Need minion master help
shane56
I have a lvl 14 N/MO Minion Master. I have a few questions. I wasn't sure if i should max out death and soul and put on a death magic rune. Or decrease some of the attributes in soul and put in blood and/or healing. I also need to know what armor and isignias/runes I should get. Just give me some info.
-ive heard people talking about a nerf that affected MMs, what is that?
Please help!
-ive heard people talking about a nerf that affected MMs, what is that?
Please help!
ZenRgy
They probably speak of the soul reaping nerf.
When I play MM I have 16 Death, 13 soul and 3 blood (for blood ritual to support my team)
I don't run any self heals but if I do, it's taste of death. Maxing out death is wise if you want to MM.
When I play MM I have 16 Death, 13 soul and 3 blood (for blood ritual to support my team)
I don't run any self heals but if I do, it's taste of death. Maxing out death is wise if you want to MM.
ichigo_panty
There are2 major nerfs to MM.
1) Cap limit to minions 1 can have.
In the past, there is no limit. Any MM can go 50++ minions easily.
2) Soul Reaping
You can only gain that much energy now from Soul Reaping.
Amour, you can go radiant since radiant is one of the best for any pve-builds.
It would be best to max out Death + Sup Death to have better minions.
If there is a monk in the team, you can ignore healing and go all out to Soul Reaping and Death Magic.
You can heal using Taste of Death, assist your team with Blood Ritual, Heal Area for AoE heal, etc.
High health for MM is generally bad since Blood for The Master will eat up more Health if you have higher Health. You need to make sure you can survive too, if you goes down with an army of minions, your whole teams might go down too.
1) Cap limit to minions 1 can have.
In the past, there is no limit. Any MM can go 50++ minions easily.
2) Soul Reaping
You can only gain that much energy now from Soul Reaping.
Amour, you can go radiant since radiant is one of the best for any pve-builds.
It would be best to max out Death + Sup Death to have better minions.
If there is a monk in the team, you can ignore healing and go all out to Soul Reaping and Death Magic.
You can heal using Taste of Death, assist your team with Blood Ritual, Heal Area for AoE heal, etc.
High health for MM is generally bad since Blood for The Master will eat up more Health if you have higher Health. You need to make sure you can survive too, if you goes down with an army of minions, your whole teams might go down too.
sterbenx2
This is an extremly effective MM build and viable even after the soul reaping nerf. Which wasn't as bad as everyone makes it out to be. But, if you are going to run a MM always then get 4 minion master insigs and 1 insig for reduced corpse exploit time. If you won't run the MM all the time then get a second armor set. One with the MM insignia setup and another general purpose set. Also, if you don't have Factions or Nightfall you'll have to change out some skills. Never use Golem. Try also swapping out Healing Hands for Healing Burst if you have Factions. The Verata skills have been nerfed to oblivion but if you don't have access to the other games, try some of them. Test out a little bit.
When running an MM, I use a Death mag Wand/Offhand combo with 20/20 Halves Casting Time and Halves Recharge on both. You may also want to concider an offhand with Death +1 20%.
Death Magic 16 (12 + 4)
Healing Prayers 9
Soul Reaping 10 (9 + 1)
Animate Shambling Horror
Animate Bone Horror
Heal Area
Karei's Healing Circle
Healing Hands (or Healing Burst)
Taste of Death (self heal)
Well of Suffering (or Death Nova, better for Heroes tho, Minions are tough to target yourself)
Rebirth
Remember, Minions have a natural health degen, be sure to heal them often enough to maintain the majority of them.
Note: if using Well of Suffering on a hero, turn it off and force cast it when needed, they tend to spam it.
When running an MM, I use a Death mag Wand/Offhand combo with 20/20 Halves Casting Time and Halves Recharge on both. You may also want to concider an offhand with Death +1 20%.
Death Magic 16 (12 + 4)
Healing Prayers 9
Soul Reaping 10 (9 + 1)
Animate Shambling Horror
Animate Bone Horror
Heal Area
Karei's Healing Circle
Healing Hands (or Healing Burst)
Taste of Death (self heal)
Well of Suffering (or Death Nova, better for Heroes tho, Minions are tough to target yourself)
Rebirth
Remember, Minions have a natural health degen, be sure to heal them often enough to maintain the majority of them.
Note: if using Well of Suffering on a hero, turn it off and force cast it when needed, they tend to spam it.
shane56
What do u mean "go radiant"?Should I put radiant isignias on my armor?And how many.
Also, to the 2nd guy who posted. I do have factions and going to get Nightfall later on.
Also, to the 2nd guy who posted. I do have factions and going to get Nightfall later on.
sterbenx2
For an MM, radiants are a complete waste. With minions dying and monsters dying, you'll have plenty of energy. The only time you may run low is out of combat when trying to maintain your minions. The MM insigs and the reduced time on corpse exploit are the only insigs you should use as MM. Having Factions is good, get Karei's Healing Circle in Kaineng and then cap Healing Burst. look here http://www.xennon.co.uk/eliteskills/ to find burst. You'll have to swap out the Shambeling Horror for Bone Fiend cuz Horror is from Nightfall. I run this build all the time and it is very effective.
Zodiak
Quote:
Originally Posted by ichigo_panty
There are2 major nerfs to MM.
1) Cap limit to minions 1 can have.
In the past, there is no limit. Any MM can go 50++ minions easily.
2) Soul Reaping
You can only gain that much energy now from Soul Reaping. Actually there were 6 big nerfs (probably missing some here) to necromancers in general, but 5 of them for MMs
1. Minion party limited to 10
2. Verata's Sacrifice, once the ultimate minion heal got sac'ed
3. Sacrifice of Blood of the Master increases as the number of Minions increases.
4. Changed the way Spiteful Spirit works (doesnt affect MMs)
5. Increased recharge time on Jagged Bones (lesser of the nerfs, still love the spell on Heroes)
6. Nerf to Soul Reaping to trigger less often.
I also know that the damage was lowered on Death Nova but thats not a huge issue, its still powerful on Heroes.
1) Cap limit to minions 1 can have.
In the past, there is no limit. Any MM can go 50++ minions easily.
2) Soul Reaping
You can only gain that much energy now from Soul Reaping. Actually there were 6 big nerfs (probably missing some here) to necromancers in general, but 5 of them for MMs
1. Minion party limited to 10
2. Verata's Sacrifice, once the ultimate minion heal got sac'ed
3. Sacrifice of Blood of the Master increases as the number of Minions increases.
4. Changed the way Spiteful Spirit works (doesnt affect MMs)
5. Increased recharge time on Jagged Bones (lesser of the nerfs, still love the spell on Heroes)
6. Nerf to Soul Reaping to trigger less often.
I also know that the damage was lowered on Death Nova but thats not a huge issue, its still powerful on Heroes.
ca_aok
Healing Burst is a dumb elite for a MM. You have waaaay too much healing there already. BotM+Heal Area is fine if you insist on running healing prayers.
I'm not sure which chapters you have, but Order of Undeath is a good choice, as is Aura of the Lich.
I'm not sure which chapters you have, but Order of Undeath is a good choice, as is Aura of the Lich.
shane56
I just got to droks,which armor do you think looks coolest, fanatic, necrotic, or the other one(i forgot name lol).
sterbenx2
Quote:
Originally Posted by ca_aok
Healing Burst is a dumb elite for a MM. You have waaaay too much healing there already. BotM+Heal Area is fine if you insist on running healing prayers.
I'm not sure which chapters you have, but Order of Undeath is a good choice, as is Aura of the Lich. I don't know about it being "dumb" its quite a powerful spell and given the necros En recharge rate, it think its quite viable. With it the MM can move forward and cast it on party members that are in trouble and retreat again. as well as using it on the monks as the are often clumped together in the back anyway. But, never did I say the build was perfect. I say only that this is the build I most often use and have been having an easy time of it. I will test out the OoU and AotL. I may like them, may not. But I wouldn't say it "dumb" if anybody else uses them. ty.
I'm not sure which chapters you have, but Order of Undeath is a good choice, as is Aura of the Lich. I don't know about it being "dumb" its quite a powerful spell and given the necros En recharge rate, it think its quite viable. With it the MM can move forward and cast it on party members that are in trouble and retreat again. as well as using it on the monks as the are often clumped together in the back anyway. But, never did I say the build was perfect. I say only that this is the build I most often use and have been having an easy time of it. I will test out the OoU and AotL. I may like them, may not. But I wouldn't say it "dumb" if anybody else uses them. ty.
ca_aok
It's "dumb" for the same reasons that you shouldn't be taking Healing Hands as the elite on your warrior. Yes it "works".... that doesn't mean it's either efficient or useful. Most of the MM builds these days use Mystic Regen for the self heal (powered by dark bond/infuse condition), and BotM alone for Minion Healing. The saccing is no problem at all if AotL is your elite.
Necros no longer have unlimited energy either... so spamming Healing Burst will eventually drain you. It's generally better to run BotM, as the 3 healing skills take up all room for utility on your bar, are all energy intensive, and are overkill when it comes to healing. As for running forward to use it on teammates... MM on the front lines = MM in danger. Putting yourself into needless danger is a bad idea when your army goes neutral if you die.
Healing Burst isn't "quite a powerful spell".... there's a reason monks don't run it. As for a skill being dumb if "anybody else uses them", people still run Mending on warriors with no IAS, that doesn't make them good warriors.
Necros no longer have unlimited energy either... so spamming Healing Burst will eventually drain you. It's generally better to run BotM, as the 3 healing skills take up all room for utility on your bar, are all energy intensive, and are overkill when it comes to healing. As for running forward to use it on teammates... MM on the front lines = MM in danger. Putting yourself into needless danger is a bad idea when your army goes neutral if you die.
Healing Burst isn't "quite a powerful spell".... there's a reason monks don't run it. As for a skill being dumb if "anybody else uses them", people still run Mending on warriors with no IAS, that doesn't make them good warriors.
blue.rellik
Aura of the Lich and Order of Undeath are easily the best MM elites, no contest. AotL makes you damn hard to kill and you can spam BotM while OoU makes your minions real killers in areas above lvl 24. Flesh Golem was always a joke
Aldric
I use OoU with Mystic Regen/Dark Bond/Infuse condition and I can spam OoU and BotM constantly . The DPS increase of the minions is excellent and its fairly easy to cover a secondary MM's minions with BotM without killing yourself.
I havent tried AotL yet but it would further fuel Mystic Regen so I may look at that for later areas
Cant see FG ever making it back onto my bar.
I havent tried AotL yet but it would further fuel Mystic Regen so I may look at that for later areas
Cant see FG ever making it back onto my bar.
Carinae
FG is good for times when you are having a hard time keeping an army up. It gives you an 'anchor' for Dark Bond.
FG is also great for soloing as a MM, for the same reasons.
FG is also great for soloing as a MM, for the same reasons.
Cathode_Reborn
The only time I actually needed Flesh golem was at the Eternal Grove in hard mode - we used 2 MM's that were there specfically to make meatshields to stop the afflicted from getting in the gate. Every other minion died almost instantly when they got whacked by the afflicted. If you're having trouble keeping minions up, AotL wins because you can spam BotM often to keep your minions up. If in an area where all your capable of keeping up is a Flesh golem, then you shouldn't be MM'ing. The only time I use Flesh golem is when im doing some stupid quest in a low level area for some random reason (victory tokens )......summon a golem, then go afk while it 1-hit-kills everything =p
AotL = BotM spam means you can keep all your minions up easy. The small sac can easily be healed by monks allowing you to do less attribute spread for selfhealing.
Order of Undeath = specifically for increasing damage.
Flesh Golem = Meatshield....good for the Tombs er somethin.
Jagged Bones = minion bombing
AotL = BotM spam means you can keep all your minions up easy. The small sac can easily be healed by monks allowing you to do less attribute spread for selfhealing.
Order of Undeath = specifically for increasing damage.
Flesh Golem = Meatshield....good for the Tombs er somethin.
Jagged Bones = minion bombing
longhornrob
Quote:
Originally Posted by Cathode_Reborn
The only time I actually needed Flesh golem was at the Eternal Grove in hard mode - we used 2 MM's that were there specfically to make meatshields to stop the afflicted from getting in the gate. Every other minion died almost instantly when they got whacked by the afflicted. If you're having trouble keeping minions up, AotL wins because you can spam BotM often to keep your minions up. If in an area where all your capable of keeping up is a Flesh golem, then you shouldn't be MM'ing. The only time I use Flesh golem is when im doing some stupid quest in a low level area for some random reason (victory tokens )......summon a golem, then go afk while it 1-hit-kills everything =p
AotL = BotM spam means you can keep all your minions up easy. The small sac can easily be healed by monks allowing you to do less attribute spread for selfhealing.
Order of Undeath = specifically for increasing damage.
Flesh Golem = Meatshield....good for the Tombs er somethin.
Jagged Bones = minion bombing
AotL + Dark Bond + Infuse Condition + Mystic Regen = a next to unkillable MM machine. I've seen this used in PVP and my nuker was useless against it. There are more PvE mesmers that aim to disenchat, but even so, cast your enchants accordingly so that MR is the one that goes, and you'll be fine (it recharges the quickest).
AotL = BotM spam means you can keep all your minions up easy. The small sac can easily be healed by monks allowing you to do less attribute spread for selfhealing.
Order of Undeath = specifically for increasing damage.
Flesh Golem = Meatshield....good for the Tombs er somethin.
Jagged Bones = minion bombing
AotL + Dark Bond + Infuse Condition + Mystic Regen = a next to unkillable MM machine. I've seen this used in PVP and my nuker was useless against it. There are more PvE mesmers that aim to disenchat, but even so, cast your enchants accordingly so that MR is the one that goes, and you'll be fine (it recharges the quickest).
Marverick
Flesh Golems don't make good meatshields. Why? They have higher AL and health, which means the enemy won't attack them and will just go for everything around them. And Flesh Golems have lower DPS than Fiends, which makes them pointless.
MM in PvP = fail. Nuking in PvP = fail even worse. Of course you can't kill him. Nuking is for killing large mobs, since when do more than 2 people stand next to each other in PvP?
MM in PvP = fail. Nuking in PvP = fail even worse. Of course you can't kill him. Nuking is for killing large mobs, since when do more than 2 people stand next to each other in PvP?
Moloch Vein
Since the invention of Alliance Battles...
CrispyCritter
Yes, and also in halls, on Burning Isle, Jade Isle, etc. Nuking in PvP can be quite effective, and I've actually run a Tainted Necro w/ Bone fiends and Heal Area quite effectively in GvG, in the top 100 no less. So, methinks you are wrong.