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Old Apr 27, 2006, 05:01 PM // 17:01   #1
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Unhappy Verata's Sacrifice

Can you believe it? I think they just ruined Verata's Sacrifice:

Old stats:
Sacrifice 15% max health. For 8-18 seconds, all undead allies gain 10 health regeneration. All conditions are removed from those allies and transferred to you. note: skill recharge: 30 (i had 21 seconds of +10 health regeneration (16 death magic)).

New stats:
Sacrifice 15% max Health. For 5...9 seconds, all undead allies gain 10 health regeneration. All Conditions are removed from those allies and transferred to you. This spell instantly recharges if you control 3 or fewer minions. note: skill recharge: 60

Farewell my fleshy army of doom .

Last edited by OscarMik; Apr 27, 2006 at 05:18 PM // 17:18..
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Old Apr 27, 2006, 05:16 PM // 17:16   #2
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Wow, if the recharge time stayed the same, I.E. 30second, then verata's sacrifice just got a lot worse. Now even with glyph of renewal, you can't keep verata on constantly. *Sigh* there goes the MM as we know it, I guess minions are now going to be much harder to keep up than before as Verata's sacrifice truly made all the difference.

EDIT: Nvm, it's been nerfed even more than I thought it was. Now that the recharge time has been increase to 60 second

Last edited by Solberg the Exiled; Apr 27, 2006 at 05:24 PM // 17:24..
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Old Apr 27, 2006, 05:48 PM // 17:48   #3
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Why did they changed it? There was no reason to change Verata's Sacrifice. It was fine until Arenanet started messing around with it, i'm really going to miss being a MM.
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Old Apr 27, 2006, 05:52 PM // 17:52   #4
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Ditto.
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Old Apr 27, 2006, 05:52 PM // 17:52   #5
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Verata's Sacrifice was overpowered. A crappy MM could maintain a huge army. However, I think that they overnerfed this skill a bit. I do not agree with changing both the duration and cool down. I believe that just changing one would have been sufficient. Oh well though. We will adapt. We always do.
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Old Apr 27, 2006, 05:56 PM // 17:56   #6
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You think Verata's Sacrifice was overpowered? How can a Minion Master call him/herself Minion Master if he/she can control only 5 minions?! >.< I think they really messed it up.
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Old Apr 27, 2006, 06:00 PM // 18:00   #7
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uhm, one man army needs support now, seems balance to me as a different profession's point of view. You need either 2 MMs or 1 mm and 1 nuker to deal damage in PVE. Not sure about Alliance
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Old Apr 27, 2006, 06:52 PM // 18:52   #8
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they messed up the whole death magic attribute :S

give me a reason why I should spec into it? (except discord offcourse)
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Old Apr 27, 2006, 07:13 PM // 19:13   #9
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I think they nerfed it not because it was too powerful alone, but because it was too powerful combined with flesh minions. Remember MM now have this amazing skill...
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Old Apr 27, 2006, 07:14 PM // 19:14   #10
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Quote:
Originally Posted by suiraCLAW
they messed up the whole death magic attribute :S

give me a reason why I should spec into it? (except discord offcourse)
Now, while I wasn't complaining about necromancer minion masters pre-nerf, I can see why they considered it. Particularly with flavour builds like Minion Factory, and the easy soloability of areas using them.

More importantly, while a minion master can't easily maintain a huge army anymore, they're still a formidable force. Even with just 10 of them, you're pumping out a decent amount of extra damage for your team, and that's just the minions. With the minions out, you can also contribute yourself in other ways.

Point being that an MM is still a good choice for a teammate. They're just not INSANELY good anymore.
As for PvP, now the only minion masters will be those using them strategically. Making good use of the walking exploitable corpse, Flesh Golem, and such.

It's unfortunate to be on the receiving end of the nerf stick, but it happens. At least MM's are still decent afterwards, rather than being sent into uselessness <_<

Edit: As a note, MM's now also have a nice energy engine in the form of Animate Bone Minions. Now, you can get up to 17 extra energy per cast (at 16 soul reaping.), though a more realistic amount is somewhere between 4 and 15.
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Old Apr 27, 2006, 07:15 PM // 19:15   #11
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RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GO that shit now i have to echo Verata's insead of bone friends
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Old Apr 27, 2006, 07:19 PM // 19:19   #12
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Honestly, if they had just nerfed ONE part of a minion master, instead of nerfing every minion skill and combo, then people might have not had much of a problem w/ it. For instance, if they had made it so you could only keep 15 minion, but kept verata's sacrifice the same, many people would be satisfied with it...because you are severly limiting the stregnth of the MM, without making him useless.
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Old Apr 27, 2006, 07:23 PM // 19:23   #13
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Also, all this NERF does is force people to find cheap ways of getting verata's to keep working for a longer time...like echo'ing it or glyphing it...This shows how useless they have made that skill, and how the updates are no longers useful but just an inconveince to everyone in the game.
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Old Apr 27, 2006, 08:09 PM // 20:09   #14
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Who is actually gonna use Veratis anymore? Unless your a shit MM there is no use for that skill at all anymore.
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Old Apr 30, 2006, 11:12 PM // 23:12   #15
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I had an "army" of 8 with only Heal Area :\.
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Old May 01, 2006, 09:23 AM // 09:23   #16
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My attributes:
Blood Magic: 10
Death Magic: 16
Soul Reaping: 10

Skills:
Deathly Chill, Consume Corpse, Blood of The Master, Verata's Sacrifice, Animate Bone Horror, Animate Bone Fiend, Offering of Blood (elite), Taste of Death/Archane Echo.

Do you have 300 attribute points to spend? I only have 200 (thats the maximum), i don't have the attribute points to spend on healing prayers.

And now with the recent changes i need Archane Echo to copy Verata's Sacrifice, Archane Echo is a MESMER skill.
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Old May 01, 2006, 10:33 AM // 10:33   #17
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You don't need Verata's Sacrifice anymore, and you definitely don't want to use it after you get past the "Recharges instantly" condition. Blood of the Master's reduced recharge is such a huge boost to it that at 16 DM it can give the equivalent of over 15 pips of regen. But since it isn't actually regen (like VS is), it can't be cancelled out by > 10 pips of degen (which minions routinely get to). You can theoretically use that one skill to keep your entire minion army alive indefinitely outside of battle.

Concentrate on countering BotM's health sacrifice, and you'll have really good results using just it to maintain your minions. Multiple superior runes, or even Aura of the Lich (which is in Death Magic anyway...) to reduce the sac cost, or bringing multiple healing spells.

VS wasn't nerfed. It was completely redesigned to be perfect to help out the Minion Master in his one big weakness: getting the army started. The Flesh Golem is aimed at that end as well. Once you get your army going, neither of them are particularly good. And honestly, VS wasn't particularly good for large armies before either; it was just enough to cover a gap that BotM was lacking.
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Old May 01, 2006, 10:40 AM // 10:40   #18
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Any 1 else seen this? I think the VS does not work on flesh golem o_O
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Old May 02, 2006, 10:46 PM // 22:46   #19
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From pg. 16 of the Factions Pre-Order booklet:

RITUALIST / NECROMANCER:

Want to take a rollicking power trip? Something like, oh, commanding a dozen or more slavering, flesh-eating minions ready to do your bidding? This combination is for you.

Does it even matter what ANet ever tells us anymore ?
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Old May 04, 2006, 07:44 PM // 19:44   #20
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Why should i sacrifice 15% maximum health for such a weak skill? They completely destroyed Minion Masters. *sigh* I wanted to buy Factions but if A-Net ruins their own game.. I think i'm going to buy a furby or something

Thank you A-Net, Thank you....

Last edited by OscarMik; May 04, 2006 at 07:55 PM // 19:55..
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