New with Necro GW1 MM > GW2 MM?
Just to catch you up and save you hours of frustration… minions are the worst in gw2. Leveling with em, fine. Regen and play whack a mole.
Almost all the necros know that minions are garbage for competitive play here, but there are other strengths. Sorry to disappoint you as an early player, but its true. Once you get past level 20, they are more likely to get you killed than to kill something.
Just to catch you up and save you hours of frustration… minions are the worst in gw2. Leveling with em, fine. Regen and play whack a mole.
Almost all the necros know that minions are garbage for competitive play here, but there are other strengths. Sorry to disappoint you as an early player, but its true. Once you get past level 20, they are more likely to get you killed than to kill something.
Sigh…first I mained and level an engineer to 80 because I thought turrets were going to be good to use, then I decided to look into necros because I thought the minons were going to be good/ bring back some old memories.
It seems to me like Necros and Engineers are the worst done classes.
Right now they are. Unfor you picked the current two most underdog classes and the two most underpowered strategies. Really sorry for you, but there are many aspects of the necro that are fantastic.
The recent nerf to engis really took a toll.
I had exactly the same thoughts about MM necromancers. GW1 minions were fun, slowly dying but packing quite a punch in decent numbers. GW2 on the other hand offer only limited number of minions of which none survives most combat situations (with Flesh golem being the only one capable of health regeneration but still weak). And there’s the trait summon of jagged horror, another rat that self-bleeds before reaching and bleeding single enemy (which already has about 10 stacks of bleeding from marks).
So I’ll have to pray to Grenth for more MM love and tweaks (until that it’s staff and well necro for me).
Nythanryn Zior, human necromancer | and others
Agree, Flesh Golem looked much better in GW1. The Golem in GW2 reminds me of an absurd unicorn thing.
Bone Minions look horrible and are horrible damage wise, unless you blow them up.
I would like a ranged kind of Bone Minions – lets say u summon 3 of those with ranged attacks and you can use the ability again and one of them launchs themself at the location dealing damage – like the normal bone minion. This would help with the minion AI and the minions deal their damage reliable – bone minions die halfway unless you summon it right next to your target.
Necros aren’t bad in GW2, they’re just bugged. Well, MM is bad but you can go condition build, power/well build or a hybrid and still do well in all forms of play. Engineers are in a bad state right now since Anet implemented that they get the sigil from their weapon when using a kit (and thus nerfed the damage) but haven’t yet applied the stats from the weapon to the kits (something that shouldn’t lead to a further nerf since it has been that way in spvp since launch)
To me the Neco pets seem as stupied as the ones in GW1. But unlike in GW1 you have to give up a skill slot for every minion you mack. In GW1 you could pack in 1 maybe 2 summon spells and still get a decent amount of Minions out depending on your death magic. It had that nice personal army feel with it becaus of the pure amount you could bring. One or two of them spasing out or doing stupied kitten did not really effect something as you had more then enough ( even more when the hero limited was raised to 8 and ppl multiple necros in there party for PvE). Now in Gw2 the best you can get is haveing 7 minions out at the time. With the incredbly bad Jagged Horror and Bone Minion. If you count usfull minions the max you can get is 5.
Another factor that and problem besides the AI is that the minions scale with nothing. Meaning if youskill fully into them that you still have to to eiter condition dmg or raw dmg to do something. Nerfing your overall DPS compared to pure and hybrid builds.
To me the Neco pets seem as stupied as the ones in GW1. But unlike in GW1 you have to give up a skill slot for every minion you mack. In GW1 you could pack in 1 maybe 2 summon spells and still get a decent amount of Minions out depending on your death magic. It had that nice personal army feel with it becaus of the pure amount you could bring. One or two of them spasing out or doing stupied kitten did not really effect something as you had more then enough ( even more when the hero limited was raised to 8 and ppl multiple necros in there party for PvE). Now in Gw2 the best you can get is haveing 7 minions out at the time. With the incredbly bad Jagged Horror and Bone Minion. If you count usfull minions the max you can get is 5.
Another factor that and problem besides the AI is that the minions scale with nothing. Meaning if youskill fully into them that you still have to to eiter condition dmg or raw dmg to do something. Nerfing your overall DPS compared to pure and hybrid builds.
Don’t underestimate Bone Minions, at least you can blow them up for some effect (just make sure they are BOTH in range >.<). On the other hand, have you ever seen Bone Fiend’s ability ever root anything? Someone tell me how it works
The guild wars 2 necromancer is a LOT more fun than guild wars 1 necro. I simply cannot go back to guild wars 1 minion master.
guild wars 1 minion master was:
1. summon minions
2.heal minions
3.maintain buffs
4. go back to step one
while in guild wars 2 we can blow up minions, teleport to them, use 14 different spells while still having our minions, make the shadow fiend teleport to the enemy, ect. There simply is more to do as a minion master, even if the AI is less responsive in PvE. (minions in PvP in guild wars 1 always had a responsiveness issue).
S/I/F engineer Z/R/D guard
The guild wars 2 necromancer is a LOT more fun than guild wars 1 necro. I simply cannot go back to guild wars 1 minion master.
guild wars 1 minion master was:
1. summon minions
2.heal minions
3.maintain buffs
4. go back to step onewhile in guild wars 2 we can blow up minions, teleport to them, use 14 different spells while still having our minions, make the shadow fiend teleport to the enemy, ect. There simply is more to do as a minion master, even if the AI is less responsive in PvE. (minions in PvP in guild wars 1 always had a responsiveness issue).
From what I read and used in sPvP, many of them can’t survive combat situations. I’d would gladly take less to do if they could survive their own. For me, personally, MM was always about the minions and maintaining a small army, not sacrificing everyone for a spell.
Thank you for the post.
I did not played GW1, looking at the art side GW1 minions looks better than GW2 and fit more necromancer, jagged horrors especially.