Minion master has always been a rather fumbling build in Guild wars 2, sometimes its been good, usually buggy and most the time its just been rather bad. There was a single glorious time when Minions were amazing(And I know they’ve been decent in PvP from time to time, but i’m going to ignore that for the time being. If you wish to talk about it feel free but this is more a general improvement post.). However now minions have once again taken the back seat to more reliable builds.
Anyone who’s read my previous posts on minions in the past knows that I feel that minion masters should be an active role rather than a passive one and that the necromancer should take part in their maintenance to sustain them. You’d also know that When it comes to minions I favor the zerg mentality of having a dozen weaker minions swarming the foe over a couple of strong minions. So that’s what this suggestion is going to be focused on, but without changing the over all feeling of the Minion master.
Looking back to the one time that minions were amazing in PvE we see a build that only ran a single minion skill. Blood Fiend. The build was a condi build that used a blood fiend and relied on Lich lord to sustain the bulk of its force. The build was reminiscent of the GW1 minion build Aura of the Lich. However, the issue with this build was that, although it did benifit from the minion traits it didn’t use the minion skills. I’m going to suggest some changes that will incentivize play more minion skills be added to the skill bar so the traits get used with the intended skills.
1. Jagged Horrors: You’d be hard pressed to find a necromancer player who agrees with the nerf to these little guys. Although most would probably agree they needed a nerf, the one that was implemented was overkill. Not only did it kill the intended build but it killed a Grandmaster trait and any new builds with minions popping up in PvE. Jagged horrors should have a change back to their former glory, only this time limit their numbers not their duration. 8 at one time seems like a good limit on them. This lets you use Lich if you want to but also allows people not using it to slowly build to that number. Once a new jagged horror is created though the oldest horror should automatically die, just like how minions worked in GW1.
2. Death Nova: The 15 second mark is fine on this, however I’d like to suggest one change. Whenever a minion you control dies you spawn a jagged horror. Just as a side note. This would make it function much like Jagged bones in GW1 and give you a good reason to sacrifice minions on your skill bar. Although I think this benefit should only apply to Minion Skills and not all skills that just so happen to summon minions. This way we can further incentivize minion masters to take actual minion skills.
3. Bone Minions: The fact that this skill summons only 2 minions is criminally low. Especially when compared to both “Rise” and Lich form. Its unclear to me how many minions this skill should summon, but I’ve been stuck on 5. Its recharge might need to go up a little bit, but not too much as these guys don’t pack too much damage on their own. But this skill should be the back bone of any minion build. Yet its left to fester on the skill bar as a skill not even MM’s will touch. 2 minions is very clearly too low. And I will admit that 5 might be a bit too high for PvP. So lets just make the 5 for PvE than. So how it works.
4. Minor Improvements to other minion skills: This one is a bit hard to place for me in terms of what should be changed on other minion skills. So I’ll leave it open to everyone else to reply. What do you guys think? How should the others be improved if at all?
Please leave a comment and as always, keep it civil.