Nov 21, 2007, 07:50 PM // 19:50
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#21
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Jungle Guide
Join Date: Feb 2006
Location: Imagination Land
Guild: I Swear She Was Eighteen [Gwen]
Profession: W/
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if u have prot monks, they wont heal necro so.... Dark Bond maybe?
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Nov 21, 2007, 08:39 PM // 20:39
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#22
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Wilds Pathfinder
Join Date: Oct 2007
Location: :D:D
Profession: D/W
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Quote:
Originally Posted by dan-the-noob
Because they get trigger happy with [skill]Blood Of The Master[/skill]
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pew pew
so true
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Nov 21, 2007, 08:47 PM // 20:47
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#23
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Forge Runner
Join Date: Sep 2005
Location: Uk,Wales
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hmmm for some reason my master of whispers gets owned, regardless of build ^^
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Nov 21, 2007, 08:48 PM // 20:48
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#24
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Desert Nomad
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My MM is frequently the last one standing in a party wipe situation, so I don't know what to tell you. It's my SS necro that's always biting it.
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Nov 21, 2007, 08:55 PM // 20:55
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#25
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Forge Runner
Join Date: Apr 2007
Location: Reactive Hexing Sucks
Guild: [Thay]
Profession: N/
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If your MM hero is the first character to die then your MM hero build freaking sucks.
Running anything but 12+1+3 for a dedicated MM hero is dumb.
Dark Bond - Infuse Condition - Mystic Regeneration
Squishy? Right...
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Nov 21, 2007, 08:55 PM // 20:55
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#26
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Grotto Attendant
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1. You shouldn't be using a minion master hero anyway. Use a minion bomber hero instead. The AI is much, much better with it.
2. The AI's usage of [skill]Blood of the Master[/skill] is very poor. They do not "understand" that minions constantly degenerate, and, as a result, they do not cast BotM soon enough to keep the minions' health from going low, and then, once the the minions' health is low, they go gonzo with BotM and damn the consequences.
(The fact that MBs don't need BotM is a good reason to run MB heroes instead of MM.)
3. Why do I have a strong suspicion that your MM build lacks a self-heal strong enough to offset its sacrifice costs?
4. Here's a hero MB build:
[skill]Jagged Bones[/skill][skill]Death Nova[/skill][skill]Draw Conditions[/skill][skill]Infuse Condition[/skill][skill]putrid flesh[/skill][skill]Animate Bone Minions[/skill][skill]Well of Suffering[/skill][skill]rebirth[/skill]
If the hero is still dying on you, swap putrid flesh or well of suffering for taste of death.
If you don't like rebirth, put in a rez you do like.
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Nov 21, 2007, 08:55 PM // 20:55
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#27
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Krytan Explorer
Join Date: Oct 2007
Location: Tampere, Finland
Guild: Keep Dreaming [Yawn]
Profession: E/
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For me, SS dies always first. Livia likes to run frontline to cast his reckless haste to ele who is casting fireball in your face.
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Nov 21, 2007, 10:51 PM // 22:51
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#28
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Wilds Pathfinder
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Sup Death is a MUST, anyone who doesnt have 16 DM on mm fails. Also [skill]Dark Bond[/skill] helps ALOT.
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Nov 21, 2007, 10:57 PM // 22:57
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#29
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Forge Runner
Join Date: May 2006
Guild: Wolf of Shadows [WoS]
Profession: P/
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MMs do not cast taste of death as a self heal. (unless an ai update changed this)
Generally they never use that skill because they want to upkeep minions instead.
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Nov 21, 2007, 11:01 PM // 23:01
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#30
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Desert Nomad
Join Date: Aug 2007
Location: Your backline
Profession: W/
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Quote:
Originally Posted by Washi
Sup Death is a MUST, anyone who doesnt have 16 DM on mm fails. Also [skill]Dark Bond[/skill] helps ALOT.
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/fail
Seriously.
You sacrifice 75 health on your MM for a difference of 2 levels on minions. Those minions are squishies at lvl 16, and they remain squishies at lvl 18. Even more so on HM. I prefer a living MM with lvl 16 minions over a death MM with lvl 18 minions anytime.
Ofcourse, this is just my opinion. But dont say sup death is a must, because it's utter *insert flame*.
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Nov 21, 2007, 11:08 PM // 23:08
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#31
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Emo Goth Italics
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mine is SS.
the enemies always fancy my master of whispers lawl
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Nov 21, 2007, 11:11 PM // 23:11
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#32
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Frost Gate Guardian
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My MM doesnt die most of the time thanks to one simple rit skill, mighty was vorazun 8 communing I believe it outlasts its recharge time. +15 armor and +30 energy giving our trusty MM a pool of 60 and if you toss in a +10 while carrying an item or mm insig hel have 85 or 90 armor wich is good enough to keep him out of trouble.
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Nov 21, 2007, 11:31 PM // 23:31
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#33
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Forge Runner
Join Date: Apr 2007
Location: Reactive Hexing Sucks
Guild: [Thay]
Profession: N/
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Quote:
Originally Posted by Squishy ftw
/fail
Seriously.
You sacrifice 75 health on your MM for a difference of 2 levels on minions. Those minions are squishies at lvl 16, and they remain squishies at lvl 18. Even more so on HM. I prefer a living MM with lvl 16 minions over a death MM with lvl 18 minions anytime.
Ofcourse, this is just my opinion. But dont say sup death is a must, because it's utter *insert flame*.
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You have no clue what you're talking about.
75 health won't make one bloody hell of a difference for a minion master when he's hit by a level 28 monster. Either he's PS'ed, he's under Dark Bond or he dies.
Lower HP makes health sacrifices easier to handle by pip-based regen.
Higher Death Magic makes for more heal from BoTM leading to less required casts.
A minion master is a life saccer. Are you going to request bippers to bring minor Blood next?
It doesn't matter if the minions are "squishies" compared to the mobs. In any area where a real MM is justified, the minions should be as high level as possible. And a level 16 minion is a lot more squishy than a level 18 one.
There is literally no profession where a superior rune is as valuable as for a MM.
Last edited by Moloch Vein; Nov 21, 2007 at 11:35 PM // 23:35..
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Nov 22, 2007, 12:29 AM // 00:29
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#34
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Grotto Attendant
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Quote:
Originally Posted by Squishy ftw
/fail
Seriously.
You sacrifice 75 health on your MM for a difference of 2 levels on minions. Those minions are squishies at lvl 16, and they remain squishies at lvl 18. Even more so on HM. I prefer a living MM with lvl 16 minions over a death MM with lvl 18 minions anytime.
Ofcourse, this is just my opinion. But dont say sup death is a must, because it's utter *insert flame*.
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I'm going to have to go with Moloch here, you don't know what you're talking about.
A MM absolutely must have 16 DM. 75 hp doesn't come anywhere close to making up for the extra damage, health, and armor that come from 2 extra levels on your minions, much less for two entire extra minions. I hate to be dogmatic, but there's really no room for sensible disagreement on this topic. The question just is not open for debate.
A MB, on the other hand, can maybe get away with 12 DM. Although the only reason I'd ever think of doing going less than 16 there too is because I couldn't afford to buy the rune for the hero.
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Nov 22, 2007, 02:11 AM // 02:11
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#35
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Wilds Pathfinder
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Quote:
Originally Posted by Vinraith
My MM is frequently the last one standing in a party wipe situation, so I don't know what to tell you.
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My experience matches Vinraith's.
14 Death, 10 SR, 10 Blood
Survivor scar of Minor Death
Radiant tunic of Attunement
Survivor gloves of Minor SR
Radiant leggings of Minor Vigor
Bloodstained boots of Minor Blood
Bortak's Claw/Torub's Wand - +5E
Shelboh's Gaze/Bloody Knife (collector) 12/+15/-1/+30H
550H, 69E
Dark Bond
Flesh Golem
Bone Fiend
Shambling Horror
Vampiric Horror
Bone Horror
BotM
Resurrect
Other people have other builds which may work better for them but this one has served me well.
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Nov 22, 2007, 02:59 AM // 02:59
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#36
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Frost Gate Guardian
Join Date: Dec 2006
Guild: Zomg Lasers Pew
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Quote:
Originally Posted by free_fall
My experience matches Vinraith's.
14 Death, 10 SR, 10 Blood
Survivor scar of Minor Death
Radiant tunic of Attunement
Survivor gloves of Minor SR
Radiant leggings of Minor Vigor
Bloodstained boots of Minor Blood
Bortak's Claw/Torub's Wand - +5E
Shelboh's Gaze/Bloody Knife (collector) 12/+15/-1/+30H
550H, 69E
Dark Bond
Flesh Golem
Bone Fiend
Shambling Horror
Vampiric Horror
Bone Horror
BotM
Resurrect
Other people have other builds which may work better for them but this one has served me well.
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Radiants suck, Golem sucks, 4 minion spells is fail, and if you have a monk with half a decent bar in your group then dark bond is pointless
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Nov 22, 2007, 04:44 AM // 04:44
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#37
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Forge Runner
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my MM heroe usually is the last to die , just bring dark bond ,
and the SS usually dies first for me evrytime
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Nov 22, 2007, 05:04 AM // 05:04
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#38
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Wilds Pathfinder
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Quote:
Originally Posted by Full Metal X
Radiants suck, Golem sucks, 4 minion spells is fail, and if you have a monk with half a decent bar in your group then dark bond is pointless
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Thanks for that constructive input to the thread. I guess you missed the last line in my post.
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Nov 22, 2007, 05:23 AM // 05:23
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#39
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GW Retiree
Join Date: Nov 2005
Guild: Sg Unknown [KATE]
Profession: W/
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Quote:
Originally Posted by Squishy ftw
/fail
Seriously.
You sacrifice 75 health on your MM for a difference of 2 levels on minions. Those minions are squishies at lvl 16, and they remain squishies at lvl 18. Even more so on HM. I prefer a living MM with lvl 16 minions over a death MM with lvl 18 minions anytime.
Ofcourse, this is just my opinion. But dont say sup death is a must, because it's utter *insert flame*.
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You brough a MM for Hard Mode?
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Nov 22, 2007, 07:32 AM // 07:32
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#40
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Lion's Arch Merchant
Join Date: Jul 2007
Location: GMT+8
Guild: The Elite Guard of Tyria (TEGO)
Profession: Mo/
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as for the minion skill, bringing [skill]animate vampiric horror[/skill] can be good for MM health too.
Last edited by azizul1975; Nov 22, 2007 at 07:39 AM // 07:39..
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