Minion calculations and thoughts
Shadow fiend:
Attack speed:
35 attacks in 1 minute – 1,7s attack speed
Damage:
Without traits:
335 dmg – 365 dmg ~ 350 dmg (tooltip 147 dmg)
Haunt:
490 dmg – 540 dmg ~ 515 dmg (tooltip 147 dmg)
With ToM:
439 dmg – 480 dmg ~ 459 dmg (tooltip 163 dmg)(ToM correct)
Haunt:
648 dmg – 688 dmg ~ 668 dmg (tooltip 163 dmg)(ToM scales with it)
DPS: 204
DPS with VM + Bloodthirst + TOM: 329
Healing per second: 0
With traits: 50 hp
HP gain in 1 minute: 3010 hp
Note: You can command fiend to blind enemy while you are stomping enemy to prevent the interuption of it.
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Flesh wurm:
Attack speed:
15 attacks in 1 minute – 1,7s attack speed
Damage:
Without traits:
783 dmg – 853 dmg ~ 818 dmg (Fought it be more)(tooltip: 238 dmg)
With ToM:
1020 dmg – 1180 dmg ~ 1100 dmg (tooltip: 325)
DPS: 204
DPS with VM + Bloodthirst + TOM: 230
Healing per second: 0
With traits: 6 hp
HP gain in 1 minute: 360 hp
Note: Wurm teleportation is completly useless becouse you can’t use it like mesmers portal to get back to target lokation from distance, but you can use it to get on the walls like engineers jump shot.
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Flesh golem:
Attack speed:
48 attacks in 1 minute – 1,25s attack speed
Damage:
Without traits (Chain 2x normal attack + 1x stronger):
(2x)560-600 ~ (2x)580 + 980
With ToM:
(2x)720-820 ~ (2x)770 + 1220
DPS: 570
DPS with VM + Bloodthirst + TOM: 820
Healing per second: 0
With traits: 67 hp
HP gain in 1 minute: 4128 hp
Note: Criple efect scale with players condition durration, stability from charge scales from boon durration.
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Build: Blood fiend + Bone fiend + Shadow fiend + Bone minions(x6) + Flesh Golem gives us:
DPS: 1737
Hp/s: 539
Loose 6 conditions in 10 seconds. (If minion summoned one after another: loose 1 condition every 1,66 sec)
Final thoughts:
- Blood fiend auto attack doesnt scale from healing like tooltip says
- All tooltips have wrong information with damages
- Flesh wurm is weakest minion (in terms of dps and damage), only helps that it’s ranged
- ToM is most usefull on high damage minions, also buffs their active skills damage, should be moved to adept line.
- Nowadays 0/0/30/30/0 is easiest and most usefull core to minionmancer, 20/0/20/30/0 for more burst
- Minions actually better than other summons (spirit weapons, turrets, elementals) but in my opinion worse than ranger spirits. Minions are usefull becouse of many utility traits which other summons lack.
- Minions and all summons scale from: Condition damage, Condition durration and boon durration.
- Minions can crit but it doesn’t scale from players cricital chance (Furry works with them)
- Life leech shlould heal minions too.
(edited by Miltek.2104)
I’ll go through your final thoughts as if they were numbered
3) This just… isn’t true at all. High single hit damage, 1200 range means he almost never dies except to focused fire, incredibly useful active.
4) Not true at all. 30% increased damage = 30% higher damage. This trait is worthwhile if you just run Flesh Golem and Bone Minions, frankly
5) Not at all
9) No.
so are you trying to prove that Minions are useless, or that they are useful? I am getting mixed messages from your post. You say they are better than all other pets except for the Ranger’s Spirits… would that mean that they are viable? At the same time everything else you seem to be saying seems to indicate that you despise Minions. So which is it?
I have also heard of entire Zerg’s in WvW being formed of nothing but Minion Masters. It would seem that these Zerg’s either did not get the Memo that Minion Master sucks… or that Minion Master in such large numbers is just so overwhelming that most groups can’t deal with them. Which begs the question, if they are overwhelming in large numbers, why can’t they be overwhelming on their own? Cause unlike almost all of the Ranger’s Spirits, the Minion Masters pets all actively attack their enemies.
Ranger 80 | Elementalist 30 | Guardian 29 | Necromancer 21
(edited by An Siorai Tharian.4516)