May 20, 2005, 01:38 PM // 13:38
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#1
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Academy Page
Join Date: May 2005
Location: Darwin, Australia
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A god at PVE?
What's to stop a N/R with Death up the wazoo (16) and a high beast mastery from being a total god at pve.
I mean with some Death sacrifice spells, you can give all your minions +10 health regen, or just heal the straight up.
Why not just walk around killing easy stuff, get a veritable army (dont know if there's evena limit on minions) and then solo wade through the mobs en mass, keeping them alive via healing and so forth.
Necro/Ranger walking army god, sounds good to me
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May 20, 2005, 02:10 PM // 14:10
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#2
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Frost Gate Guardian
Join Date: Apr 2005
Location: The Dark Side of The Moon
Guild: DEUS
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while I have a character of this very build, and it is fun
it's not my pick for god of pve, nor the most fun build I have on pve(imo)
feels like too much micro-management, also necro pets are dumb, and listen worse than ranger pet if at all, so they won't assist, which becomes a real big problem when you have groups with 2 or more healers.
also it gets really annoying, if fighting golems/some shades, as those can't be made into minions, and if fighting necros they're going to putrid explode any corpses/summon themselves, ruining them before your summon fires.
Again though, don't let me turn you away, this is a fun build for pve.
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May 20, 2005, 04:56 PM // 16:56
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#3
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Academy Page
Join Date: May 2005
Location: Darwin, Australia
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if you create minions through death magic,do they survive the trip through an instance portal?
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May 20, 2005, 04:59 PM // 16:59
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#4
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Master of Beasts
Join Date: Mar 2005
Location: Ottawa, Canada
Guild: Servants of Fortuna [SoF]
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Quote:
Originally Posted by ginetti
if you create minions through death magic,do they survive the trip through an instance portal?
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Nope. Really sucked doing the first Althea quest, pass through a portal with my army which vanishes, leaving me to face elementals...
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May 20, 2005, 05:01 PM // 17:01
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#5
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Academy Page
Join Date: May 2005
Location: Darwin, Australia
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i believe the minions should not loose health, and instead impose a limit on how many you can have, which is directly dependant on your level of death magic.
Say at 1 you can raise 2, and a bonus 1 at lvl 4, 8, 12 and finally 16 - or some kind of variant therein.
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May 20, 2005, 06:49 PM // 18:49
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#6
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Underworld Spelunker
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Quote:
Originally Posted by ginetti
i believe the minions should not loose health, and instead impose a limit on how many you can have, which is directly dependant on your level of death magic.
Say at 1 you can raise 2, and a bonus 1 at lvl 4, 8, 12 and finally 16 - or some kind of variant therein.
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but you are a pve god and should not have trouble keeping them *alive*
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May 20, 2005, 09:27 PM // 21:27
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#7
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Frost Gate Guardian
Join Date: Apr 2005
Location: The Dark Side of The Moon
Guild: DEUS
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sounds too much like a daoc bone dancer,
personally I enjoy having to juggle out new pets
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May 21, 2005, 04:36 AM // 04:36
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#8
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Academy Page
Join Date: May 2005
Location: Washington
Guild: Ostentanious Cows [OC]
Profession: N/Mo
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I think that a limit would be bad, after all GW makes a point of being about player skill rather than time played, and the health loss means that you need to be skilled to keep a lot of minions up.
Besides, if they imposed the limit you suggested, which would only allow 5 minons at lvl 15 death magice, then i would lose 15-20 minions, which i think would be very detrimental to my build.
The health degen makes it about being a smart necro and knowing how to keep alot of minions alive. Also, the ten health regen is nice, but not enough by itself. You also need BOTM, or if you have monk secondary, area heal. Because at lvl 16 the regen is only 21 seconds, whereas the skill recharge is 30 seconds.
And the longer a minion is alive, the faster the health loss gets, to the point where they die in a matter of seconds.
So I like the system the way it is, it allows you to be more effective than if there was a limit imposed.
Plus it pisses off my roommates when we quest together because I go half their speed, stopping every 10 seconds to do an area heal or Veratas Sacrifice, and they dont like to go on without me cause my boys reduce thier chances of getting hit about 20 times over.
Edit: P.S. I agree that they are stupid, I can't tell you how many times I have lost my army because they stopped moving somewhere and just stood there untill the died
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May 21, 2005, 05:09 AM // 05:09
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#9
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Krytan Explorer
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Quote:
Originally Posted by Loviatar
but you are a pve god and should not have trouble keeping them *alive*
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Great idea
except this is guild wars not diablo2 or Wow
that is y gw kicks ass and wow just suck ****
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May 21, 2005, 05:32 AM // 05:32
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#10
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Wilds Pathfinder
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summoner is good in pve, very good.
My main pve guy is a nec/monk and it works really well. In pve that combo can heal very well as well in missions where minions arent as useful (for example first 2 ring of fire ones); you dont have divine favor but soul reaping sustains your mana very nicely.
you'll find later on that having lots of guys, whether fiend horror or minion, simply doesn't work out. They die too fast to stuff like spectral agony and the powerful late game attacks. You're better off then with lesser numbers of well used minions with death nova than a big swarm that goes down extremely fast.
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May 21, 2005, 09:27 AM // 09:27
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#11
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Academy Page
Join Date: May 2005
Location: Washington
Guild: Ostentanious Cows [OC]
Profession: N/Mo
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Quote:
you'll find later on that having lots of guys, whether fiend horror or minion, simply doesn't work out. They die too fast to stuff like spectral agony and the powerful late game attacks. You're better off then with lesser numbers of well used minions with death nova than a big swarm that goes down extremely fast.
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I agree that any summons die too quickly late in the game, for two main reasons, 1. You cant get them infused, that is huge against the mursaat. And 2. Did I mention that there is no way to get them infused.
Spectral agony is a skill that is designed to be unbeatable unless you have infused armor, so it basically reams minions like a chubby guy in a federal penetentary.
But I still like to get as many as i can, its not hard to watch who's getting attacked and throw a death nova on them before they die, and 10 or 15 minions exploding incombat is better than 5 or 6. And it's not like your going to have enrgy problems doing it. As you will get more energy for the minions dying than it costs you to cast death nova on them.
But you do raise a very good point, and that is the biggest weakness of summon necros in this game.
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May 21, 2005, 09:45 AM // 09:45
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#12
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Wilds Pathfinder
Join Date: Apr 2005
Guild: Gaelic Storm
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One reason we don't have a set number of necro summonables is because there are a handful of necro spells that would be easily abused if that were the case.
You'd have these permanent walking health banks who absorbed 75% of your damage, among other things.
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May 22, 2005, 06:00 PM // 18:00
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#13
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Academy Page
Join Date: May 2005
Location: Darwin, Australia
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ok. well i do see all of your points.
however, it would seem what you're also saying is that the further you get in the game, the less use minions are?
If this is the case, then it's only viable in the eariler part of the game.
Hrm, dosent sound like much fun if i cant play a viable minion master in the high end part of the game. Or at least not hvae to work many times harder than a dif build just to keep myself alive.
I hope people will see the point i'm raising here.
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May 23, 2005, 05:54 AM // 05:54
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#14
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Academy Page
Join Date: May 2005
Location: Washington
Guild: Ostentanious Cows [OC]
Profession: N/Mo
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Quote:
Originally Posted by ginetti
ok. well i do see all of your points.
however, it would seem what you're also saying is that the further you get in the game, the less use minions are?
If this is the case, then it's only viable in the eariler part of the game.
Hrm, dosent sound like much fun if i cant play a viable minion master in the high end part of the game. Or at least not hvae to work many times harder than a dif build just to keep myself alive.
I hope people will see the point i'm raising here.
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I think you missunderstand me, I can take the late game just fine, it simply requires that I be smart and not go charging into a pack of 10 Mursaat while I have 3 Bone Fiends. I beat the game just fine, and I can run around on Perdition Rock, the last EA excluding underworld or fissure, with no trouble. I think that the problem people experience with necro's is that they dont know how to micro manage a large number of minions. And that is the key to success as a minion master. In my opinion any way.
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