Okay so we have all figured out by now how terribad a MM necro is in WvW.
And im not talking about 1v1 or fewvfew, im talking about zergs.
And lets face it, the majority of the WvW players will eventually tag up on the tail of one of these.
So heres my suggestions on how the devs can make this build a viable one in WvW (considering my huge guild always runs with like 20ish people it pales in comparison to a well build for instance):
1)Give minions cleave
In part Bone Minions can be considered as having cleave but the other minions are so pathetic on the regard of usefullness.
While i dont propagate that every minion get cleave (Blood Fiend cleaving? ololololo)
i would wish to see the Flesh Wurms bile attack function like an exploding attack.
To clarify, the target that is struck with the projectile gets dmged and up to 5 or so people around the target do to. We can see this with Engies Rocket turret which does the same. This would greatly increase the use of this minion since the basic attack dmg is nothing to scoff at.
On to the Bone Fiend. This fella should be able to do a fan attack if you will. Instead of firing at 1 person, the bone fiend would fire 3-4 projectiles in an arc. To compensate for the decrease in DPS (instead of 2 projectiles hitting our target, now only 1 could ever actually hit the same person) perhaps the cripple proc should be increased. The immobilize should stay as a skill and affect everyone hit in this arc (every missile will imobilise the individual stuck).
On to the Shadow Fiend/Flesh Golem. Both should get a cleave attack, period. As it is now, even if you port/charge these minions in the lines of the enemy they wont pay it much heed since it will only pester a single person. Now if the Fleshy, which hits quite stongly mind you, were to start cleaving in a blobed up group that would be noticed and would require an action from the ones pestered by one. As for the Shadow Fiend, his blind attack should be an AoE one, so that when you port him into the middle of an enemies group he wont only cleave them but also do an AoE blind which would be far more potent than a single target one.
2)Make minions actually able to withstand big engagements
This idea would help bring purpose to the Deathshroud aside from its OH SHI nature that is has now (and only nature it has sadly). So here is how i would go about this:
Give us an F2 button (sacrilege i know, how dare i ask for a fix, we should get more bugs) or if you can think of something better which i cant now.
This button would be called Fatal Bonds (or whatever really) and whilst activated it would bind your Deathshroud with your minions. To clarify, while this is active (it should be a toggle on/ofkittenda skill) your minions dont take dmg, but instead a precentage of your DS pool is shared throught your army (im not good with math, but each minion would suck a certain precentage).
So not a piece of HP would be drained from the minion (bar perhaps the Bone Minions since they suicide, but still perhaps it would help them actually live to see the close embrace of an enemy blob) until your have any lifeforce left.
This in turn would make you choose, save your OH SHI button or make your little puppets actually survive on the field long enough to be usefull.
It would also open a build akin to 20/0/20/0/30, getting all the attribute traits for your minios and expanding your DS pool by 30%.
This is what i came up, numbers would need to be crunched and allot of balance would have to be made.
But i firmly believe that this is the right path towards making the MM even a pale shadow of his GW1 glory and majesty (no the current one cant even hold a candle to the old one in any department bar sPvP, in which i rule with him).
EDIT: Would also popularize skills like Spectral Armor and Signet of Undeath more since it would help with lifepool maintenence.
(edited by Djemo.7153)