What minion would you like to see on "rise!"?
I wouldn’t mind bone fiends really.
I think I should remove this quote given the recent developement.
Bone Fiends for sure… Synergy with the ice-fields (Projectile, though unpredictable), and somewhat more threatening than freaking Jagged Horrors
Lost? Confused? [TCS] – A guild for every state of body and mind
Just make the jagged horrors stronger they can fit in every build they should stay.
The Dhuumfire thread
Flesh Wurm.
Time for mobility.
Just make the jagged horrors stronger they can fit in every build they should stay.
This, they need to stay alive longer, and maybe replace the bleed with torment.
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.
Honestly I prefer something brand new in terms of minions from this elite.
Something with a unique auto attack that does something useful.
Prefer if it was a Minion that healed nearby allies as it attacks.
My condi love wants me to say stick with Jagged Horrors for condi and hybrid builds.
My OP self wants to say 5 Bone Fiends. :p
Realistically I think it needs to be 5 Bone Minions or 5 Jagged Horrors with a reduced CD.
Maybe a new minion?
Just a quick question because I missed the first half of the stream or more. I saw in the chat that the shout RCD trait reduces them by 35%. Was that traited during stream or not? If it wasn’t I guess “Rise!” would go from 40 sec CD to 26 sec CD. Which puts it in a nice place for a minion master.
It should have been an all new minion like a bone giant or something.
It deals damage while coming out of the ground, and spins in place knocking back foes and reflecting projectiles for a few seconds. It spins so fast that it falls apart and dies.
ABSOLUTELY NO MINIONS.
At least not until they fix the responsiveness of the poor AI.
Perhaps jagged horrors should be changed, baseline, to siphon health from foes to their master?
Does it really matter what the cheerleaders look like? They still don’t DO anything… Maybe if minions actually attacked targets…
Bone Fiends would fit nice as we are tanks and these deal ranged damage as well as cripple.
Id like the idea of getting flesh reavers though, doing some neat kind of leap attack when first summoned.
I think Jagged Horrors are fine if they reduced the base CD of the shout a bit. The problem is all the minions that really work passively would be REALLY strong. Flesh Golem is too much, as is Blood Fiend, but Bone Minions are too weak, as are Flesh Wurms, because of no secondary actives. Bone Fiend and Shadow Fiends might work at the current CD, or Jagged Horror on say a 30s CD.
I new Minion would be better IMO, this gives anet more freedom to suit the skill and balance it.
I suggest a new minion the steals health in a burst, like insect minions, and the necro can toggle them to steal hp as a burst for himself or allies.
I like jagged horrors in that they do physical damage & apply a bleed when they hit.
Combine this with the fact that when minions die they can trigger death nova & it works alright.
The thing I hate about bone minions is the fact they constantly lose health from the moment they are summoned.
If they would get rid of that little problem then the skill would be alright.
All that being said it would also be nice if it summoned bone minions & allowed you to shout again (as a chain) to blow each of them up.
(be like mwahahaha I have a little suicide vest army)
Bone fiends would have also worked, though summoning one per enemy would be a bit much if it allowed you to summon 5.
(edited by Ragnar the Rock.3174)
I think Jagged Horrors are fine if they reduced the base CD of the shout a bit. The problem is all the minions that really work passively would be REALLY strong. Flesh Golem is too much, as is Blood Fiend, but Bone Minions are too weak, as are Flesh Wurms, because of no secondary actives. Bone Fiend and Shadow Fiends might work at the current CD, or Jagged Horror on say a 30s CD.
Id love the idea of Flesh wurms, they provide sustained dps at a good range if the enemy decides to disengage, they can combo with ice fields and as soon as one of them dies and death nova gets triggered the other projectile finishers get a effect as well.
I rather would like to see also something new
BONE HOUNDS/ BONE SHARKS (for underwater xD)
http://wiki.guildwars.com/images/c/c7/Skeleton_hound.jpg
THESE JUST NEED TO RETURN FINALLY ^^
Assets are basically already there, just take the body mode of balthazars hounds and make them all bony, bloody and terryfying looking as much as possible
(edited by Orpheal.8263)
I’d like to see Shambling horrors.
I say Flesh golems.
I believe that “Rise!” was crafted around the idea of Death Nova anyway, so Jagged Horrors are fine. They also spawn at enemy locations. They were meant to be dying right after creation.
If we change the route, I believe it shouldn’t be complicated Minion or anything utility-based. It should be incarnation of, let’s say, Bone Horror or Vampiric Horror from GW1, but en masse.
Kind of old Aura of the Lich feeling when you had enough corpses around.
We also have to say that, in current version, all shouts are incredibly niche. You don’t want to use any of them unless you are in middle of some zerg. Or fighting a Mesmer.
Let’s make “Rise!” for example create two or three minions base instead of one.
[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144
The best would be bone minions that you8 could actually explode, but since they outright said “no blast finishers on the reaper” (which is still rage inducing, seeing how we have that trait that explodes on crit on chill, and the leap outright stating “blasts the target area with poison”…). So best would either be buffing the minions… a lot. Then it would also help Lichform. Or make a new minion, a ranged one at best… I think getting bonefiends might be overkill, depending on how they are compared to the actual bone-fiend skill.
Shadow fiends don’t get love? I would love five of them to make the ultimate MM build. And since we get jags out of death nova anyway you’ll be hard to touch will all of them and you at ranged laying down the chill.
#minionmancerhyperteamsuperforcego
The
(edited by CodeHavoc.7926)
A new shadowy minion that inflicts chill on enemies it hits, hits a bit harder than jagged horrors, and survive longer.
I would like something like Bloodworms from WoTLK Death Knight beta. that heals the necro a bit on damage.
Personally, I’d like to see Shambling horrors return. They were one of my favorites in GW1 and having a minion that spawns another minion sounds really fun. This would give the minion build a way to sustain with actually disposable minions that just keep coming, and the new concept could be really interesting.
But that might require a new model design. Which I understand if they don’t want to do that. However, having a minion that looks like its about to burst with another minion coming out of it might be pretty cool.
Why not have it raise skeletons?! or thralls
i don’t know I really don’t like any of the current minions
I’d have to go with some form of “spirit.” Wraiths, Aatxes(sp?), or the like. Necro has enough “corporeal” minions to go around, IMO. Although, this is merely the opinion of a part-timer Necro. /shrug
Other 80s: Any but Warrior
i’d rather have something similar to the 2 ability on scepter tbh.. but if it has to be minions then i guess i’d prefer the flesh wurm.
i’d keep it as is, so the skill would work w/ death nova trait as a nuke.
if i had to change it………5 bone minions (or 3 bone fiends) that have a slow HP degen (maybe last 15-20 sec)
MARA (EU) Gunnar’s Hold
What minion I’d like to see on rise? Definately necro. Would be nice if it could rise from the sh**ter that it is in atm.
Honestly I think Jagged horrors are fine, they’re small so harder to notice, can get blown up easy for death novas, and so on and so forth.
But I think a more interesting mechanic would have the minion summoned be dependent on you Life Force that you had at using the time of rise, jagged horror for 0-25, bone fiend for 25-50, shadow fiend that inflicts blind when it hits at 50-75, and flesh golems at 100%.
THAT probably won’t happen though, so I’m still fine with jagged horrors, or bone minions.
as long as the ai for necro minions are like thay are there is no point talking about what minion “rise” should have.
but thay should give “Rise” the same ability as the bone minion “explode” and give it “blast” but thay are all dead b4 u hit the skill the second time so nvm.
“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
Id love the idea of Flesh wurms, they provide sustained dps at a good range if the enemy decides to disengage, they can combo with ice fields and as soon as one of them dies and death nova gets triggered the other projectile finishers get a effect as well.
Problem is flesh wurms are worse at combo field use (slower AA rate and half the projectiles) than bone fiends, and also since they are immobile they can’t really move around much.
I’d like to see Shambling horrors.
Solid idea IMO. I might be a teensy bit worried about them double-Death Nova-ing, but other than that they are pretty cool, especially if the first set don’t degenerate HP.
From a UI perspective, the skill could “flip” after its first cast so you have the familiar activated ability on your bar. This might improve Bone Minions if they also instantly aggro to whatever enemy summoned them, since you could then just spam the explosions immediately after the shout because they’re summoned directly beside the target. Otherwise the skill would only really make sense if it activated all the minions simultaneously. (Shade -> Haunt rush, Bone Fiend -> Immobilize Spam?)
You could also summon Flesh Wurms and get up to 5 consecutive uses of Necrotic Traversal. Which sounds kind of ridiculous, but also kind of fun?
It’s pretty obvious, and nobody’s impressed.
Shadow Fiends, please. They hit the hardest.
Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma
It kind of looks like they are created from the shadow of the victim…so a shadow fiend would be pretty cool
Yellow skinned asurans with blue overalls and no neck..
I think horrors wouldn’t be as disliked if they didn’t have the same dumb AI all the other necro minions have. I would like to see ANET drop the pocket raptor AI and damage into the horrors, as from how they were described they’re an intense encounter.
Here was my idea, undead crows. It would match the look and feel of the Reaper. They could use the models from the orrian eagles and the AI of parrots from the privateer runes. It would mix it up more than just adding the same old undead types we have now.
Flesh Golems!!!! dont look at me like that, you know we all secretly wish for them.
Just make the jagged horrors stronger they can fit in every build they should stay.
The Dhuumfire thread
I’d like to see Shambling horrors.
Solid idea IMO. I might be a teensy bit worried about them double-Death Nova-ing, but other than that they are pretty cool, especially if the first set don’t degenerate HP.
The damage is pretty minor on its own. And even with 2 minions its not great against fewer foes. I feel with 2 minion spawns it would still only antagonize foes then cause major harm. But then again, I don’t use minion builds.
Still I’d be willing to try if it did something like this.
Flesh Golems!!!! dont look at me like that, you know we all secretly wish for them.
NPC plot powers, just like when you play as Caithe in living story season 2. If there were flesh golems, I assume they would last probably less than 30 seconds each since you’d basically have a small army when facing off against multiple reaper necros.
Personally, I wouldn’t mind having bone minions that all can be detonated. Five putrid explosions is no joke when overlapping.
Bone fiends. Or bone minions that auto detonate putrid explosion on death. Or create a secondary skill to detonate all bone minions at the same time.
Who am i kidding. They wont give us 5 blasts. x)
Bone fiends please.
I’d like to see exploding Flesh Golems. 5 Flesh golems with built in death novas that automatically explode after a small delay say 30 seconds. Now that’s an elite skill there.
They can even greatly reduce their regular attack.. As long as they have survivability to agrro large groups they would be a big help. I’d make it so if they weren’t killed before the 30 seconds they explode and could cause massive damage. In PVP or WvW it would change the focus of the fight to the minions.. which is what minions should be used for. No overpowering attack but if you ignore them you’re toast.
Player minions.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
i’d keep it as is, so the skill would work w/ death nova trait as a nuke.
if i had to change it………5 bone minions (or 3 bone fiends) that have a slow HP degen (maybe last 15-20 sec)
I don’t know if forcing us to take a grandmaster trait to make a skill useful is a good idea.
Perhaps each race could summon the dead from their own race? Use that as a “skin” on whichever minion it is to be decided.
Jagged horrors are totally fine, if it creates minions it needs to be disposable minions, and jagged horrors fit the bill. However on a 40 second cooldown (26 seconds if you hit 5 targets) the skill is pretty lack luster. In fights where you’re dealing with 5 players, those horrors will die incredibly quickly, and probably before reaching a target.
If jagged horrors are kept, then I’d like to see them buffed. Either reduce the health degeneration on them, or make them a bit faster. Alternatively, I’d like to see the cooldown on “Rise!” reduced down to 30 seconds base. Jagged horrors are core to the death nova minion spec, and synergize well with it (applying bleed on attacks, easy to blow up for poison fields, ect). If it doesn’t spawn jagged horrors, I don’t see it working well with that build.
Another potential option is letting Rise summon special minions specific to that skill that make more sense with the reaper skill set/style. Like for example, summoning Wraiths/Shades.
Rise!: Summon a Wraith/Shade for each enemy hit. The Wraith/Shade applies chill for 1/2 second (alternatively, they could also apply a stack of vulnerability when they hit).
If chill:
-Wraith/shade only survives 20-30 seconds (based on number of enemies hit with Rise!)
-They hit for a solid amount (more than a jagged horror, less than a standard minion), but have a longer period of time between attacks.
-respectable amount of health so they can potentially survive enough to reach their target.
-Average minion move speed
If vulnerability:
-Wraith/shade doesn’t degen health or despawn after a set time
-Their attacks are rather weak (same or less than jagged horror), but fast (so they can apply plenty of vulnerability)
-Lower amount of health, making them easier to clear out
-Fast moving, so they’ll begin clawing at their enemies before the enemy can clear them out.
The chill Wraiths are slow, sturdy, but spell doom if they reach their target. They’re temporary because of the potential for a necromancer to steam roll players if they get enough of them out at the same time. This follows suit with the “slow moving horror” theme. This also allows the player to “bait out” AOEs.
The vulnerability Wraiths are fast, quick, and weak. However they apply vulnerability which lets the necromancer deal a lot more damage, especially with “decimate defenses”. They aren’t temporary because they’re easier to clear out and don’t hold the enemy player down. In this case the player would want to stop AOEs so the wraiths can do their thing.
S/I/F engineer Z/R/D guard
(edited by striker.3704)