Because all it lead to was more toxicity, something the game has too much of already. Seeing the rank at the end of the match did nothing important, there was nothing gained. It did however give people who were already annoyed something to rage about.
I play siphon MM with a crapton of heals. My build would be stupidly broken if I got healing of any kind through DS. I think it should be a GM Blood Magic trait, along with making the rest of the non MM siphons worthwhile.
Press the tab button, try clicking. I play MM and face other MMs, even with 12 little craps running around on the screen I manage to target the other MM just fine by clicking them.
That’s because your build is weak to MM, it happens. MM isn’t too strong, its not too weak, its just a good build for people who plan to camp a very small area of the map and 1v1/2v2 people. It is very counterable by any team comp with strategy.
Show me when MM was played (well) in a big tournament and I’ll agree MM is good against top tier players. I’ll save you the time though, MM has never had success (assuming its even been used) in a 5v5 team tournament.
This was the case in GW1 too, you started with barely anything and then over time you could work for more, it gave you something to do. As it is right now you are only missing, what, 1/13th of the traits, and a tiny number of other stuff. Big deal you can’t play one spec, it takes you a day or two to unlock a trait if you’re just PvPing.
Not an issue for me when I heal for 2k every time I swap weapons :P different builds though.
This is the build I’m currently running. I went 8-3 my first games in soloQ and am currently ranked 184, although this will probably drop and even out over time.
4/0/6/4/0
Spite: Spiteful Talisman/Training of the Master
Death Magic: obvious minion traits
Blood Magic: Transfusion/Vampiric Master
Cleric’s amulet
Water Runes, Leeching/Renewal sigils on each set
D/WH + A/F
Consume Conditions/Bone Minions/Bone Fiend/Flesh Wurm/Flesh Golem
The only variations that are really optional to this build is to swap either A/F for staff on Foefire only, since it allows you to come from your home point, sit on the ledge of the mid point and drop marks down on half the point, which will get your minions to run down there, and as long as you dropped Flesh Wurm at your home point and you check back every so often you can get back before the decap stops (or at least stop the decap from happening).
Just load in to the game, tell your team you’re going to home point, and sit there the whole game, only leaving if you have to to win (your team lost mid and can’t hold any two points), or if you have an open objective you know you can take and still get back go for it (or if its a point its fine as long as you can fully cap the point before anyone can take your point, since you trust yourself to hold the point more than the other person).
Basically any point where you can sit and camp a really important area is best. Home point/nearby is best on most maps, temple’s mid is also really solid.
Certain engi builds can murder the melee minions pretty fast, at which point you really just hope that your ranged minions can carry you (its why I always bring bone fiend/flesh wurm, even though shadow has uses).
Staff doesn’t bring much to MM, except range. Everything else you can get by subbing either D/WH or D/D, and then supplement with runes/traits/sigils, but by trading the 1200 range for low range.
The only time I’d do it is if I was on a coordinated 5s team on foefire, because with staff you can pretty easily walk your way from home to mid (leaving flesh wurm for a fast back to home) and sit on the ledge with staff to help out your team without getting down on point where you can’t keep an eye on home/quick TP out with wurm.
Dagger is great with MM, especially since staff isn’t worth it anymore. I always go D/WH A/F now, and have for over a year. You can still run staff, but it is far from required.
I wouldn’t use the Ice sigil. Its a single target chill that is the exact same duration and CD as hydromancy, whereas hydromancy is both AoE and deals some (although not huge anymore) direct damage. Frailty is the only on-hit I’d use, there are two that have better versions as on-swap (and swapping is much preferred as an MM anyway), and one that just isn’t great (condi removal is meh).
I can die to the NPCs in as fast as 6 seconds.
You either want to go Soldier or Cleric amulet till you learn how to really MM well, is my suggestion. Soldier for the deeps, clerics to never die.
For offensive MMs, Ogre, Vampirism, Pack, Lyssa, Ranger, Rage
For defensive MMs, Melandru, Svanir, Ice, Flock, Altruism
For defensive w/ Clerics, Monk, Water
Sigil wise pretty much any duration increases (on conditions like chill/cripple), damage increases (force/accuracy), and on-swaps.
You should always be using Bone Minions/Shadow Fiend OR Bone Fiend/Flesh Wurm/Flesh Golem as your utilities, and I would highly suggest not using blood fiend.
Generally speaking your “rotation” is just to open with whatever CC you can plan on hitting (flesh golem/bone fiend are pretty guaranteed), and then just chain a bunch of CC together while using any attacks you can in between. After that you just wait out CDs and use abilities like you normally would in any build.
Note that you can get away from the general builds I said, however I would highly suggest you not until you are really solid on MM. The listed runes are basically the only runes I’d ever use in an MM build, unless I was doing a hybrid build where the minions were not the sole focus (like condi MM), which again requires pretty good minion understanding.
Minions do great in arenas. You will run into issues at the very highest levels of play, but even then you can do okay. My suggestion is to always be the home point bunker at the beginning of the game, and then depending on map you can rotate to invade their home point (I do this all the time on Spirit Watch because people always leave home), rotate to nearby objectives (Forest bosses, Temple buffs), or rotate mid while keeping an eye on home. Generally you want to avoid anything larger than a 3v3, as long as you do that you’ll be fine.
If you have any other questions feel free to ask, I know a lot about minions.
Honestly I rarely even use a stun break on anything but a necros fear because it just isn’t that scary unless they are directly following it up.
Nightmare is by far the best in sPvP. The current meta is essentially having the necro be a walking fear-battery. First person to hit you? Feared. CC’d you? AoE fear. Put up stability? Corrupted for fear. No stability? Feared.
If you are in WvW, perplexity is also an option.
There are other options, but generally nightmare/perplexity are going to be the biggest choices unless you just want to have a bit of fun with an off set like Krait to bomb people with bleeds.
Any suggestions/advice? What do you find you have a hard time with? How do you enjoy your necro?
Corrupt boon will generally serve you better than WoC, since its an instant burst strip, instead of relying on them to screw around. Generally against bunkers, I just wait for them to start putting up a few boons, and then I get to corrupting (Dark Path for a small number, CB for big sets), I even personally bring SoS for a real big middle finger to people who jump me, since CB → SoS will murder specs without full cleanses.
I also bring Spectral Armor. It is the closest thing to a block/immunity we have if you jump into DS.
Its simply annoying that Moa puts up to 5 skills on full CD. Is it game breaking? Not really. Does it actually change the outcome of most fights? Not that I’ve found. But its a bit stupid, and if the fight is 50/50 then you lose because they pressed one button.
As a side tip to most MM players: don’t always pre-summon your minions if you don’t need to. You should only be pre-summoning the ranged minions when moving from point to point, and right as the enemy comes up you can summon things like Shadow/Bone minions. It often tends to be better to hold bone minions (on their second run through) and Flesh Golem (generally just after the fight starts, unless you plan to initiate with Charge) for mid-fight summoning, because its insanely difficult to deal with their actives because their skills go off right as they claw their way from the ground, making it super hard to avoid. This would also help you in instances like against a Moa Mesmer, since if they don’t get all of your minions on full CD, the skill really didn’t help them much except for the few seconds of DPS.
The forums could not handle the amount of complaints that would come in from the abuse a system like this would receive.
League has kept people playing for far more than just 5k games (and in a game where the matches are way longer) on a single map, because it has engaging leaderboards, and often enough there is something new to change things around.
I think the issue was mainly that the first set of maps were largely snoozefests (compared to something like ToSS which has quite a few secondary objectives) without too much strategy involved beyond just conquest.
New maps are definitely good, and more variety is good (I honestly think they need to stop holding back and just start regularly releasing new skills and stuff). The new reward system gives you something to work for as well. All they need to do now is get a little bit faster about new maps and new skills/traits/weapons.
I imagine this depends on yoloQ/team/hotjoins and your rank. In hotjoins its kind of the usual, people with awful builds or the new OP spamfest. yoloQ I notice a crapload of Necros (mix between bad MMs and range of skill condi) and mesmers running w/e spams purple crap all over my screen.
Same as why they removed ping from the loading screen in League. Nothing meaningful is really gained by it, and people are super toxic about it. I’m all for lessening the toxic behavior in sPvP.
Staff marks were not nerfed to be unblockable, it always has been a trait, the only nerf (which was like a year ago) was to move it up to Master instead of Adept.
I’m having fun, couldn’t care less if the game has 1 team or 100 teams, or if there were 20 different game modes; as long as the game is fun (and according to my yoloQ queue times a lot of people must be playing) its worth.
Not every game is suited to be “competitive” (even if they want it), if you want to go pro and get all the girls with your leet skills, try League.
Love spirit watch, gives a much needed break from very bland and generic maps where the secondary objectives might as well not exist.
I wouldn’t mind pewpewlastertown if the laser mechanic wasn’t so unforgiving. But even then if I wasn’t totally lazy I could probably just respec and not worry too much, and so far people on my team have handled the laser business.
Its almost the perfect length.
If you’re playing necro just swap to 0/6/4/0/4. Its a solid build and if you really need that unblockable application there you go. Necros actually have a crapload of unblockable stuff. Not sure how it compares to other classes, but you can almost have a full bar of unblockable skills, minus elite/staff auto.
The person who made this wasn’t even a thief. Its a mesmer bringing up mesmer stuff.
Ya, I’ve seen quite a few chefs in PvP.
Good news however is that I can almost guarantee they’ll bring it back fro halloween, since IIRC they did the same thing this last go around.
MM is one of the easiest builds to just pick up and play, since most lower level players don’t really understand how to manage dealing with more than one thing hitting them, and you can more or less just roll your face over the keyboard and win 1v1s.
Highly suggest you only use it at the very beginning though, because what you learn won’t transfer well. The build falls off against decent players/strategy, unless the MM is really experienced, and it has a lot of tools that end up making you overly reliant on bad crutches. You don’t want all of your learning experience in PvP on a build where you’re rarely dodging, have no active defense, and basically rely on your enemy being dumb to succeed.
And there are very, very, very few MMs who actually transition well into any remotely high level of play. By few, I mean like less than 5.
Anyone got a link to that statement?
It happened within the first 3 months or so after launch. The tooltips were changed to reflect them acknowledging the fact that it exists. No idea if I could find a statement with this amazing (cough) search function we have.
No such bonuses apply to minions. The only things that apply to minions are things that specifically say they do, show up on the minion’s health bar (boons, buffs), or shows up as a debuff on the enemy (vuln).
Yes minions count, no it doesn’t stack.
We have the most widespread access to fear, plus the only traits that actually modify fear. The only fear another class will ever get on their own is ranger when they take a specific pet; thieves rely on having a proper steal target and warriors never take fear me.
Its not so much that our DPS is terrible (although I’ll wait on spoj or someone else who knows our PvE better than me), its that we don’t tend to bring much else to your standard group. Also Lich + well bombing vs normal DPS is probably not the best comparison.
It’d be more than 50% uptime, actually, it should be 65% because of death magic’s boon duration.
Anyway, its a great idea, I’ll try it out later. Assuming it is actually base 10 seconds that seems really strong.
Like others have said, its not that DS is weak itself, its that it blocks too many things that would otherwise have great synergy.
Is Carrion Condi still a thing for necros? I could see Generosity not being very valuable as a Carrion necro.
Imo Carrion is going to return to being at least equal with Rabid on necros in PvP. The main reason for the big switch in the first place was due to Dhuumfire, otherwise most people I knew (though there were exceptions due to personal preference) were Carrion.
They can’t kill you 1v1 just off Moa, they just make it really annoying.
Unless you are running dire/rabid gear and your direct damage hits like a wet noodle, CtD is almost always going to be better. Dhuumfire isn’t amazing in group content because of how much passive fire can be thrown around, especially with new runes that allow Guardians ridiculous burning times.
They’ve never waited for us to be OP to throw in nerfs with almost every buff to anything that isn’t absolutely awful. I’m not sure I want to see what they nerf just to give us a few more sources of blind/weakness/etc.
More combos is absolutely what we need (the fields/finishers is a large part of why MMs work at all, instead of being totally awful), but I don’t think buffing our weapons is the way to do it.
Just because not all builds interact with it doesn’t reduce my point from ANet’s standpoint. If you go and start throwing finishers all over our weapon sets, MM builds benefit from them just as much, if not more than any other build. The only way you could sneak them in is on scepter, which wouldn’t really want them anyway.
You can’t just start flat buffing things (and this would be a flat buff to any build that used the weapon in question) by a lot, not to mention almost every skill that is suitable to add finishers to (except maybe Axe 2) is already strong on its own.
Do we need more combo play? Yes. Is adding it to weapons the way to go? No. Let’s not go Dumbfire-ing all our weapon builds with finishers and end up with even more nerfs, which is what would happen.
An attack button would do nothing more than a very simple aggro system, which they already have in the game. The only command button that would really make a difference is a “return” one, which would solve certain issues.
However, those issues could also be just as simply solved with any modern fix, like minions taking reduced AoE damage, at least in PvE
Sorry, no podcast this week. We tried and then I was told/noticed that it was going out a lot, and I was dropping 50% frames. Turns out I had 3 mb/s DL speed, so cancelled the podcast and we’ll figure it out by next week. Worst case we’ll have to go back to non-live shows.
Sorry again for the inconvenience.
Traited minions = 6 fields on fairly low CDs, plus 4 self-comboing abilities, two of them simply off the minion auto attacking. Just traited bone minions is 100% poison uptime + 50% (ish) weakness uptime. Its why I think they are likely wary of giving us finishers on weapons, along with a wells build which could have 4 fields off utilities as well.
Not saying we shouldn’t get fields/finishers, but lets be realistic about what we ask for.
I’ve been playing with minions a bit now that I got some time to play, and honestly I don’t see where the issue is. They act just like they have for months and months, you don’t even need to hit the target to get them to aggro, you can just wave your dagger around from 500 feet away and they still run there. I’ve never had them do absolutely nothing, at worst they’re just a little bit slow to change/reacquire aggro.
Has this issue allways existed? Any statement from Anet? Will this ever get fixed?
Yes. Yes. Probably. I don’t expect its a very high priority though.
I think one of the worst thing about minions is that when the mesmer uses his transformation skill to turn you into a Moa, they all just die. I mean that is like a 1 skill class destruction. Shouldnt work like that IMO. If they turned into Moas as well that would be kinda funny.
Its technically a bug, same with all pure transformations. The issue is that when you turn into something else, it literally replaces your entire skill bar. In the case of minions, when you replace a minion skill with something else, it dies and goes on full CD. Similar to why signet passives don’t work as well.
An issue, certainly dumb and annoying, but not necessarily intended.
Flesh Golem charge being an issue makes me even more convinced AI has simply reverted to its older post-aggressiveness nerf state.
Hey, so I’ve investigated AI issues before, and I’m wondering if ANet has done another issue where AI isn’t necessarily “broken”, but simply has really weird issues. If you’ve been around for a year or two you’ll remember that there were like 20 rules to get them to aggro a while ago, however they were very reliable with those stupid rules.
Anyway, I’ve heard a lot of AI complaints recently, but hadn’t been able to play much to pay attention. I’ll be personally doing tests to see whats up soon, but I wanted to ask you guys: what issues specifically are you having?
I want details: which minions are doing this, can you reliably reproduce the issues, what game mode are you in, what’s the terrain like, how are you trying to aggro them, what weapons are you using, are you summoning them pre-fight and during, does their actives (when applicable) make them aggro, do they aggro when attacked, etc. I’m sure there are more things but those are some of the bigger ones I remember. Basically tell me everything you know about the issues.
I ask this because I was playing around in the new TDM sPvP map, and I rarely noticed my minions not attacking, except when I was also failing. It reminded me a lot of when their AI was mediocre, but very workable (the complaints also remind me of the time).
Anyway, let me know and I’ll check things out when I get the chance, probably tonight.
It’d be nice, but its rare that they have ever been so broken as to be unusable (I haven’t had enough time to see if that is the case now, or if it was like about a year ago when people were just too lazy to find out their overly arbitrary aggro needs).