Q:
Does Sigil of Transference Help Heal Minions?
A:
It does work like that, but it’s not as helpful as you are assuming. “+X% outgoing healing” applies to all healing that you personally are the source of, but not on yourself.
Basically, it’s not that helpful because minions, by and large, are disposable. Use sigils that provide CC or personal survivability instead.
It does work like that, but it’s not as helpful as you are assuming. “+X% outgoing healing” applies to all healing that you personally are the source of, but not on yourself.
Basically, it’s not that helpful because minions, by and large, are disposable. Use sigils that provide CC or personal survivability instead.
I get that minions are usually just disposable, but for my specific build, the focus is on preserving the minions as much as possible (all armor/weapons has ++healing power)
I’m largely basing off of these two builds:
http://www.guildwars2guru.com/topic/70874-chunxs-minion-mastery-guide/ (more detailed but has obsolete parts)
http://metabattle.com/wiki/Build:Necromancer_-_Minion_Master (designed for conquest)
The first link recommends relying heavily on the staff, as staff 2 can heal minions, and that’s essential to keeping them alive. With all the extra healing power, they should be a lot healthier than usual.
The second link recommends using swap sigils, but if there is truly a focus on healing minions, as they are essential to my build, it would make sense to use the runes talked about in link 1 (superior rune of the monk boost up healing a lot and increases healing effectiveness)
Similarly with sigils, if I focused on my staff, it seems swap skills would not help as much, so having sigils like superior sigil of water which can heal the minions upon hit, would be very valuable.
The focus is a lot less on me personally hurting the opponents, and more of helping my minions do the work for me.
Is using CC to stop opponents from doing things on me more essential than keeping my minions alive in a minion focused build?
I do have staff skill 5 to inflict fear, and I also have flesh golem to run them over.
The CC is to prevent your opponents from simply kiting the minions.
The CC is to prevent your opponents from simply kiting the minions.
Ah, that makes sense. So it’d be better in PvP, while what I said would help more in PvE.
What Sigils do you recommend? The only thing close to CC the second link had was Hydromancy, which chills on switch. The rest were stealing health and healing allies. If I used a CC sigil on switch, it probably wouldn’t be necessary to use a second CC sigil on that weapon, correct?
Also, if I used hydromancy, could I apply it to my staff and my dagger (so that it triggers every time I switch regardless which I switch to)?