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Post your Reaper builds.

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bile.7560

Post your builds here. I’m curious to see what people are coming up with.

Note if it’s pvp or pve or wvw.

[Vids] NECRO POWAAAA

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bile.7560

Awesome, would love to do this looks like hella fun

What is your second favorite class?

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bile.7560

warrior because it feels opposite to necro in many ways.

Best necro 1v1 build?

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bile.7560

Yeah even if you do lose your minions, you can sustain until you raise them again. you can survive moa, I have had it happen a lot, its annoying wont kill you though.

Best necro 1v1 build?

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bile.7560

It’s not even debatable minion manner by far, it can beat any class one on one while staying on the point.

Take sentinel amulet over the popular clerics. You will out sustain anyone. You can lose your minions and survive long enough to get them back up.

I have 2 vs 1 multiple times, while holding a point for long periods. It starts losing its effectiveness when moving Into team fights.

So Logically...

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bile.7560

Due to the fact a net seem to take along time to balance classes, it would make sense if they implemented the class stacking maximum in TEAM games.

So a max of 2 types of the one class.

Yes or No?

Update Life blast to Plague blast Why not?

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bile.7560

I would really like this to be altered and I am happy to accept a lower damage no. in order to receive it.

As it currently stands, It’s fantastic when it lands, yet often doesn’t due to the high number of classes with access to multiple block/evades and invuln as well as shadow steps ect.

Perhaps this is something you could trial in the beta weekend Robert?

Personal Evaluation of PvP

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bile.7560

I genuinely agree with all of these ideas, but if even half of them were implemented the queue times would be ridiculously long. Longer than what we have now.

I dont believe it would. Its due those facts mentioned above the PvP community is really small compared to other PvP communities.

If we would implent all changes said above, you’ll see old players return, more competitive scene and more players will stay in PvP.

This can only result in better matchmaking, because there are more ppl to pick from.

I think they shot themselves in the foot when the game first launched, they had a lot of people interested it was a interesting and different system to what most people had played before. However due to numerous reasons a lot of people left, I think a lot of those people will come back for leagues.

Agree with a lot of your points, if they balanced quickly class stacking wouldn’t be too much of a problem. Yet they are extremely slow so it’s a good idea.

More people would do pvp if the rewards were better as well.

Agree with the team/solo queue, leagues can’t come quick enough.

One small change once the game pops, they should make the ready time 30 secs you don’t need more time then that.

Minion Master

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bile.7560

I would love to see some video game play of the clerics mm.

The New Power Necro Build [SPVP]

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bile.7560

Giving up closer to death seems strange considering you are running Wells and only one signet.

I like new builds, I would be interested in seeing how this one plays.

Well done for trying something different as well. Too many people just do the norm.

Necromancer is Now Meta in Spvp

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bile.7560

I still think minion mancer is superior to signet but what do I know

You are not the only one, only AI issues are holding MM back but cele signet is kind of overrated there is an even thread in PvP section saying it better than cele ele.

Yeah I am starting to see that cele signets is overrated. Mainly because, while it is amazing in 1v1s, it really isn’t that strong in teamfights since necro is so easy to focus. Due to that I’ve switched to a soldier’s variation of the build that uses blood magic instead of curses, although curses could might still be better since death perception lets you proc the curses proc traits.. hmmmm…

Yeah.. I’ve never really been into minion builds, but I do think that tanky power builds that are bruiser-esque in design and focus are our strongest choices, which MM technically classifies as, I just like the mightstacking and utility of signets for now.

The level of skill the top teams play at is far superior to the level that most people play at.

Individually regardless of how good the player is, there might be heaps of players at a similar skill level or not, but it comes down to how well they play together. They all know their roles, what to do, when to do it, they communicate and they practise and they have been doing it for a long time.

So Nos runs an effective counter build that can win a lot of one on ones and can remove certain threats from team fights, but it doesn’t really translate to the whole wide world the same way.

I could run the same build and perhaps not be as effective but play it the same way he does it then comes down to my teammates and how good they are, can they hold points? and kill the enemy?

Suddenly I find the effectiveness of the build drops, simply because I can do more with other builds. If I run MM I can hold a point against 2 people the entire game and some times win, I can sustain pressure until my teammates arrive or I can solo anyone class in the game.

It also allows me to run far and hold that point up, or hold home or go mid.

Same with wellomancer, I can drop multiple members of the opposite team per team fight. Basically guaranteeing we win the team fights and that’s huge.

So for me I find other builds more useful, now if I was running with a team and we had a good composition and knew what we were doing that might change.

Soul Reaping, Build Diversity, and You

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bile.7560

I’m fine with being proven wrong, but I just honestly can’t think of a viable necro build currently that doesn’t use the trait line as a whole, regardless of last gasp or not. Maybe with reaper and blighter’s boon, it won’t feel as mandatory to me though..

MM doesn’t need to use it, anything support related doesn’t have to either, and well builds don’t have to. Again, less an issue of the trait line itself being needed to make builds work, and more that you’re stuck using it because the other options don’t necessarily boost your build.

The mm build I use does, personally it’s the best mm build I have tried I’m willing to try others and be proven wrong.

The life force generation from staff, the amount of time you can stay in death shroud and the stability are mandatory for my build anyway.

But my build plays as attrition bunker. Which personally I have found to be the most effective.

Soul Reaping, Build Diversity, and You

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bile.7560

I guess what I’m getting at is while I have good build ideas that don’t have room for soul reaping, they tend to be ineffective because vital persistence is such a good trait, and while the traitline as a whole is great, I feel that vital persistence is the reason I can’t drop that traitline to try out other things.

You are totally correct, soul reaping is mandatory it is the first trait line you have to put in, if you want to make use of an effective death shroud.

Soul marks is also ridiculously good, if soul marks and vital persistence were somewhere else I would probably take something different.

I agree vital persistence should be mandatory. I would argue soul marks should also be as well.

My final list of changes to reaper

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bile.7560

I think nightfall should be ground targeted and gs 5 should be a leap/charge it would be so much better.

The Problem With Necro And Reaper

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bile.7560

It’s pretty straight forward really. There are two issues as I see it.

1- The ability to ignore damage.

2- Mobility.

1- I think this has been highlighted this beta weekend but has always been the case. You can’t just add more health to a class and expect it to survive.

If you don’t have a way to ignore damage, regardless of your health/ds pool it will at some stage evaporate.

Now when you take that class stick them in a match and have x amount of players beating on you at the same time the above happens- death shroud evaporates in seconds.

If you Robert Gee decide once and for all that death shroud will be our defensive Oh kitten button. Therefore not giving us access to those blocks/invulns ect.

Then the way it works needs to change drastically. At a minimum I think this needs to happen.

It needs to reset to a point out of combat, make it 30-40-50% whatever start somewhere.

This will allows some sort of basic survivability at the start of matches and will balance the necro.
Full life force makes you super hard to kill
Having no life force makes you super easy to kill

The above balances it out.

We need to generate life force when we are getting hit and that needs to scale with the number of people attacking us.

So 3 people attacking us 3 times the life force generation. 5 people 5 times. This will hopefully, without giving us those damage ignoring abilities an actual way to not die in seconds.

One question I would like to ask you is what do you actually want to achieve with death shroud/reaper shroud?

2- Mobility.

Compare it to the warriors greatsword they have 2 amazing mobility mechanics on it alone. Then you have excellent mobility option with theifs shortbow, mesmer utilities,

It kind of comes back to the same point, if we trade blows with another class and are winning the other class can just leave and come back, there is little we can do to actually stop it all.

If we are not given suitable escapes/mobility then we really need to be much more efficient at not letting the enemy escape.

Here is an outrageous idea make chill half all movement abilities. Sounds crazy but having any sort of teleporting class only move half their distance would really put the fear of god into people fighting us.

They would have to seriously think about if they didn’t win the fight could they escape instead of just laughing at us in the corner.

Thanks for your time

General Reaper Feedback

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bile.7560

I’m not going to talk about damage numbers just observations during pvp gameplay.

Greatsword

1- I would reduce the 1st two swings to 1/2 and the final swing to 3/4.

2- I like the idea a lot of people have mentioned it’s meant to be our hundred blades damage wise it’s obviously not going to be close whether that’s something that needs to be tweaked I’m not sure.

You can move with it and it can be on a smaller cooldown.

3- Like it, if anything drop it to 3/4.

4- I get the logic, put this down use gs 5 pull them in gs 3 and 2. It just doesn’t work I would almost suggest placing this directly on the necromancer and move with him would not make it over powered.

5- Probably the worst skill on the gs, range is too short it never hits and is on a massive cooldown.

The concept I get it, stuff isn’t meant to get away from us, you could honestly put this on a 15 seconds cooldown and make it impossible to dodge/block/invuln and the majority of classes would still escape.

In theory Greatsword is most likely going to be competing against dagger(warhorn), Ignoring damage, dagger has an immob a daze and a swiftness/cripple swarm.

Greatsword just doesn’t compete with that.

Also there is no way to mitigate or ignore damage, you can’t trade blows in any sort of melee combat.

Multiple classes have blocks, invuln’s, ignore’s we are literally just eating damage until such times as those effects end, Its not as bad when at ranged but when trying to deal with these things in melee simply health pool/ds pool tanking it doesn’t work.

Reaper Shroud.

Great- love all the abilities reduce the cooldown on 4 and 5 as they are excessive. I would also like to have the ability to enter death shroud as well as reaper shroud, they can share the same cooldowns.

for example you use reaper shroud 5, death shroud 5 is also on cooldown this will allow for more skillful play and force kiting players to eat life blasts if required.

General Reaper Feedback

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Posted by: bile.7560

bile.7560

After playing a bit this morning.

-Greatsword 1, I would like chilling scythe cast time reduced to that of a normal swing( we do 2 massive arcing attacks, if people can’t dodge the third one then it’s a learn to play issue)

To start with drop it to 3/4. If you are feeling very adventurous drop the other two swings to 1/2.

-Grasping darkness, I feel the cooldown is way too long on this ability 30 secs is just too long basically as it is now you have one chance, if its misses is evaded or any number of other options then you can’t do anything.

Executioners Scythe and Soul Spiral- both excellent yet the cool downs are excessive traited 25 and 1/2 and 34 seconds.

So basically you use these 2 abilities and then you are stuck auto attacking.

General Reaper Feedback

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bile.7560

Perhaps we should make the feedback a little more constructive rather then the standard this sucks, reaper sucks, arena net sucks.

Damage number can always be fine tuned, what skills are good? What skills don’t work?

One thing I did notice that has been said a lot already is you seem to enter death shroud and get kicked out very quickly. If this is a bug no worries, if not its something thst might need to be looked at.

General Reaper Feedback

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bile.7560

Put your Reaper feedback in here so we can keep it organised for Robert Gee.

I’m not going to make any outlandish statements until I have a in depth play.

Some of the reaper shroud abilities seem really good in particular loving the death serial.

Addressing the Design Flaws of Necromancer

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bile.7560

I just had a quick look with berserker am and no Soul Reaping Tree, You have a max of 13,245 life force.

With Soul reaping this increases to 15,245 just from passive traits.

My minion mancer has 25,045 life force. With soul reaping. without 21778.

I’m not sure what my point is really, perhaps something along the lines of there is not much you can do with 13k life force that disappears in seconds especially without vital persistence.

Yet the amount I have as minion master is op.

Addressing the Design Flaws of Necromancer

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bile.7560

Speaking from a pvp perspective only. These changes I would like to see them implement now as I think everyone would at least agree this would be good fix.

STAFF- love it, the only problem with it is the auto attack is way too slow a 33% increase would be good.

If you hit 5 enemies clumped up you can get 20% lifeforce gain per auto attack. I think that the true issue is that it needs better pathing It’s already a lot faster than it was at launch haha.

AXE- needs a rework, it falls in the category of not better then staff or dagger. It does less damage then dagger and has less range then staff and it has less utility then both.

I actually think that giving the Axe auto a boon rip on its second hit, and would make it a go to ranged power weapon. Changing spiteful talisman to do a flat damage amount whenever a skill rips or corrupts a boon would in turn increase the dps of the axe— both the auto and the three would rip a boon (this would also make focus better). And if you’re traited for Unholy Feast, every time you pop shroud you’re doing more damage. I got the idea from Eles where when they disable someone that person takes damage. I think it could be the dps increase that axe needs while also giving it a solid identity, “I want to take this because i need boon rip/vuln/ decent ranged dps.”

FOCUS/DAGGER- they both fall behind in comparison to the amazing warhorn, they need some buffs.

I agree with focus being weaker, hence the might stacking on focus 4, the shorter cast time on focus 5, the change to Spiteful Talisman, and Axe training (which gives 10% dmg increase on vuln which the focus can also stack).

The dagger, from a WvW and PvP standpoint brings a decent transfer (if you bait dodges) and AoE weakness. That is niche but I think it is just as useful as warhorn, but in different situations. From a PvE perspective (fractals namely) the blind and weakness are powerful the harder the content gets.

SOUL REAPING- the problem I have with soul reaping is it feels pretty much mandatory, Soul marks is pretty much essential for both the unblockable factor and the lf generation.

It might possibly too overpowered to have that as standard, but I don’t think I have made a build without it because it’s needed.

If you don’t take soul reaping you gain little benefit out of ds, which is contradictory because its meant to be our defense mechanic.

These are very valid points and I agree, SR is powerful ! But I think the solution is to give us equally powerful options in other specializations, and therefore let us have powerful options, such that by not choosing SR we get something of relatively equal value in some other aspect of our gameplay.

It’s nice having a discussion about it, I’ll address some of your points.

I guess I’m not often in the position where I am able to hit multiple opponents with staff 1, I’m either at some distance or right up close with dagger/warhorn. Being forced to use staff 1 at any sort of range and trying to hit someone is impossible unless the opponent is immobilized or not moving.

Yeah axe change would be nice, I think it needs a range or speed increase as well. Axe 2 being possibly the easiest to dodge ability in game with the “oh look the axe is spinning I’ll just dodge” rinse repeat- It needs something.

Might stacking on focus 4 is not needed for me personally as I can might stack by myself, as well as the popular cele signet build.

I think Spite and Soul Reaping Tress are the strongest trees.

Spite has good options at grandmaster with close to death and the signet gm, as well as some excellent passives- for might stacking.

All the other trees have some good things in them but I dont feel any of them are must haves.

Thanks for taking the time to respond.

Addressing the Design Flaws of Necromancer

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bile.7560

Speaking from a pvp perspective only. These changes I would like to see them implement now as I think everyone would at least agree this would be good fix.

- Minions need to persist through transformations as you mentioned( moa, lich form, plague form, ect. )

- Display utilities in Ds

Long term fixes

STAFF- love it, the only problem with it is the auto attack is way too slow a 33% increase would be good.

AXE- needs a rework, it falls in the category of not better then staff or dagger. It does less damage then dagger and has less range then staff and it has less utility then both.

FOCUS/DAGGER- they both fall behind in comparison to the amazing warhorn, they need some buffs.

SOUL REAPING- the problem I have with soul reaping is it feels pretty much mandatory, Soul marks is pretty much essential for both the unblockable factor and the lf generation.

It might possibly too overpowered to have that as standard, but I don’t think I have made a build without it because it’s needed.

If you don’t take soul reaping you gain little benefit out of ds, which is contradictory because its meant to be our defense mechanic.

Long term I would like to see ds deteriorate/increase out of combat to a certain level 30-40-50%, because as you are aware a necro without any is extremely hard to kill yet when full its the opposite.

Changes in the Sept 2014 Feature Pack (WOOT!)

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bile.7560

I dont really like the fact that anet seem happy with the fact they dont see the need for us to have more mobility or stability.

A large portion of the game is moving between points having someone sit on a point seems counter productive, and i hate having to rely on others to gain stability.

not to mention vigor, aegis, so on and so on.

Im not going to beat a dead horse thats not they way the see the class, But if you dont allow us to have the above then there needs to be suitable alternatives.

I have kind of always felt with necro that i really need 4 utilities to do alot of what the other classes can do easily and im forced into taking certain options because its needed to survive.

Speaking from a power perspective. i like running double wells and i feel im forced to take flesh wurm as an escape because as soon as your targeted its only a matter of time.

In regards to dagger its good they want to add a cleave although i have never found the damage from dagger to be the problem its the fact i have to get in melee range to use it, running a power build this can be straight suicide.

in regards to long term solutions i dont have the answers.

But as an idea

Increase axe range to 900.
i think a set amount of damage something really low less then 5%( not sure of actual numbers) heals you.
healing applies through ds.( maybe self healing only)

1. It makes axe a more useful weapon.
2. You will be able to handle the ridiculous burst that you will face.

Alternatively

Ds shroud starts at 50% it increases with ability usage just as normal and drains the way it does normally.

However when its exhausted it begins to regenerate to 50%

This could also help us survive a little bit better.

Thoughts anyone?

Advice- separate accounts

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bile.7560

Hello i have 2 accounts one on eu and one on na.

I mainly do tpvp in this game, on my eu account im rank 44 and have a level 80 unfortunatley im actually using my na account for tpvp atm which is rank 20+ this however is not the question.

I would like to level up another 80 for something to do when i not tpvping

Would it be better to level it up on the na account so i can use the achievement points to unlock different skins or simply just level up another 80 on the eu account?

Any thoughts appreciated.

Looking to start a team(NA or Eu)

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bile.7560

Hello

Im looking to start a team there seems to be a distinct lack of people in the same situation im in its either you are full on pro or terrible, i would like to have something different perhaps good casual players.

ideally it would be nice if you have at least been in the top 1000 before, are of a decent rank and are comfortable with your class.

Once we have worked what we are happy with we then will try and climb up the leaderboards and see how far we can go.

I would also like to try a few different class/spec comps because its a bit boring just seeing alot of the same old things being done and i think there are different options out there.

Patience communication and non raging are a must.

lf spirit ranger
bunker/support guard

if you are any of the above let me know or if you play a different class and liked what i have said let me know also.

thanks

(edited by bile.7560)

Super Solo Queue Necro Experiment.

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bile.7560

one more reserve

Super Solo Queue Necro Experiment.

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bile.7560

reseerved 15 chars

Super Solo Queue Necro Experiment.

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bile.7560

reserved 15 chars

Super Solo Queue Necro Experiment.

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bile.7560

reserved 15 chars

So i decided to try something i would normally never try and run a power build without staff.

Better then expected

Im running 30,10,0,0,30

http://intothemists.com/calc/?build=;08c3-0-kHFJ0v3gJVJ0;9;4T9;0T07B5;647ALRV46;1JF04JF048Ba

Not sure how many i have played but i have won the majority with a loss coming against a premade.( i will update at the end of 10 games)

I just love the stability from ds getting stomps potentially every 7 seconds is just awesome.

Yeah not running staff i had major hesitations about it but its been better then expected coming out of ds and hitting reapers touch and axe 2 gives a really nice amount of life force and does great damage.

Ill update it at the end of the cycle

(edited by bile.7560)

Super Solo Queue Necro Experiment.

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bile.7560

http://intothemists.com/calc/?build=;0_-3-0-kHFJ0D47IVJ0;9;4TT9;008B5361;6S-F65;1Agk3C7W38Bz

30/30/10 power style-might stacking

A scary amount of power when fully might stacked 3971 combined with traits like close to death 20% extra damage below 50% health and target the weak 2% per condition combined with a 50% crit chance can combine for a for some ridiculous ranged aoe.

The wheels fall off…..

a build which I knew before even starting with it was going to be tough and it was. The euphoria from the 1st 10 games has come crashing down and so has my win %.

I could only manage 3 wins and 7 losses and I was a little heart broken.

What went wrong?

Well its not a solo queue build it needs a team and a team that know how it works and how to get the most out of it.

One game in particular would have been the perfect way to play the build we had 2 bunkers one on home and one on mid and 1-2 people pushing far. This allowed me to roam between home and mid drop my aoe kill everyone and go back to the other point rinse and repeat.

If allowed to free cast id say its one of the most powerful aoe builds I have ever played but as I stated above it needs certain criteria to make it work.

It also excels on points and in team fights outside of that it struggles its horrible one on one.

So in the majority of games I played I felt like I had very little protection and the quality of my team mates was not as good as my opponents.

As an example I dropped 3 opponents before getting downed myself and an allies couldn’t get a stomp or kill any of them.

Ranking 91% 15 wins 11 losses

As badly as this build did in solo queue I think you could alter certain parts of it to be viable in team play but you would need to test it, I have run a similar build before and it has done very well against some top teams as long as you have the support.


Ill be trying one of the “op” condi specs next

http://gw2skills.net/editor/?fQAQNArYWjMat7Vaaa87JEpCPD0jdBXAxoHHTwMMA-TsAgyCuI+S9l7LzXyvsfN8Y5xkAA

Into the unknown

As I start the next round of 10 games I have a bit of fear setting in playing another 30/30/10 build but condi style scares me i can play condi but most of my experience really lies in power builds

Stay Tuned.

*update 1st 2 games against actual teams so both resulted in losses. even though im “rank10” fighting from high 40’s up most of the time.

Getting called out for my rank regeardless of where i finish on the score board or how well i actually do in games.

Not having stability cost us badly in both those games.

Just beat that team.

Encountered another team… getting a bit frustrating

  • So update basically won all the other games and think i ended up going 7 and 3( have to double check still)

Took a little while to get used to the build because as i said i usually play power. towards the end ended up killing alot of people fairly easily and getting close to top scores in games.

Its pretty much like lots of people say the burning and terror is quite potent but alot of the time people were just eating it. so im not sure where i stand on it atm will have to try another spec and see how it goes.

22 wins 14 losses 93%

Tomorrow ill be doing my 30/0/10/0/30 power build

(edited by bile.7560)

Super Solo Queue Necro Experiment.

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bile.7560

Hello Everyone,

Its Mr Bile(also Xaragon and Aku bile) here I am a rank 43ish formerly top 400 player on EU and I wanted to try and do something different and possibly help out the community.

So I have made a separate North America account and im testing out tpvp builds to see what is effective and how high I can go from a solo perspective.

Basically how it works at the moment is I play 10 games with a build see how it does and then switch to another build.

The Rules are simple

-10 games then switch
-Solo queue only(nothing else no duoing queueing, nothing with friends and no teams)
-No voice chat
-No grouping of any form what so ever( in case you didn’t get the 2nd point)

You can follow me on the leaderboards its bile.7560

This is my twitch stream hopefully it will be up and running in the next couple of days still having trouble with the lag( Looking for help here)

http://www.twitch.tv/mrbile

Ill be uploading a few videos to show the builds off as well.

Please suggest builds that you would like me to play and how to play them, I have quite a few to go but im happy to try them if enough people agree.

I’m also putting together a guide with zombify and ronpierce covering power, minions and conditions so hopefully that will get finished soon!


I have done 2 builds already, before I started I had played 6 games with friends for a result of 3/3 so discount this from the overall tally.

Super Minion Monster

Maps- Kyhlo and temple

http://intothemists.com/calc/?build=;0_-3-0-kHFJ0v3VI-K0;9;4J-TJ-08;219A16;2X-V75;1IBl3IBl36gE

Kicking kitten and taking names..

I went 8 wins in a row and felt like I had a real shot at getting the 10-0 which would have been awesome but alas we came up against a proper team and lost making it 8-1, in the final game we won ending up with a excellent record of 9-1.

All the games were comfortable there was one game where it was 4v5 for a while but they let me stay on treb and just kill them and one game where we won by a very small margin.

I was often the top scored player in games during this test session even though my only objective was to win the game.

I felt i could influence the game in any way I chose I could hold home point the whole game, I could push their point or fight in the team fights and I rarely died.

The build itself feel extremely strong there is a lot of negative press about minions in tpvp games which I don’t think is justified.

They are extremely good 1 v1( I don’t think I have ever lost as long as my minions are up) and in 2 v 2 situations they are just as good because I can handle 2 opponents attacking me as the spec can kite fantastically and has a lot of health regen/toughness/health and if they go for my opponent I have access to multiple ways to stop stomps and the pressure from well of suffering and poison fields and exploding bone minions is excellent burst and I can easily res my team mate if he goes down.

The major problem people have with minions is losing the minions to aoe and the perception of once that happens its game over with this spec its not really like that- let me clarify having no minions is not good however if you are on a point and lose your minions you will gain exploding damage poison fields and combined that with well of suffering is enough to wins points quite easily,

I also have taken consume conditions for the above reason if you lose your blood fiend you are dead if you have consume conditions you can survive long enough to start re spawning your minions.

I highly recommend this build.

Ranking 716 12 wins 4 losses
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