New Minion Types
any minions that i could actually be able to control!
I’m a royal MM ( in both gw1 and gw2 ) XD
My build http://tinyurl.com/qeztlzz
I find both conditionmancer ( wells and epdimic >> long cd ) and powermancer ( spectral ) are weaker than MM.
I really hope that ANet add new minions skill ( from a torch > flaming ones XD ).
guard ,nades eng ,Trap thief \ranger ,signet\shout warrior, zerk mes\ele & shiro rev.
as for minions i would like some humanoids…since we have all defeted zaitan and he is not anymore the controler of all the undead…right? :p or some custom humanoid undead creature anyway…
I’d personally like to see more monsterous looking minions with spikes and what not. Maybe a mini version of Zhaitan. I also like the idea of it being a tank.
Hopefully they introduce more traits that compliment the minions in general though.
@Bhawb:
“One is built around the idea of basically using minions as Health/Condition batteries, siphoning conditions off you, healing you with every hit, and otherwise being there as extensions of you. This is built completely around the idea of sustaining a small army of minions, which then sustain you back. Blood Fiend is the embodiment of this group, the longer you keep him alive, the longer he will keep you alive, with very high sustain, however the cost of him dying is large.”
Could you please explain this build/gear to me more? I’ve only heard about the “utility” type MM.
PM if you want so that the thread doesn’t get derailed.
We have a trait for minions to blow up in a poison cloud but I would like them to spam boon AoE like Stability, Protection, heal, Vigor, Aegis, and so on when they die. That would really be attractive for group support and in improving performance of tank builds. It would be even nicer if Death Magic GM proc’d a minion-specific boon on death and Blood Magic’s GM made minion special attacks siphon a little health, too.
…
So there are different ways to build this group, however the key traits are Necromatic Corruption, Fetid Consumption, and Vampiric Master. That isn’t to say you need all 3, or can’t run them in other builds, but the idea is that you have minions who do a lot for you while alive, and are built around the idea of keeping them alive and autoing as much as possible.
So a build example could be 20/0/20/30/0, with staff (greater marks) and axe/dagger and focus. Staff/focus keeps up some regen, staff 4 pulls off conditions (except its bugged now), and those extend the life of your minions. So if you keep up, say 5 minions, each time they attack you’ll get HP, for every minion up you lose 1 condition per 10 seconds. So while they are alive, they keep you alive, and in turn you try to keep them alive. It is similar to what BM Bunker Ranger’s used to do, but you are more active in needing to keep them up.
@Anchoku, we aren’t getting boons like thakittens just counter to our design.
Also what about an ability like Summon Jagged Horror – summons one jagged horror (max 5), 15s CD. Every time it is up you can use it to summon a new jagged horror.
Also, someone had mentioned something like they have in Starcraft, a unit that you could plant and have it spawn minions. Summon Shambling Horror – summons one shambling horror, on death shambling horror spawns a jagged horror. Its active roots it in place for 10 seconds, spawning two jagged horrors.
Not saying any of these ideas are balanced, but I’m just throwing stuff out.
(edited by Bhawb.7408)
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Did I mention Skeletons?
Thx for the explanation Bhawb.
Yeah, boons are contrary to the class ideal.
I like ideas for the spawning minions, but I still think I’d rather have a vicious looking tanker.
I think they should add a tank minion in as well, it is just that they have Jagged Horrors here already.