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Old Nov 24, 2005, 07:10 AM // 07:10   #1
Wilds Pathfinder
 
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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 :/
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Old Nov 24, 2005, 07:37 AM // 07:37   #2
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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?
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Old Nov 24, 2005, 10:31 AM // 10:31   #3
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minion master liek the title says .
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Old Nov 24, 2005, 10:35 AM // 10:35   #4
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Monk seconday for Heal Area, or Ranger for spirits and more damage as well as Healing Spring. Both work.
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Old Nov 24, 2005, 10:36 AM // 10:36   #5
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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.
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Old Nov 24, 2005, 01:01 PM // 13:01   #6
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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!
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Old Nov 25, 2005, 07:17 AM // 07:17   #7
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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.
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Old Nov 25, 2005, 04:25 PM // 16:25   #8
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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
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Old Nov 25, 2005, 08:18 PM // 20:18   #9
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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..
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Old Nov 26, 2005, 03:15 AM // 03:15   #10
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favorable winds _should_ help your fiends.... they do use ranged attacks....
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Old Nov 30, 2005, 02:40 PM // 14:40   #11
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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.
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Old Nov 30, 2005, 03:18 PM // 15:18   #12
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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. ~_^
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Old Nov 30, 2005, 05:04 PM // 17:04   #13
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the skill description on fav winds says arrows fly twice as fast blah blah...
the spirit should not effect fiends.
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Old Dec 03, 2005, 04:48 PM // 16:48   #14
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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.
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Old Dec 03, 2005, 09:30 PM // 21:30   #15
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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.
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Old Dec 05, 2005, 06:44 PM // 18:44   #16
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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.
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Old Dec 06, 2005, 09:50 PM // 21:50   #17
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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.
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