Nov 05, 2007, 01:48 PM // 13:48
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#1
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Furnace Stoker
Join Date: Jul 2006
Location: behind you
Guild: bumble bee
Profession: E/
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Minion Masters - blood of the master skill change idea
I wish this can be some how fix so that minion masters can run with the rest of the group.
Why I think this skill should be fix because i think minions are the front line when you charge into a battle. But sadly they can't, why, because every count of 15 you have to stop to heal the minions, other wise they die!
So my proposal of how to fix the "blood of the master" skill is, allow minion master to cast blood of the master while they are moving.
you know how some running skills need you to stop , cast the skill then run, don't you think that is not logical, that, while you are running for your life, suddenly you have to stop to cast the 33% faster movement skill.... (okay that was off topic, but its not logical)
Anyway, please make blood of the master be able to be cast the same way as Dodge, Escape ... Zojun's Haste, namely cast the skill while the character is moving, without having to stop and heal.
(i know this is asking too much) but ideally if karei's healing circle can be like that too would be wonderful
Thank you very much.
Happy days!
Edited by Celestial Beaver: Title changed to reflect thread content.
Thank you, I was having difficulty to come up with a suitable title.
Last edited by pumpkin pie; Nov 05, 2007 at 02:21 PM // 14:21..
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Nov 05, 2007, 02:39 PM // 14:39
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#2
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Forge Runner
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Quote:
Why I think this skill should be fix because i think minions are the front line when you charge into a battle. But sadly they can't, why, because every count of 15 you have to stop to heal the minions, other wise they die!
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Yes, MM slows down the group.
Solution: don't use a MM. Have your necros run useful builds, such as curses, healing or blood.
Or, bring a para with "Fall Back". It heals and increases movement speed.
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Nov 05, 2007, 05:05 PM // 17:05
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#3
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Furnace Stoker
Join Date: Oct 2006
Guild: GWAR
Profession: Me/Mo
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Quote:
Originally Posted by Antheus
Yes, MM slows down the group.
Solution: don't use a MM. Have your necros run useful builds, such as curses, healing or blood.
Or, bring a para with "Fall Back". It heals and increases movement speed.
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Smile when you say that stranger, my minions don't like being called useless
Seriously though yes the minions are a little problematic at times they can agro when you dont want them to and they dont always attack your target.
And as you say they can slow down the party, well if the party want minions they will just have to live with it.
A Heal on the run skill could be fun and I would go for that if it wouldnt cause game problems or open an exploit.
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Nov 05, 2007, 05:28 PM // 17:28
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#4
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Forge Runner
Join Date: Apr 2007
Location: Sardelec yelling at Tenshi
Guild: Angels Of Strife
Profession: E/
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I stopped using MMs cause usually by the time they get there the group is mostly dead or dead. It would probolly be a shout if you wanted one of those.
I got it. Wail of death
Cost 6
recharge 2 sec
All minions in shouting range are healed for 45.......87...113 health
Sac 6% max health plus 3% max health for minion you control.
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Nov 05, 2007, 05:33 PM // 17:33
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#6
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Desert Nomad
Join Date: Jan 2007
Location: USA
Guild: Jenova's Apocolyptic Remains [JAR]
Profession: D/
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I'd like something like this, simply because the MM always lags behind a little anyway as they use their Animate... spells. They DO have a long casting time, after all.
As for the problems with minions, yes, it sucks when they aggro or when the entire crowd of undead you've been carefully maintaining gang-rushes a group of enemies to the south when you're pushing west. :P Those are just the risks you accept in return for the valuable damage sponges you're leading around, IMO.
Edit:
Quote:
I have to literally flag click Olias into the front for every battle
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Yeah, that's what I do too, then flag him back once the minions rush in to take the initial burst of damage. It's a great strategy if you can get him out alive in time. It's not good if you're trying to move quickly, but if you were interested in rushing through a Master's mission or something, you probably shouldn't have an MM in the first place.
Last edited by genofreek; Nov 05, 2007 at 05:36 PM // 17:36..
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Nov 05, 2007, 05:39 PM // 17:39
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#7
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Forge Runner
Join Date: Apr 2007
Location: Sardelec yelling at Tenshi
Guild: Angels Of Strife
Profession: E/
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Quote:
Originally Posted by Red Sonya
/signed Yes I have that problem also with hero AI minion master. And if you have both BotM and Nova he'll be behind the group even after you start the battle. I have to literally flag click Olias into the front for every battle with the build I have him setup with now using BotM and Nova. He's constantly casting one or the other and he also sacs himself to death because of BotM. I hate to use the Monk skill (the area heal) because it takes so much away from his power by putting so many points into healing. A running heal would be a nice skill to have for MM's. Why BotM AND Nova I hear you asking? Because I like to keep my minions alive long enough for Nova to be useful during the battle. Once in battle I click off BotM for Olias. Nova is a very deadly skill on an MM and using DISCORD as my elite my Olias is a monster that is hard to beat. Makes me wonder why people use that silly Golem elite as DISCORD will out damage that silly Golem 10 to 1 or better.
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The golem is another tank pretty much, I wonder why people use mms period I remember back in factions when you pretty had to get an mm for the mission no matter what. [skill]Discord[/skill] is way to conditional for most people/MMs plus isn't true that while you mm you should be consintrating more on minion managment than killing?
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Nov 05, 2007, 06:26 PM // 18:26
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#9
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Forge Runner
Join Date: Apr 2007
Location: Sardelec yelling at Tenshi
Guild: Angels Of Strife
Profession: E/
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Point taken, I was more talking about if you are the mm, a hero mm tends to draw less aggro in my opinion even when they are the first in.
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Nov 05, 2007, 11:00 PM // 23:00
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#10
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Furnace Stoker
Join Date: Oct 2006
Guild: GWAR
Profession: Me/Mo
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Love the comments where some said they dont use MMs because they lag behind or by the time the MM gets there the fights over or the party dead
Ever thought of just moving slower to keep the party together ?
Great advantage of the mm is the extra 10 party members that tie up the monsters and get spells wasted on them.
I always through them in first then start picking the enemy off while they are busy.
It worked as I said almost all the way through Prophesies especially helped in the crystal desert and Southern Shiverpeaks.
Olias is always set up as an MM when I play with Heroes and am not playing my necro.
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Nov 06, 2007, 02:18 AM // 02:18
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#11
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Lion's Arch Merchant
Join Date: Nov 2006
Location: ign: Cytherea of Athens
Guild: We Made Mallyx Tap [Out]
Profession: R/
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i say no...u want blood of the master to be a stance or something? i vote leave it how it is... MMs are good...dont make them overpowered... cause i could say, MAKE SF HAVE NO RECHARGE! but it would be to strong
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Nov 06, 2007, 02:33 AM // 02:33
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#12
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Ascalonian Squire
Join Date: Sep 2007
Profession: Rt/
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Blood of the Master is a spell and like all spells you must stop to cast. I believe stances and shouts are the only 2 type of skills with no activation time and necro don't have those. It will be wierd and out of place to have BotM be a stance or shout. Stances are more like actions such as dodge, balance, defensive. You can imagine your character shifting into that stance. Only warrior, paragon, and ranger have shout.
Last edited by Karn Planeswalker; Nov 06, 2007 at 02:35 AM // 02:35..
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Nov 06, 2007, 03:23 AM // 03:23
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#13
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Forge Runner
Join Date: Apr 2007
Location: Sardelec yelling at Tenshi
Guild: Angels Of Strife
Profession: E/
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Quote:
Originally Posted by gremlin
Love the comments where some said they dont use MMs because they lag behind or by the time the MM gets there the fights over or the party dead
Ever thought of just moving slower to keep the party together ?
Great advantage of the mm is the extra 10 party members that tie up the monsters and get spells wasted on them.
I always through them in first then start picking the enemy off while they are busy.
It worked as I said almost all the way through Prophesies especially helped in the crystal desert and Southern Shiverpeaks.
Olias is always set up as an MM when I play with Heroes and am not playing my necro.
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I move way too fast to use an mm and I have no problems at all. I guess it all depends on your style.
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Nov 08, 2007, 06:13 AM // 06:13
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#14
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Ascalonian Squire
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This thread actually made me laugh. I was around to see when the MM first really came into its own as a standard build, and people waited for that player because upwards of 15 minions was a bit too much to give up.
Saying that you want a skill activation time changed because you move too slowly by activating it is possibly one of the worst arguments. No reflection on you as a player by that comment, I'm just saying, if it's too slow for you, don't cry about it, use a different build.
/Insert Olias as old spiritway-tainted-minionbomber here\
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Nov 08, 2007, 06:27 AM // 06:27
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#15
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Krytan Explorer
Join Date: Feb 2007
Guild: Ridirian Guides
Profession: W/Me
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We often take double MM's and the squishies soften up the group for the Minions to mob and mop up, works like a treat. Just a different style of fighting.
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Nov 08, 2007, 11:15 AM // 11:15
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#16
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Jungle Guide
Join Date: Dec 2005
Guild: CULT
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basically asking for old school Verata's Sacrifice type back.
who the hell uses that spell anymore :s
tip : turn off death nova while on the move.
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