No one complaining about minion master nerf?

No one complaining about minion master nerf?

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Posted by: Khal Drogo.9631

Khal Drogo.9631

Not that it was viable for anything except for open world farming but Anet’s balance team enjoys nerfing for the sake of nerfing.

Apologies to those who may find my posts on GW2 forums offensive and hateful.

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Posted by: CastIron.7364

CastIron.7364

It should be known by now that Anet likes to balance around SPvP and there MMs were a tad to damaging to their liking.
And as it’s supposed to be a nerf I guess the healing power scaling on Vampiric master will be horrible and not counteract the 5% nerf to Training of the Master.

So all in all nothing new in Necroville.

Shaak ~
Played build right now: “Cele” Base Necro with Axe WvW Roaming
“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

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Posted by: Sarrs.4831

Sarrs.4831

What nerf?

Training of the Master which will result in what ultimately ends up being, at most, a 2% nerf?

Vampiric Master, whose defensive benefits could possibly be counteracted by the new healing power benefits?

We’re getting a couple buffs this patch, too, in the new Death Magic minors. Soul Comprehension is a bit more Life Force when our minions die, and the toughness on DS trait seems alright.

Really, they seem like pretty minor changes.

Nalhadia – Kaineng

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Posted by: Jake.1430

Jake.1430

All im saying is I have 5 traits dirctly tied into minions. A 6th trait is taken to support my minions. I am completly built around them. I can tell you, I wouldnt take any of these GM traits over what I have, and any nerf is gonna hurt me. In all my PvE ive been told MM is bad, never once was I told it to be good. Everytime I SPvP no one ever told me it was a problem. They just complained about mesmers and theives and the occasional warrior. A minion master is a bit more fair, because you have your targets, you know what to attack. A mesmer is confuing and sometimes unfair. Theives cant be hit half the time, and unless the warrior is a fool, dealing damage to them is too hard, for such high risk. Their changes in my opinion are foolish. And in no way will make this Build or even Class any healthier to the game. Just my two cents, but the uncalled balances changes finally found their way to me Better stay leveling a warrior if I want to win Guild Wars 2 (Humor me with that)

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Posted by: Shaogin.2679

Shaogin.2679

The nerfs to the MM Necro are justified. It allowed you to be pretty tanky with heavy damage. I mean hell, my wife plays MM. She has to play using an xbox controller cause she can’t get the hang of keyboard and mouse. And yet even she could go around and defeat players left and right in sPvP, and she did just fine in PvE. And regardless it’s going to be a minor nerf to just bring it in line to where it needs to be.

Doc Von Doom – Asuran Necromancer
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Posted by: Dusty Moon.4382

Dusty Moon.4382

Necros were the only profession that had a groups of it’s own (MM). I agree with Shaogin and too many necros were using MM as a crutch to get through the game without learning what else a necro can do.

I miss the curses from GW1 as that was very unique to the necro profession.

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Posted by: kyubi.3620

kyubi.3620

doesnt feel like much of a nerf to me they actualy making our sustain even better. I play MM as my main spec (not that i have not played all the other necro spell as well) While it takes basics skill to summon minions and placidly watch them, executing efficient combo as MM is way more complex and in some regard could easily outclass warrior and guardian on the actual skill level. Pets in themselves have abilities of their own and while most player regard them as passive utility on the same lvl as signet a good minion master also know how to correctly use their active ability correctly. Youl know you have met a good minion master once you get a good 10 second of immobilize fellowing a knockdown while all your boons are striped from you and you get pummeled by 6 angry minion while under 12+ stacks of vulnerability and a fairly long fear timer. Minion master is likely both the easiest skill cap speciality of the necromancer AND the most complex. Of all the minion master you meet in this game how many do you think actualy knows how to play this specialisation to its best?

Crystal Desert, The Darknest Community P.E.T.A.
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Posted by: Jake.1430

Jake.1430

Necros were the only profession that had a groups of it’s own (MM). I agree with Shaogin and too many necros were using MM as a crutch to get through the game without learning what else a necro can do.

I leveled a Necro from 1 – 80 Playing every build I wanted, conditions, power, hybrid, minions, wells. I used all the weapons and I evetually settled into a tanky condtion build.

Later I leveled a MM as my main. When I compair the two builds the harder on is MM. Conditions is just AA and AoE for bleeds. I Literally Would use staff 1,2,3,4,5,2, swap weapons and go down the line again. When I wanted skilled I used my blood is power and pandemic, Elite when I wanted to nuke or have AoE.

As a dagger minion master I had to get into the danger zone of fight and dodge. Make sure my focus 4 bounces for minion heals and vunribility. My boon rip when they enemyt was starting to get boons. I Learned to heal minions via Traits and Staff 2. I had to lear how to lock enemies down with all my skills. Im still learning to extend my lockdowns with staff death shroud abilities. As a minion master I have far more options of play then I did with any other build.

Sure you can mindlessly go threw the game without learn how to play with MM, but then you never learned to play the actually minion master.

Maybe I didnt spend much time learning my other builds as much as this one, but I put out alot of effort into making this work better, where I never had to learn any real combos with other builds.

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Posted by: Falcon.8713

Falcon.8713

All im saying is I have 5 traits dirctly tied into minions. A 6th trait is taken to support my minions. I am completly built around them. I can tell you, I wouldnt take any of these GM traits over what I have, and any nerf is gonna hurt me. In all my PvE ive been told MM is bad, never once was I told it to be good. Everytime I SPvP no one ever told me it was a problem. They just complained about mesmers and theives and the occasional warrior. A minion master is a bit more fair, because you have your targets, you know what to attack. A mesmer is confuing and sometimes unfair. Theives cant be hit half the time, and unless the warrior is a fool, dealing damage to them is too hard, for such high risk. Their changes in my opinion are foolish. And in no way will make this Build or even Class any healthier to the game. Just my two cents, but the uncalled balances changes finally found their way to me Better stay leveling a warrior if I want to win Guild Wars 2 (Humor me with that)

I know that on about the usual PvE kittens that think they own the world with their warrior build and don’t stand open for other build professions can have, the only way to make them shut up is to show them that you’re not one of the usual crappy guys, but an exceptional, extraordinary good player that has mastered his profession and knows what he’s doing and what he has to do.
Example: Cof P1-2 ‘Zerker’ Rush
3 Warriors + 1 Ele + 1 Necro (me)
1 warrior (5k AP) : Omg, what’s a necro doing here ?
Me(10k AP) : What’s the problem mr 5k ?
He: Necro’s can’t be good
Other warrior whispers me: he’s trying to kick you but we won’t accept it
Other warriors says: give him a try
———> What did I do ? I rushed through Cof with my well build, stacked vuln, gave decent damage , etc / didn’t die or down ONCE ! The 5k Warrior actually did get downed a lot of crappy times because he never learned how to dodge when endure pain/whriling attack is on CD, what did they learn ? Necro’s aren’t that crappy at all, we just have to get more out of pvp and show them how good we can be n.n

Guys, everyone on the Necro forum, don’t hate your own profession, we’ve had enough of complaining of others.. We can make the difference on our own, because we kinda rock very hard… Make undead creatures and kitten ?!
I’ve done some complaining myself, but now I realise I was wrong, they were all wrong !
Terror for Necros (read L.O.V.E.)

My necromancer got upgraded to a scythe-wielding maniac.. I like it.

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Posted by: Shaogin.2679

Shaogin.2679

All im saying is I have 5 traits dirctly tied into minions. A 6th trait is taken to support my minions. I am completly built around them. I can tell you, I wouldnt take any of these GM traits over what I have, and any nerf is gonna hurt me. In all my PvE ive been told MM is bad, never once was I told it to be good. Everytime I SPvP no one ever told me it was a problem. They just complained about mesmers and theives and the occasional warrior. A minion master is a bit more fair, because you have your targets, you know what to attack. A mesmer is confuing and sometimes unfair. Theives cant be hit half the time, and unless the warrior is a fool, dealing damage to them is too hard, for such high risk. Their changes in my opinion are foolish. And in no way will make this Build or even Class any healthier to the game. Just my two cents, but the uncalled balances changes finally found their way to me Better stay leveling a warrior if I want to win Guild Wars 2 (Humor me with that)

I know that on about the usual PvE kittens that think they own the world with their warrior build and don’t stand open for other build professions can have, the only way to make them shut up is to show them that you’re not one of the usual crappy guys, but an exceptional, extraordinary good player that has mastered his profession and knows what he’s doing and what he has to do.
Example: Cof P1-2 ‘Zerker’ Rush
3 Warriors + 1 Ele + 1 Necro (me)
1 warrior (5k AP) : Omg, what’s a necro doing here ?
Me(10k AP) : What’s the problem mr 5k ?
He: Necro’s can’t be good
Other warrior whispers me: he’s trying to kick you but we won’t accept it
Other warriors says: give him a try
———> What did I do ? I rushed through Cof with my well build, stacked vuln, gave decent damage , etc / didn’t die or down ONCE ! The 5k Warrior actually did get downed a lot of crappy times because he never learned how to dodge when endure pain/whriling attack is on CD, what did they learn ? Necro’s aren’t that crappy at all, we just have to get more out of pvp and show them how good we can be n.n

Guys, everyone on the Necro forum, don’t hate your own profession, we’ve had enough of complaining of others.. We can make the difference on our own, because we kinda rock very hard… Make undead creatures and kitten ?!
I’ve done some complaining myself, but now I realise I was wrong, they were all wrong !
Terror for Necros (read L.O.V.E.)

He was just asking if the MM nerf was justified. Way to take one sentence and run off on a rant there.

And to those seeing this change as a boost to survival as MM, it may very well be, so long as the scaling is good.

The reason these changes are being made though is a MM Necro could gear up in full soldiers, and would have great healing and damage still through minion traits. This got just of hand and of course many necros hopped on the easy build and as a result spawned much qq from the sPvP community.

What these changes will do is tone down damage from minions a bit and make it so if the necro wants sustain from minion healing, he actually has to gear for it.

Doc Von Doom – Asuran Necromancer
Gate of Madness
Contribute to the Wiki MetaBattle Builds

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Posted by: Falcon.8713

Falcon.8713

All im saying is I have 5 traits dirctly tied into minions. A 6th trait is taken to support my minions. I am completly built around them. I can tell you, I wouldnt take any of these GM traits over what I have, and any nerf is gonna hurt me. In all my PvE ive been told MM is bad, never once was I told it to be good. Everytime I SPvP no one ever told me it was a problem. They just complained about mesmers and theives and the occasional warrior. A minion master is a bit more fair, because you have your targets, you know what to attack. A mesmer is confuing and sometimes unfair. Theives cant be hit half the time, and unless the warrior is a fool, dealing damage to them is too hard, for such high risk. Their changes in my opinion are foolish. And in no way will make this Build or even Class any healthier to the game. Just my two cents, but the uncalled balances changes finally found their way to me Better stay leveling a warrior if I want to win Guild Wars 2 (Humor me with that)

I know that on about the usual PvE kittens that think they own the world with their warrior build and don’t stand open for other build professions can have, the only way to make them shut up is to show them that you’re not one of the usual crappy guys, but an exceptional, extraordinary good player that has mastered his profession and knows what he’s doing and what he has to do.
Example: Cof P1-2 ‘Zerker’ Rush
3 Warriors + 1 Ele + 1 Necro (me)
1 warrior (5k AP) : Omg, what’s a necro doing here ?
Me(10k AP) : What’s the problem mr 5k ?
He: Necro’s can’t be good
Other warrior whispers me: he’s trying to kick you but we won’t accept it
Other warriors says: give him a try
———> What did I do ? I rushed through Cof with my well build, stacked vuln, gave decent damage , etc / didn’t die or down ONCE ! The 5k Warrior actually did get downed a lot of crappy times because he never learned how to dodge when endure pain/whriling attack is on CD, what did they learn ? Necro’s aren’t that crappy at all, we just have to get more out of pvp and show them how good we can be n.n

Guys, everyone on the Necro forum, don’t hate your own profession, we’ve had enough of complaining of others.. We can make the difference on our own, because we kinda rock very hard… Make undead creatures and kitten ?!
I’ve done some complaining myself, but now I realise I was wrong, they were all wrong !
Terror for Necros (read L.O.V.E.)

He was just asking if the MM nerf was justified. Way to take one sentence and run off on a rant there.

And to those seeing this change as a boost to survival as MM, it may very well be, so long as the scaling is good.

The reason these changes are being made though is a MM Necro could gear up in full soldiers, and would have great healing and damage still through minion traits. This got just of hand and of course many necros hopped on the easy build and as a result spawned much qq from the sPvP community.

What these changes will do is tone down damage from minions a bit and make it so if the necro wants sustain from minion healing, he actually has to gear for it.

I’m sorry. I don’t like the nerf, but 5% won’t do much. Will take us a little longer to take some profession down. As for Minion healing, we’ll have to wait and see how bad it’s gonna be

My necromancer got upgraded to a scythe-wielding maniac.. I like it.

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Posted by: Bhawb.7408

Bhawb.7408

The MM nerfs are in no way significant to their PvE use. 5% damage nerf is tiny (you really shouldn’t use that trait in PvE anyway), and vampiric master, while again it shouldn’t be used in PvE, won’t make a big difference.

But of Corpse – Watch us on YouTube
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Posted by: ronpierce.2760

ronpierce.2760

To be honest, I stopped caring what the Devs do. Pretty much quit GW2 at this point. I don’t care HOW minor the nerfs are, the fact that MM was more of an issue because they’re one of the better 1v1 classes, than Warrior which is pretty much A grade across the board speaks wonders to me.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

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Posted by: Khal Drogo.9631

Khal Drogo.9631

The MM nerfs are in no way significant to their PvE use. 5% damage nerf is tiny (you really shouldn’t use that trait in PvE anyway), and vampiric master, while again it shouldn’t be used in PvE, won’t make a big difference.

I dont PvP at all, but I will miss my jagged horrors when they are merged into a GM trait.

Apologies to those who may find my posts on GW2 forums offensive and hateful.

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Posted by: Bhawb.7408

Bhawb.7408

I won’t. The added useful strength of the replacement is way more, and you can still get them through they trait they had the best synergy with.

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Posted by: kyubi.3620

kyubi.3620

pah ill still likely get death nova as i already do anyway. I run MM as a full cleric player with 20 0 30 20 0 and i get stuff done both in pve AND pvp. This change will likely have no effect to my build same for a small reduction of like 10 damage per minion at best who knows it realy wont mather either way :/ still im anoyed those dorks dares to reduce minion damage instead of increase it when ive made using minions and control chains my main speciality x.x

what im concerned about is what trait theyl actualy give minion master as minors if they remove protection of the horde and jagged to the trees. actualy i hope POTH becomes merged with another MM trait like 20% recharge on minions in wich case ill be very glad anyway

Crystal Desert, The Darknest Community P.E.T.A.
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Posted by: Bhawb.7408

Bhawb.7408

Its already been announced what’s happening. Reanimator into Death Nova, PotH into FotM, and the two new traits give extra toughness while in DS, and more LF on death at the 5/15 spots respectively. It’ll be a flat buff to all MM builds that go at least 20 into DM.

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Posted by: Zaxares.5419

Zaxares.5419

^ Indeed. It actually frees me up to take MORE traits. The slight nerf to TotM isn’t likely to make a huge difference, and the nerf to Vampiric Master might be offset by proper scaling from Healing Power.

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Posted by: trassr justin.9743

trassr justin.9743

It’s not the trait reworking that upsets me, it’s the fact that Anet went through the trouble to fix Mesmer Phantasms, Engi Turrets, and Ranger Pets but still continue to neglect the bugs with minions such as their pathing issues

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Posted by: Overkillengine.6084

Overkillengine.6084

Which is an issue that will be shared by any class with semipermanent mobile pets; Ranger pets will still have pathing issues as well. Mesmer and Engis bypass that by having on demand summons.

Fixing the pet pathing for Ranger and Necro will likely mean fixing all mob AI pathing at the same time….which I won’t disagree with since it will raise the low skill cap in PvE a tad without any stat inflation needed since mobs would get better at getting into range to attack.

But Necro and Ranger aren’t exactly top dollar moneymaker classes right now so good luck with that.

/sigh.

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Posted by: kyubi.3620

kyubi.3620

So whats the purpose of this topic then if MM is getting buffed?

Crystal Desert, The Darknest Community P.E.T.A.
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Posted by: Bhawb.7408

Bhawb.7408

So whats the purpose of this topic then if MM is getting buffed?

Because there are also nerfs. A very small nerf to a trait, a nerf to putrid explosion, and a change to VM (which will result in a nerf for some and buff for others, depending on scaling). And any time something is nerfed, even if other buffs are made the nerfs are all that people focus on.

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Posted by: Falcon.8713

Falcon.8713

So whats the purpose of this topic then if MM is getting buffed?

Because there are also nerfs. A very small nerf to a trait, a nerf to putrid explosion, and a change to VM (which will result in a nerf for some and buff for others, depending on scaling). And any time something is nerfed, even if other buffs are made the nerfs are all that people focus on.

Nooo ! Not the putrid explosion nerf everything except for that :o (and charge ofc n.n) I hope we won’t notice the difference to much :/

My necromancer got upgraded to a scythe-wielding maniac.. I like it.

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

So whats the purpose of this topic then if MM is getting buffed?

Because there are also nerfs. A very small nerf to a trait, a nerf to putrid explosion, and a change to VM (which will result in a nerf for some and buff for others, depending on scaling). And any time something is nerfed, even if other buffs are made the nerfs are all that people focus on.

Nooo ! Not the putrid explosion nerf everything except for that :o (and charge ofc n.n) I hope we won’t notice the difference to much :/

The “nerf” is making it blockable. Damage is completely unchanged.

Dragonbrand |Drarnor Kunoram: Charr Necro
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Posted by: Falcon.8713

Falcon.8713

So whats the purpose of this topic then if MM is getting buffed?

Because there are also nerfs. A very small nerf to a trait, a nerf to putrid explosion, and a change to VM (which will result in a nerf for some and buff for others, depending on scaling). And any time something is nerfed, even if other buffs are made the nerfs are all that people focus on.

Nooo ! Not the putrid explosion nerf everything except for that :o (and charge ofc n.n) I hope we won’t notice the difference to much :/

The “nerf” is making it blockable. Damage is completely unchanged.

Except for 5% damage through the trait

My necromancer got upgraded to a scythe-wielding maniac.. I like it.

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Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

The MM was ideally suited to allow new players to pvp to have a straight forward necro build that allowed them to be viable on some level. However these entry level builds should by rights be easy downed by specific and targeted builds that require higher skill ceiling to be effective. This was not the case. Rank 3 MM’s were consistently winning over much higher rank players who did everything right, just the sheer volume of minion healing and screen clutter was winning out. This ultimately has a detrimental effect on the necro community because there is no incentive for newer players to want to develop and explore all that the profession can offer.

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Posted by: kyubi.3620

kyubi.3620

MM is has a low beginning skill cap to play basics (wich is to send minion and Watch them do the work) and a higher end skill cap for those who actualy wish to master the spec to its fullest (way harder to control then terrormancer due to it relying on AI but in the possession of various statut including long time immobilize). Altrought any noob can use MM behing good at it takes a lot more works and should not be denyed as behing a pvp parvenue.
Minions are utility and altrought they define a style of play they do not force the player into any role. I for myself enjoy dagger,focus/staff for a maximum movement incapacitation as well as a reliable source of vulnerability, fear and buff break. To assume minion should by right be downed by the EASILY played condition spammer is outright insulting. Saying one spec has a right to break the other just because the beginning skill cap is lower is as kittened as saying ranger needs to stay crap because they have the biggest number of ranged weapon in the game

I did explore conditionmancer but ill tell you what i didnt like.

1. Two fear is all the crowd control youl get at best unless you run flesh golem
2. While it has top shape condition cleanse, most of its ability are detrimental by default (corrupt boon and epidemics both applies status to the necro as well) and while a sacrifice necro is actualy interesting it was not what i had in mind for my black mage.
3. Progressive damage that can be removed at will with a single skill before it reach full effect? I wont have any of this especialy with all the war running zerker stance around.
4. I feel as squishy as a mesmer without clones in this spec and even with top notch thoughness/vita this still feel like a glass cannon (where ranger and thief can dodge and ele heal like crazy necro got none of these… worse yet its escape is terrible and the class lack a easy access to vigor)

Main reason MM works so well is because all of you are centered on condition cleanse or dot damage. MM is not a condition based spec deals fairly good damage and has a condition transfer, your basicaly all digging your own graves by playing Cond damage and filling utility with cond clease as MM will litteraly bypass all those anti condition tactics turn back your own weapons against you and phys damage you to your doom. In early game day a warrior with a two handed sword would aoe my minion out and kill me at a moment notice because he had the aoe to slay all my minion at the same time, your dual sword bunker warriors and condition aoe spec are the last thing that should actualy be able to down the bunch of minion or even outheal the necromancer.

Crystal Desert, The Darknest Community P.E.T.A.
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(edited by kyubi.3620)

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

The MM was ideally suited to allow new players to pvp to have a straight forward necro build that allowed them to be viable on some level. However these entry level builds should by rights be easy downed by specific and targeted builds that require higher skill ceiling to be effective. This was not the case. Rank 3 MM’s were consistently winning over much higher rank players who did everything right, just the sheer volume of minion healing and screen clutter was winning out.

Either those “Rank 3 MM’s” were much more skilled than their rank suggests, or the “much higher rank players” did NOT do everything right. MM builds are very killable solo. Difficult, perhaps, but quite killable.

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Posted by: Bhawb.7408

Bhawb.7408

MM builds have low skill floor but a very high skill ceiling. If they were so easy to use at their maximum, we wouldn’t have had threads complaining about AI since literally the day the game was released. A bad MM is a free kill for anyone with a brain, and a good MM takes just as much skill to play as any build.

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Posted by: Jake.1430

Jake.1430

The MM nerfs are in no way significant to their PvE use. 5% damage nerf is tiny (you really shouldn’t use that trait in PvE anyway), and vampiric master, while again it shouldn’t be used in PvE, won’t make a big difference.

(Just for clarity, I dont change my build for SPvP, PvE, or WvW. I’m a simple man)

Bawb, might I ask what your MM build is? I myself find that those traits you dont recomend work best in most cases. I use the simple 20/0/30/20/0 build. Should I stay within those numbers Training of the Master is MY best bet trait wise. The other traits would be useful, but they dont seem to be a worthwhile alternitive to me. 30% damage(even with a catch, whatever it may be) is strong, and in PvE I defeinatly wouldnt take anything past it.

And Vampiric master, is one of my favorite things. Every hit the minions do around 70-80 extra damage and I get around a 70 hp heal. Should my blood fiend die, I am getting a 490 heal every cycle of attacks. This comes from both bone minions, double attack from the bone fiend, jagged horrors from runes(didnt second horror from traits), shadow feild, and golem. Now should we have the blood feind up and the siphon is doing 80 damage, Im doing an aditional 640 damage when they all attack once. on top of that, should I pop a bone minion, haunt a group of dudes, or charge the golem I get healed for every instance of damage they do, charge is even more devestating if the enemy is against the wall. To me it just seems to be no brainer regardless of where I am playing.

Sorry if my noob is showing(and my terrible grammar) but this is how I feel and I would like to see your reasoning against it. I dont claim to be an amazing MM , but I know what I am doing, well enough to beat other people at it.

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Posted by: Bhawb.7408

Bhawb.7408

Well, if you aren’t changing your build from sPvP to WvW to PvE you’re going to have problems. Minions in PvE are best used to distract/tank for you while you use the other 50 trait points for personal damage. In PvP/WvW, people aren’t dumb enough to sit around attacking each minion to death one by one, so its much smarter to go for a fuller minion build.

sPvP I run 20/0/30/20/0, cleric’s amulet, A/F and D/WH, sigil of leeching on each set, bloodlust on dagger, hobbling on axe, 4x vamp 2x melandru, CC/bone minions/bone fiend/flesh wurm/flesh golem, 10 trait in Spite is the focus one, 10 trait in BM is transfusion, the rest are the obvious pickups

In PvE I run 20/0/20/0/30, a DS LB damage build with 20 in DM to make minions hit hard, utilities are CC (or blood fiend is damage isn’t an issue), shadow fiend, flesh golem, bone fiend, and then the last one can swap a bit (signet can add some power for damage, well can add damage, a few others add utility, flesh wurm/bone minions add more minion tanking). The rest of my traits and my entire build is just like you’d expect from a full damage build, I try to get pretty close to max crit chance/damage, high power, and just blast away with a full glass build.

The sPvP build is a very tanky build I came up with. The point is to have a crapton of healing, too much tankiness to get bursted easily, and abusing the high base damages of minions/siphoning to do damage. Its a bruiser in the purest sense of the idea. It works the best of any build I’ve used personally (although there are other equally valid playstyles, like 30 BM).

PvE however, there’s no point to be that tanky, at all. PvE is a DPS race, through and through, so you should be going full DPS. The minions exist to make going full DPS really simple and easy, plus give team support via meat shields. So going 20 deep in BM doesn’t add a meaningful amount of defense (you should easily live without it), using the 20 point trait on minions only adds 30% damage (which isn’t a lot since they’ll die and don’t do a lot within the context of PvE anyway). So, just go for a full DPS build, with the minions there as extra ways to make it easy for you.

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My PvP Minion Build

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Posted by: Shaogin.2679

Shaogin.2679

The MM was ideally suited to allow new players to pvp to have a straight forward necro build that allowed them to be viable on some level. However these entry level builds should by rights be easy downed by specific and targeted builds that require higher skill ceiling to be effective. This was not the case. Rank 3 MM’s were consistently winning over much higher rank players who did everything right, just the sheer volume of minion healing and screen clutter was winning out. This ultimately has a detrimental effect on the necro community because there is no incentive for newer players to want to develop and explore all that the profession can offer.

This was not the case at all. The ones complaing about MM Necros were other noobs that didn’t know what to do. Any experienced player would know a simple hit of the “Tab” key would target the Necro through that “clutter” as the Tab function prioritizes enemy players over npc’s except in the case of mesmers. Also, the miniins only heal the player if they can actually land an attack, and they’re pretty easy to kite around while you easily destroy the inexperienced Necro.

Doc Von Doom – Asuran Necromancer
Gate of Madness
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Posted by: Jake.1430

Jake.1430

When you said people arent dumb enough to attack each minion to death one by one, I chucked because people tent to do that, but anyways. As a heads up, most of this is me just kinda establishing what you said, because it helps me think. Little summery at the bottom.

So your plan is in Pvp, just sPvP or vW as well?, is to be tanky and life stealy and rely on minions to do the damage. Whilest in PvE you rather yourself do the damage and let the minions play meat sheild.

That really clears up why you feel the way you do about the chnages. As you said 5%, not much at all, and in Pve YOU barely worrie about there damage because you take it on yourself. You dont mind the healing becuase your not drawing much of the aggro and you just kinda nuke away.

Now I conflict with this because, I admit, I’m pretty poor at avoiding damage. Its the reasons I cant play theif and ele xD So a glass cannon build is just not somthing I will do. Hence the tanky bruisery kinda build. I go 50/50 with the minions in tankying and damage,so to speak. So when I draw agro, every little bit of healing helps.

In PvP less damage is less damage no matter how you look at it. And I cant really talk on the siphon changes, because I dont know what they are.

I guess we are both gonna view these changes differently because of our different play styles. In PvE you let the minions tank, while you do the damage and in PvP vise-Versa. Yu tank while the minions do damage.
Me on the other hand am kinda in the middle I “tank” and do damage with the minions. I guess its just somthing we will wait and see. Thanks again for sharing your build with me, help for insight.

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Posted by: Antharius.6950

Antharius.6950

They nerfed minions a few months back when they made melee minions only attack 1% of the time.

Minion Master (Broken), Turret Engineer,
Guardian, Ranger, Warrior.