(edited by ryderov.1479)
Overzealous Flesh Golem / No passive mode for minions
Not sure what profession the flesh golem is from but am I right to assume its from Necromancer?
I just hit 80 on my Elementalist today, and havehad the same issue with my minions while leveling up.
They will attack any mob in range regardless of whether I have initiated combat or not, its as if they are set to a permanently aggressive mode.
Since the minion is only there for a limited time I end up getting the aggro when the minion are unsommoned.
Far too often this has resulted in me getting killed, with unnecessary repair costs as well, because I already have low HP and dont have time to heal or regenerate when the minion are unsummoned mere seconds after it starts the attack.
Since GW1 minions have always been.. relatively aggressive to the point of stupidity. There were ways to control them to a degree; however, i believe it to be very intentional.
Otherwise Ranger would not be unique, in the companion arena.
I believe it to be the correct choice.
I also believe that they will not change it.
hope that helps.
Lol, I have a cat that likes to bring me little “presents”, you know dead birds, almost dead mice, distressed baby bunnies and such.
Well my flesh golem does almost the same. But instead he brings back 2 or 3 slightly hurt risen foes on top of the one or two I picked a fight with. This generally prompts some quick AoE, and four or five second fight, because I can take them!, followed by a turn about and retreat with DS activated, and then the AoE DS skill while my golem decides to keep the fight going til the death!, His death.
(edited by Mura Nightblade.4607)
Rangers aren’t the only profession to have minions, so they shouldn’t be the only ones able to somewhat control them. There are obvious reasons why some basic control is needed in instances, which I go into a little in the OP, otherwise you simply are forced to not use at least certain minions, if not any of them, out of necessity.
At the VERY LEAST the aggressiveness shouldn’t be close to what it currently is, if present at all. I just find it funny that they have gone through such great lengths to allow as much convenience as possible in every other facet of the game, but then we have to put up with this headache.
I guess I can understand an argument for not allowing direct control over temporary minions, as they’re out for a relatively short period of time, and they’re probably summoned either right before or during battle anyway.
All but one of the Necromancer’s minions are not temporary (jagged horror), however. And at least one of them actually regenerates when not in combat. That counts as a full-blown minion. We are minion users and should have the necessary control over them.
I would like all of the other minions to also regenerate when not in combat, but that’s another topic all together. If you’re about to go into a tough encounter when you really want all of your non-regenerating minions to start at full health, it’s a bit of a pain to have to toggle your secondary abilities so they despawn, then change back. Again.. just another unnecessary chore and headache in a game that otherwise has taken every length to allow convenience.
Perhaps give us a “Despawn all minions” button so we can get our non-regenerating minions back out at full health after their cooldowns without the weird ability toggling. Though this would unfortunately also despawn the minion that regenerates and also has the longest cooldown by far.
I guess make them all regenerate, or give us two despawning buttons. One for all minions, and one for only non-regenerating ones.
My trying to list all possible alternatives perhaps makes my posts seem a bit convoluted, but I’m positive improvements can be made one way or another.
(edited by ryderov.1479)
I use Pirate runes and I always love seeing my Parrot appear on the scene to help out……..then once done with my current target he promptly goes to the nearest mob, even if 100 meters away and pulls them all, I usually just leave him to it, good luck matey.