I know this is the opposite of what most everyone else here is thinking but I have to say it. I support Moa destroying minions.
Here’s why…
*It discourages using 5 minion skills at once
– Most (all?) people just sit with all their minions out. This is hard for me to put down into words, so bear with me, please. Most every other build in the game requires timing for skills to be effective, MM with all minions does not.
- A skillbar completely filled with the same type should not be as effective as diversifying at least a little.
- Hardcounters aren’t necessarily bad
– Sure, it sucks to be at the bad end of a hardcounter, but they help keep certain builds from being too powerful or common.
– Mesmer has few other alternatives for killing MM’s. I remember people here telling others that MM was a hardcounter against the OP Mes builds post June 24, it might not be that lopsided but MM holds its own very well.Feel free to flame.
I think most people dislike it, because it doesn’t just counter it. It kicks you when you’re already down.
When you get moa’ed you:
a) Lose your minions, which is a prime source of your damage.
b) Lose all benefits they give you (toughness, condi clear, death nova.etc)
c) Lose your utility skills / minions for a long while, even after you come out of moa.
Now I’m fine with moa countering point A. But a necro just gets punished too hard.
You lose all your utility skills for several seconds even after moa ended. Assume you got moa’ed on a point and you decide to disengage. Now you’re out of combat and you can do jack for the next 15-60 seconds.
As for your points:
- Most (all?) people just sit with all their minions out. This is hard for me to put down into words, so bear with me, please. Most every other build in the game requires timing for skills to be effective, MM with all minions does not.
That’s not how it works. Minions might to a lesser degree miss some timing based aspects (Although you still have minion abilities you need to time). But they make up for that in Minion Management.
You can’t just summon 5 minions and send them off to attack something and it’ll get destroyed. That’s maybe how MM works in solo PvE or in low MMR PvP, but not when things get a bit harder.
You need to be aware of their position; standing on top of your bone fiend will make sure your dps minion gets cleaved down in no time.
You need to be aware of their health. You are their master and their caretaker. A well timed transfusion can be the difference between losing 3 minions or not.
You see, where MM loses out on some “timing based skill” that other utilities bring, they have to make up for that in “pet management skills”.
You can’t NOT have your minions out when all the traits force you to have most of them out. You get your sustain through them being there (condi transfer / toughness / CC / etc).
- A skillbar completely filled with the same type should not be as effective as diversifying at least a little.
Normally I would agree with you. A build, especially in PvP, needs to think about hitting certain checkboxes to work well. You can’t just load up with 3 offensive utility skills and be done with it.
Minions are slightly different again.
First of all there is the trait synergy to think about. Every minion extra, is extra toughness for you, is extra condition transfer for you, is an extra death nova.
On top of that minions are soft of designed around having them out as they fulfill different roles by themselves.
You have an elite that can CC, you have minions that blow up for burst and debuffing, you have a fiend that snares people and deals good dps. A wurm that lets us teleport for increased mobility and disengage. Soon we will have a shout that doubles as a defensive cooldown.
Minions are designed to go all in on, more or less; although there are plenty of MM builds that sacrifice a minion slot for something more useful at that point in time.