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Old Feb 25, 2007, 10:45 PM // 22:45   #1
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Default Necromancer Minion Frenzy

Why dont they make an elite that allows u to have more minions. either a maintaining enchantment for necro or a say For (45...60) seconds u can control (11...20) minions.
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Old Feb 25, 2007, 11:21 PM // 23:21   #2
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Quote:
Originally Posted by Monkty Monk
Why dont they make an elite that allows u to have more minions. either a maintaining enchantment for necro or a say For (45...60) seconds u can control (11...20) minions.
it would be overpowered. anet already limited it down to 10 to try to control MMs (the 10 minion limit used to not be there).

maintenance enchantment wouldn't really bother a necro with high soul reaping.

if it only lasted 45-60 seconds, it would be pointless. How many additional minions do you think you'll be able to make in that time plus they'll all die less than a minute later (unless the recharge of the spell is shorter than its duration and you can recast it).
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Old Feb 26, 2007, 01:18 AM // 01:18   #3
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I'm sorry, but no. As much as I love Minion Factory, this would be overpowered.

The 10 Minion limit has been put there for a reason.
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Old Feb 26, 2007, 01:24 AM // 01:24   #4
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It's really best if we leave this alone.
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Old Feb 26, 2007, 01:33 AM // 01:33   #5
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Originally Posted by Priest Of Sin


It's really best if we leave this alone.
Doesn't looking at that make you remember the good old times?
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Old Feb 26, 2007, 01:58 AM // 01:58   #6
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When i first made my necromancer into a MM, i was so happy that id finally gotten all the runes skills ect ect i needed, but i had to log off the before i could play it. low and behold the next day Anet put a Cap on the amount of minons i was gutted......................at first, but i found that having 10 minions is really fun, it makes keeping em all alive easier.
And as much as id like to have that skill it wouldnt fit with the "blood of the master" skill since with a group of 20 minons you be sacrifising 45% health with each use and should your party have 2 minion masters with this skill thats a 90% sacrifice, BiP+AtB doesnt saccrifice that much health. As i said as much as id like this skill despite that its overpowered, id rather stick with the Flesh golem
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Old Feb 26, 2007, 02:13 AM // 02:13   #7
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With the exception of rebirth.. and well just rebirth really anet makes its skills almost exclusively for pvp. The only application for the elite would be AB (which is considered a joke for most pvpers) and minion factory, which wasn't actually that good anyways in the past though amusing I must admit As far as normal growth of minions, I've observed some top 100 matches that used jagged bones necros and, well, if they managed to get 5 minions per necro the match was over honestly.
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Old Feb 26, 2007, 04:48 AM // 04:48   #8
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Quote:
Originally Posted by Puebert
The 10 Minion limit has been put there for a reason.
yea, factions had entirely too many mobs that would leave corpses. the minions was nerfed i believe the same day factions went live, if im not mistaken. and it wasn't because anyone was complaining about them either. come to think about it, there was really no need to nerf them in tryia anyway.

Jayce Of Underworld

------------------------------------------------

Animate Soul Lich
Energy: 25
Cast: 3
Recharge: 0

Elite Skill. Animate a level 1...14 Soul Lich
at your location and you lose all energy. You
suffer -1 energy regeneration for each Soul Lich
you control. Whenever a Soul Lich you control
deals damage, you gain 2 energy.(Soul Reaping)
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Old Feb 26, 2007, 05:19 AM // 05:19   #9
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I just wish I could find my one from Minion Factory while I was in UW... as I recall, Frozen Wastes was choked with my minons xD

(5 sacrifices, 1 MM, 1 support MM, 1 battery)
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Old Feb 26, 2007, 05:27 AM // 05:27   #10
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Minion Factories were fun, the nerf took all the fun out of being an MM. 10 is just too low :\
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Old Feb 26, 2007, 05:43 AM // 05:43   #11
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/me gets tears in his eyes when he sees that screenshot.
Oh how i miss doing Defend North Kryta with a 60+ Minion Stampede.
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Old Feb 26, 2007, 09:34 AM // 09:34   #12
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Quote:
Originally Posted by jayce
yea, factions had entirely too many mobs that would leave corpses. the minions was nerfed i believe the same day factions went live, if im not mistaken. and it wasn't because anyone was complaining about them either. come to think about it, there was really no need to nerf them in tryia anyway.
Wrong. It was nerfed because they would be overpowered in AB and FA, and because they already were overpowered in HA. They're still overpowered in AB, but noone takes that seriously anyway.
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Old Feb 26, 2007, 10:16 AM // 10:16   #13
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Quote:
Originally Posted by Priest Of Sin


It's really best if we leave this alone.
lol there should be some kind of mess around area were they turn off minion cap ,speed cap, delay between interupts and all that stuff just for fun ^^
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Old Feb 26, 2007, 02:08 PM // 14:08   #14
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when it was Tomb of Primeval Kings (i can almost hear the sighs of "here he goes again" even tho i never posted here only in game)

I had a friend (still have as it happens ) but it aint as fun, we'd spend ages doing Minion Factory. It was rgreat funj, wed get past the ghostlies in around 5-8 seconds due to the constant -18 - - 28 damage of 16 minions X 5 (around 70-80), and i too made my necro so i could do it, but in pve (drum role) got the runes equipment, and made it PURLY as MM, baught no skills cept the ones for minion master. then Arena Net capped the minion count at 10
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Old Feb 26, 2007, 02:14 PM // 14:14   #15
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Quote:
Originally Posted by Dobermann
when it was Tomb of Primeval Kings (i can almost hear the sighs of "here he goes again" even tho i never posted here only in game)

I had a friend (still have as it happens ) but it aint as fun, we'd spend ages doing Minion Factory. It was rgreat funj, wed get past the ghostlies in around 5-8 seconds due to the constant -18 - - 28 damage of 16 minions X 5 (around 70-80), and i too made my necro so i could do it, but in pve (drum role) got the runes equipment, and made it PURLY as MM, baught no skills cept the ones for minion master. then Arena Net capped the minion count at 10
Translation:
I had an overpowered build. Then Anet nerfed it Q_Q
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Old Feb 26, 2007, 04:35 PM // 16:35   #16
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When Anet nerfed minions for me... I dumped SS into my bar and went around nuking things. Almost as fun >_>
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Old Feb 26, 2007, 04:42 PM // 16:42   #17
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Originally Posted by Thomas.knbk
Wrong. It was nerfed because they would be overpowered in AB and FA, and because they already were overpowered in HA. They're still overpowered in AB, but noone takes that seriously anyway.
minon factiory in ha never past the underworld unless they meet a orrible team

keep a seed on the guy who have the minon aggro and begin to kill the team.

it was nerfed most of all because of pve. even with a 10 minion limit a mm can perform better then any other profession using 10% of the brain
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Old Feb 26, 2007, 04:49 PM // 16:49   #18
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Quote:
Originally Posted by lishi
minon factiory in ha never past the underworld unless they meet a orrible team

keep a seed on the guy who have the minon aggro and begin to kill the team.

it was nerfed most of all because of pve. even with a 10 minion limit a mm can perform better then any other profession using 10% of the brain
Agreed. MM was overpowered in PvE and also ABs. Minion Factory was never overpowered in HA since many teams (IWAY especially, which was all that used to run in HA) used the old, non nerfed EoE, which basically meant instant death for minion factory.
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Old Feb 26, 2007, 06:23 PM // 18:23   #19
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Not only is looking at the Minion Factory nostalgic yet sad, but the interface seemed so much crisper back then too. The points on top of the party window were sharper and the health/energy/exp bars looked better.

I know it's partially dependant on resolution and interface size, but after so many changes the UI looks blurred and dull now.
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Old Feb 26, 2007, 09:31 PM // 21:31   #20
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No one complained about MM in PvE because they made the missions silly easy...once people actually started accepting necros into teams as more than just batteries. 40-50 minions charging through almost every PvE mission was overpowered, period.
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