Feb 21, 2006, 05:03 PM // 17:03
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#2
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Forge Runner
Join Date: Sep 2005
Guild: Radicals Against Tyrants
Profession: W/
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I have tried a Ri/N and they are quite fun. Use Boon of Creation to get a bit of energy back and use animate Bone Horror. The Ri/N is more ideal for Random Arenas where is less corpses so you can make more durable minions.
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Feb 21, 2006, 05:41 PM // 17:41
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#3
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Forge Runner
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Quite pointless outside of PvE (PvP you need the high level summon's dmg, or minion for death nova which wouldnt need more hp).
Ritualist's energy management are generally quite good, so I don't think too many problems would come out. Those minions will only serve as better tank/distraction to the mobs' AI.
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Feb 21, 2006, 06:03 PM // 18:03
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#4
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Krytan Explorer
Join Date: May 2005
Location: Northwest Ascalon
Guild: Freedom
Profession: N/R
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A Suicide of Death! build.
I thought it would be kind of fun to amass a horde of minions, Use Signet of Creation on them, Death Nova as many as possible and send them at the enemy. SoC serves two purposes, to help make sure they actually get to the enemy, even through traps, and to have a set deadline to guarantee that DN goes off. High Spawning Power would help them survive for their death charge as well.
To pull this off, you would need at least 2 Necros to place all the DN, and some way to divide the task. I would make the second Necro a N/W, so he can bring Charge! With only 30 seconds to lay all those down, and hit the enemy, you'll be short on time.
The beauty of this is that you can time a spike to coincide with the 30 second deadline, knowing that massive damage will hit exactly then. Pure theorycraft, but it sounds like fun.
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Feb 21, 2006, 07:02 PM // 19:02
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#5
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Forge Runner
Join Date: Sep 2005
Guild: Radicals Against Tyrants
Profession: W/
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Quote:
Originally Posted by Glasswalker
I thought it would be kind of fun to amass a horde of minions, Use Signet of Creation on them, Death Nova as many as possible and send them at the enemy. SoC serves two purposes, to help make sure they actually get to the enemy, even through traps, and to have a set deadline to guarantee that DN goes off. High Spawning Power would help them survive for their death charge as well.
To pull this off, you would need at least 2 Necros to place all the DN, and some way to divide the task. I would make the second Necro a N/W, so he can bring Charge! With only 30 seconds to lay all those down, and hit the enemy, you'll be short on time.
The beauty of this is that you can time a spike to coincide with the 30 second deadline, knowing that massive damage will hit exactly then. Pure theorycraft, but it sounds like fun.
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Ya minion bomb
Ememy team "GET THE MINION FACTION"
Ri/N 1: I'm using Sig of Creatition
30.....
20....
10
9 8 7 6 5 4 3 2 1
KABOOOM!!!!!!
"Your team was victorous"
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Feb 21, 2006, 11:48 PM // 23:48
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#6
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Pre-Searing Vanquisher
Join Date: Jun 2005
Guild: Fifteen Over Fifty [Rare]
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I don't think minions are considered summons. Anyway, Soul Reaping is too good for a Minion Master, so I think if anything they would go N/Ri instead of Ri/N.
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Feb 22, 2006, 12:09 AM // 00:09
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#7
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Desert Nomad
Join Date: Mar 2005
Location: USA
Guild: Xen of Sigils [XoO]
Profession: W/
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N/Ri wouldnt get summoning, therefore making N/mo better.
Summoning wouldnt be as good though, even with say 16 spawning...thats only 64% more health...which wouldnt make up for the levels/damage you would lose from losing 4 death magic...not to mention you cant sacrifice, botm, or heal area as well
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Feb 22, 2006, 12:47 AM // 00:47
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#8
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Pre-Searing Vanquisher
Join Date: Jun 2005
Guild: Fifteen Over Fifty [Rare]
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I just meant that minions are called like animated. Not summons. So Summoning probably wouldn't help them anyways, thus no reason in the first place to go Ri.
I agree with you though, N/Mo would probably still be better. 16 death and points in SR and Healing would be better than anything a Ri/N could do.
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Feb 22, 2006, 01:09 AM // 01:09
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#9
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Krytan Explorer
Join Date: May 2005
Location: Northwest Ascalon
Guild: Freedom
Profession: N/R
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Based upon what they said in the magazine, minions are considered summoned creatures (So are pets for some reason). The extra 64% health will be situational. In the build above, it will be of significant use when combined with the benifit from the summoning skill.
As pointed out by GotL, T minus 30 seconds to victory...
...5 seconds to Spirit Rift...
...2 seconds Lightning Orb...
...1 second Vampiric Gaze...
DEAD! GG
Which is to say, the only thing that Ri actually adds is determination. Your minions WILL survive for 30 seconds. They WILL die in 30 seconds. Plan for it. That can be very powerful if your team is prepared.
Note: The build above uses only 3 skills, and assumes a second with unconditional res (/Mo) and a third with either N/W or W/N. The rest is up to you. A W/N with Death Nova and Plague Signet who rushes with the Minions would be VERY interesting. What you do with the rest is entirely up to you.
Last edited by Glasswalker; Feb 22, 2006 at 01:23 AM // 01:23..
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Feb 22, 2006, 03:28 AM // 03:28
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#10
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Pre-Searing Vanquisher
Join Date: Jun 2005
Guild: Fifteen Over Fifty [Rare]
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I have the magazine, it says nothing about minions. Only Ranger pets. It doesn't even hint at minions.
It says Ritualist's spirits and other creatures, such as Ranger pets.
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Feb 22, 2006, 05:32 AM // 05:32
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#11
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Academy Page
Join Date: Sep 2005
Guild: Psycho Sanctus
Profession: Mo/Me
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ive tested this in the preview weekend and minions from the necro do indeed get the ritualist bonus.
normally with a necro primary your taste of death kills any minion instantly as the lvl of each is the same (both death magic)
i had a ritualist with taste of death and was assuming that it would kill my minion to set off death nova but instead only put him at minimal health, meaning that he indeed got a boost in life from the Rt primary.
also i was using bone minions. the boon of creation bonus is applied twice for this spell and gave twice the bomb power
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Feb 22, 2006, 05:41 AM // 05:41
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#12
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Forge Runner
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taste of death has a set among of hp it steal per level, so it doesn't always kill the minion instantly.
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Feb 22, 2006, 05:58 AM // 05:58
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#13
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Academy Page
Join Date: Sep 2005
Guild: Psycho Sanctus
Profession: Mo/Me
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Quote:
taste of death has a set among of hp it steal per level, so it doesn't always kill the minion instantly.
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the amount taste of death steals, in my experience, is completely proportional to the amount of life a minion has at X amount of death magic. i know taste doesnt kill a minion instantly if they were just spawned...they didnt have any time to degen life...but then they are left at a very miniscule amount.
when i tested this with Rt primary..even after using taste of death on a reasonably degened minion...they were still left at around 1/8 health or so. so it was safe to assume for me that these count as summons.
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Feb 22, 2006, 09:55 AM // 09:55
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#14
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Lion's Arch Merchant
Join Date: Nov 2005
Profession: N/
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Quote:
Originally Posted by Vilaptca
I have the magazine, it says nothing about minions. Only Ranger pets. It doesn't even hint at minions.
It says Ritualist's spirits and other creatures, such as Ranger pets.
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It also calls the whole continent on which Chapter 1 takes place "Ascalon", so I wouldn't take anything in the article as 100% accurate.
I think they meant minions. From what I remember during PvP preview weekend when you mouseover Spawning Power it says summoned or animated.
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Feb 22, 2006, 10:09 AM // 10:09
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#15
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Lion's Arch Merchant
Join Date: Nov 2005
Profession: N/
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Quote:
Originally Posted by BannyD
the amount taste of death steals, in my experience, is completely proportional to the amount of life a minion has at X amount of death magic. i know taste doesnt kill a minion instantly if they were just spawned...they didnt have any time to degen life...but then they are left at a very miniscule amount.
when i tested this with Rt primary..even after using taste of death on a reasonably degened minion...they were still left at around 1/8 health or so. so it was safe to assume for me that these count as summons.
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How about we settle things with some real live 8th grade level arithmetic?
16 Death Magic:
Horrors and fiends have 440 health. Minions have 340 health each. Taste of Death steals up to 420. It will kill minions but not fiends or horrors.
16 Spawning Power:
16 X 4 = 64, thus 64 percent more life than normal
12 Death Magic:
Horrors and fiends have 360 health. Minions have 280.
360 X 1.64 = 590.4 (horrors, fiends)
280 X 1.64 = 459.2 (minions)
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Feb 24, 2006, 06:32 AM // 06:32
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#16
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Krytan Explorer
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Quote:
Originally Posted by Grimm
How about we settle things with some real live 8th grade level arithmetic?
16 Death Magic:
Horrors and fiends have 440 health. Minions have 340 health each. Taste of Death steals up to 420. It will kill minions but not fiends or horrors.
16 Spawning Power:
16 X 4 = 64, thus 64 percent more life than normal
12 Death Magic:
Horrors and fiends have 360 health. Minions have 280.
360 X 1.64 = 590.4 (horrors, fiends)
280 X 1.64 = 459.2 (minions)
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This is an awesome post.
So, basically, having 16 spawning power is in fact beneficial to undead health, granting you about 150 more hp. If we've concluded that mana isn't really a significant factor in raising the dead, as a Ritualist has significant management of energy. But does anyone know anything about the damage the risen dead do at 12 Death Magick vs 16 Magick? If the damage isn't significant, there could be a definite advantage to Ritualist minioning. Plus, Ritualists may end up more useful in PvP due to their other forms of magick, but that's another discussion...
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Feb 24, 2006, 04:01 PM // 16:01
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#17
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Grotto Attendant
Join Date: May 2005
Location: in the midline
Profession: E/Mo
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It's scary that Ritualists might be more viable Minion Masters, but I have come to disprove your theory.
THE ARGUMENT
Ritualists' primary attribute regards stuff you "create (or animate) and gives them 4% extra health per rank in Spawning power attribute.
REGARDING ATTRIBUTES
HOWEVER, you must remember that you go full 12 attribute in spawning power, a spawnign power headgear, plus a spawning power superior rune just to achieve the 16 spawning power. That basically means if you go 16 spawning power and 12 death you have only 3 attribute levels left, which isn't all too useful.
Also, it is not just HP that is gained per rank in Death Magic but armor AND attack power as well.
REGARDING SKILLS
Plus, you have to think of how you will keep the minions alive. Blood of the master at 12 Death Magic is only 99 Health healed but at 16 Death it is 122 health healed.
Signet of Creation gives 1-7 regen of animated creatures. Verata's Sacrifice gives 10 health regen for 17 seconds at 12 Death and 21 seconds at 16 Death.
Taste of Death Steals only 340 at 12 Death but 420 at 16 Death.
105 damage from Death Nova at 16 Death instead of 85 from 12 Death.
Is Boon of Creation's 9 energy at 16 Spawning Power whenever you create a creature as good as soul reaping which triggers every time soemthing dies? Surely, spawning power actually has skills, but the usefullness of soul reaping in places where there are MANY monsters overshadows the 9 energy gain from boon of creation. But that is another discussion.
CONCLUSION
Judging by all the minion related skills, spawning power might be good for just making things that last longer in terms of armor ignoring attacks and degen, but they do not necessarily deal more damage or can take more damage (from armor-calculated attacks).
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Feb 24, 2006, 04:53 PM // 16:53
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#18
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Krytan Explorer
Join Date: May 2005
Location: Northwest Ascalon
Guild: Freedom
Profession: N/R
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What does the average MM have in Soul Reaping? 5+1 or so? So we have:
6 energy everytime something dies (which you would concievably spend on raising minions -- and I use this term generically to mean any of the 3 -- at 15 or 25 a pop)
vs.
9 every time you create.
Now, a primary Necromancer would get energy when a minion dies as well, but the purpose of a MM is to have as many as possible. If a minion is dying, it better be because you want him to. I am certainly not saying they should all go Ritualist primary, but for certain builds, such as the minion-bomb rush described above, it could be useful.
And to correct a post I made above, the W/N couldn't possibly have Charge! and Plague Signet. Make that Plague Sending... Although at the moment, I can't think of why I would have wanted it in there...
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Feb 24, 2006, 10:24 PM // 22:24
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#20
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Furnace Stoker
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Keep in mind the damage the minions/horros/fiends will deal... With out 16 Death Magic they're too weak. (This is for MMing, not bombing)
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