Showing Posts For Freedansan.3571:
removing the jagged horror cooldown and degen while making them spawn off of minions dieing instead of enemies would be great. simply move it up to a (selectable) grand master trait and call it a day.
as for protection of the horde, I honestly wouldn’t miss it. swapping it out for something more generally useful would be great.
If you don’t mine me asking, that seems to be the problem with PotH? Is the bonus simply enough? Maybe a % bonus seems to be in order then o.o
What do you think would be a good replacement for it? I do think there is a place for this trait for the semi-tanky MM out there.
I’d love for a MM weapon, though I don’t think every skill needs a minion, but be minion friendly (with some minion summons of course). I’m hoping for some new content in February/March that introduced one new weapon per class (necro being this) and that fixes our other minion bugs and problems.
Ummm, they’ve already stated they’re not looking to add new content but rather to finish polishing the rough edges of the content they have in game already. Adding new weapons and new skills will simply compound the issues surrounding bugged traits and skills further. I’d rather have them get the classes to where they want them to be before they start adding crazy cool things.
As it stands, I do like the idea of Minion based weapon but until they get the current necromancer issues sorted I’m not holding my breath for it. I’d rather see Axe turned into something useful beforehand.
Yeah, as much as I’d love a Minion weapon, I think they should fix the Axe first. I did it like the weapon as first, but it lacked the damage of the dagger and the utility of the staff =/ A very hybrid supportish weapon.
Some have said that the Axe is somewhat of a Minion weapon. The Vulnerability granted from #1 grants a certain synergy with minion damage, as it is one of the only ways to have it increase a little bit more without traits or straight out leveling. However, this could open a spot for the Axe to take side as either a Power weapon along side the dagger, or something more, like a main hand Minion weapon
Anyways, it would be cool if the Axe could be used as the Minion weapon too, since it doesn’t necessarily have a position in many builds I’ve seen for the Necromancer.
I would be happy with that too. I mean, with only 5 skill slots open for summons, anything more is very welcome
Reanimator I think will be a fine trait once they fix the AI issues and the Vengence/Illusion of Life rallies off of minions. Boss targeting issues (Lupicus, Subject Alpha) are being resolved in this month’s patch, so I am not concerned with those.
I really hope it does fix it though =/ There are still problems with the usefulness of the actual minion, not counting how it can hurt you due to certain bosses and things like that. It does have better AI than our actual minions, however. Some people still have issues with how fast it dies and how useless it is since it’ll die before you actually get to the next enemy. I don’t know, but hopefully in the next patch, it addresses some other stuff too.
I’m still not a fan of minion-only traits being minors instead of majors, but I like the new (old?) take on Jagged Horror. Giving your minions one last gasp to get a stack of bleeding or two / take a hit for you seems like a pretty interesting dynamic. It do the two things I feel make a great trait: change how the game is played, and make the character stronger.
Yeah, that’s kind of what I was hoping for during the next changes for these traits. I don’t think this is what is planned for the JH and DM traits, but I mean, if we can get something like this, it may increase the effectiveness of the MM style.
Thanks for your imput on the matter though
I’d like to see major changes to Reanimator that include at least:
Remove the ticking damage numbers.
Remove my characters comments when they die.I find the reanimator trait extremely obnoxious and if they aren’t going to remove or change the trait at least remove the visual and audio obnoxiousness from it…
HAHAHA yeahhh, both of those changes would be welcome too ;P I’m always paranoid when I hear my character say my minion died, since I always think that I’m being attacked without noticing or one of my important minions just died xD
Hmm I like the idea of having some weapon based minions, but I don’t think we should be changing the staff for this kind of thing. We MM don’t want to force our type down other Necro’s throats :P
However, I do agree that this is one way we can get a bit more minions out in the field. If perhaps the torch was added as another off hand weapon for Necro, maybe something like your idea could be implemented. That way, we have a weapon for us, yet it doesn’t bother other people’s playstyle.
With the lack of a full set of summons, there’s always the option of having a DS summon skill in there too. I mean, with only 4 skills, there is an availability to add a bit more
I’ve recently joined the ranks of the Necromancers as a MM. Loving it so far, but I can’t help notice that many people dislike the Death Magic minor traits. This is due to the fact that it forces minion traits on you, mainly :
1.Reanimator
2. Protection of the Horde
Now I love the concept of Reanimator, but it is heavily flawed. Protection of the Horde seems cool too, but I’m pretty sure most people either find it too weak, or just seems so useless outside a MM build.
So I was thinking of a way to fix this, and here’s what I came up with :
1. Put in Deadly Strength as the Adept trait, and push the other two forward as the master and Grand Master minor traits (in whatever order, really.) This would allow for anyone to put in 10 points in DM without having a minion pushed onto them. Maybe the values for Deadly Strength would be nerfed, but I think it may be fine as it is.
2.Reanimator. Oh how everyone just LOOOOVES Reanimator and our oh so useful Jagged horrors. Yes yes, it causes horror to those who use it. Still, I think there’s a place for this trait in some builds, it just needs to be fixed. There’s the obvious “No life degen, no timer, no cooldown, bigger health pool, just remove it” and all of those other things people have said to fix the trait. However, I want to bring it further than that.
I was reading up on how MM in Guild wars 1 functioned, and it would seem that their minions did have degen, but they could have a heck load of them (well, probably a lot more than what GW2 MM can have). Jagged Horrors were also made by casting a Hex on an existing minion, and if that minion died, then it would come back as a JH.
So here’s what I suggest. Let’s take the JH concept of GW1 and put it as a trait.
This means that whenever a minion near us dies, we gain a JH. I think we should remove any timer and Degen, so as to keep this JH’s until they REALLY die. This would give us more of a “Foot Soldier” minion feel that many people have been missing from GW1. I think a cooldown should be in order, but not more than say, 15 seconds? Maybe a slight increase in Vitality for it, but I think we can do without. Whether we should gain a JH from dying enemies is optional too, but I don’t know if people would consider us having too many minions >.>
Now, I can’t quite give an opinion on PotH since I’ve yet to use it. And the Minion AI issue is still present, but we need to have Faith in Anet regarding when they’ll fix that
So, what do you guys think? Too OP? Not good enough to fix the horridness of our Jagged Horrors?
Hmm I do agree that minions should regen out of combat. I mean, the Flesh Golem does it. If we have permanent lasting minions, I don’t see why we need to be resummoning them every time we decide to fight something v.v
However, we can dismiss them before fighting by simply just changing the utility slot to something else, then switching back. That is a bit of a hassle though, so I don’t bother. And from personal experience, if they are near enough, they tend to attack whatever enemy you used your #1 on. I don’t know if that’s actually the case, but that seems to be how it works for me.
I find that you can get over the healing issue by spamming Mark of Blood if you’re using a staff or using life transfer with that major trait in Blood Magic that heals people when you use #4 DS. But yeah, chances are, your minions are going to die more often then not… Flesh Golem dies so quickly even if it is an elite, and monsters are just magically agro’d to my bone fiend…..
Expect that all your gears are gone, and your gold.
Hehe I expected that xD But I checked, and I don’t see anything missing o.o I find it so suspicious that I feel the need to check it out again.
So I recently tried to log into my account today, only to figure out that my password wasn’t working. I tried to reset it, but it took a decent amount of time because “Password reset is not currently available”.
K, so I changed my password and I manage to log in, only to find a new Level 20 ranger in my account, WHICH I NEVER MADE.
Anyways, clicked on him only to be disconnected from the game, getting a message that I lost internet connection.
I relogged and clicked on my level 24 mesmer, only to be told that another user has logged into my account. Relogged again, and I soon found the level 20 ranger to now be level 26……. This happened in a space of like, 5 minutes tops.
So yeah, what do I do? I’m going to send a ticket or something to support but I also wanted to know if this was happening to anyone else.
Also, the character name for the Ranger is “Erg E”
Edit
I just checked, and it turns out that 3 different IP addresses from China has been authorized onto my account.
Edit 2
So, I just checked that new character that just appeared in my account. He’s currently in a level 79 ish area and he has a bunch of high leveled equips in his inventory o.o I don’t know what to do with all of that >.> Or if I should be doing anything at all o.o
(edited by Freedansan.3571)