Apr 29, 2006, 12:35 PM // 12:35
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#1
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Ascalonian Squire
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Factions: The death of the MM?
I've been a dedicated minion master for about 6 months now and I've grown to understand and love playing as one.
However.
In factions a couple of things have changed the MM for the worse.
1) Firstly, and most importantly, the total number of minions you can control at one time has been restricted to a mere 10. This has a huge detrimental effect on the MM, as skilled players were about to control 20-40 at one time, depending on the area.
2) Verata's Sacrifice (the most important skill for maintaining an army of minions) has been changed. The amount of time that your minions receive the +10 health regeneration has been changed from 18 seconds, to a maximum of 10 seconds. Not only this, but the recharge time for this spell has doubled from 30 seconds to 60 seconds. This means that your minions die much faster, making it hard to even maintain the puny 10 minions that they have allowed.
Having said this, MMs can now control a level 28 flesh golem. However, this still does not make up for the other effects. In addition to this, Blood of the Master has improved as it targets all of your minions, not only your adjacent ones.
But this does not make up for what we have lost
Thoughts?
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Apr 29, 2006, 12:54 PM // 12:54
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#2
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Ascalonian Squire
Join Date: Apr 2006
Guild: Mazters Of Doom (MOD)
Profession: Mo/Me
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I have a Necro, and I have played as MM before and after the update. Now I am not gonna say I am super at beeing a MM but I see your point. The thing is a MM before update was like A-bomb, drop 15+ minions on any enemies and they vaporise. Makeing the rest of the team more or less useless. So they made some restictions too even out the balance. Cause no matter what build and profession you have, Winning Missions and quests should be depending on how u use the skills not the build, and useing a build with that powerful MM was probobly just a too easy win. But I understand that for many players who loved that A-Bomb MM, It is a disappointment.
Just My thoughts so dont complain about them, everyone has a right too an oppinion.
Merlin Munk
"I LOVE THUNDERHEAD KEEP"
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Apr 29, 2006, 12:58 PM // 12:58
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#3
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Lion's Arch Merchant
Join Date: Oct 2005
Profession: Me/Mo
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whiel they may have nerfed the number of minions you can control they buffed the recharge times on the curses that are quite effective to mm, namely barbs and weaken armor, and veratas sacrifice can still be used albeit slightly less effectively with glyph of renewal keeping it up most of the time
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Apr 29, 2006, 01:06 PM // 13:06
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#4
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Lion's Arch Merchant
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didn't play as MM before..but is echo or arcane echo can help ?!
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Apr 29, 2006, 01:14 PM // 13:14
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#5
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Lion's Arch Merchant
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You are still good you just can't produce enough damage to do things like 5 man runs anymore, which is good.
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Apr 29, 2006, 01:50 PM // 13:50
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#6
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Wilds Pathfinder
Join Date: Nov 2005
Location: In the Elfen Forests of Washington State
Guild: Damage Radius
Profession: N/
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Running around with 10 level 18 bone fiends is still very imposing. You have to admit that when you got it worked up to twenty or thirty minions, it was just way too overpowered.
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Apr 29, 2006, 02:08 PM // 14:08
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#7
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Krytan Explorer
Join Date: Feb 2006
Guild: The Arctic Marauders [TAM]
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They did it for alliance battles, since even a bad MM could get almost 50+ minions since there were SOOOOOO many corpses!
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Apr 29, 2006, 02:37 PM // 14:37
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#9
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Desert Nomad
Join Date: Jun 2005
Guild: Dvd Forums [DVDF]
Profession: E/
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I've noticed that Alliance battles don't rely totally on Minion Masters anymore, which I am glad of, because before, it ended up being a battle of the best Minion Master (i.e. who can raise their minion after someone dies).
I can see that it was also done to make Minion Masters less of a 'necessity' in PvE battles as well.
If you really are hurting for minions, take a 2nd Minion Master with you.
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Apr 29, 2006, 02:42 PM // 14:42
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#10
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Ascalonian Squire
Join Date: Nov 2005
Location: Canada
Profession: W/Mo
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I found the MM invaluable in the very hard Viz square mission despite the update. Without the MM we found ourselves getting overwhelmed by enemy waves especially in the 3rd battle. The MM still has life in him yet =)
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Apr 29, 2006, 02:46 PM // 14:46
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#11
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Ascalonian Squire
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Quote:
Originally Posted by Griff Mon
You have to admit that when you got it worked up to twenty or thirty minions, it was just way too overpowered.
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You're right there, but that was why it was so fun!
At least this means there will be less MMs, as I didn't like it when they were becoming more common that w/mos!
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Apr 29, 2006, 02:53 PM // 14:53
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#12
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Krytan Explorer
Join Date: Jun 2005
Location: London
Guild: [Cape]
Profession: E/
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just a slightly OT question, but how can you play alliance matches now? i cant find the npcs in our guild halla nymore that used to take you to it...
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Apr 29, 2006, 02:55 PM // 14:55
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#13
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Ascalonian Squire
Join Date: Jan 2006
Guild: None and looking.
Profession: E/Me
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Quote:
Originally Posted by ThunderStruck
They did it for alliance battles, since even a bad MM could get almost 50+ minions since there were SOOOOOO many corpses!
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MMs are pretty useless in Alliance battles now unlike before where, Like stated above whoever had the best MM wins, because now even if you do manage to get up to 10 minions a single Ray Of Judgement will set you back to 0.
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Apr 29, 2006, 02:59 PM // 14:59
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#14
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Forge Runner
Join Date: Dec 2005
Guild: Galactic President Superstar Mc [awsm]
Profession: E/
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i just always put up EoE ( Edge of Extinction ) and say bb to the minions
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Apr 29, 2006, 03:22 PM // 15:22
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#15
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Desert Nomad
Join Date: Jun 2005
Location: RA
Guild: [ODIN]
Profession: N/Mo
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Quote:
Originally Posted by Aera
i just always put up EoE ( Edge of Extinction ) and say bb to the minions
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Word to that!
BTW, just finished Dragon's Throat with 2 MM's and me as SS/MoP necro. MM is still powerful, it's just that you can't be a one man army anymore.
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Apr 29, 2006, 03:39 PM // 15:39
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#16
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Frost Gate Guardian
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Don't forget the lvl 28 elite golem which can be recast from its same courpse!
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Apr 29, 2006, 03:45 PM // 15:45
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#17
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Wilds Pathfinder
Join Date: Sep 2005
Guild: [cola]
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I'd be just fine with this if they had a restriction to 15. Not great but is much better. But veratas is simply pointless, what were they thinking. And i find myself saying once again, why couldn't they have just equiped monsters with counters? There are plenty to go around, and mm's in alliance battles were overpowered, right, but ONLY because no one had unlocked the counters.
Last edited by Fred Kiwi; Apr 29, 2006 at 03:48 PM // 15:48..
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Apr 29, 2006, 03:46 PM // 15:46
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#18
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Ascalonian Squire
Join Date: Apr 2006
Guild: Armour of the Republic
Profession: N/W
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hm... I have to wonder if the system could really handle a whole ton of minions at once. Sure, it was cool to see huge armies stomping around, with several of them in the sky... but I'm pretty sure they weren't supposed to float.
and, while I haven't much experience in 12v12, I could see the old MM being unbalanced there.
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Apr 29, 2006, 04:20 PM // 16:20
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#19
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Forge Runner
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At first, 10 sounds pretty bad. But once I saw how 2 MM work together, I have no complain.
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