Minion stats

Minion stats

in Necromancer

Posted by: Elbritil.3817

Elbritil.3817

Hey everyone!

Currently necro minions have fixated stats, only geting Condition Damage, Condition Duration, and Boon Duration stats from the player. In my opinion it makes minions boring and monotone. A zerker necro has the same tanky minion as a tanky (aka soldier) necro. If Anet would lower a bit the base stats,and would add stat scaling from players stats, that would make some variety in builds , power necro with stronger but more glassy minions then now, and so on. All minion type companions in all games get benefits from the masters stats, GW2 could do the same in this case.

Minion stats

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Posted by: Zero Solstice.9754

Zero Solstice.9754

Not everything has to be useful all of the time. Minions don’t scale with Power likely due to the variance in the minions themselves: You could have 1 minion, you could have 8, and that variance means that the minions scaling off of Power would either be marginal at best, or completely bonkers at killing opponents for free. Minions don’t need to be able to fit in every kind of build; as you said, a Zerk Necro and a Soldier Necro benefit equally from minions on a base stat level, and that’s perfectly fine simply due to how having minions affects the rest of your gameplay: Minions take up utility slots, and a Zerk Necro would rather those be something more maleable to begin with, such as stun breaks or greater damage potential like Wells, whereas a Soldier Necro can afford to eat some amount of CC, and can give up some number of utility slots to have an assortment of minions instead.

Plus you need to consider the ramifications of what your asking for. Let’s use my previous Soldier example: If minions scaled off of the Necro’s base stats, then now you can just have a Necro that stacks Power, Vitality, and Toughness. The Necro’s stats will make the minions absurdly tanky, while also making it so that they deal actual damage over time, because 8 different dudes all hitting something for 300-400 damage every second begins to add up quickly. And if an opponent kills one of your minions? No worries: 16 second cooldown. It would still be a mediocre teamfighting spec, but it would be one of the most obnoxious 1v1/node-holding specs to walk the game, probably even more-so than the Turret Engi of Yore.

The complaints of old have been generally swept under the rug by the hate towards Turret Engi at the time and by its nonexistence in recent time, but if you were to ask PvPers what their least favorite builds to fight against were, a respectable number of people would list Minion Master in their top simply because of how anti-fun it is to fight something that’s so durable that it practically plays itself. It’s not a spec that’s ever really expected to win, it’s a build that’s made to pretty much just never lose.

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Minion stats

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Posted by: Elbritil.3817

Elbritil.3817

the thing makes it true in ur way is the modification what was plied to minions, reduced dmg from aue skills. for ecxample: wow warlock: 20K hp lock had 40-45K hp minion, but got full dmg from aoe, thats fair. and back to gw minions, in the stat scaling version minions with soldier would die hard, but wouldnt hit that so called 300-400, just 100-120, maybe 200 on to, but a zerker necro’s minions would hit like a truck, aka 700-800, but would be glassy as hell (for the fair play). dont seems fair that a zerker necro chopsing enemy in chunks, and their minions are the same hard and strong as mm condi’s. all the scenarios depends on the balance.

Minion stats

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Posted by: Elbritil.3817

Elbritil.3817

anyway, pve and pvp is separetly balanced, so the scaling factors could be modified well ( again, depends on the balance team)

Minion stats

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Posted by: bearshaman.3421

bearshaman.3421

Also, fyi ranger pets have set stats separate of the player as well, with only a couple traits that effect them.

Personally I like the fact that the pets/minions have their own stats. Makes them more useful not less imho.

Minion stats

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Posted by: Vukorep.3081

Vukorep.3081

minions when used in minion master builds are strong enough.

On another note 15 minion masters with 5-6 each (more if they have Rise!) in wvw=75-90 (over 100) minions that have high imunity to aoe dmg, transfer conditions and steal life.

now imagine if they all go full zerker and somehow power scales up all those minions raw dmg that ticks 1-4k per minion attack…yeah..

Minion stats

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Posted by: WereDragon.6083

WereDragon.6083

minions when used in minion master builds are strong enough.

On another note 15 minion masters with 5-6 each (more if they have Rise!) in wvw=75-90 (over 100) minions that have high imunity to aoe dmg, transfer conditions and steal life.

now imagine if they all go full zerker and somehow power scales up all those minions raw dmg that ticks 1-4k per minion attack…yeah..

Minions do not get AoE resistance in PVP. WvW = PVP minions get cleaved down in seconds in WvW

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Minion stats

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Posted by: Lahmia.2193

Lahmia.2193

minions when used in minion master builds are strong enough.

On another note 15 minion masters with 5-6 each (more if they have Rise!) in wvw=75-90 (over 100) minions that have high imunity to aoe dmg, transfer conditions and steal life.

now imagine if they all go full zerker and somehow power scales up all those minions raw dmg that ticks 1-4k per minion attack…yeah..

Minions do not get AoE resistance in PVP. WvW = PVP minions get cleaved down in seconds in WvW

Yup, minion masters are laughably bad in WvW

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