Nomads Gear Minion Master Idea
What I think? I think it’s kinda dumb to waste both time and money for a result that is bound to be disappointing. (Especially in PvE)
- The minions don’t do damages worth relying on them only thus you lose survivability due to the fact that it take you longer to kill something.
- All the healing you’ll get from this won’t help you more than not having any extra healing (again you’ll basically be a punching ball that continously need to heal himself again and again because mobs don’t die around you)
- Minions are already super tanky in open PvE but fret not because with all the toughness you’ll have mobs will only focus on you.
My thoughts : don’t waste you time with 0 offensive stats gear on the necromancer, this kind of gear will just make you struggle longer for the same result. I don’t even get the point for using healing stat in open PvE. Take a soldier gear which is basically free in the game and you’ll have the exact same survivability and you’ll kill things faster.
What I think? I think it’s kinda dumb to waste both time and money for a result that is bound to be disappointing. (Especially in PvE)
- The minions don’t do damages worth relying on them only thus you lose survivability due to the fact that it take you longer to kill something.
- All the healing you’ll get from this won’t help you more than not having any extra healing (again you’ll basically be a punching ball that continously need to heal himself again and again because mobs don’t die around you)
- Minions are already super tanky in open PvE but fret not because with all the toughness you’ll have mobs will only focus on you.My thoughts : don’t waste you time with 0 offensive stats gear on the necromancer, this kind of gear will just make you struggle longer for the same result. I don’t even get the point for using healing stat in open PvE. Take a soldier gear which is basically free in the game and you’ll have the exact same survivability and you’ll kill things faster.
I appreciate your response, you brought up some cons that I didn’t really consider. But I kinda have to disagree as far as minion damage goes, though I do not doubt i could have more damage in any other build I still find that even though they don’t kill AS fast, they still kill effectively enough that I feel I can AT LEAST deal without power. between rise and other minion summons. I can summon more enough of them to deal a pretty decent chunk of damage, maybe not as fast but i feel the defence and healing can make up for it.
I do agree though that since toughness brings in more aggro from mobs it may ruin the point of the minions being the tank for you, but on the other hand they will live longer to deal more damage for you while you soak up the damage and keep healing back up. I can understand not building this way for competitive modes but I still feel it can do okay in an PVE AI environment
My main disagreement is still that it is to costly, or wastefull if you prefer, to create a Nomad gear for such use. I don’t get why someone would waste so much ressources for less effiency and no more survivability than a simple soldier gear.
I have no issue with someone wasting is own money but why publicizing it on the forum? This is why I list the cons on your thread because, de facto, the survivability that you gain throught using nomad gear, you’d have the same with any other gear and at the same time you would have more damage and more build option. Lots of players still find it hard to gather a decent gear, misleading this kind of players to think that Nomad gear is a good thing to have would be criminal because that’s not the case.
If anything, Nomad gear is usefull for zerging in WvW, nothing more nothing less. In open PvE if you’re gonna tank hits, having soldier/cleric or nomad won’t do any difference except for the time you’ll waste killing foes and most of the time wasting to much time killing foes is a bad move that can lead you to frustratingly fail events. And events are the mains things that you do in PvE.
So, again, don’t waste your time and money crafting nomad gear, by doing so the only thing that you do is giving you less chance to enjoy the game. You even open the door to frustration.
I publicised it to to get better feedback like yours rather than just my own echo so to speak. The timed kill events do raise concern though, valid point. honestly I expected way more back lash so i appreciate your respect
Also this is not my first necro, my main is half way to vipers, I was thinking of another character entirely or just have it in my bank for funzies. I wouldn’t just flat out change it. And I probably would not go for full ascended ether since exotics can do just fine in PVE with most builds.
Well, you see it.
With the event trend and especially all the “new” maps, events are more and more oriented toward killing fast instead of letting you take your time and leisurely kill things.
- World boss are all timed.
- “New” maps with day/night cycle are an incentive to kill things fast.
- Wave style event also need you to kill fast before mobs destroy all defenses.
- Escort type event quickly become difficult if you lack the ability to get rid of the ennemy.
- …etc.
I know that a lot of players would like to enjoy the game by relying on defensive stat gear. But in all honesty, the impact of defensive stats in the game in abysmal. On the same situation in open PvE, at the same skill level, a player with offensive stats will always have an easier time than a player with defensive stats. Tens of players have experienced this fact again an again since the release of the game.
The only bright note is that the necromancer have a bit of an advantage when it come to gear since a necromancer can basically diregard the precision’s stats thanks to their traits. But power and or/ condition damage are still a necessity to be able to achieve the minimum dps that the game need you to do in order to pleasingly fool around in open PvE.
Thoughts?
Pointless.
The main issue with it is that you don’t need to be tanky as a minion master. Your minions are infinitely better tanks than you are, by virtue of their AoE damage reduction in PvE.
Don’t use Nomad’s. Play full damage with Berserker’s Axe or Viper’s Scepter. Attack with impunity from range while your minions clog the field.
So to start I would not raid with this but I think I got a cool concept for PvE.
Basicly you would be a Minion Master, very tanky and hard to kill.
Minions gain there power from leveling. so the way I see it you could kinda leave out power since your letting your minions do most of the work.
The healing power can be useful for some life siphon skills, minion on hit heals, wells if you spec for it, Dagger 2 skill, shroud skills that are heal spec’d. condi heal traits
Between toughness, vitality and Rise minions you would be super tanky while building a massive army to do all the damage you need for you.
You can still get some condi damage from Traits that give you condi based on toughness.
So what do you guys think? Obviously I wouldn’t raid with this. But it sounds like it could actually kinda work on Minion Master play style. You would be still locked into Minions only if you want to do damage, but you can also still play supportive too if you want.
Thoughts?
Expensive and underperforming, if you don’t want to die you can just select the tanky traits/utilities without changing gear.
You can find interesting Tank Reaper Pve thread
I don’t know the exact numbers, but I know that Healing Power scales so laughably awful with Life Siphoning skills that it might as well just do nothing.
I don’t know the exact numbers, but I know that Healing Power scales so laughably awful with Life Siphoning skills that it might as well just do nothing.
Well, if you look at it in percentage it give a pretty good increase. But if you look at the actual number it is indeed very low. A 5 health point on hit difference don’t really change anything on the long run.
I don’t know the exact numbers, but I know that Healing Power scales so laughably awful with Life Siphoning skills that it might as well just do nothing.
Well, if you look at it in percentage it give a pretty good increase. But if you look at the actual number it is indeed very low. A 5 health point on hit difference don’t really change anything on the long run.
I was curious so I looked it up, the actual skill Life Siphon scales off 90% of your healing power, but hits from Vampric Aura, scale off 0.4% of your healing power—which is what I was thinking of.
That’s what I meant, between 35 and 40 hp per hit there is not enough gain for us to call it a benefit. However, in percentage, it improve the heal by a wooping 10+%
Recipe for Power based Minion Reaper.
Valks armor, Valk weaopns, Valk/Zerk hybrid trinkets, Power or Ferocity Runes of choice. (Rage runes is cheap option for lazy Fury)
Axe/Focus, Great Sword
Death magic 1-2-1
Blood Magic 3-3-2/3
Reaper 1-3-3
Minion Skills: Blood Fiend, Bone Fiend, Shadow Fiend, Rise!, Flesh Golem.
Basic premise:
Use GS3 and Focus 4 to stack vulnerability, which gives Crit chance bonus due to Decimate Defenses. Minions provide toughness bonus, off load conditions, and steady source of healing. Rise provides more minions and additional damage redirection (33%).
Strengths: A literal kitten ton of HP (25K + another 12.5k in Shroud), bonus toughness from traits +200 with 10 minions), and reliable way to replenish health in combat. It can survive all but the densest AOE damage, and dishes out an incredibly large amount of damage while doing it. Both offensive and defense power scale with the number of nearby enemies, making it one of the consistently strongest brawling builds in PvE.
Weaknesses: General lack of stability, but can easily soak the damage until the stun wears off.
Life Force generation: Shadow fiend command attack gives 10%, GS3 generates a lot if hitting multiple targets, Axe 2 and Focus 4 generates on use as well. Shroud 1 also generates life force on the last chain, so striking 5 targets off sets the decay rate.
Healing: Vampiric minor trait causes Minion attacks to collectively heal for a lot, but you can get a small burst heal by using any of your multi-hit attacks. Note that this trait also heals through Shroud (normally heals won’t), allowing you heal yourself while shroud’s protection is up. Shroud 4 can heal for a crap ton if you’re surrounded.
Non-minion version
Sub Soul Reaping for Death magic
1-2-X Foot in Grave for stun break, Death Perception for lazy crit chance.
Skill: whatever works
Relies more on shroud for survival, but spends more time in it. Is an easy respec for situations where minions are not welcome. Shroud Auto also generates Vulnerability, allowing for practically 100% crit chance with zero effort.
Stupid but entertaining Healing Reaper
Any Healing primary stat gear + Runes with healing power
Blood Magic, Soul Reaping and Reaper. The only critical traits is Transfusion in Blood Magic, Reaper’s Onslaught in Reaper, and Vital Persistence in Soul reaping. The combination is done to help keep you in shroud as much as possible, and use Soul Spiral to push out big healing pulses (13k+ HP healing per use).
For additional stupid fun, running condi as a secondary stat on Healing Reaper, take Chilling Nova, Dhuumfire, and Epidemic to spread condis whenever your Shroud is down. Damage isn’t going to be impressive anyway, so you may as well pick utilities that are fun to play with.