Apr 16, 2010, 07:23 PM // 19:23
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#21
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Grotto Attendant
Join Date: Aug 2007
Location: Canada
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Minions are extremely good as it is. Buffing them is a mistake; it'll just make them far too powerful.
/notsigned
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Apr 16, 2010, 07:25 PM // 19:25
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#22
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Academy Page
Join Date: Nov 2009
Profession: R/
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Absolutly no need for such a buff.
A Rt hero with Jagged Bones, Death Nova and Explosive Growth is already way over powered and it aint even a necro.
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Apr 16, 2010, 08:33 PM // 20:33
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#23
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Wilds Pathfinder
Join Date: Nov 2007
Guild: Still looking
Profession: Rt/
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With all of the skill changes necros have gotten, there's been quite a few +1 DM modifiers. As long as you stack up on those, I don't see why there needs to be more minions.
/notsigned
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Apr 16, 2010, 09:34 PM // 21:34
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#25
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Forge Runner
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lol minions are fine as they are -- lrn2mm
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Apr 16, 2010, 09:36 PM // 21:36
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#26
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Grotto Attendant
Join Date: Mar 2005
Location: A little chalet outside Drok's
Guild: Natural Born Killaz
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/notsigned. A decent MM build with the current mechanics packs enough punch to handle anything in PvE. Having unlimited minions would be overpowered, and there's no "BS" about it.
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Apr 16, 2010, 10:08 PM // 22:08
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#27
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Administrator
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No offense, but anyone who seriously thinks Minions need buffing doesn't really know much about them.
/notsigned, for fairly simple/obvious reasons.
__________________
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Apr 16, 2010, 10:41 PM // 22:41
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#28
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Desert Nomad
Join Date: Sep 2007
Location: Northeastern Ohio
Guild: LaZy
Profession: P/W
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The only thing that needs changed about MMs is Verata's and like skills and probably even Flesh gollom for PvE
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Apr 16, 2010, 10:57 PM // 22:57
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#29
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Ascalonian Squire
Join Date: May 2005
Profession: Me/
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rofl i remember minion masters using glyph of renewal and the old verata's sacrifice to solo thirsty river with an army of like 50 bone fiends pre-factions. bring back those days!
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Apr 17, 2010, 01:23 AM // 01:23
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#30
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Grotto Attendant
Join Date: Aug 2007
Location: Canada
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Quote:
Originally Posted by Dimus
Or slow down the degeneration, what would do not heal their every minute (PvE).
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But the minions are already meant to die in combat and trigger Death Nova.
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Apr 17, 2010, 01:40 AM // 01:40
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#31
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Tea Powered
Join Date: May 2008
Location: UK
Profession: N/
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Quote:
Originally Posted by agrios
Some prolly will say: its overpowered BS! But since PVE is greatly driven by raw power (and thats why we have pve skills), why not?
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Running with one player Hero and Henching is pretty much the only challenge left in the PvE game for a half decent player. Anything above RA/AB PvP is pretty damn difficult to get into and enjoy these days so I would not encourage reducing the difficulty of PvE any further.
MM builds are already pretty damn strong in a mediocre team and only teams of human physicals that can roll through pretty much anything in seconds won't benefit much from one.
If you feel MMs lack raw power then you need to look much harder at Order of Undeath.
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Apr 17, 2010, 05:43 AM // 05:43
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#32
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Desert Nomad
Join Date: Apr 2009
Guild: FaZ
Profession: D/
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So, let me get this straight.
You want to take two of the most powerful builds (MMs and MBs) available to one of the most overpowered classes in the game (necromancers) and...buff them?
...
Where's that laugh smiley? What? We don't have one? Damn. Quick, somebody suggest one for the site! It's a far better suggestion than this one, that's for sure.
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Apr 17, 2010, 06:38 AM // 06:38
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#33
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Pre-Searing Cadet
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Quote:
Originally Posted by Zahr Dalsk
But the minions are already meant to die in combat and trigger Death Nova.
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Yes - if you play for the MB, but I'm talking about MM's where minions life must be supported. Cannot anybody see that the most obvious job for the necromancer is summon the undead, but the heroies do the job beter. This is wrong, this is the same as if the hero warrior could tank better than the player, now who will take command in human MM if the hero does this work so much better???
Quote:
Originally Posted by Axel Zinfandel
The only thing that needs changed about MMs is Verata's and like skills and probably even Flesh gollom for PvE
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Well, at least like that
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Apr 17, 2010, 07:25 AM // 07:25
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#34
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Grotto Attendant
Join Date: Mar 2006
Location: Done.
Guild: [JUNK]
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Last edited by upier; May 10, 2010 at 03:58 PM // 15:58..
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Apr 17, 2010, 07:37 AM // 07:37
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#35
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Krytan Explorer
Join Date: Nov 2007
Location: The Netherlands, Noord-Brabant
Guild: Mu-Tants [MU]
Profession: Me/
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/Notsigned.
Minions Masters are strong enough already. Look at AoTL , AoTL can give you with 1 skill already 10 minions.
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Apr 17, 2010, 07:41 AM // 07:41
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#36
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Academy Page
Join Date: Jan 2010
Location: In the refuge of the Sylvari.
Guild: The Legion of the Golden Aguila [PNOY]
Profession: R/
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/notsigned
more stuff for Anet to buff and nerf..
make all professions balanced pve wise, speed clears yada pulling the game to a gutter
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Apr 17, 2010, 11:34 AM // 11:34
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#37
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Ascalonian Squire
Join Date: Feb 2010
Location: The Netherlands
Guild: The Asuran Golemancers [GOLM]
Profession: N/
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Quote:
Originally Posted by Just.nl
/Notsigned.
Minions Masters are strong enough already. Look at AoTL , AoTL can give you with 1 skill already 10 minions.
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11 with runes, I just want MOAR!
/signed
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Apr 17, 2010, 11:53 AM // 11:53
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#38
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Forge Runner
Join Date: Feb 2007
Location: Spain
Guild: LHV
Profession: R/N
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Some ppl here likes zerging when it isnt even needed. Got a N but no , not needed at all , they are great as it is so /notsigned
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Apr 17, 2010, 12:47 PM // 12:47
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#39
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Furnace Stoker
Join Date: Mar 2007
Guild: Our Crabs Know True [LOVE]
Profession: R/
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Quote:
Originally Posted by Dimus
Yes - if you play for the MB, but I'm talking about MM's where minions life must be supported. Cannot anybody see that the most obvious job for the necromancer is summon the undead, but the heroies do the job beter. This is wrong, this is the same as if the hero warrior could tank better than the player, now who will take command in human MM if the hero does this work so much better???
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Heroes make better minion bombers simply because they can target the minions instantly and monitor their health easier. However, I disagree that a hero does a better job as a minion master. Keeping minions alive is important, but it is hardly difficult to do that with Blood of the Master and Blood Bond. But if you are not able to keep them alive long enough to kill more monsters, then you suck at killing things. You don't have to keep minions alive forever, just until something else dies. Outside of HM situations where monsters have higher attributes and strong AoE skills, I rarely have trouble keeping minions alive between fights, and during fights I am replacing the ones I lose with the new corpses. I rarely play an MM though, because as you noted, a hero does a better job as an MB, and the bombing is far better than the damage the minions do with their attacks.
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Apr 17, 2010, 12:50 PM // 12:50
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#40
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Furnace Stoker
Join Date: Apr 2006
Guild: Amazon Basin [AB]
Profession: Mo/Me
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For the record, minion cap was primarily to make MMs walk over PvE factions less than they already did. In prophecies most of the endgame areas conveniently lacked corpses, making MMs seem like less of an issue than they really were.
Of course this was back in the day when they would occasionally nerf things for PvE sake instead of OMGBUFF mentalitly. Anet only has themselves to blame for these kind of stupid suggestions set by their stupid precedent.
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