I’ve been brainstorming on what kind of “minor” changes would be needed to make GW2 Minion Masters feel even a little bit on par with their GW ancestors without re-working entire trait/skill sets because lets face-it the GW team is sort of set in their ways for the most part.
So I came up with the idea for a rune set to focus on supporting such a build and would like some feed-back if people think it would be over/under-powered suggestions etc. before I make a formal Suggestion Topic under that forum.
Before I get into the details let me say I understand it is completely niche rune set but so is the build attempted and many of the rune-sets existing now could also be called niche.
I’m thinking it should be a lot of Dolyak type of set, emphasizing master survivability and a slight boost to minions.
Superior Set Stats:
Name: Rune of the Master
1.) +25 toughness
2.) +15 vitality / Minions lose one condition every 30 seconds or Minions have 10% chance to remove a condition (on themselves) on attack.
3.) +50 toughness
4.) 5% chance to re-direct one hit’s damage from you to one of your minions (prioritizing those with most health first). Not sure if this would need an inner cool-down of 10-15 seconds but I don’t see it being really that overpowered without being such a low % rate.
5.) +90 toughness
6.) Your minions regenerate health.
Closing Thoughts:
Since we cannot get a full mini army like we could in GW1 and use blood of the master constantly I think one of the main difficulties in this generation of Necromancers is the down-time the current minions have because of their overall squishy-ness.
1.) I chose toughness as the primary stat to allow the master more survivability and for it to synergize with the minor trait that adds toughness per minion you have summoned.
2.) I haven’t decided the final lvl 2 bonus yet. Would the one less condition every 30 seconds to the Minion (not master) be overpowered? or just provide a tiny bit more survivability. The other option is the 15 vitality to the master for just a little more survivability.
3.) Along the same theme the level four bonus will allow us a bit more of a minion master feel without having to completely add/re-work a skill/trait line, though they still need some work lol.
4.) Lastly, the regen will help in some battles as well as allow for more options for weapons being used outside of having to main staff for its regen capabilities and focusing transfusion every 30-40 seconds.
So I put it to the community for their thoughts on this, would it inspire more minion masters out there? be helpful? over-powered/useless change etc.
Thank you in advance,
~F.
“Significant ranger improvements coming in the next patch. "-Jon Peters, Nov. 2012…