What is best for healing minions?
Vorianatriedes
I agree with everyone else BOTM no contest. Personally I havent even considered using any of the other healing skills to heal my minions. But nerfing has made healing not very effective at all in underworld.
erfweiss
With my MM, I always bring a self heal. It helps if you are in distress and can't trust the monk. The other side is upkeep on the minions to a degree. Yes, Healing circle won't get them all the time, but it does help.
I look at it from the perspective that my main character is a monk. I get frustrated when necro's use BOTM like it's going out of style and expect healing all the time. Heck, I did a Tombs run this week where the necro didn't have a self heal, two of the rangers had no heal of any form, and the puller DEMANDED I heal his pet so he could use Mark of Pain without interruption.....and neither necro brought blood ritual.
We managed, took out the tombs. Point being: think about it when you do your mission. Healing circle was invaluable at Gate of Pain, as I used this primarily for healing minions and myself.
Death 16 (12+3+1)
Soul Reap 11 (10+1)
Healing 8
I look at it from the perspective that my main character is a monk. I get frustrated when necro's use BOTM like it's going out of style and expect healing all the time. Heck, I did a Tombs run this week where the necro didn't have a self heal, two of the rangers had no heal of any form, and the puller DEMANDED I heal his pet so he could use Mark of Pain without interruption.....and neither necro brought blood ritual.
We managed, took out the tombs. Point being: think about it when you do your mission. Healing circle was invaluable at Gate of Pain, as I used this primarily for healing minions and myself.
Death 16 (12+3+1)
Soul Reap 11 (10+1)
Healing 8
ValaOfTheFens
Quote:
Originally Posted by Kuldebar Valiturus
Quote:
Originally Posted by Kuldebar Valiturus
Really, when you MM, the only damage you should be taking is minion heal related, the monk in your party should easily be able to top you off on occasion. But, other Necro skills can offset some health costs.
You must play with a higher caliber of people. The problem usually isn't the monk. Its usually everyone else's failure to keep monk alive. When I do Tomb the B/P's sometimes lets the monsters past them and they always go for the monk. They scream "MM! Make some minions!" I shout back "I'm using Rebirth on [insert Monk's name here]!" followed by "Make me some non-ally corpses you n00bs!". Also, sometime's the Orders doesn't bring Blood Ritual. Once the Orders had a build where s/he had only 1 hp and died with every rez except Ressurect. The only non-minion specific skill I bring is Heal Area and that's because my darling minions always return to me once they kill everything and so I don't have to sac health to heal them.
samcobra
I personally think that BoTM in combination with the rit spirits life and recup are the way to go. Not only do life and recup help your party, but they affect you minions too, offsetting their degen to some extent and giving them a huge life boost. Plus, the fact that they trigger your soul reaping is an added bonus. I don't understand why people overlook the amazing restorative powers of a secondary ritualist when thinking of healing. Also, if energy is tight, you can always use cheap bone minions to regain your energy costs. To be honest, the only time a minion master should ever run out of energy is when he's summoning a bunch of minions after a big fight. Bar that, and you shouldn't have any problem running those two spirits and they're a great addition to any team.
Nightmare Venom
Whenever I play MM on my necro, I always take two skills: blood of the master and healing breeze. This way I can ensure I'm always gaining health even when I am sacrficing health to keep my minions alive. And it is also taking some pressure of the monks in the team. Especially when I go into a b/p team into the tombs. I have tried other ways to heal my minions, but this is the way I am most comfortable with.
blood4blood
BotM, hands down. If I'm the MM, I tend to go /Mo and use the Healing line for the added versatility of healing other party members in a pinch (I haven't opened up /Rit skills on my necro yet, but that sounds like a pretty good alternative as well). If I've got a hero MM, I give him /R and Troll Unguent, as I had bad results with other healing skills on the heroes.
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