What runes do you use as minion master in pvp
I personally use melendru for the stun and condi reduction..but I also have heal well and well of corruption or the vunnbility to do more dmg …. But grenth can be good to if ur running with a team with alot of stability cause those chill can turn around a battle…i run with axe/horn dagger/focus.. With a minnion vampeic build
I use Ogre, Melandru, or Lyssa.
I use Lich runes. They might not be the best option, but it’s nice to have that extra minion when it counts.
Ogre, Melandru, Lyssa, and Vampirism are the only ones you should be using in a standard MM build, unless I’m forgetting one. If you are going condition, then Nightmare is also fine.
If you are going a more niche setup (like a chill-based MM) then sometimes other rune sets that more appropriately help your secondary goal are fine.
Ogre, Melandru, Lyssa, and Vampirism are the only ones you should be using in a standard MM build, unless I’m forgetting one. If you are going condition, then Nightmare is also fine.
If you are going a more niche setup (like a chill-based MM) then sometimes other rune sets that more appropriately help your secondary goal are fine.
Dwyana works great with an MM build. Great heal to you and your minions.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
I dislike it, personally. I feel that you lose a lot of personal stats for not that much healing, basically just some regen uptime. Comparatively, just staff alone can keep up 100% regen uptime, MoE keeps up base 50% uptime, and Transfusion is just as good.
Comparatively, you can get much more “useful” things, to me, in the cleansing/burst of Lyssa, the massive defensive resistance with Melandru, a lot of damage/healing with Vamp, or large damage with Ogre.
Honestly, all the healing runes aren’t that great for MMs because of how easily you can heal minions already, and the fact that minions, when used properly, don’t need that much healing.
I started using Speed runes for some reason. Now I can’t get enough of them >.<
Bhawb, why don’t you like Lich runes?
Vitality isn’t that good for a minion build. You already have a high enough base HP to avoid being spiked down instantly (20k with standard traiting), and very low LF generation comparatively. Toughness scales much better with the significant amount of healing you’ll be getting from minions.
Also from that, the 10% condition duration is fine, but it doesn’t add a ton on its own. Not bad, but not that good either (especially when you can get it from Lyssa in 2 runes).
And the minion just isn’t that good. Its an added Jagged Horror, which will, at best, add a very minor DPS boost (around 170), and then blow up for Death Nova; on a 60s CD, which is the important part.
It just doesn’t really add that much overall, compared to what the other runes can do for you.
- option – Ogre. Extra pet, tons of raw power and blanket 4% damage? Hell to the yes.
- PROBABLY Lyssa now that charge triggers it.
- Melandru
- Vamprirism.
Warlord Sikari (80 Scrapper)
I dislike it, personally. I feel that you lose a lot of personal stats for not that much healing, basically just some regen uptime. Comparatively, just staff alone can keep up 100% regen uptime, MoE keeps up base 50% uptime, and Transfusion is just as good.
Comparatively, you can get much more “useful” things, to me, in the cleansing/burst of Lyssa, the massive defensive resistance with Melandru, a lot of damage/healing with Vamp, or large damage with Ogre.
Honestly, all the healing runes aren’t that great for MMs because of how easily you can heal minions already, and the fact that minions, when used properly, don’t need that much healing.
MoB would work if minions learned to stack, MoB’s range is disgustly small. Dwyana is very important because it covers a large range enough to get minions. Regen is very important to MM with fetid consumption. After all, if minions die, there is no minions to take your conditions.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
MoB works on your melee minions, which are the ones suffering the vast majority of damage. The ranged ones really only take damage from Fetid Consumption, and it will take a significant amount of time for that to end in their death. And then not that long after dying, they’ll be right back up. Minions dying, as long as you don’t allow it to happen too easily, really isn’t a big deal at all in any minion spec.
In the meantime, you are losing very significant benefits from the other big sets. Melandru, for example, would reduce all the damage the minions took from fetid consumption by 25%. But not only does it do that, but it reduces all conditions that you have until then (maybe even meaning your minions never suffer the damage because it expires), and also reduces the stuns on you. Whereas Dwayna’s benefits will very rarely matter to you because of the very high regen uptime that is very common to minion builds.