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Old Nov 21, 2005, 11:12 PM // 23:12   #1
Wilds Pathfinder
 
mortalis doleo's Avatar
 
Join Date: Sep 2005
Location: my house
Guild: The Cutting Edge [TCE]
Profession: N/
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Default minion factory build

yeah, i know this is nothing new.

i see many PUgs running MF builds wrong, thus being raped by other groups. it's hard enough to find an MF team, why make it harder by having most of those play badly?

so i'll post what i think is a good MF build, hoping i won't embarrase myself too much. please tell me if i made a crucial mistake, or if you have something to add.

2 sacrificers.
1. blood is power <e>

1 melee minion master.
1. summon bone horror
2. blood of the master
3. vereta's sacrifice
4. vereta's aura (you better take this)
5. dark bond (no attribute points required, but put whatever you have left into blood)
6. taste of death
7. grenth's balance <e>
8. res sig

1 ranged minion master.
1. summon bone fiend
2. blood of the master
3. vereta's sacrifice
4. vereta's aura
5. dark bond
6. taste of death
7. grenth's balance <e>
8. res sig

2 resmers.
1. restore life
2. heal area (do not over-use)
3. res sig

1 healer.
1. heal area
2. healing seed
3. infuse health
4. orison of healing
5. divine intervention
6. healing touch (self heal after infuse)
7. martyr (this can be changed)
8. res sig

1 spirit spammer R/N.
1. fertile season
2. winnowing
3. nature's renewal (optional, depending on meta-game)
4. healing spring
5. taste of death
6. death nova
7. oath shot <e>
8. res sig


what to do:
the sacrficers each get a group of people to aid, while suiciding. one of them gets the minion masters and gives them each energy (when he is ressed he switches minion master, to help both). the other goes and helps the resmers during the start, and the healer after the fight starts.

as for the minion masters, they should summon constantly, and throw a quick vereta's sacrifice here and there to keep the minion's degen at a stop. they use blood of the master to help the healer heal the minions.
when the battle starts, these guys have to stay alive. when the battle starts, they need to use dark bond to reduce the damage they take. if they are damaged a lot, they should use taste of death for a quick heal. grenth's balance is another optional way to gain health, but could be over-kill.
if, somehow, they die. they need to be ressed quickly by a res sig and they need to cast vereta's aura ASAP.

the resmers simply res the sacrificers, and in between ressings, they should help with heal area.

before the battle, the healer's main spell is heal area, helping the necros keep the minions alive. after the fight starts, he needs to keep the minion masters alive, in any means possible. healing seed helps to heal the necros. infuse health and divine intervention are great ways to save the necro from a rend+spike, and martyr gets rid of conditions.

the spirit spammer helps with healing spring before the fight.
when the fight starts, the ranger casts his spirits one after the other, in a place that is hard to reach (behind the stairs in tombs - the minions are body blocking). if the spirits are killed, he needs to oath shot them right back.
fertile season - increase minion health, reduce chance of spike.
winnowing - increase minion damage.
nature's renewal - this build has enchantements, but if you expect to find prot monks or enchantement heavy teams, bring this along.
after the spirits are in place, the ranger targets bone horrors, uses death nova and then taste of death until boom. he repeats this a lot...
this character could also be N/R...

i think that coveres it... im open to suggestions...
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Old Nov 22, 2005, 03:01 AM // 03:01   #2
Wilds Pathfinder
 
E Power's Avatar
 
Join Date: Jun 2005
Location: New York City
Guild: Wisdom of the Raven [MyM]
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Uhh no, this is a pretty bad minion factory... here is the real build

2 RANGED minion masters
I.E: Bone Fiends
2 SACCERS
2 REZMERS
1 HEAL AREA MONK
1 TRAPPER (WITH SPIRITS AND SPIKE TRAP)

Pretty easy, bring normal MM build.
Saccers = Self-explanatory.
Rezmers: Restore Life, Ressurection Signet, Vengeance, Mantra of Recall [E], Ressurect (Optional)
Heal Area Monk = Self-explanatory, heal the minions very quickly.
Trapper= Trap the door while massing minions, as well as trap the staircases so minions overpower your opponents.
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Old Nov 22, 2005, 03:07 AM // 03:07   #3
Lion's Arch Merchant
 
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Join Date: Aug 2005
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Why do people run this build??

It takes forever to even start the unworthy fight only to be smacked on the first map in the game.
Man, if you don't have eoe, you kill the necro, the minnions turn, game over.

I'm sure you'd beat up on groups that haven't come across minnion factory before, but it's so much effort for so little outcome
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Old Nov 22, 2005, 05:34 AM // 05:34   #4
Wilds Pathfinder
 
mortalis doleo's Avatar
 
Join Date: Sep 2005
Location: my house
Guild: The Cutting Edge [TCE]
Profession: N/
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this build can be good, only no one does it correctly.
as for E power... the melee minion is there for death nova + taste of death. im trying ti innovate on the old formula...

as for killing the minion master, it shouldn't be that easy... and you have vereta's just in case...

no one seems to like this build though... MF is pretty old, but it's begun to pick up speed lately, for some reason...
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