Minions
Sadly taylor theyv been bugged for….a very…long…time. With some ups and downs….most downs…
Most necromancers that still run MM are those that LOVE that playstyle and enjoy it more than any other. If the minions ever get fixed properly those MMancers are going to absolutely destroy people.
Waiting for the day friend, I really enjoy playing necromancer it has a fun feel and unique skills. I’ve played Warrior, Guardian, and Ranger all level 80 for many hours but the most fun I’ve had is Necromancer.
So bothersome when immersion breaks because my minions just stare at my enemy as I die.
Rerolling isn’t the problem, but yeah, I know it is a long list :p
I hate to put it like this but minions are like training wheels for Necromancer. Despite their bouts of indolence, minions are like mobile turrets on auto attack. If you can position yourself to get the minions working, your own dps combined with theirs can be extremely high. When they get stuck, you have to move around to wiggle them free.
Minions have been balanced to account for their down time and the skill they require. You also end up with a very tanky build considering where many of the traits are located and the fact PvE mobs prefer to kill your minions, first. For that much defense, dps is very good.
Learn which minions to run on which events or in which dungeons and how their skills can further improve your game. Dedicated MMs are all over this forum to answer questions. However, minions never dodge red circles or big tells from bosses. If you are having trouble with AoE wiping minions, consider another build.
(edited by Anchoku.8142)
If you really like your minions, you need to learn how to handle them (or wrangle them, that’s more like it). Don’t target or attack anything until your minions are near. Run around, stand still, or kite your opponents until your minions catch up. I got used it, I now instinctively anticipate when my minions will paralyze or not, and I move around in such a way as to not trigger their “seizure” lol.
Their AI is bad because at one point they were so aggressive you couldn’t summon them in open world PvE unless you were going for a full map clear. So when they pulled this back they ended up with this insanely complicated aggro system that honestly sucked. Then they managed to “fix” that complication, but in the process minions became less reliable. And here we are now.
In PvE just desummon them when they aren’t needed, their issues are pathing related and don’t bug out until they move over weird terrain. Less moving = less bugging.
On the bright side, Anet has announced that significant AI changes are in the works for HoT.
On the bright side, Anet has announced that significant AI changes are in the works for HoT.
Man I really hope so! Any link to this info or quote?
I don’t have specific links, but ANet has shown off new AI systems in their PvE streams of the new content, specifically the new Wyvern boss fight, they also hired an AI specialist consultant almost a year ago, and have talked about AI a lot in terms of their new game.
So new AI is definitely guaranteed. However the reality is that minions don’t need new AI so much as they need their current AI to work. Having minions run out of red circles might be nice, but all that I really need them to do is attack my target reliably.
I really think Minon Masters are gonna make a comeback in HoT. And then shortly after nerfed to oblivion. But for a while it’ll be fun.
Play a ranger for a while, then come back to Necromancer in MM spec. I know ranger pets have their problems but it’s nothing like this. One weird thing I have found (I don’t know if it works for all traits or just this one) but if you have Spite IX, Training of the Master, switching it out for another one then back again while out of combat will get all of your minions attacking instantly and efficiently, switching to your target as soon as you change, picking a new one and running as soon as one dies. It only works for a couple of fights, then you have to switch the traits back and forth again. Kind of annoying but actually makes minions a bit more interesting… in a way.
Their AI is bad because at one point they were so aggressive you couldn’t summon them in open world PvE unless you were going for a full map clear. So when they pulled this back they ended up with this insanely complicated aggro system that honestly sucked. Then they managed to “fix” that complication, but in the process minions became less reliable. And here we are now.
In PvE just desummon them when they aren’t needed, their issues are pathing related and don’t bug out until they move over weird terrain. Less moving = less bugging.
You were lucky back then when I attempted to use minions they just got stuck attacking nontargetable catapult (that is normal targetable during an event that was not up at the time) and it was probably a year later before I tried them again.
I’ve actually been doing MM when I decided to roll a necro when I came back to the game. I find it is useful in solo content, but not against large groups. I have found that using medium range (Axe or scepter) main hands and starting my attack just out of range tends to have my minions most active.
Not always, but there does seem to be a sweet spot in terms of attack range and positioning.
- The more asinine the post or thread, the more I am amused.