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Old Feb 12, 2007, 12:40 AM // 00:40   #41
Jungle Guide
 
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Guild: [FaRM] Farm For The Win
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Quote:
Originally Posted by crosshatch123
About shambling, is it such an good minion? I'm using it for a while now, and I think it acts like a fleshie, it doesnt attack opponents fast, and when an opponent is killed, its also takes some time to attack the next, bone fiend are much better in that way



EDIT: @ Emik, I've been trying your build asweel now (with Mystic Regen) and I must say its great ! =D. But u dont have any dmg to get corpses, So your build relies on ally's right? (I mean, no farming?)
Correct...
I rely on party members to provide my corpses...
Once you get enough corpses to sustain a 10-minion strong army you automatically have some sort of energy management to keep up your energy.
Also i prefer Horrors over Shamblings cause out of my own experience i find that Shamblings have a weird kind of AI. I find they get stuck 90% of the time and they don't react as fast. This could of course be my own interpretation but. Another reason why i prefer regular Horrors is that that spell has a very low recharge time. Animate Shambling Horror has a 25 second recharge time unlike Animate Bone Horror's 5 seconds.

Not sure who came up with this build but from as soon as i tried it it worked miracles.
One thing that can be very frustrating is when a Master dies and the minion army goes berserk on the party.
This effectively reduces that chance.
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Old Feb 12, 2007, 12:49 AM // 00:49   #42
Desert Nomad
 
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Quote:
Originally Posted by crosshatch123
About shambling, is it such an good minion? I'm using it for a while now, and I think it acts like a fleshie, it doesnt attack opponents fast, and when an opponent is killed, its also takes some time to attack the next, bone fiend are much better in that way



EDIT: @ Emik, I've been trying your build asweel now (with Mystic Regen) and I must say its great ! =D. But u dont have any dmg to get corpses, So your build relies on ally's right? (I mean, no farming?)
I actually never bring any direct damage spells when I MM. They're useless to me. Although pretty much all MM's bring at least one, I just don't see the point. You're usually with a party of 8, so it'll take only seconds for a corpse to be there. Once you got 10 minions up, you don't need Deathly Swarm, etc. Don't forget that they arn't even armor-ignoring skills. There's plenty of other skills that I'll take over direct-damage spells when I MM.

I don't use Shamblings just cause of the long recharge. If it was a ranged minion, then maybe I'd think about it.
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Old Feb 12, 2007, 05:57 PM // 17:57   #43
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Originally Posted by Cathode_Reborn
Reaper's Mark is usually always used for damage, rather than energy gain. An MM doesn't always have tons of energy like many claim they do, so RM could help with that, only if you need the energy. For killing, it doesn't do well in pve. The strength of it's degen is that it lasts a very long time. It's better in pvp since enemies in pve usually won't even live throughout the entire duration.
QFT. I've never played a necro in PvE, but I often use a necro MM hero when I'm playing my monk in PvE. I originally had offering of blood, blood of the master, and order of pain on the hero's bar, but I found I didn't like the way he used offering (i.e. he'd often cast order of pain and then immediately follow it with offering of blood which was 37% health sac in a short span of time and he'd do this when already at 60% health). So, I decided to place reaper's mark on his bar instead. From watching the hero's skill usage, I was happy with the way he used it, his energy was always good with it, and it didn't really require any micro on my part. The only micro required on that guy is using order of pain more often than the hero AI wants to.
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