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Old Jul 11, 2009, 02:23 AM // 02:23   #1
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Default Malign Intervention

I thought this skill had some potential, but then realized it could only be used on fleshy creatures. Not only will a minion not rise from non fleshy, but you can't even hex to get the 20% healing decrease.

Do you think it would be OP if we let it be cast on non fleshy creatures as well?

That way We could MM in corpse lacking areas, with a bit of work of course. It would get some synergy with Veratas gaze. Of course you COULD use AotL, but thats an elite for one minion every 45 or so seconds depending on weapons/buffs.

Also as a side note, hero's dont cast this or varetas enough to get a good army started so this would be a good place for humans to take over.
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Old Jul 11, 2009, 06:08 AM // 06:08   #2
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Quote:
Originally Posted by ajc2123 View Post
That way We could MM in corpse lacking areas, with a bit of work of course. It would get some synergy with Veratas gaze. Of course you COULD use AotL, but thats an elite for one minion every 45 or so seconds depending on weapons/buffs.
IMO Relying solely on Malign Intervention to generate minions would be pretty fail.

I don't think the potential buff would change much. No on the OP
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Old Jul 11, 2009, 06:19 AM // 06:19   #3
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Quote:
Originally Posted by Mad Lord of Milk View Post
IMO Relying solely on Malign Intervention to generate minions would be pretty fail.

I don't think the potential buff would change much. No on the OP
This.

Also, there are enemies that don't leave corpses for a reason. It's called adapting. It's fine as it is, and the suggested change won't change much.
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Old Jul 11, 2009, 07:21 AM // 07:21   #4
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Leave MI as it is.
It's poor.
What is NOT poor is the mechanic. So, I'd instead propose a change to that crap that is Jagged Bones.
The new JB would thus be:
Elite Hex Spell.
15/0.25/2
For 5 seconds, target foe receives 33% less benefit from healing. If target foe dies while hexed with Jagged Bones, a level 1...14 bone horror is summoned.
(Also keep the same effect of not exploiting the corpse.)

Sorry for the off topic though ....
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Old Jul 11, 2009, 07:27 AM // 07:27   #5
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The skill by itself just isn't very useful. Even if you shorten the duration and increase the hex effect, you'll still need Verata's Gaze to make use of the minion. It's not functional in PvP.

Change it to an under-control Bone Fiend, and you have something that's a bit more useful in PvE, and just as functional as any other minion spell in PvP.
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Old Jul 11, 2009, 10:39 AM // 10:39   #6
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It should be able to be used on non-fleshy foes,just not make a bone minion out of it.I propose:

15e,2,12:5..15..25,20% healing reduction,affects nearby foes too and spreads to adjacent foes upon death.

or

15e,2,15:5...20...30,20% healing reduction,affects adjacent foes,when their health drops below 50% they become poisoned.

PvE of course,I just don't really care about the minion and it's quite useful to have when I run discord or toxic chills,but having to bring veratas gaze or wait for my heroes' minions to finish killing it is annoying...

Last edited by Xsiriss; Jul 11, 2009 at 10:44 AM // 10:44..
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Old Jul 11, 2009, 10:56 AM // 10:56   #7
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It's usable only if you have a team full of Necromancers and are afraid there might be an area with enemies that don't die fast or have healing. If you kill one foe, you gain energy, and you create a weak-ass minion. If it dies, you get energy again.
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Old Jul 12, 2009, 01:45 AM // 01:45   #8
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Quote:
Originally Posted by Mad Lord of Milk View Post
IMO Relying solely on Malign Intervention to generate minions would be pretty fail.

I don't think the potential buff would change much. No on the OP
No it wouldn't change much, and all it would do is be able to have a MM (who is considerably weaker considering he needs 2 skills for a minion) in corpse free heavy areas.

Quote:
Originally Posted by Arkantos
This.

Also, there are enemies that don't leave corpses for a reason. It's called adapting. It's fine as it is, and the suggested change won't change much.
I have no problem with adapting, but I also don't see a problem with this skill. Sure it's still a form of MM, but it takes a lot more attention then just pressing 1 every time something dies. Like I said before hero's don't use this well enough to be viable unless micromanaged deeply so it's not like People with a Necro hero build will be able to have MM's in the same areas.
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Old Jul 13, 2009, 03:33 AM // 03:33   #9
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Since in PvP all creatures are fleshy and this spell always work, then we must turn to PvE.

In PvE, without some one the verata skills to take over the created minion, the final effect just creates a creature that may turn against your team.
I can't see why the result should be masterless.
Also, it doesn't exploit the corpse of the enemy, and there is nothing in the description about the target having to be Fleshy.

If it could target any enemy, and the created minion was created under the control of the minion master, it would be actually an option.

As it is now, it's a skill that add 20% healing reduction and creates a potential enemy.
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Old Jul 15, 2009, 12:38 AM // 00:38   #10
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Its a good skill in RA, but the 33% one is better.
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Old Jul 15, 2009, 12:56 PM // 12:56   #11
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Quote:
Originally Posted by ajc2123 View Post
I thought this skill had some potential, but then realized it could only be used on fleshy creatures. Not only will a minion not rise from non fleshy, but you can't even hex to get the 20% healing decrease.
Well if you want the healing reduction, take Defile Flesh. Fortunatly healing amongst non-fleshy creatures is usually pretty poor, so you're not missing out on that aspect by much.


With regards to the actual functionality:

Even if it could be used on non-fleshy creatures, it won't really allow you to MM effectively. It would be quite erratic and unreliable for one.
The horror summoned is masterless, meaning you need to make good use of Verata's Gaze/Aura.

The suggested change in the OP would not make the skill over-powered. In fact, I doubt it would see much if any use.
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Old Jul 15, 2009, 03:08 PM // 15:08   #12
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Oh, it surely will have some use if the created minion was created under the command of the caster. 10 energy cost, 1 second casting time, 5 seconds recharge and doesn't exploit the corpse.

Very useful if you know how to use it.

The Fleshy limitation is not as big a downside as the minion being created masterless, since we are already used to not bringing minions on areas with very few fleshy creatures, but having to bring two skills, and having to target the masterless minion it's sure a drag.
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