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Old Aug 05, 2006, 02:43 AM // 02:43   #1
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Default Urgoz's Warren MM?

Typically in B/P groups in the Warren, do Minion Masters carry Horrors or Fiends? (or both?)
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Old Aug 05, 2006, 02:52 AM // 02:52   #2
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I thought mm's didnt work well there...
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Old Aug 05, 2006, 03:31 AM // 03:31   #3
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If you plan on running a Death necro there PLEASE run Putrid Explosion, not Minions.
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Old Aug 05, 2006, 03:44 AM // 03:44   #4
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Due to the strict aggro control required in this mission, some people prefer not to have minions or pets running around.
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Old Aug 05, 2006, 05:10 AM // 05:10   #5
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napoleon dynamite is one of my fav movies and i never noticed that was the rt dance
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Old Aug 05, 2006, 03:39 PM // 15:39   #6
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Oh...with so many people asking for Minion Masters, I thought they were prefered (though I have been running SS).

I figured 10 Bone Horrors could easily body block monsters and keep our backline safe, yet make them easy prey to Barrage...
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Old Aug 05, 2006, 10:05 PM // 22:05   #7
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Quote:
Originally Posted by Cherng Butter
Oh...with so many people asking for Minion Masters, I thought they were prefered (though I have been running SS).

I figured 10 Bone Horrors could easily body block monsters and keep our backline safe, yet make them easy prey to Barrage...
What uses Barrage down there?
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Old Aug 05, 2006, 10:08 PM // 22:08   #8
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Quote:
Originally Posted by ubermancer
What uses Barrage down there?
b/p'ers.....
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Old Aug 06, 2006, 01:41 AM // 01:41   #9
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Barrage/Pet parties can make use of a good MM for body blocking and additional damage.

I have been MM on a couple of these runs. I chose to take some bone minions + golem + fiends with me to quickly put up a body blocking shield when required.

The minions don't tend to last real long, but with the energy they give back when they die it is easy to spam them. This was providing lots of energy for the BIP necro also.

It sucks when you find a good group, only when you kill Urgoz all he drops for you is a white non max damage sword. Maybe this is what they mean by rare drop ?
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Old Aug 06, 2006, 04:18 AM // 04:18   #10
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Quote:
Originally Posted by ubermancer
What uses Barrage down there?
Brooding Thorns.
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Old Aug 06, 2006, 04:18 AM // 04:18   #11
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We did it with 6 b/p rangers 3 necromancers (1 mm, 1 orders, 1 battery) 2 healing monks and 1 ritual lord. The mm brought golem+minions/horrors. They worked better but we still had some problems since our group was not sure what to do.

We caused the one room where if you leave 1 person out it doesn't spawn the million wardens, spawned them whiped but rebirthed everyone and slowly used eoe to kill them all off.

But, we made it to the end and got the boss.
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Old Aug 06, 2006, 08:21 PM // 20:21   #12
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MM's are part of the B/P teams, just remember to let the minions die before entering Urgoz room
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Old Aug 06, 2006, 10:18 PM // 22:18   #13
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Quote:
Originally Posted by AC10
Brooding Thorns.
They were worried about Brooding Thorns!?
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Old Aug 07, 2006, 04:01 PM // 16:01   #14
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Ive played MM in Urgoz before and it has worked well for me. You just have to know how to manage minion agro.

Skills I find useful:
Flesh Golem
Animate Bone Fiend
Blood of the Master
Vertra's Sacrifice
Heal Area
Death Nova
Resurection Chant

That leaves one slot for optional. Bring Horrors if you want. It may be good because sometimes I cant pump out minions fast enough.

TIP: If you have a BIP in the team remind him to give you energy straight after the battle so you can use corpses before they disappear.

Death Nova is EXTREEMLY useful I find. Just keep casting it on the pets. You can cast it on minions as well, however its easier to keep track of pet health and targeting because of the Party Health Bar window.
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Old Aug 07, 2006, 04:38 PM // 16:38   #15
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My guild ran a few different builds this weekend through the warren. We found that the bone boys and pet combo worked best to hold aggro. Our rangers (4 or 5 depending on group) ran a combo of barrage, pets and traps. Our MM (me) ran Horros, Vampiric Horros & Flesh Golem.

I went old school with monk secondary and used heal area to keep minions up while traps were being set. Heal area also helped keep other peeps up during the fight, since all casters should be in the back of the fight anyway. The bone boys die quickly, but their job was to hold aggro and jam the corridor.

Major key to controlling the bone boys is to keep them at the back of the group until the fight starts. Once the foes are pulled into the traps, let the bone boys go.

My skills:
Flesh Golem
Vampiric Horror
Bone Horror
Blood of the Master
Consume Corpse
Heal Area
Rotting Flesh - I swapped this one around a bit, but found RF most helpful.
Rebirth
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