Necro minions need some serious love.
1. Been talked to death about; I’m personally In favor of it. I figure if a minion is gonna die in a fight; then so be it…re-summon once the CD is up. However, if they survive from a fight; should they really have to carry over their hp to the next one? Figure the change to add Regain wouldnt hurt anything.
2. Probably A top 3 issue with the class I would say; makes like 40% of the necro useless as minion skills and traits comprise a fair chunk of our slots. If this got fixed to simply have more responsive A.I and simple changes to make minions overall just more usable…it would open up some more options for us.
3. Novel Idea, and I would say I like it. The model icon can stay for the minions per the skill slot but the minion summoned can reflect the race being used. Is just a asthetic option obviously doesn’t hurt anything. Would approve of it, but after NEEDED fixes occur first. Maybe a option more down the road?
3. Novel Idea, and I would say I like it. The model icon can stay for the minions per the skill slot but the minion summoned can reflect the race being used. Is just a asthetic option obviously doesn’t hurt anything. Would approve of it, but after NEEDED fixes occur first. Maybe a option more down the road?
Well if that was to be changed surely it would be more of the art guys, right? You would think it would be an easier thing to change once the minions were made. Of course it wouldn’t be a top priority but I can’t see it being all that hard.
One more i liked to added to minion list would be:
- ability to pick up flesh wurm for faster reuse.
same way like engys pick up their sentries.
3. Novel Idea, and I would say I like it. The model icon can stay for the minions per the skill slot but the minion summoned can reflect the race being used. Is just a asthetic option obviously doesn’t hurt anything. Would approve of it, but after NEEDED fixes occur first. Maybe a option more down the road?
Well if that was to be changed surely it would be more of the art guys, right? You would think it would be an easier thing to change once the minions were made. Of course it wouldn’t be a top priority but I can’t see it being all that hard.
i thought this would be a simple thing, there are only 5 races and about that many minions, so about 25 different skins, seems like alot but they’d only have to be minor changes, like plant guys health stealing minion could be a mushroom with vines, covers the draining theme and fits his motif more.
heck they could have a contest for designs.
shame none of these will be done
1. For balance I think the answer is having a more elegant way to sacrifice the non-sacrificial minions. Currently to destroy a minion players have to change the skill slot then change it back, potentially activating the new skill accidentally while at it.
2. I think that is the AI is the only major issue right now. Sometimes minions stand on ledges that I jumped off of, when I explode bone minions they often do so in a prairie off in the distance behind me, even though I haven’t been moving.
3. I would love being spoiled with skins though this will probably be a gem store feature if anything.
Another thing I would like to add is minion scaling for post-exotic gear.
Overall MM be incredibly powerful. So powerful, in fact, that I wonder if bad AI is used for balance because minions would be OP with more intelligent or controllable AI.
no the only thing minions need is ai fixed and maybe attack/passive like ranger pets have
if you notice that staff traits are in the minion line. 6this explains why minions dont heal. with staff skills 20% faster cooldown you can use staff 2 every 4 seconds
minions almost always hold agro so every 4 seconds you are healing your minions for 800+
if they would fix the minion ai then this would work in pvp just as well as in pve.
the best game i have played that allows decent minion build is city of heroes mastermind. Control, survivablity you could set minions on different mobs, the damage you took was spread out among the minions and you so in pvp people couldn’t just ignore them. Now that class was a true minion masters dream. The AI was something else. Fun
the best game i have played that allows decent minion build is city of heroes mastermind. Control, survivablity you could set minions on different mobs, the damage you took was spread out among the minions and you so in pvp people couldn’t just ignore them. Now that class was a true minion masters dream. The AI was something else. Fun
Amen to that, the Mastermind is still my favorite MMORPG class to this date.
Well I would doubt unresponsive A.I is really a design decision used in some crude way of balancing things. It likely was something never hashed out in Beta that carried over to the full game release. I would LIKE to assume there is a hang-up of some kind in the coding department of things that’s keeping this from getting fixed.
Otherwise….the issue is pretty dang obvious ( not to mention glaring ) to not be known by now or be worked on to “eventually” get fixed.
I’ll agree tho that MM would be a good build IF this gets resolved. I don’t think it will be as OP as some people think it will ( I wish,lols… ); as we’ll simply see a DPS improvement and maybe more people going MM where they normally didn’t before. Imagine 5-6 necro MM’s full armied in WvW,lmao….
so i take it necro could be confueing class to learn for a gw2 first timer? was pretty good on my other minion master from “the game that shall not be named”. still wating on install updates to get a chance top play just bought game. would you guys say makeing a necro my first toon would be a steep learning curve or could i be usefull to a group?
I think there needs to be a skill that bleeds us and heals the minions. So basically sacrificing our health for a short time to heal the minions. There was a skill like that in GW1 that I used all the time with my MM build. I forget what it was called, but basically it gave you -3 health degen and +10 health regen on the minions. Now of course the minions in the last game gradually lost health, so a +10 health regen was very helpful but not overpowered because they’d start losing health immediately afterwards.
Anyways, I also use Well of Healing instead of the healing minion on my necro and I tend to jump into the middle of my minions while they’re fighting and use the Well to keep them healed (and myself). Works pretty well for me and I also have tons of Vitality and Toughness to keep me alive while doing this.
I think there needs to be a skill that bleeds us and heals the minions. So basically sacrificing our health for a short time to heal the minions. There was a skill like that in GW1 that I used all the time with my MM build. I forget what it was called, but basically it gave you -3 health degen and +10 health regen on the minions. Now of course the minions in the last game gradually lost health, so a +10 health regen was very helpful but not overpowered because they’d start losing health immediately afterwards.
Anyways, I also use Well of Healing instead of the healing minion on my necro and I tend to jump into the middle of my minions while they’re fighting and use the Well to keep them healed (and myself). Works pretty well for me and I also have tons of Vitality and Toughness to keep me alive while doing this.
The skill you’re thinking of was vereta’s sacrifice. It was an OK skill but it was outshined by blood of the master (which was core to minion army builds).
As for the main topic the things minions need are an AI fix, and for the blood fiend buff to be fixed.
2.Bone minion root to be instant cast
3.Minion master trait reduce the minion active cooldowns.
S/I/F engineer Z/R/D guard
(edited by striker.3704)
the best game i have played that allows decent minion build is city of heroes mastermind. Control, survivablity you could set minions on different mobs, the damage you took was spread out among the minions and you so in pvp people couldn’t just ignore them. Now that class was a true minion masters dream. The AI was something else. Fun
My necro went GW → CoV → GW2. I liked the mastermind class, although they got pretty shafted in high-end trials. I still kind of like the GW2 approach where you have different ones and they have active abilities. But they definitely need to fix the fact that they just stand around in the middle of combat.
I don’t know if the minions in this game would fit the CoV MM style. MMs there were built around the pets and pretty much didn’t function without them. So of course they had extensive pet controls and commands. But necro minions are totally optional, so their usefulness has to be self-contained as a utility skill.
Oh, and it would also be great if they didn’t desummon every time I get transformed by something. And Flesh Golem could swim.
+De spawns in water/death in pvp = full CD.
One more i liked to added to minion list would be:
- ability to pick up flesh wurm for faster reuse.same way like engys pick up their sentries.
that would be awesome theres one but tho.. if you play around with flesh wurms a lot you see that half of there body is kinda done.. the other half is just a simple round tail thing based on a few polygons verry crude so they have to fix that first lol also the tail portrudes out pretty ar so that will mean you basicly hurling a lot of dirt with it to move it around.
I think there needs to be a skill that bleeds us and heals the minions. So basically sacrificing our health for a short time to heal the minions. There was a skill like that in GW1 that I used all the time with my MM build. I forget what it was called, but basically it gave you -3 health degen and +10 health regen on the minions. Now of course the minions in the last game gradually lost health, so a +10 health regen was very helpful but not overpowered because they’d start losing health immediately afterwards.
Anyways, I also use Well of Healing instead of the healing minion on my necro and I tend to jump into the middle of my minions while they’re fighting and use the Well to keep them healed (and myself). Works pretty well for me and I also have tons of Vitality and Toughness to keep me alive while doing this.The skill you’re thinking of was vereta’s sacrifice. It was an OK skill but it was outshined by blood of the master (which was core to minion army builds).
As for the main topic the things minions need are an AI fix, and for the blood fiend buff to be fixed.
2.Bone minion root to be instant cast
3.Minion master trait reduce the minion active cooldowns.
Yep that was it. I think I used both of those skills off and on. Anyways, I’ve been working on trying to make an MM build that keeps the minions alive longer and keeps me healed as well. Basically I’m at 20/0/20/20/0 in traits with Training of the Master, Flesh of the Master, Bloodthirst, and Vampiric Master. Does anyone know if upgrade components (sigils, gems, etc) that give +healing power affect the life siphoning done by my minions, as well as the staff mark and well of blood that heal me and the minions. (haven’t had a chance to test)
I think there needs to be a skill that bleeds us and heals the minions. So basically sacrificing our health for a short time to heal the minions. There was a skill like that in GW1 that I used all the time with my MM build. I forget what it was called, but basically it gave you -3 health degen and +10 health regen on the minions. Now of course the minions in the last game gradually lost health, so a +10 health regen was very helpful but not overpowered because they’d start losing health immediately afterwards.
Anyways, I also use Well of Healing instead of the healing minion on my necro and I tend to jump into the middle of my minions while they’re fighting and use the Well to keep them healed (and myself). Works pretty well for me and I also have tons of Vitality and Toughness to keep me alive while doing this.The skill you’re thinking of was vereta’s sacrifice. It was an OK skill but it was outshined by blood of the master (which was core to minion army builds).
As for the main topic the things minions need are an AI fix, and for the blood fiend buff to be fixed.
2.Bone minion root to be instant cast
3.Minion master trait reduce the minion active cooldowns.Yep that was it. I think I used both of those skills off and on. Anyways, I’ve been working on trying to make an MM build that keeps the minions alive longer and keeps me healed as well. Basically I’m at 20/0/20/20/0 in traits with Training of the Master, Flesh of the Master, Bloodthirst, and Vampiric Master. Does anyone know if upgrade components (sigils, gems, etc) that give +healing power affect the life siphoning done by my minions, as well as the staff mark and well of blood that heal me and the minions. (haven’t had a chance to test)
You would be better off with transfusion than blood thirst. ATM blood thirst doesn’t increase life siphoning by 50%, it’s closer to 25%.
S/I/F engineer Z/R/D guard
Fix Minion AI and/or give us some measure of control over them.
Race based skins would be nice, but it’s just a luxury, and honestly, a ton of work… That’s five minions, times five races. Wouldn’t make much sense either – every necromancer uses the same methods to create the same minions. What race you are should have no effect on what you create.
Siphoning is currently a joke, really… There’s no two ways about that. But I have to say, minions aren’t nearly as squishy or useless as most seem to make them out to be. I’m using a 10/10/10/20/20 build, and I can keep even bone minions alive forever with deathsroud and constant regen alone… Even against vets.
You would be better off with transfusion than blood thirst. ATM blood thirst doesn’t increase life siphoning by 50%, it’s closer to 25%.
I can vouch for Transfusion’s awesomeness. I don’t even need to use Well of Blood to ever heal minions, I prefer to keep Consume Conditions.
For the toast!
Hmm never thought of using transfusion to heal minions. I’m gonna try that. I might have to change my build considerably after finding this out lol. Thanks
Minions should share boons with the master.
So if you wanna heal your minion, only have to use regen boon.