Suggestion for "Protection of the Horde" Fix

Suggestion for "Protection of the Horde" Fix

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Posted by: ThePurpleGhost.5216

ThePurpleGhost.5216

Right now the Death Magic Master-Minor trait gives us +20 toughness per minion we have. Many are disappointed with it, as it doesn’t really help non-minion builds at the moment.

My proposed change is that the trait would become:

Whenever a Minion is summoned you gain protection (Incoming damage decreased by 33%; stacks duration) for X seconds.

Here is my reasoning; first of all this would give the Necromancer more control of the trait instead of it just being a passive boost that we barely notice. Secondly it no longer requires you to run 5 minion skills in order to make the most of it, allowing players to run just one or two minions and still benefit. (Jagged Horror would obviously proc this) Finally it has always been apparent that necromancer minions weren’t built to last: Beyond GW1’s minion degen, even Guild Wars 2 seems to want you to let your minions die and get resummoned “It’s my fault for making them so disposable!”

I left the time as X, because that is clearly something that needs to tested and I cannot pretend I have time or knowledge to do that myself. Of course the second point what have to be if it would have an internal cooldown, though I would highly argue against it.

I think this change would make the trait stronger for both minion and non-minion builds, and give the Necromancer a form of defence without leaving the idea the Dev’s have for the class.

Suggestion for "Protection of the Horde" Fix

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Posted by: Draehl.2681

Draehl.2681

A good suggestion, but the problem with the trait is that it assumes you’re running minions. No other line makes an assumption in a minor trait that you’re using a particular type of utility skill. This is perfectly fine in major traits, but minors are supposed to be useful to all builds, and this one isn’t.

Suggestion for "Protection of the Horde" Fix

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Posted by: Bhawb.7408

Bhawb.7408

Reanimator can be debateably useful for all builds. It summons a minion, however that minion will apply bleeds (condition necros), can potentially cover a better condition for a power necro, and just deals some damage. Those are all good things. Not great, its still a bad trait, but at least there is something there for everyone.

Protection of the horde isn’t even good for MMs. The trait either needs to be buffed significantly, and then put into the Grandmaster Major level or just gotten rid of completely.

But of Corpse – Watch us on YouTube
My PvP Minion Build

Suggestion for "Protection of the Horde" Fix

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Posted by: unleashed.8679

unleashed.8679

reanimator sucks as much as PotH does. at least for non MM. The jagged horror could deal extra conditions and damage in theory, but he dies within few seconds (normally before the next fight starts). Right now it is useless for every build.

Even if this thing would be permanent, most of the builds would not like to use it, because it is a minion, if i play non MM i dont want a pet following me.

Same for PotH non MM get a boost of <1% out of this one jagged horror and +1 Power from trait 25, MM get probably 3% more defense out of it and +5 power. That is nothing. Just two/three wasted traits.

Changing the toughness with protection would be a nice buff, but destroys the synergy between the 3 minors. Look at other trait lines of the necro and other classes, warrior is a very good example. All 3 minor traits build up on each other. Wo these changes need to grand toughness in one way or the other. It is like an unwritten rule in GW2.

I think those two traits should be merged with the minor and major MM traits and there should be something completely new, so the traitline gets interesting for other builds as well.

There is an other thread around, where the TO though about using Shrouded Removal instead. first i thougt this is a bad idea, but I think it could be used here. The other trait could be a “+20 toughness for 5sec every time a condition is cleansed”.

This would buff necros survivability a bit and you will get a small power boost from trait 25. And the second Grandmaster trait would be worth picking.

(edited by unleashed.8679)

Suggestion for "Protection of the Horde" Fix

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Posted by: The Demonic Spirit.3157

The Demonic Spirit.3157

I think that +120 Toughness is a good thing as it’s more than 2 knight armor pieces / =15 Death magic.
Thats for MM of course 8|
But I also hope for it to change to a better trait which will be > +20 Toughness for each minion you have . When a minion die , you gain protection for X seconds.

All 80es > MM necro is my best ,cleric
guard ,nades eng ,Trap thief \ranger ,signet\shout warrior, zerk mes\ele & shiro rev.

Suggestion for "Protection of the Horde" Fix

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Posted by: Nagato no Kami.4980

Nagato no Kami.4980

Reanimator can be debateably useful for all builds. It summons a minion, however that minion will apply bleeds (condition necros), can potentially cover a better condition for a power necro, and just deals some damage. Those are all good things. Not great, its still a bad trait, but at least there is something there for everyone.

I might feel differently about Reanimator if:
1) The minion lived longer than three seconds.
2) It had more than half a hit point
3) If it proc’d Death Nova upon death
Other than that, it’s fairly awful.

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Posted by: Bhawb.7408

Bhawb.7408

I might feel differently about Reanimator if:
1) The minion lived longer than three seconds.
2) It had more than half a hit point
3) If it proc’d Death Nova upon death
Other than that, it’s fairly awful.

1) Minion lives 40 seconds if he just ticks away with no help in any direction (traited, dunno about untraited).
2) It has at least as much HP as Bone Minions, which is base 5200, now 8900something in PvE. Not bad for a free minion.
3) It does.

Reanimator has plenty of issues, the Jagged Horror himself isn’kitten

But of Corpse – Watch us on YouTube
My PvP Minion Build

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Posted by: Nagato no Kami.4980

Nagato no Kami.4980

I might feel differently about Reanimator if:
1) The minion lived longer than three seconds.
2) It had more than half a hit point
3) If it proc’d Death Nova upon death
Other than that, it’s fairly awful.

1) Minion lives 40 seconds if he just ticks away with no help in any direction (traited, dunno about untraited).
2) It has at least as much HP as Bone Minions, which is base 5200, now 8900something in PvE. Not bad for a free minion.
3) It does.

Reanimator has plenty of issues, the Jagged Horror himself isn’kitten

1) Still too short. Most of my minions die from natural causes rather than in glorious battle and reach Stovokor. I simply don’t see why something so weak needs a timer.
2) That’s three shots tops from a melee class, two with typical degradation.
3) I meant untraited. If you have to trait for it, only people running a MM build care about that. So, nobody cares. lol

Lastly, it’s not a “free minion.” Let’s put it this way: here’s every other professions’ minor in the toughness tree.

Elementalist: Gain 80 toughness in Earth
Warrior: 100 toughness when over 90% health
Ranger: +50% Endurance regen
Guardian: Gain Aegis when hit below 50% health
Thief: Blinding powder at 25% health
Engineer: 10 sec of regen at 25% health
Mesmer: 10 seconds of regen at 75% health

You see, there’s a very real opportunity cost associated with this poor trait.

Endurance? Regen? Toughness? A free block? I’ll take ANY of these over what we’ve got.

(edited by Nagato no Kami.4980)

Suggestion for "Protection of the Horde" Fix

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Posted by: Zaxares.5419

Zaxares.5419

I personally wish that all minions regenerated outside of combat, and the Jagged Horror lives until killed (with perhaps a cap of 5 Jagged Horrors). Given careful preparation, a MM could build up a small army of Jagged Horrors to augment his existing army, increasing his Toughness appropriately.