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Old Apr 16, 2006, 07:44 AM // 07:44   #21
Lion's Arch Merchant
 
Join Date: Jul 2005
Profession: Mo/Me
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Quote:
Originally Posted by Evilsod
Perhaps the monk should bring it and lend you a hand?
I always do aside from healing the minions its a nice self heal if used right...
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Old Apr 17, 2006, 03:13 PM // 15:13   #22
Ascalonian Squire
 
Join Date: Mar 2006
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This is what works for me. I can keep 30-40 level 18-19 minions alive this way.

Death is always at a Max 16 and I carry an offhand weapon that gives +1 to death magic.

I try never to rely on the monk for too much healing. The reason is that the monk needs to be available to catch spikes and other emergencies for other members of the team. A taxed monk=very dead team

I have a whole checklist on this topic, but here are a couple of quick tips.

1) Only heal minions when they really need it. If you keep topping off their health with Verata's Sacrifice and Blood of the Master, you are wasting your energy and HP without the full benefits of the healing. I view myself in the monk role for the minions. Even for monks, they know that if they keep spamming healing spells to top off the HP, they will quickly run out of energy (hence the constant spamming of "I need blood ritual"). For us necros, we'll run out of energy & HP if we spam too much. I wait until the minions start degenerating a bit to start the healing cycle.


Example: If a spell heals say 120 HP and the individual has 500 HP total. If you start spamming the healing spell when the health just begins to go down, you will be wasting the spell. So if the the individual is down to 450 HP and you cast the 120 HP heal, 70 HPs are going unused for healing.

2) Keep a healing spell going when you're doing the blood sacrificing

I have ranger as secondary. With troll unguent going I can keep sacrificing without fear of killing myself. For monk I'd do healing breeze or something like that.

3) Use a healing spell that benefits everyone on your team such as Well of Blood or Well of Power. Someone might argue, "but that uses a corpse." I don't paly MM in places that don't have a surplus of corpses. Either of these spells will keep your minion, teamates and yourself alive much longer.

Those are my quick suggestions. I have a whole list for particular situations on energy management and blood sacrifice for keeping minions alive. I hope that helps you feel a bit more durable when minioning. Since this is more a thread on keeping yourself alive while minioning, I'm focusing on just that topic.
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Old Apr 18, 2006, 01:08 AM // 01:08   #23
Frost Gate Guardian
 
Join Date: Jan 2006
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there's no such thing as a surplus of corpses for a good mm. each extra minion makes things a bit easier and quicker for the team. you simply cant have too many. at present there are no skills that use a corpse as effectively as the minion spells with 16 death. i'd advise finding an alternative way to heal (such as heal area or healing spring) and leave those corpses for your undead creations.
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Old Apr 18, 2006, 03:56 AM // 03:56   #24
Frost Gate Guardian
 
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Join Date: Jan 2006
Profession: A/
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Quote:
Originally Posted by Scourage of Death
My MM is a N/E.

Attributes:
16 death magic (12+1+3)
13 Soul Reaping (12+1)

Skills:
Glyph of Renewel (E)
Verata's Sacrifice
Animate Bone Fiends
Animate Bone Horrors
Glyph of Lesser Energy
Blood of the Master
Soul Feast(or Taste of Death)
Rez Sig
*You could replace soul feast(or taste of death), horrors, and rez sig with w/e you want.

I use this build b/c w/ gyph of renewel(15sec recharge) you can have veratas (30sec recharge) up at all times making your minons last a lot longer. You do this by casting glyph of renwel then casting veratas and then as soon as the glyph recharges do the same thing over again. I used to use your monk heal area build but found that this build works better for me personally. I can keep minions longer and w/ the extra soul repaing and glyph of lesser energy I have less problems w/ energy management. The only problem faced w/ this build is the fact that except for soul feast(or taste of death) you can not heal yourself w/o wasting a corpse or minion.
That post says it all, if you use it right you should get the WTF thats alot of minion comments. And monks are there to heal and all it takes to keep a war alive in SF is bonds healing seed and healing hands and maby an extra cast here and there so you help them stay amused.
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Old Apr 18, 2006, 12:11 PM // 12:11   #25
Wilds Pathfinder
 
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Join Date: Oct 2005
Location: European Union
Guild: The Amazon Basin
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To reduce the sacrifice and add a self heal, look at Aura of the Lich. It halves your health and reduces sacrifice damage by a further half - you sacrifice 1/4 normal now. When it ends you are healed for 253, and that includes if it is shattered. You can use Blood Renewal with AotL extremely well as a cover enchant and heal (especially as AotL cuts the sacrifice by so much). With all the sarifice skills, I also like adding Dark Aura for pbaoe shadow damage to deal with pesky melee critters. This makes for a purely self-sufficient MM with 9 blood, 16 death, 11 soul reaping.

Curiously, AotL gives you a heal each time an instance would have expired, even if you're refreshing it... as in, nice 253 point heals are coming in even though the enchant never drops due to frequent refreshes. It completely deals with health sacrifice
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