What minion would you like to see on "rise!"?

What minion would you like to see on "rise!"?

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Posted by: Tim.6450

Tim.6450

At the moment rise gives jagged horror, they are a bit to work on it’s own. It was also said that they considered changing them. So the question is what minion would you like to see. I would like to see something like bone fiend or flesh golem but weaker (less damage, less hp). It would fit the not getting away niche. I would call it a lesser minion.

EverythingOP

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Posted by: Targuil.3741

Targuil.3741

I wouldn’t mind bone fiends really.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
I think I should remove this quote given the recent developement.

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Posted by: GoogleBrandon.5073

GoogleBrandon.5073

Bone Fiends for sure… Synergy with the ice-fields (Projectile, though unpredictable), and somewhat more threatening than freaking Jagged Horrors

Guild channel with PvP uploads
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Posted by: Sagat.3285

Sagat.3285

Just make the jagged horrors stronger they can fit in every build they should stay.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
The Dhuumfire thread

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Posted by: Aktium.9506

Aktium.9506

Flesh Wurm.

Time for mobility.

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Posted by: zapv.8051

zapv.8051

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.

Necros don’t have reflects, invulns, vigor, blocks,
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.

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Posted by: Knighthonor.4061

Knighthonor.4061

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.

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Posted by: Balekai.6083

Balekai.6083

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.

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Posted by: Atherakhia.4086

Atherakhia.4086

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.

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Posted by: Jelzouki.4128

Jelzouki.4128

ABSOLUTELY NO MINIONS.

At least not until they fix the responsiveness of the poor AI.

http://strawpoll.me/3648686/r Queue for PvP from any map. Vote Here. Zojoel [ASAP Zerg]

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Posted by: Zefrost.3425

Zefrost.3425

Perhaps jagged horrors should be changed, baseline, to siphon health from foes to their master?

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Posted by: ZudetGambeous.9573

ZudetGambeous.9573

Does it really matter what the cheerleaders look like? They still don’t DO anything… Maybe if minions actually attacked targets…

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Posted by: Brujeria.7536

Brujeria.7536

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.

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Posted by: Bhawb.7408

Bhawb.7408

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.

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My PvP Minion Build

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Posted by: Tzozef.9841

Tzozef.9841

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.

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Posted by: Ragnar the Rock.3174

Ragnar the Rock.3174

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)

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Posted by: Brujeria.7536

Brujeria.7536

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.

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Posted by: Orpheal.8263

Orpheal.8263

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

Personally I like the idea behind sub classes ~ quoted from Chris Whiteside

(edited by Orpheal.8263)

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Posted by: Lily.1935

Lily.1935

I’d like to see Shambling horrors.

http://wiki.guildwars.com/wiki/Animate_Shambling_Horror

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Posted by: Shifu.4321

Shifu.4321

I say Flesh golems.

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Posted by: Rym.1469

Rym.1469

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.

[rude]Antagonistka – Revenant, EU.
[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144

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Posted by: Shiki.7148

Shiki.7148

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.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

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Posted by: CodeHavoc.7926

CodeHavoc.7926

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

Necro Jesus is a thing apparently
The Zerker Bunker meta is the biggest bug in the game

(edited by CodeHavoc.7926)

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Posted by: Invictus.1503

Invictus.1503

A new shadowy minion that inflicts chill on enemies it hits, hits a bit harder than jagged horrors, and survive longer.

It’s better to keep your mouth shut and appear stupid than to open it and remove all doubt.

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Posted by: Knighthonor.4061

Knighthonor.4061

I would like something like Bloodworms from WoTLK Death Knight beta. that heals the necro a bit on damage.

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Posted by: Lily.1935

Lily.1935

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.

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Posted by: Nibi.3572

Nibi.3572

Why not have it raise skeletons?! or thralls

i don’t know I really don’t like any of the current minions

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Posted by: Advent.6193

Advent.6193

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

Malegryne (Sylvari Mesmer), Lannka (Asura Thief) – Ferguson’s Crossing: [PRD/BRB/OMFG]
Other 80s: Any but Warrior

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Posted by: Comus.7365

Comus.7365

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.

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Posted by: Relshdan.6854

Relshdan.6854

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)

Chaos Organ (Ele), Pistol Opera (Thief), Modular Man (Eng)
MARA (EU) Gunnar’s Hold

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Posted by: DonFurtuna.7340

DonFurtuna.7340

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.

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Posted by: TheLastNobody.8319

TheLastNobody.8319

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.

A knight in shining armor is a man who never had his metal truly tested.

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Posted by: Daliz.8394

Daliz.8394

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.

VII

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

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Posted by: Bhawb.7408

Bhawb.7408

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.

http://wiki.guildwars.com/wiki/Animate_Shambling_Horror

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.

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

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Posted by: Softspoken.2410

Softspoken.2410

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?

Mixing insults with your post is like pooping in a salad.
It’s pretty obvious, and nobody’s impressed.

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Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

Shadow Fiends, please. They hit the hardest.

Necromancer, Ranger, Warrior, Engineer
Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma

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Posted by: Penguin.5197

Penguin.5197

It kind of looks like they are created from the shadow of the victim…so a shadow fiend would be pretty cool

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Posted by: jmt.8517

jmt.8517

Yellow skinned asurans with blue overalls and no neck..

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Posted by: Mingus Dew.8620

Mingus Dew.8620

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.

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Posted by: Galk the Bloody.4629

Galk the Bloody.4629

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.

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Posted by: Vizardlorde.8243

Vizardlorde.8243

Flesh Golems!!!! dont look at me like that, you know we all secretly wish for them.

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Posted by: Sagat.3285

Sagat.3285

Just make the jagged horrors stronger they can fit in every build they should stay.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
The Dhuumfire thread

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Posted by: Lily.1935

Lily.1935

I’d like to see Shambling horrors.

http://wiki.guildwars.com/wiki/Animate_Shambling_Horror

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.

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Posted by: DanteZero.9736

DanteZero.9736

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.

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Posted by: spoj.9672

spoj.9672

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.

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Posted by: Akrasia.5469

Akrasia.5469

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.

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Posted by: runeblade.7514

runeblade.7514

Player minions.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

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Posted by: CambrianExplosion.6394

CambrianExplosion.6394

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.

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Posted by: Oh My God.8423

Oh My God.8423

Perhaps each race could summon the dead from their own race? Use that as a “skin” on whichever minion it is to be decided.

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Posted by: striker.3704

striker.3704

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.

D/S/R necromancer F/A/T elementalist
S/I/F engineer Z/R/D guard

(edited by striker.3704)