Okay here is the deal. A bunch of friends of mine and me are making a team of Minion MAsters and are all having secondary professions that are different. Someone is an N/RT, N/r N/Me, N/E. I was deciding between Being a N/Mo or N/W. I really can't decide. I need some help on making a descision. I have Factions and Prophecies. So depending on the skills in those campiagns can yo give me an I dea of what to choose... And if you can a build would be good for me aswell.(I have mainly been a e/rt and a/r)
P.S. if I do not come to be a monk I will just get the Odgen the Healer hechman guy.
Clash of the Professions
Online Gamer
lennymon
N/Mo is the standard for MM, with minions, blood of the master (if you've got it) heal area or healing ring, Dwayna's Sorrow is fun as well...
street peddler
N/D is slowly phasing N/Mo out^
MagmaRed
N/Mo works well for Heal Area/Karei's Healing Circle. The idea of a secondary for an MM is one of 2 things, sometimes both. Increase healing options to keep yourself/minions alive, or increase damage done by the minions. N/Mo is common as it allows for easy healing of yourself and minions.
N/R can do both. Winnowing can boost damage from the minions, while Healing Spring can keep you and the minions healthy.
N/Rt offers neat options for minion bombing, but you have to be good at targeting the minions for Death Nova. Signet of Creation allows for timed explosions though, kinda neat to see 10 minions blow up at one time.
N/W offers very little to a MM. Stances may help you some, but not much.
N/R is a lot of fun, but requires you to move a little slower to make use of Healing Spring. If you can deal with a slower pace, I'd suggest N/R. Otherwise, go N/Mo for healing options.
N/R can do both. Winnowing can boost damage from the minions, while Healing Spring can keep you and the minions healthy.
N/Rt offers neat options for minion bombing, but you have to be good at targeting the minions for Death Nova. Signet of Creation allows for timed explosions though, kinda neat to see 10 minions blow up at one time.
N/W offers very little to a MM. Stances may help you some, but not much.
N/R is a lot of fun, but requires you to move a little slower to make use of Healing Spring. If you can deal with a slower pace, I'd suggest N/R. Otherwise, go N/Mo for healing options.
Antheus
Quote:
... and me are making a team of Minion MAsters and are all having ... |
You might find that the most that is viable per group is 2 MMs, anything more, and you'll either have them commiting suicide through BotM or having minions die due to no healing.
N/D - is a better MM.
N/Mo - is kinda average
N/Rt - well, just go as rit healer if you want a superior build
N/Me - interrupts, if you can handle them, but no healing
N/E - perhaps for some extra energy management but not useful anymore with sig of lost souls
Other professions aren't really viable. N/R and healing spring really clash with team dynamics - if you want minion healing, you would go N/P with fall back, to not only provide healing, but also improve movement speed, not slow it down.
Online Gamer
I mean my a team that does all missions together
October Jade
So you're hoping to have at least four MMs in a single party? It won't work. Even places teeming with corpses, such as Vizunah Square, can only support two. Maaaybe three if you know what you're doing.
That being said, I bet a party of eight necromancers would do okay in most of pve. You just have to find different specializations. Have one be a spirit spammer, one spike healer, one or two SS, etc. I remember reading about a 12-mesmer Deep team...if that was successful, there's no reason this should not be.
That being said, I bet a party of eight necromancers would do okay in most of pve. You just have to find different specializations. Have one be a spirit spammer, one spike healer, one or two SS, etc. I remember reading about a 12-mesmer Deep team...if that was successful, there's no reason this should not be.
Olim Chill
Quote:
Originally Posted by Antheus
N/D - is a better MM.
Other professions aren't really viable. N/R and healing spring really clash with team dynamics - if you want minion healing, you would go N/P with fall back, to not only provide healing, but also improve movement speed, not slow it down. |
gremlin
The MM needs to have a good self healing ability which limits the secondary choice a little.
Monk or Dervish are probably optimum choices.
Assassin or Ritualist probable
Warrior or Ranger possible
Elementalist Mesmer or Paragon unlikely
Monk or Dervish are probably optimum choices.
Assassin or Ritualist probable
Warrior or Ranger possible
Elementalist Mesmer or Paragon unlikely