Minionizing Skills

Minionizing Skills

in Necromancer

Posted by: Pregnantman.8259

Pregnantman.8259

Hello guys. I am one of those people who started GW2 when I saw I could become a Necromancer and lead my army of undead. As it turned out, leading my undead army in GW2 didn’t exactly match my stereotypical expectations of the class: it was optional and for the game modes I intended to take part in, it wasn’t the best choice. I love my Necro regardless of the state of minions and how they take part in gameplay and because I love the class I also want to improve it. Here are my suggestions of how to make minion traits more immersive to general Necro gameplay.

The first two skills of Axe have us attack our foes with ghostly claws in which we summon (http://wiki.guildwars2.com/wiki/Ghastly_Claws). How about the claws we summoned were actually untargettable and invulnurable summoned “minions” and presumely died when we finished channeling/casting?

The second skill of Scepter has us summon skeletal hands to damage foes (http://wiki.guildwars2.com/wiki/Grasping_Dead). Maybe those hands can be counted as a minion and that minion died upon attacking?

How about our “swarm” skills: Deathly Swarm, Locust Swarm and Deadly Feast? We summon a swarm of insects to attack our foes, so why shouldn’t they be counted as minions that died when their effect ended?

Imagine that all of those weapon skills that I mentioned – without any change – were now also minion skills (their tooltips certainly have some room of interpretation for it). And all of those skills were affected by the minion traits (except the health increase of Flesh of the Master because they don’t have health). One could use the fourth skill of dagger – Deathly Swarm – to rip boons and/or further cleanse conditions every 10 seconds, have little bit of more toughness while Locust Swarm is on while having a %25 damage increase for the skill, have each end of the Axe autoattack chain proc Death Nova to cleave foes, decrease the cooldown of Ghastly Claws even further to increase life force gain and much more. Tell me what do you think.

(edited by Pregnantman.8259)

Minionizing Skills

in Necromancer

Posted by: Bhawb.7408

Bhawb.7408

Making skills have multiple CDR traits would be problematic, not to mention procing death nova and having that much extra damage on all these skills would be a very strong passive buff to MM (you aren’t really playing different, just getting rewarded for it).

If you want to fix MM this isn’t the way to do it, and if you want to buff the weapons this also isn’t the way to do it.

But of Corpse – Watch us on YouTube
My PvP Minion Build

Minionizing Skills

in Necromancer

Posted by: Pregnantman.8259

Pregnantman.8259

I don’t want to fix MM, just want to make minion traits more accessable. The ideas were for builds other than MM actually. And I got the idea of multiple CDR from the Lich Form mark skill that summons minions which works quite well.

Even with these rewards, would Axe be powerful enough? At the end of the day, the Axe damage is just increased by %15 (%25 of Training of Master is %15 more than the alternatives in the same line) and the damage of Death Nova on auto. We are looking at 10 points of investment atleast here, all for Axe’s damage to be non subpar and some quality of life additions.

All in all why do you think this is bad?

Minionizing Skills

in Necromancer

Posted by: Bhawb.7408

Bhawb.7408

What’s the point of making MM traits accessible to people not using minions? The key feature of our minions is a summonable quasi-permanent ally with an HP bar and AI. All of these effects are distinctly not-minion.

If you want to fix Axe, fix axe. If you want to fix X, fix X, don’t do a roundabout fix like this which doesn’t actually help the weapon. Basically all this does is make minion traiting better, which doesn’t need to happen with the exception of Necromatic Corruption. Also realize that if they ever take my advice and rework TotM to be a better designed trait that will put all this damage stuff down the toilet.

But of Corpse – Watch us on YouTube
My PvP Minion Build

Minionizing Skills

in Necromancer

Posted by: Pregnantman.8259

Pregnantman.8259

I guess thats fair. I just wanted for some of the appropiate skills to work with the minion traits so that they somewhat become interesting to build in. I guess I may be just bored of having so little change in build and gameplay for all this time.

What was your suggestion about TotM anyway?

Minionizing Skills

in Necromancer

Posted by: Bhawb.7408

Bhawb.7408

What was your suggestion about TotM anyway?

Remove its passive damage increase. It now gives melee minions cleave on AA, and enhances the active abilities of all minions. Putrid Explosion has +30% damage (so basically stays the same), Taste of Death leaves a water field at the minion’s location, etc.; basically instead of a 25% damage buff (which btw only works out to about 400 DPS which is really low, damage modifiers aren’t all that great without others to stack) you have added utility added to the active skills, a la the Engineer trait that changes the elites.

But of Corpse – Watch us on YouTube
My PvP Minion Build