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Old Oct 11, 2007, 04:44 PM // 16:44   #21
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Originally Posted by street peddler
thank you captain obvious
Lol. I know. Some people... /notsigned
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Old Oct 11, 2007, 04:54 PM // 16:54   #22
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so nobody noticed the thread necro so far?
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Old Oct 11, 2007, 05:10 PM // 17:10   #23
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Originally Posted by nugzta
Yay running skill for necro, whats next?

Ressurect skill for ranger? Attack skill for elementalist?

/notsign
You didn't really think through the examples, did you?
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Old Oct 11, 2007, 05:38 PM // 17:38   #24
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Quote:
Originally Posted by Ace2001
You're thinking of the wrong class. I just checked wiki.guildwars.com and according to them, "Fall Back!" is a skill used by Paragon, so unless MM's are supposed to have /P as a secondary, then they can't use that skill.
WOW REALLY?

/notsigned

Thom is already the thread winar anyway

edit: didn't see the thread rez, gg -_-
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Old Oct 11, 2007, 05:43 PM // 17:43   #25
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Master's Haste: 5, 1/2, 15
Enchantment Spell. You and your undead minions run 1...3% faster for every undead minion under your control.

Under Death Magic, There you go. Gets better with more minions, can't be abused by other professions, makes more sense.
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Old Oct 11, 2007, 06:00 PM // 18:00   #26
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The Quick and the Dead.

Gogogo.
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Old Oct 11, 2007, 06:22 PM // 18:22   #27
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Light of Deldrimor.
For 5s you spot rezzed threads
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Old Oct 11, 2007, 06:25 PM // 18:25   #28
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Quote:
Originally Posted by Ace2001
You're thinking of the wrong class. I just checked wiki.guildwars.com and according to them, "Fall Back!" is a skill used by Paragon, so unless MM's are supposed to have /P as a secondary, then they can't use that skill.
Take 3 levels out of soul reaping, put them in command. Voila, a run and minion heal at the same time.

And as long as you're using /p secondary, you can bring leader's comfort to help with the BotM saccing.
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Old Oct 11, 2007, 11:29 PM // 23:29   #29
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8 Adr Strikes, 0e, 1/4c, 0r
Elite Glyph
Sacrifice 100% health. You and your undead minions fall dead, 33% faster than normal. This skill is disabled for 120 seconds.

Let's see. Now your necromancer can go faster with your minions, and can mimic all of the running classes (almost all, I think para is the only one I missed)!

Last edited by Woop Shotty; Oct 11, 2007 at 11:32 PM // 23:32..
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Old Oct 12, 2007, 02:54 AM // 02:54   #30
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Necromancers and monks do not run. They gigle, jigle and dance around, but do not run. There are 'party' run skills for Warriors and paragons. They use those.
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Old Oct 12, 2007, 06:32 AM // 06:32   #31
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Quote:
Originally Posted by Mokone
so nobody noticed the thread necro so far?
So observant! Mokone for prez!
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Old Oct 12, 2007, 06:57 AM // 06:57   #32
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Learn to keep up. Olias and MoW can do it, why can't you? Still need a boost? Use your secondary. Heal Area is not necessary, contrary to popular belief.
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Those of you who think Minion Masters don't need this have clearly not had a lot of experience playing as a Minion Master or have but were terrible at it.
Those of you who think Minion Masters do need this have clearly not had a lot of experience playing as a Minion Master, or have but were terrible at it.

c wut i did thar?
Quote:
Originally Posted by Mokone
so nobody noticed the thread necro so far?
It is better to raise an idea than to completely restate it for no purpose other than creating clutter.
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Old Oct 12, 2007, 09:23 AM // 09:23   #33
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Quote:
Originally Posted by Silent Dark
Furious Souls

Type: Skill
Cost: 10 mana
Time: 1/4
Recharge: 15
For 3...11 seconds you move 25% faster. For every second you are running, sacrafice 3% health. After 3...11 seconds if the player is running Furious Souls is refreshed.
That's an elite right there. I can already see 'Blood Renewal' 'Furious Souls' combo working well for me. That's a permanent 25% faster run boost if used correctly.

I wouldn't mind if they had a run skill for necromancers, but it would have to have a major side effect.

Unruly Undead (10 energy, 1 sec cast, 45 recharge) - For 5 plus the number of points placed in Death Magic, you and your minions run 33% faster. For every two seconds in which you are running, you and your minions gain -1 health degeneration.

So that means, if you spend 10 seconds running, you and all your minions will have a -5 health degeneration on you. You can do it, but at a big cost. That would keep it from being abused. If the speed gain is important enough (for example to catch up to a battle that your team has already engaged in), this skill could be used. Otherwise, being behind the group as a MM wouldn't even warrant any bad consequences other than making your team wait a little more.
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Old Oct 12, 2007, 04:21 PM // 16:21   #34
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Quote:
Originally Posted by Nevin
Master's Haste: 5, 1/2, 15
Enchantment Spell. You and your undead minions run 1...3% faster for every undead minion under your control.

Under Death Magic, There you go. Gets better with more minions, can't be abused by other professions, makes more sense.
/signedRED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GO
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