Nov 24, 2005, 07:10 AM // 07:10
|
#1
|
Wilds Pathfinder
Join Date: Nov 2005
Guild: [DLS]
|
Quick MM Help..
I just made a new necro and was wondering the best 2nd prof for it? I chose mesmer but i wanna know your opinion. Im kinda regretting not going n/mo now tho :/
|
|
|
Nov 24, 2005, 07:37 AM // 07:37
|
#2
|
Forge Runner
Join Date: May 2005
Location: San Diego, CA
Guild: Penguin Village
Profession: Mo/
|
It entirely depends on what you want to do with your character. Because of that, there really is no "best". What do you want to do with your necro?
|
|
|
Nov 24, 2005, 10:31 AM // 10:31
|
#3
|
Wilds Pathfinder
Join Date: Nov 2005
Guild: [DLS]
|
minion master liek the title says .
|
|
|
Nov 24, 2005, 10:35 AM // 10:35
|
#4
|
Lion's Arch Merchant
Join Date: May 2005
Location: Mississauga, Ontario
Guild: Inyurface Gaming [IYF]
|
Monk seconday for Heal Area, or Ranger for spirits and more damage as well as Healing Spring. Both work.
|
|
|
Nov 24, 2005, 10:36 AM // 10:36
|
#5
|
Frost Gate Guardian
Join Date: May 2005
Location: TN, USA
Guild: Amber Order [AMBR]
Profession: E/Me
|
I had to remake my necro and this time i made her a N/Me.. so far so good
but as far as Minion mastering i have no clue.
|
|
|
Nov 24, 2005, 01:01 PM // 13:01
|
#6
|
Ascalonian Squire
Join Date: Nov 2005
Location: Netherlands
Guild: Poison Blade
Profession: Mo/Me
|
Necro can be pretty good at Minions without the use of a secondary. Very basic Minion Master Skills would look something like this:
-Animate bone fiends/Minion/Minions
-Verata's sacrifice
-Blood of the Master
I have used heal area in combination with those skills, but it seemed a bit redundant.
You can play around with the rest of your skill slots. But you can't get blood of the master and verata's before Kryta. So to keep your minions alive before you reach Kryta you'll have to use Heal Area (or healing spring).
If I remember correctly you can get blood of the master from the "hot springs murder" quest and verata's sacrice can be bought in the southern shiverpeaks or captured from Verata himself (He lives in the area where you'll allso meet Galrath) pretty tough battle before you reach Verata though. (And don't go there if Galrath quest is active, because he will not spawn then)
Good luck with your N/Me!
|
|
|
Nov 25, 2005, 07:17 AM // 07:17
|
#7
|
Forge Runner
Join Date: May 2005
Location: San Diego, CA
Guild: Penguin Village
Profession: Mo/
|
It didn't register what MM stood for, sorry. Monk for heal area, ranger for favorable winds/winnowing.. pretty simple. I saw someone post a build using n/e a while ago effectively, but I can't recall the details.
|
|
|
Nov 25, 2005, 04:25 PM // 16:25
|
#8
|
Banned
Join Date: Aug 2005
Location: dayton ohio
Profession: N/Mo
|
n/r is FAR superior for minion master
serpents quickness and healing spring are a BIG BIG BIG help in keeping your summons alive, and dont listen to the guy above, favorable winds wont help your fiends, winnowing will though
|
|
|
Nov 25, 2005, 08:18 PM // 20:18
|
#9
|
Forge Runner
Join Date: May 2005
Location: San Diego, CA
Guild: Penguin Village
Profession: Mo/
|
I don't see why it wouldn't, and there have been other posters who agree. I've never used a n/r as a minion master, however.
Last edited by jesh; Nov 25, 2005 at 08:20 PM // 20:20..
|
|
|
Nov 26, 2005, 03:15 AM // 03:15
|
#10
|
Lion's Arch Merchant
Join Date: Jun 2005
Location: Seattle, Wa
Guild: Nuclear Babies
Profession: E/Mo
|
favorable winds _should_ help your fiends.... they do use ranged attacks....
|
|
|
Nov 30, 2005, 02:40 PM // 14:40
|
#11
|
Wilds Pathfinder
Join Date: May 2005
Location: United States
Profession: Me/
|
Quote:
Originally Posted by Mystical
Monk seconday for Heal Area, or Ranger for spirits and more damage as well as Healing Spring. Both work.
|
True, but I prefer monk secondary for one skill alone... Vengeance. Your party mate gets 30 seconds back into the battle and you get another corpse when it's all over.
Additionally it's only a 4 second res. Monks have to keep healing, no one else can be res'ing. So who better than the minion master to do it?
Quote:
Originally Posted by BBoy_Manchild
n/r is FAR superior for minion master
serpents quickness and healing spring are a BIG BIG BIG help in keeping your summons alive, and dont listen to the guy above, favorable winds wont help your fiends, winnowing will though
|
Problem with this is that this, like heal area and the such are only after battle heals. I used to poo on Blood of the Master because I thought it was dumb, but it actually works out nicely. Wish the area was a big bigger of course.
The problem with heal area and healing spring is you need to put attribute points into those skill's attributes. Which sucks.
My setup:
1. Taste of Death. This skill is interchangable with Grenth's Balance for me. Depending where I'm fighting (in high level areas, I take grenths, low level areas, I take taste of death).
I usually request that monks don't heal me unless I'm at less than half health. Reason being is that I can usually steal 120+ health back with Grenths fairly fast.
2. Deathly Swarm. I figure I should be doing something else while waiting around. Sometimes I bring rotting flesh. This one is totally interchangable with anything. I never miss it when I don't have it.
3. Blood Rit. Just in case. I have 4 in blood, so it gives me a 10 second blood rit. Monks appreciate me bringing it.
4. Verata's Sacrfice. What more do I need to say?
5. Bone Horrors.
6. Bone Fiends.
7. Blood of the Master. Good for those in-between-battle-heals for your minions. Started using this yesterday and it's worked out quite well.
8. Vengeance. Best mid-battle-res there is. Even if your party mate dies instantly, no DP, and you now got a fresh corpse.
|
|
|
Nov 30, 2005, 03:18 PM // 15:18
|
#12
|
Rawr.
Join Date: Apr 2005
Guild: Read or Die Stooge Forum
Profession: W/
|
Favorable Winds does not help your Fiends, although one would think it would.
Winnowing does work with minions, but is best used only when you have lots of them.
Greater Conflagration has a interesting visual effect with Fiends. ~_^
|
|
|
Nov 30, 2005, 05:04 PM // 17:04
|
#13
|
Wilds Pathfinder
Join Date: Sep 2005
Location: my house
Guild: The Cutting Edge [TCE]
Profession: N/
|
the skill description on fav winds says arrows fly twice as fast blah blah...
the spirit should not effect fiends.
|
|
|
Dec 03, 2005, 04:48 PM // 16:48
|
#14
|
Banned
|
However, there's another spirit that does affect you
Winnowing
--------------------------------------------------------------------------
Description Create a level 1-8 Spirit. For creatures within its range, creatures take an additional 4 damage whenever they take physical damage. This Spirit dies after 30-126 seconds.
Granted, I'd only use this if you have loads of minions/fiends walking around. Especially with minions you reach a high dps, but then again, there's a tradeoff.
Also, I don't have a clue why you would use your secondary at all. First of all, you don't have the energy for a third healing spell (Verata's and BoM) secondly, you don't have points to put in healing prayers if you use OoB, which is very likely the best elite to use for a MM Necromancer.
|
|
|
Dec 03, 2005, 09:30 PM // 21:30
|
#15
|
Lion's Arch Merchant
Join Date: May 2005
Location: Mississauga, Ontario
Guild: Inyurface Gaming [IYF]
|
Strange, I though Fiends shoot arrows. Not the first time the description of something has been misleading to me.
Another spirit that can help keep your minions alive is Predatory Season.
|
|
|
Dec 05, 2005, 06:44 PM // 18:44
|
#16
|
Ascalonian Squire
Join Date: Nov 2005
Guild: Spirits of War
|
The N/E build I often use is simply, though somewhat energy intensive:
1-7- Basic Minion skills
8- Glyph of Renewal
Lesser energy can be nice too, but Glyph of Renewal with Verata's sacrifice allows minions to stay up much longer, and gives a backup in case one Verata's sacrifice gets interrupted.
N/R has several useful skills, but I never liked having to stay in one spot for Healing Spring. Heal Area wins for me there, much easier to use as a self-heal in and out of combat, and lets you carry Rebirth or another reuseable res.
|
|
|
Dec 06, 2005, 09:50 PM // 21:50
|
#17
|
Ascalonian Squire
|
Two necros = synergy
Today, me and a guildie (both necros) went green farming in a five man orozar group. He went curse/death and i death/wilderness survival. He brought veritas sacrifice, death nova, and taste of death along with SS and I brought a pretty standard death setup with greater conflag to help out against cold based enemies. During the orozar waves he used veritas sac which allowed me to contest each corpse. Also he cast death nova on some of the minions then used taste of death to effect the spike.
He helped support the army (the biggest ive ever generated), and I gave him an endless supply of energy. With greater conflag, death nova, and SS we had a huge damage output, all in all it was a very effective combination.
|
|
|
Thread Tools |
|
Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is Off
|
|
|
All times are GMT. The time now is 01:44 PM // 13:44.
|