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Old Oct 11, 2006, 05:27 AM // 05:27   #1
Desert Nomad
 
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Default Kaida's Undeath Minion Master

In light of a recent topic here, I decided to post a build on my take of the most effective and efficient "Order of Undeath" Minion Master.

*Note: This build is presumed! Nightfall skills have not been completely varified yet! That means that this may not work if skills are changed!*

Kaida's Undeath Minion Master
Profession:
Necromancer / Dervish

Stats:
Death Magic: 16 (12+1+3)
Soul Reaping: 13 (10+3)
Blood Magic: 5 (2+3)
Earth Prayers: 8

Skills:
1. Order of Undeath (E)
2. Animate Bone Fiend
3. Vital Boon
4. Signet of Piety
5. Blood of the Master
6. (variable)
7. (variable)
8. (variable)

Other Skills:
Animate Vampiric Horror:
Helps to offset massive sacrifice costs of this build.
Dark Bond:
Protection against damage to offset low health.
Signet of Lost Souls:
All around nice Energy+Health Boost.
Taste of Death:
Protection against over-sacrificing.
Pious Concentration:
Anti-interruption skill.
Consume Corpse:
Decent Energy+Health Boost, somewhat conditional.
Feast for the Dead:
Nice Minion Healing Spell. Use on weak minions. Possible replacement for BotM (for this build only). Grenth knows the sacrificing in this build is insane enough already.
Infuse Conditions:
Keep those conditions off and protect your low ammount of health.

Equipment:
Standard Minion Master Gear.
Choice of Vigor Rune depends on your comfort level. If you feel like 255 health is plenty, then that's great. If you think 305 Health is better, also great.

Here's how it works:
This build is optimized for maximum damage output. Fiends attack the fastest of all minions. They are also the only minions that can cause you to die when using Order of Undeath, with a lofty 20% Sac every 1.93 seconds (full army). For this reason, there is a powerful healing combo used to counter the sac cost.

Run around as a normal MM until you've built up your squad. When ordering the order, use this skill chain:
1) Order of Undead (E) --> Vital Boon --> Signet of Piety (timed)
or
2) Vital Boon --> Order of Undead (E) --> Signet of Piety (timed)

One will bypass the 10% Sac cost by stalling the max health increase until after the sac. Two will be the safer of the two.

This will provide a 215 Health heal, plenty to counter the 5 seconds of eminent insta-death possible from this build. You may need to heal afterwards, but that is what skills such as Signet of Lost Souls are for. Use caution when using Order of Undeath; make sure you are back behind you minions and out of harm's way.

Vital does increase your maximum health, but the increase is hardly enough to cause a great impact in the ammount of health your going to be saccing.
Assuming there are no vigor runes (255 HP total), here are the stats:
255 Health x .02 = 5.1 Health Sacced per Attack
(255 Health + 72 Health) x .02 = 6.54 Health Sacced per Attack
That's 1.44 More Health Sacced per Attack. That turns into 14.4 (1.44 x 10minions) Health per Wave. Not that much. Thus, the increase in total health isn't that detrimental to your saccing cost.

Vital and SoP generate a 215 health heal for 5 Energy and 2 Seconds of time, which can be split into two equal moments. That's enough to counter much of the Saccing Generated by Order of Undeath.

Suggestions, Tips, Comments, Whatever appriciated. Thanks.
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Old Oct 11, 2006, 11:46 PM // 23:46   #2
Wilds Pathfinder
 
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This is most likely going to replace my flesh golem in NF....if i buy it
I just wanna see how it does with vamps i dont even care if the fiends have more DPS its not enough for me to be willing to sac 20% health every time my whole group attacks added onto the 10% casting sac....
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Old Oct 12, 2006, 01:01 AM // 01:01   #3
Desert Nomad
 
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Depends on who the vamps are hitting. Like the math stated, one hit takes between 5-7 health, and the vamps are usually hitting for 12+. That's decent coverage. Three of those badboys runnin around in your army could cover the saccing quite well. They would at least negate themselves, and if they were attacking a squishie, they could negate a whole 'nother sac cost as well. It's purely experimental but these numbers are looking quite nice at the moment.
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Old Oct 13, 2006, 01:07 AM // 01:07   #4
Wilds Pathfinder
 
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Quote:
Originally Posted by Kaida the Heartless
Depends on who the vamps are hitting. Like the math stated, one hit takes between 5-7 health, and the vamps are usually hitting for 12+. That's decent coverage. Three of those badboys runnin around in your army could cover the saccing quite well. They would at least negate themselves, and if they were attacking a squishie, they could negate a whole 'nother sac cost as well. It's purely experimental but these numbers are looking quite nice at the moment.
I see and I like the way you think!
BTW do you think that shouts effect minions?
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Old Oct 13, 2006, 02:32 AM // 02:32   #5
Desert Nomad
 
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Warrior Shouts? or Para Shouts? I guess they are the same thing... I'm not sure if they will or not. I'll test if anyone wants to help me..
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