I went ahead and rolled a necromancer as an alt. I have seen some of what people are talking about with the minion A.I. and the lack of minion survivability. I can think of one instance where my minions didn’t behave as intended and it was a situation where the little ones (bone minions?) just stood around looking stupid while the rest of my minions actually attacked the target. I was in the middle of my personal story and a friendly mob became hostile after a stint of dialogue.
I’ve also done a little experimenting with the minion targeting system/aggro system. I’ll begin by attacking one target then quickly switch to another target and I’ve noticed that they always seem to go for whatever it is that I am attacking, so that does seem to work properly. In fact, the only time I have seen them draw aggro from an unintended target is when they just happened to drift too close to something that would normally be hostile to either me or any other player controlled character.
I suppose my point here is my theory behind the minion A.I. glitching and I am attempting to sort through the myths and rumors to get to the facts. In a situation where an event of some sort is triggered the minion A.I. might not properly react to a change in status from “friendly” to “hostile”. Regarding minion’s “attacking” an unintended mob however might actually be a result of them defending themselves after being engaged in combat.
I’m no programmer, but in my humble opinion, I believe that adding a couple of commands to the key bindings for minions such as an “attack” and “heel” key to the key bindings interface may help to alleviate some of these problems. The “attack” key I think would be the most useful because we could use it as a universal prod for all of our minions simultaneously when they occasionally forget what their job is. To reduce incidents of minions, more or less, initiating combat I think that simply reducing their wander radius around the player character will help.
I certainly don’t believe that minions are broken to the extent that they are unusable but they simply aren’t 100% at this stage. I enjoy using them and I have experienced a lot of success while leveling with them in PvE, but I’ve also experienced some kitten derp moments . I would like to see a perfect track record from their performance, but please don’t take this as a complaint about the game quality. I simply wanted to take this opportunity to throw out an idea or two that may or may not have been addressed.
In regards to minion health regeneration- Please, I’ll take it in a heartbeat. Starting a fight fresh is always nice. Although Mark of Blood helps their survivability during combat, it really does nothing to bring them back to full strength between fights. Once again, this is not a deal breaker for me as I can always re-summon them after a fairly short cool down, but I’d much rather jump from encounter to encounter while remaining at full strength with minimal upkeep.
Either way, I am absolutely loving the Necromancer class so far, just like I still have a soft spot in my heart for my now Lvl 80 Guardian. I’m looking forward to seeing how GW2 evolves in the near future!