Minionmancer role in sPvP?

Minionmancer role in sPvP?

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Posted by: Laserbolt.6731

Laserbolt.6731

What things does a minionmancer do best in sPvP?

Where is he weak?

Scrapper: “Frank from Research”

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Posted by: Bhawb.7408

Bhawb.7408

MMs have two big strengths:
Dueling, which generally places them as a point defender (whichever point will not see too many team-fights)
In AoE buff comps. This effectively allows them to teamfight by having some ridiculous amounts of buffing to the minions, which will deal some insane focused damage

Weaknesses are:
AoE spam
Generally teamfighting (unless in a strong AoE buff comp)
Lack of Mobility

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My PvP Minion Build

Minionmancer role in sPvP?

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Posted by: knbBlackTemplar.3059

knbBlackTemplar.3059

He is great in spvp.. i can’t even use any other necro build on spvp – dagger/wh, minions, pvt and you’re fat tank with insane regen and great damage with a lot of CC

But mesmer elite can instantly win fight with you.

80’s: Sylvari Necromancer (Main). Human: Thief, Warrior (PvP Main), Engineer. Charr Guardian

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Posted by: Laserbolt.6731

Laserbolt.6731

Thanks, Bhawb. I follow your posts here with interest, and I was happy to see that you replied to help me.

So as I join SoloQ with my MM, I should try to defend home point, rotate to mid to assist, and destroy trebs and take down NPC creatures.

Does that sound about right?

Or follow a spirit ranger around and let my minons use his buffs. Sound good?

Scrapper: “Frank from Research”

(edited by Laserbolt.6731)

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Posted by: ronpierce.2760

ronpierce.2760

I won a major 2v2 with Spirit ranger+MM combo. They do work very well together and if you have 2 roamers, they work well as a pair certainly.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Minionmancer role in sPvP?

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Posted by: Bhawb.7408

Bhawb.7408

So as I join SoloQ with my MM, I should try to defend home point, rotate to mid to assist, and destroy trebs and take down NPC creatures.

Does that sound about right?

Or follow a spirit ranger around and let my mions use his buffs. SOund good?

So it depends on the map. Normally in soloQ, you want to park on the home point. Then, what you do from there depends on the map.

On Forest, you can easily solo the boss, just summon your wurm in a hidden spot near home, in case they come so you can get back quickly.

On Foefire, drop Wurm near home point, then when your team is fighting mid, run up to the edge (so you are on the elevated edge near mid) and attack from there. Minions will aggro and run into the fight, and staff will work at that range.

Khylo, on organized teams, I start off the match by rushing to their treb and scaring whoever is on it off. You just walk up, use charge, blow up your minions, and then if they stay you can finish off the treb. Otherwise, if they run, leave the treb with just a little HP and then go back to home. Repeat that every time treb is up.

Spirit Watch depends on if you’re at home or mid. I usually get placed mid (since teamfights there are less common) and then I rotate back and forth constantly getting those two nearby buffs. If you’re on home though… you’re stuck.

Following a spirit ranger is fine, especially if you aren’t the one guarding home.

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Posted by: Laserbolt.6731

Laserbolt.6731

Bhawb,

I was wondering…why leave the treb with a little bit of health rather than destroying it?

Is that so they don’t repair it, and if you came back again you can kill it with a hit or two?

And what two buffs on Spirit Watch were you talking about? I may have missed something!

Scrapper: “Frank from Research”

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Posted by: Bhawb.7408

Bhawb.7408

Bhawb,

I was wondering…why leave the treb with a little bit of health rather than destroying it?

Is that so they don’t repair it, and if you came back again you can kill it with a hit or two?

And what two buffs on Spirit Watch were you talking about? I may have missed something!

Basically yeah. It also wastes their time if they leave it too early. Most players, especially lower level ones, will figure out pretty quickly that defending the treb is pointless against an MM. So since they know they are going to lose, they’ll go ahead and assume that you’re going to destroy it, and get a head start on getting the repair kit. Leave it with a little HP, and they waste however much time it takes them to run out a ways, figure out what happened, and run back. Then you can walk back up to the treb, and kill it very easily.

Also, you might have missed it because there are no buffs on Spirit Watch :P I was thinking Temple of the Silent Storm.

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Posted by: Laserbolt.6731

Laserbolt.6731

Got it. Good thinking about the treb. I have learned something here very useful.

Scrapper: “Frank from Research”