Necro – [BanD]Nighnus the Black
Yak’s Bend
Trying to experiment with a weird build. Focusing on Knight’s and Cavalier’s gear.
Here is a screenshot of the number of pets when you use “Arise” on a group of enemies.
Unfortunately you lose a lot of the “Chills – Vulnerability” synergy, but because it’s an MM build, you don’t lose as much of your utility when you stay in shroud for long periods of time.
Overall seems fun.
Basically
Spite
Death
Reaper
I heard that Reaper Shroud is the strongest Reaper’s skills at the moment. As being a MM necro ( won’t change it for any thing ) I think that specially to MM , Staff/GS would be the best combination along with Soldier ( PVT ) gear.
As for traits , I belive that the best ones would be Blood 333 , Death 111 & Reaper 331.
I have a question here , how did you manage to spawn horrors while having the other six minions at once ? Did you use rise! then switch back to bone minions ?
MM Reaper is okay, but not particularly better or worse than other setups. All you do is sub in Reaper for Spite or Soul Reaping, since you need DM for minion traits and BM for healing minions, and you could possibly substitute Greatsword for dagger, and then have really strong damage, probably on the higher end for MM builds, at the cost of other things.
Its nice, don’t think it will change much though, basically just swap out a trait line and a weapon, and that’s it. Might open up the possibility for more chill-based MMs too, but I don’t suspect big changes.
I heard that Reaper Shroud is the strongest Reaper’s skills at the moment. As being a MM necro ( won’t change it for any thing ) I think that specially to MM , Staff/GS would be the best combination along with Soldier ( PVT ) gear.
As for traits , I belive that the best ones would be Blood 333 , Death 111 & Reaper 331.
I have a question here , how did you manage to spawn horrors while having the other six minions at once ? Did you use rise! then switch back to bone minions ?
No, my skillbar was Fiend → Rise → Bone Minions → Ranged bone dude (sorry forgot name) → Golem
This is actually an interesting approach. I’ve been wondering about the possibilities of a Reaper Minion Master, but I’d become so accustomed to relying on Blood Magic for maximum minion longevity that I hadn’t considered just loading up with the most disposable possible minions.
Does this end up with you wading through hordes of enemies in Reaper Shroud while your minions constantly Death Nova around you? Because that would be pretty awesome.
This is actually an interesting approach. I’ve been wondering about the possibilities of a Reaper Minion Master, but I’d become so accustomed to relying on Blood Magic for maximum minion longevity that I hadn’t considered just loading up with the most disposable possible minions.
Does this end up with you wading through hordes of enemies in Reaper Shroud while your minions constantly Death Nova around you? Because that would be pretty awesome.
Yes….yes it does. The best part is that, unless horribly mistaken, minion condi damage scales up with your condi damage. I was running around cursed shore tonight and had like 10 minions at least once I got into a fight. and they stack bleeds just so fast. And you can put out a lot of poison. I call this more of a Minion Bomber build than anything. Ohhh I wish I could’ve tried it in a Zerg in WvW. >_<
To put it in perspective, just imagine running around with your own Zerg. Though I do think the minions have a lifetime as a few times mine would just explode all at once making a giant death zone. Really, if the jagged horrors came with death nova built in, then rise might actually be more than a party trick on my bar.
I just did this. I loved it! I’m definitely building a MM Reaper on launch. I have had so much fun this weekend, on both my Reaper and Rev, but the best was the MM Reaper.
Oh look, the full extended undead petting zoo. Now we’re getting closer to the original feel of the Necro in GW1.
And now we get minions that tank for you. I’m happy ^.^
And now we get minions that tank for you. I’m happy ^.^
What you talking about Willis?
And now we get minions that tank for you. I’m happy ^.^
What you talking about Willis?
Look at Robert Geesus’s Reaper Changes from beta feedback thread thats stickied above. Now “Rise!” is instant cast, unblockable, and instead of jagged horror’s, it now summons shambling horrors, which take 50% of the damage you receive to themselves, much like the mesmer skill, illusionary defender.
As for what a shambling horror is, its this:
(edited by nearlight.3064)
And now we get minions that tank for you. I’m happy ^.^
What you talking about Willis?
Look at Robert Geesus’s Reaper Changes from beta feedback thread thats stickied above. Now “Rise!” is instant cast, unblockable, and instead of jagged horror’s, it now summons shambling horrors, which take 50% of the damage you receive to themselves, much like the mesmer skill, illusionary defender.
As for what a shambling horror is, its this:
….permission to squee captain?
And now we get minions that tank for you. I’m happy ^.^
What you talking about Willis?
Look at Robert Geesus’s Reaper Changes from beta feedback thread thats stickied above. Now “Rise!” is instant cast, unblockable, and instead of jagged horror’s, it now summons shambling horrors, which take 50% of the damage you receive to themselves, much like the mesmer skill, illusionary defender.
As for what a shambling horror is, its this:
….permission to squee captain?
Permission granted.
I think it could have some serious potential, since MM necro has been actually quite good these days when played by someone whose not a newb, but MM necro was always kinda weak in teamfights since the minions could be cleaved down while the necro could be focusfired without worry of them using spectral armor or whatnot. Now with rise, they’ll get tons of minion uptime and passive defense in larger fights, which I hope turns out to be good.
It will depend on how much health the shambling horrors have compared to jagged horrors, as they’ll still lose health each second making it more of a teamfight oriented minion skill.
And now we get minions that tank for you. I’m happy ^.^
What you talking about Willis?
Look at Robert Geesus’s Reaper Changes from beta feedback thread thats stickied above. Now “Rise!” is instant cast, unblockable, and instead of jagged horror’s, it now summons shambling horrors, which take 50% of the damage you receive to themselves, much like the mesmer skill, illusionary defender.
As for what a shambling horror is, its this:
Sweet googly moogly, that’s a good kitten change!
I think it could have some serious potential, since MM necro has been actually quite good these days when played by someone whose not a newb, but MM necro was always kinda weak in teamfights since the minions could be cleaved down while the necro could be focusfired without worry of them using spectral armor or whatnot. Now with rise, they’ll get tons of minion uptime and passive defense in larger fights, which I hope turns out to be good.
It will depend on how much health the shambling horrors have compared to jagged horrors, as they’ll still lose health each second making it more of a teamfight oriented minion skill.
My guess is you’d go bone minions/rise!/flesh wurm, and be a clerics support build with quite a bit of support via Blood Magic and Death Nova, with still strong bunkering. Reaper’s Shroud allows you to still be a relevant damage threat. The big thing to me is if the eventual axe changes make axe worth running, or if staff gets buffs, without that a more supporty build can’t work too well, and MM doesn’t want to run double melee.
And now we get minions that tank for you. I’m happy ^.^
What you talking about Willis?
Look at Robert Geesus’s Reaper Changes from beta feedback thread thats stickied above. Now “Rise!” is instant cast, unblockable, and instead of jagged horror’s, it now summons shambling horrors, which take 50% of the damage you receive to themselves, much like the mesmer skill, illusionary defender.
As for what a shambling horror is, its this:
Holy kitten that’s awesome! If that sticks I cannot WAIT to use “Rise!” in the next BWE!
And now we get minions that tank for you. I’m happy ^.^
What you talking about Willis?
Look at Robert Geesus’s Reaper Changes from beta feedback thread thats stickied above. Now “Rise!” is instant cast, unblockable, and instead of jagged horror’s, it now summons shambling horrors, which take 50% of the damage you receive to themselves, much like the mesmer skill, illusionary defender.
As for what a shambling horror is, its this:
….permission to squee captain?
Permission granted.
I think it could have some serious potential, since MM necro has been actually quite good these days when played by someone whose not a newb, but MM necro was always kinda weak in teamfights since the minions could be cleaved down while the necro could be focusfired without worry of them using spectral armor or whatnot. Now with rise, they’ll get tons of minion uptime and passive defense in larger fights, which I hope turns out to be good.
It will depend on how much health the shambling horrors have compared to jagged horrors, as they’ll still lose health each second making it more of a teamfight oriented minion skill.
Ironically, even though there will be more shambling horrors, I have a feeling they will be less useful the more enemies there are just because they will get AoEd down way too fast for it to matter, like about 1/5 of a second. Also we don’t know if the effects will stack or not, or if they will even split the damage between the five of them.
But if the shamblings have a ton of hp but a lot of self bleed stacks, I can see it as workable so that it can give you a good amount of damage reduction for about 1-2 seconds. How they work will make or break the skill.
And now we get minions that tank for you. I’m happy ^.^
What you talking about Willis?
Look at Robert Geesus’s Reaper Changes from beta feedback thread thats stickied above. Now “Rise!” is instant cast, unblockable, and instead of jagged horror’s, it now summons shambling horrors, which take 50% of the damage you receive to themselves, much like the mesmer skill, illusionary defender.
As for what a shambling horror is, its this:
….permission to squee captain?
Permission granted.
I think it could have some serious potential, since MM necro has been actually quite good these days when played by someone whose not a newb, but MM necro was always kinda weak in teamfights since the minions could be cleaved down while the necro could be focusfired without worry of them using spectral armor or whatnot. Now with rise, they’ll get tons of minion uptime and passive defense in larger fights, which I hope turns out to be good.
It will depend on how much health the shambling horrors have compared to jagged horrors, as they’ll still lose health each second making it more of a teamfight oriented minion skill.
How they work will make or break the skill.
Based on Robert’s wording, it seems like dark bond is a buff that is placed on you when the shambling horror lands an attack (much like how all the current minion effects rely on the minion landing an attack.) If the buff only lasts 2-3 seconds it might be a bit on the weak side, but if it’s 4-5 seconds then we’ll be in business.
There’s also the matter of if the buff is between all of them, if the buff works on them individually, and if individually, does it stack?
Honestly, this relies pretty heavily on minion AI functioning properly. While jagged horrors have am history of functioning better than the other minions, if these guys afk, then it’s gonna hamper the effectiveness of them even more.
To put it in perspective, just imagine running around with your own Zerg. Though I do think the minions have a lifetime as a few times mine would just explode all at once making a giant death zone. Really, if the jagged horrors came with death nova built in, then rise might actually be more than a party trick on my bar.
Jagged Horrors have constant slow life degeneration, so if they’re all created at the same time and don’t take too much additional damage or healing, they’ll probably all die (and Death Nova, if you have it) at the same time. Boom.
There’s also the matter of if the buff is between all of them, if the buff works on them individually, and if individually, does it stack?
Honestly, this relies pretty heavily on minion AI functioning properly. While jagged horrors have am history of functioning better than the other minions, if these guys afk, then it’s gonna hamper the effectiveness of them even more.
My guess is on minion successful hit you will gain a stack of “Dark Bond” that lasts for X seconds. Every time you take damage a stack is consumed and you take 50% reduced damage from that hit. They will probably have the standard 3s attack speed, and most minions have 10k or 13k base HP, roughly.
I think it could have some serious potential, since MM necro has been actually quite good these days when played by someone whose not a newb, but MM necro was always kinda weak in teamfights since the minions could be cleaved down while the necro could be focusfired without worry of them using spectral armor or whatnot. Now with rise, they’ll get tons of minion uptime and passive defense in larger fights, which I hope turns out to be good.
It will depend on how much health the shambling horrors have compared to jagged horrors, as they’ll still lose health each second making it more of a teamfight oriented minion skill.
My guess is you’d go bone minions/rise!/flesh wurm, and be a clerics support build with quite a bit of support via Blood Magic and Death Nova, with still strong bunkering. Reaper’s Shroud allows you to still be a relevant damage threat. The big thing to me is if the eventual axe changes make axe worth running, or if staff gets buffs, without that a more supporty build can’t work too well, and MM doesn’t want to run double melee.
It’s an interesting approach. There is however one major thing.
From what I heard, Soul Spiral is rather lackluster with Transfusion (apart from healing) as it doesn’t let you teleport downstates even remotely as good as Life Transfer.
I think it could have some serious potential, since MM necro has been actually quite good these days when played by someone whose not a newb, but MM necro was always kinda weak in teamfights since the minions could be cleaved down while the necro could be focusfired without worry of them using spectral armor or whatnot. Now with rise, they’ll get tons of minion uptime and passive defense in larger fights, which I hope turns out to be good.
It will depend on how much health the shambling horrors have compared to jagged horrors, as they’ll still lose health each second making it more of a teamfight oriented minion skill.
My guess is you’d go bone minions/rise!/flesh wurm, and be a clerics support build with quite a bit of support via Blood Magic and Death Nova, with still strong bunkering. Reaper’s Shroud allows you to still be a relevant damage threat. The big thing to me is if the eventual axe changes make axe worth running, or if staff gets buffs, without that a more supporty build can’t work too well, and MM doesn’t want to run double melee.
It’s an interesting approach. There is however one major thing.
From what I heard, Soul Spiral is rather lackluster with Transfusion (apart from healing) as it doesn’t let you teleport downstates even remotely as good as Life Transfer.
The teleport function is identical to Life Transfer, including range. Soul Spiral actually has more pulses to teleport, but that’s rarely important due to the fact it stops teleporting after 5 people. The healing, however, does have reduced range.
I think it could have some serious potential, since MM necro has been actually quite good these days when played by someone whose not a newb, but MM necro was always kinda weak in teamfights since the minions could be cleaved down while the necro could be focusfired without worry of them using spectral armor or whatnot. Now with rise, they’ll get tons of minion uptime and passive defense in larger fights, which I hope turns out to be good.
It will depend on how much health the shambling horrors have compared to jagged horrors, as they’ll still lose health each second making it more of a teamfight oriented minion skill.
My guess is you’d go bone minions/rise!/flesh wurm, and be a clerics support build with quite a bit of support via Blood Magic and Death Nova, with still strong bunkering. Reaper’s Shroud allows you to still be a relevant damage threat. The big thing to me is if the eventual axe changes make axe worth running, or if staff gets buffs, without that a more supporty build can’t work too well, and MM doesn’t want to run double melee.
It’s an interesting approach. There is however one major thing.
From what I heard, Soul Spiral is rather lackluster with Transfusion (apart from healing) as it doesn’t let you teleport downstates even remotely as good as Life Transfer.The teleport function is identical to Life Transfer, including range. Soul Spiral actually has more pulses to teleport, but that’s rarely important due to the fact it stops teleporting after 5 people. The healing, however, does have reduced range.
Oh, that’s a relief! Thanks for correcting me!
And 2 more pulses of the healing is around 1.4k extra AoE healing for cleric, not including any additional healing power.
Mm Reaper depends more on how many enemies you expect at once. The new Rise! looks good but obviously scales with target numbers. Great for PvE and maybe WvW.
And 2 more pulses of the healing is around 1.4k extra AoE healing for cleric, not including any additional healing power.
Yeah, that’s nice.
I don’t plan on changing any of my support builds to Reaper, though.
Curse line is too valuable for supporting in non-direct way, imo
Reaper’s Onslaught reducing the cooldown for TransfusionSpiral is one of those things I really, really, really, really, really want to play with in the next BWE.
Reaper’s Onslaught reducing the cooldown for TransfusionSpiral is one of those things I really, really, really, really, really want to play with in the next BWE.
I can see Blood Magic/Soul Reaping/Reaper actually being a thing in WvW zergs. In full exotic Cleric’s gear, you’re looking at easy 10k heals every 25.5 seconds, minus 5 seconds per kill you get.
Your job isn’t to deal damage then. Your job is to tag people and keep your zerg very healthy.
(edited by Drarnor Kunoram.5180)
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