(edited by Bas.7406)
MinionMasters - The Q & A Thread
More Questions and More Answers
Q. What about Death Shroud with Minions?
A. A tricky thing since death shroud is a pretty strong ability. The biggest issue with Death Shroud and minions is when you run axe and staff, you will have a hard time building life force if your Axe chain is cutoff for any reason. The biggest issue with Death Shroud and minions is that you lose the ability to use their utility skills while in death shroud. I have actually gone whole matches in tpvp without once going into death shroud, or even passing the halfway point on life force (NOTE: This rarely happens in pve).
Note (Courtesy of Hayley): Axe/Focus and Staff in your setup has 3 ways to build Life Force. You forgot about Focus #4. If there is a party member within 600 range of your Focus #4 target, you’ll gain 15% Life Force once all the bounces are done. If there isn’t, then you run up to be within 600 range of your target and you’ll get 15% Life Force. That’s a lot of Life Force to not be mentioned.
Note: the actual max distance bounce of the Focus #4 is a tiny bit less than 600 range. And it does not bounce to minions or clones, that’s why you need to run up if there are no other players nearby.
Q. Why would you take Axes when everyone tells me they are bad?
A. Axes and Minions have as good a synergy as dagger or staff and minions. In a minion build, none of your weapons actually gain anything except focus if you spec into it. Possibly a reduced cooldown on daggers, but other than that, no weapons see a gain. Axes provide the best middle ground between melee with daggers (better at building force) and the aoe and weak single target damage of staff. Axe is severely underratted as a weapon. Besides staff is our only aoe weapon. Axe 3, Focus 4, Dagger 5, and Warhorn are the only aoe abilities in our weapon arsenal outside of staff 2-5. If you run staff offhand, you can drop 2-5 than switch and hit Focus 4 followed by Axe 3 for some nice aoe, but than you have built zero Life force, and are runnign single target. Plus when you stack the Vulnerability on an enemy with the minions train wrecking him. mmmmmmm
Q: At what point should I look at running with minions?
A: From lvl 2 to lvl 35 I would say no problem. However once you start running Explorable and Story Mode Dungeons, you will face serious issues until you pick up Flesh of the Master. Other Power builds will feature more damage until you get at least 40 talent points to pick up Training of the Master as well. This is where Minionmancers generally call it quits, and switch to other specs. Essentially until lvl 50 we don’t see the full damage and survival skills the Minionmancer features. Once you pick up both of these you will find yourself at a disappointing disadvantage in dungeons to DS Power and condition Necros. In questing, Minions are always awesome!
Q: At what point should I look at running with minions?
A: From lvl 2 to lvl 35 I would say no problem. However once you start running Explorable and Story Mode Dungeons, you will face serious issues until you pick up Flesh of the Master. Other Power builds will feature more damage until you get at least 40 talent points to pick up Training of the Master as well. This is where Minionmancers generally call it quits, and switch to other specs. Essentially until lvl 50 we don’t see the full damage and survival skills the Minionmancer features. Once you pick up both of these you will find yourself at a disappointing disadvantage in dungeons to DS Power and condition Necros. In questing, Minions are always awesome!
(edited by Bas.7406)
Even More Questions and Answers
Q. My Minions go brain dead and forget to attack sometimes. How do I make them more responsive?
A (Courtesty of Riot Inducer.8964): For general PvE play how you initiate combat is vital to how your minions perform. Often times if you simply start casting weapon attacks at your enemy your minions (melee ones specifically) will get very confused and not attack but simply stand at your side, I don’t know why this is but the flesh golem is particularly susceptible to this.
The solution I have found is to use alternate methods of initiating combat as minions will get hung up a lot less if you start combat by using a minion’s active skill on an enemy, the Shadow Fiend’s Haunt is great for this but the Flesh Golem’s Charge works as well. These skills can also be used to break those specific minions out of their trance, but it isn’t guaranteed. Alternatively you can start combat defensively by waiting until an enemy is aggroed and has drawn first blood, retaliating then will almost always ensure no minions get stuck. Additionally since the Flesh Golem is the only minion that will attack enemies without first being commanded to it can be used to initiate first blood on the enemy by simply moving it into aggro range.
Additionally if you’re in combat and notice some of your minions have gone brain-dead on you I have found switching between targets can sometimes break them out of it.
(edited by Bas.7406)
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Updated notes about Deathshroud and Minions
Figured I should bump this up since there are so many negative minion threads at the moment.