten not to stand in blue goo/pulling lazors,etc
4) Agreed, but pets should have some reverse scaling in toughness vitality to numbers (minion bomber vs minion master playstyle options)
6) Kinda already possible but very unpopular since you run funny enough lich form for 5 horrors in it and need to use wurm who isnt really a walking army minion… well the walking part at least.
Flesh Golem deals an average of 770 damage per 1.2s – 642 DPS
Blood Fiend hits for 240ish every 3.5s – 69 DPS
Bone Minions hit for 159 each per 3s – 53 each – 106 DPS
Flesh Wurm hits for 833 every 3s – 278 DPS
Bone Fiend hits twice for 140 each every 3s – 47 DPS each, 94 DPS, plus one hit per 10s that has boosted damage of roughly 350 each, or 233 DPS (for that one hit). In total, this means over time you get a total DPS of 120 (ish).
Overall, you’re looking at a full set of minions dealing, very roughly, 1300 DPS. People seem to think minions do some ridiculous massive DPS, but they don’t, on their own they deal a max of 2k DPS, with some very liberal rounding, VM, and TotM included; but without activations.
1) Addressed above, general minion DPS is far closer to 1200-1400, plus it can be boosted by 30% for TotM and 26 DPS per minion for VM. The only minion with a chain is Flesh Golem, Bone Fiend just gets a buff once every 10s (but averages out to about once every 5 attacks in practice).
2) He wasn’t talking about “cheating” it so the Golem deals all of its hits to the target, just making sure it hits.
4) Minions should not have scaling. It kills the build, not to mention ANet has already said it isn’t happening. The entire minion playstyle as it is now requires a tanky main player, or you aren’t optimizing at all. They’d need to heavily change how it all works to make scaling in any way make sense, otherwise you’d end up with glass builds that don’t have damage, and bunker builds that can’t bunker.
6) Death Nova is amazing, adding in free jagged horror procs to it just makes it better. They can expand minion playstyles, but it will be done through new minions, and a rework of Necromatic Corruption.