My take on MM

My take on MM

in Necromancer

Posted by: Daxxter.8920

Daxxter.8920

F2 – Minions attack
F3 – Minions retreat

Wow ! Super awesome overkill fix, no random aggro no minions staying like kitten in aoe attacks and no minions attacking on some skills yes and some with a delay. Was it that hard Anet??

F2 and F3 would remain grayed out when you don’t use minions.

OH, best of all this way minions wouldn’t go full kitten and try to kill a mesmer clone.

My take on MM

in Necromancer

Posted by: spoj.9672

spoj.9672

Agree completely with this post. So simple.

My take on MM

in Necromancer

Posted by: Ramiah.5648

Ramiah.5648

I’m Ramiah, and I approve of this post.
Buuuuuut, Rangers already have that and I don’t think there should be two classes with a controllable pet/s. I’d actually be just fine the way things are now (hit twice and away they go), if they were just a little bit tougher to compensate for the lag in attacking.
However, it doesn’t fix the Mesmer clone problem (the bane of many a pet user, which is silly, no single class should be able to shut down specs that are spread across different professions). My suggestion would be that the AI stays as it is but always works that way, ex, minions always attack whatever you single-target hit twice, including that real Mesmer over there.

Thy faithful servant asketh for thy blessing. Honor us with the splendor of thy song.
Protect us… Holy Song!

My take on MM

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Posted by: Bhawb.7408

Bhawb.7408

+1 to what Ramiah said. We don’t need a new aggro system, just make the one in place work all the time.

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My take on MM

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Posted by: Daxxter.8920

Daxxter.8920

Axe auto attack is supposed to be the best trigger to make minions attack, oddly some times i can auto attack about 4 times and minions still sit around me taking a coffee break.

In my opinion my fix would still work better than a random attack triggering minions.

My take on MM

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Posted by: XelNigma.6315

XelNigma.6315

I like this idea, but lets expand on it some shall we?
First issue, our DS offers almost nothing to our minions, infact it offers almost nothing to anyone other than dagger users. But thats an whole other topic.
and the other problem is they dont heal outside of combat and that seems to be something thats never going to change.

So seeing as necros are all about collecting life force, lets spend it on some useful stuff!
F2 – Minions Attack; At the cost of some Life force you order your minions to attack and they gain some might and/or fury.
F3 – Minions Defend; At the cost of some Life force you order your minions to protect you, causing them to generate more aggro and they get aegus and/or protection.
F4 – Revitalize; At the cost of some Life force your minions get a surge of healing and/or gain regeneration.

sorry that I changed retreat to defend, I just dont see the point in having passive minions. If you dont want them to fight, dont summon them. It makes sense for a hunter, hits pet is always out.

My take on MM

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Posted by: Daxxter.8920

Daxxter.8920

Like your idea, retreat was simply another way to say defend.

My take on MM

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Posted by: Ramiah.5648

Ramiah.5648

The only time my minions have ever taken a break is if I AOE and THEN use two single attacks. I have seen them sit out the entire fight after I accidentally opened with a non-staff AOE. I think they started attacking once, after I took a hit, but can’t remember.
I still rather like the way they function now, except for the AOE glitch. My guess is that they see you hit EVERYTHING in the area and go, “well, kitten. Which one does he want us to bite in the face? I JUST CAN’T DECIDE, FREAK OUT! Oh the fight’s over, and now he hit that risen with his scepter, all is well again.”

Thy faithful servant asketh for thy blessing. Honor us with the splendor of thy song.
Protect us… Holy Song!