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Old Sep 18, 2007, 11:57 PM // 23:57   #1
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Default Rt/n MM + Nec bomber

So I was thinking, how effective would a rt/nec MM with a nec bomber work out? You setup the rit with the usual summons, minion, fiend or jagged bones whatever tickles your fancy, then the other 4 optional skills.

And then the necro hero with the death nova of course. How effective would this be? Would it be better just having a necro hero bomb his own minions?
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Old Sep 19, 2007, 09:06 AM // 09:06   #2
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Ive found a Rt minion bomber to be very effective with [card]Explosive Growth[/card],[card]Boon Of Creation[/card] and [card]Death Nova[/card], along with [card]Animate Bone Minions[/card] and [card]Jagged Bones[/card], he can maintain a large, explosive army. Plus, when a minion enchanted with Jagged Bones and Death Nova dies, the enemy is hurt by death nova and explosive growth because of the creation of the jagged horror, then the horror finishes them off.

Ive never tried a seperate hero to add the enchants to the minions, when one hero can do it, i think the space would be better filled with a different hero.
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Old Sep 19, 2007, 10:19 AM // 10:19   #3
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I do run something along that line with my rit, and yes. It's worked just fine in PvE for me so far.

Rit/n minion bomber - type, with the spawning power skills to trigger on minion creation:
[skill]Boon of Creation[/skill][skill]Explosive Growth[/skill][skill]Spirit's Gift[/skill]
plus
[skill]Animate Bone Minions[/skill] - Summons two minions, thus trigger the spawning power skills twice each time it is used. At 12 spawning power that means +41 x 2 health to you, + 5 x 2 energy to you (making the total cost of casting it 5e) 56 x 2 damage to up to 5 foes nearby, + 41 x 2 health to all allies nearby (including minions and spirits) and they loose 2 conditions each time you use it.
[skill]Animate Shambling Horror[/skill] - Same deal, you trigger the spawning power skills twice. Just not at the same time. Once on creation of the shambling horror, and again when it dies and is replaced with the jagged horror.

Then a necro hero (Olias) with [skill]Jagged Bones[/skill] and [skill]Death Nova[/skill] on his skill bar. Because when it comes to selecting minions, he's way better than me. And because no matter who cast Jagged Bones, if it's been cast on one of the minions I control. When that minion dies and is replaced. I control the replacement minion - thus it counts as I created it for the purposes of triggering those spawning power skills.

The fun thing about this whole thing is when you get chain reactions going.

When you reach the max number of controlled minions you destroy old minions when you create new ones.
If the destroyed ones are shambling horrors or have jagged bones on them. The jagged horrors spawned, in their turn bump the number of minions you control over the max... etc.
Can lead to a lot of damage in a short time, damage from Explosive Growth for each minion created and the Death Nova damage adds up pretty quickly when you get a chain reaction going. (As does the healing for you and those allies in the thick of it with your minions.)

In an ideal situation you're at your max number of minions you can control. Olias have done his job and stuck death nova and jagged bones on the lowest health ones. All your minions are piling onto a nice tight mob of foes. Killing one the usual way, to give you a corpse to work with.
Animate Bone Minions - 56 x 2 damage from Explosive Growth.
Those 2 minions kills off two old ones - 85 x 2 damage from Death Nova. (If olias have 12 in death magic.)
Those 2 had Jagged Bones on them and one was a Shambiling Horror. - 56 x 3 from Explosive Growth for the Jagged Horrors created.
With the 3 new ones, you're still on too many minions - 3 old ones gets destroyed. 85 x 3 from Death Nova...
That's already added up a potential 705 damage to up to 5 nearby foes.

The downside is that you don't have much control of when and where such chain reactions are set off, quite often they are wasted as your minions are spread out and perhaps not even near a single foe when destroyed or created, the reliance of exploitable corpses to start with. Plus, you are weak against enchantement stripping foes.
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Old Sep 19, 2007, 01:24 PM // 13:24   #4
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Sounds awesome Geekling!
I tried my rit hero with spirits gift a while back and the casting of death nova, jagged bones and the 3 self-enchants became too much for him, and he'd lag behind trying to cast them all.

So, the extra hero method sounds good. What did you do with the rest of your olias' skillbar?
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Old Sep 19, 2007, 04:16 PM // 16:16   #5
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Quote:
Originally Posted by distilledwill
So, the extra hero method sounds good. What did you do with the rest of your olias' skillbar?
Well, that's not fixed in stone. Or in other words, I'm still working on it and it depends on the area, rest of the party, phase of the moon, and so on.

So the rest of his skill bar is mostly filling up gaps in the party. A bit low on interupts, Olias goes mesmer secondary... That sort of thing.

11 + rune and headgear in Death Magic. 10 + rune in Soul Reaping. Is plenty and leaves you enough attribute points to take any extra attribute up to 10 should it be needed.

(Oh, I probably should mention, for the Rit. Death Magic at round about 8 seems to be the magic number. That's a max of 6 minions before anything over that and the chain reactions of too many minions starts to go off.)

Last edited by geekling; Sep 19, 2007 at 04:35 PM // 16:35..
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Old Sep 23, 2007, 03:56 AM // 03:56   #6
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im gonna give this a try for rep farming and those damned dinosaur packs near rata sum

what happens if you go higher with 12 death for the rit?

Last edited by wonderwyrm; Sep 23, 2007 at 03:59 AM // 03:59..
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Old Sep 23, 2007, 08:04 AM // 08:04   #7
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You get more, higher level, minions, less 'chain reactions' but more enduring minions.

You're less likely to come into a fight already being on the max number of minions (from exploiting the corpses of the previous mob after the fight is done) and thus get the big bang at the start of the fight. In exchange for your minions themselves dealing a little bit more damage with their attacks before they are killed off.
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Old Sep 23, 2007, 09:04 PM // 21:04   #8
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The death nova necro should bring bring rising bile and icy veins, that way once your death novas start going off it'll truly be a chain reaction with death novas and damage whenever something dies.
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Old Sep 24, 2007, 09:45 AM // 09:45   #9
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I was thinking about a 2 Rit, 1 necro setup.

1st Rit:

[card]Animate Flesh Golem[/card][card]Animate Bone Minions[/card][card]Spirit's Gift[/card][card]Boon Of Creation[/card][card]Explosive Growth[/card][card]Energetic Was Lee Sa[/card][card]Flesh Of My Flesh[/card]

2nd Rit:
[card]Jagged Bones[/card][card]Animate Bone Minions[/card][card]Spirit's Gift[/card][card]Boon Of Creation[/card][card]Explosive Growth[/card][card]Energetic Was Lee Sa[/card][card]Flesh Of My Flesh[/card]

Both Rits with:
12 + 1 + 3 Spawning Power
10 Death Magic
8 Restoration Magic

Necro:

[card]Icy Veins[/card][card]Death Nova[/card][card]Putrid Bile[/card][card]Barbs[/card][card]Mark Of Pain[/card][card]Mark Of Fury[/card][card]Verata's Gaze[/card][card]Resurrection Signet[/card]

12 + 1 + 3 Death Magic
10 + 1 Curses
8 + 1 Soulreaping


Both Rits would carry a +20% enchant weapon so they don't have to renew their enchants as often (very annoying). Its not as important on the necro, so a half cast time on death magic (or maybe a master of my domain) would be preferred.

CC?

Last edited by distilledwill; Sep 24, 2007 at 09:05 PM // 21:05..
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