~Super Igor
Olias' Minion Master Build
Super Igor
Yeah but Martir removes them every 10 seconds for 3 energy considering the casting time, Foul Feast removes all of them every two seconds for free, and imo, rarely your whole team is packed with cnditions, if it is though they are spammed often enough to be reapplyed again before Martir recharges so its better to just keep removing conditions from an important party member again and again, also, having Martir or Contagion prevents you to use better elites which isnt worth doing.
~Super Igor
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~Super Igor
Targuil
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Originally Posted by Super Igor
why martir > foul feast? you can do the exact same thing with foul feast without wastin an elite slot.
~Super Igor
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Aah, yeah foul feast. I used this build before Gwen was even released. Yeah, I agree that's quite wasted elite but in my opinion most minion bomber elites don't make too much difference really. Bone minions+Death nova is basically everything you need.
~Super Igor
Sethellington
elites exist for a reason, and there's a lot of good options for MMs
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DarkSpirit
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Originally Posted by BlueNovember
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Even if ALL your minions die, as long as the MM is the last one to remain alive and the monsters do not exploit corpses, then theoretically your MM can make use of friendly corpses for 7 fresh minions. If you use bone minions, you have double that, but capped at 10. Jagged Bones give your minions a second life so in effect, your MM has double the number of minions that he actually has.
A good MM with enough minions, can often turn the tide of battle to your favor even after most of your party members have died. MMs have the unique ability to turn a losing battle into a win IF they can stay alive long enough and produce enough minions. For a standard damage team member, he is still 1 guy(and weakened with DP) vs afew in a losing battle, after a res. You shouldn't be sacrificing your MM + 7 to 10 minions for that 1 guy if you are using H/H.
Quote: 100% agree that MM's make great team members, but mine is out and out offense 90% of the time. I carry neither Protective Spirit nor Aegis and have very few problems Vanquishing.
Then I would think about improving him.
Personally I'd happily take death-pact (seriously, DPS = Damage per second ¬_¬) on an MM. I want my SS to keep casting and my n/rt to keep healing. I'd say you'd be far worse off if they died.
Even if you need to bring a res on your MM there are a lot better and safer choices out there than DPS. No matter how much you justify that your minions attacking you are not dishing out big damage, it doesn't matter. It is still an undesirable battle condition that can be easily avoided by choosing any other res for your MM, besides DPS. As an example, you can start slapping yourself lightly and say it is ok because it doesn't hurt much, but that is still a silly action. Having your own minions which your MM sac health, energy, time, for turn against you, in mid-battle, is silly in the same way. I have not seen anyone provide any good justification why having your own minions turn against you, is desirable, yet.
Chthon
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Originally Posted by Anime Divine
ive been toying with mm builds
so anyone know order of the vampire works on minions? well i can say it works sometimes as me being a war It does not. Order of Undeath works on minions, however (1) the hero AI uses it poorly and will sometimes sac themselves to death with it, and (2) it's a minion master skill, while your hero should be running a minion bomber build. Jagged Bones is the minion bomber elite of choice. --- @Dark Spirit/Spaced Invader. I give up. Do whatever you want. If you're not capable of H+Hing at the level where someone dying twice in 2 minutes is extremely unlikely, then don't use DPSig. I really wish you'd stop insisting that DPSig is a terrible idea because nobody is capable of playing at that level; because, in fact, many of us are capable of doing so, and DPSig is the best option for us. But I recognize that there's no hope of ever convincing you of this, so I'm not going to bother anymore. The Meth
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Originally Posted by Chthon
@Dark Spirit/Spaced Invader. I give up. Do whatever you want. If you're not capable of H+Hing at the level where someone dying twice in 2 minutes is extremely unlikely, then don't use DPSig. I really wish you'd stop insisting that DPSig is a terrible idea because nobody is capable of playing at that level; because, in fact, many of us are capable of doing so, and DPSig is the best option for us. But I recognize that there's no hope of ever convincing you of this, so I'm not going to bother anymore.
If you are good enough that you don't die in PvE, why are you wasting a slot on Death Pact Signet? Henchies have 2 res signets, that should be more then enough. That is the best option.
DarkSpirit
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Originally Posted by Chthon
@Dark Spirit/Spaced Invader. I give up. Do whatever you want. If you're not capable of H+Hing at the level where someone dying twice in 2 minutes is extremely unlikely, then don't use DPSig. I really wish you'd stop insisting that DPSig is a terrible idea because nobody is capable of playing at that level; because, in fact, many of us are capable of doing so, and DPSig is the best option for us. But I recognize that there's no hope of ever convincing you of this, so I'm not going to bother anymore.
Maybe we are just playing 2 different modes of the game. In NM, it is easy to stay alive with any half-decent build. In HM, henchies/heroes DO die from time to time and dying the first time (with DP) makes them even more likely to die a second time during a tough battle. And in NM, I wouldn't even bother with putting a res on my MM. I dont even need a res on my MM in HM as a matter of fact and neither does Sab. Anyway, put DPS on your MM for all I care, some of us just dont think that is the best res for a MM that's all.
Coloneh
Im pretty sure i see the problem with these people arguing about DPS being bad. you guys are obviously thinking of the skill in its origional form. look at its current form:
Resurrect target party member with your current Health and 15..83% maximum Energy. The next time that ally dies within 120 seconds, so do you.
they added a duration. the duration is 2 minutes. 2 minutes is short. remember you read your skill updates guys. what was that? a year ago?
Quote: DarkSpirit
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Originally Posted by Coloneh
Im pretty sure i see the problem with these people arguing about DPS being bad. you guys are obviously thinking of the skill in its origional form. look at its current form:
they added a duration. the duration is 2 minutes. 2 minutes is short. remember you read your skill updates guys. what was that? a year ago? We know its current form. 2 minutes is a long time in a battle against 1 mob assumming proper pulling and aggro. Typically my entire battle from beginning to the end, in HM against 1 mob, lasts shorter than 2 minutes. By then, we would know who wins the battle. You should try timing yours. Spaced Invader
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Originally Posted by Chthon
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It's not about what I am capable of.
Besides, MM's attract a fair bit of HM agro, so there's an equal or greater threat of a DPS caster dying from the rez & subsequent death of the MM. The result is the same - two dead party members and 10 minions on the loose.
And good MM builds usually offer a certain amount of protection for the MM. Sab's MM seem to have Protective Spirit which he can also use on other team members who need it besides himself. Zingeri's MM has Aura of the Lich and my MM usually gets bonded. Using DPS would increase the risk of the MM dying, not just from direct damage, but now, also from DPS chaining. One sign of a good team build would be to protect the MM, rather than putting him in greater risk. A MM is a useful team member to have around in most PvE places for both damage and damage mitigation. Antithesis
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Originally Posted by DarkSpirit
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Originally Posted by DarkSpirit
And good MM builds usually offer a certain amount of protection for the MM. Sab's MM seem to have Protective Spirit which he can also use on other team members who need it besides himself.
--snip-- A MM is a useful team member to have around in most PvE places for both damage and damage mitigation. 100% agree that MM's make great team members, but mine is out and out offense 90% of the time. I carry neither Protective Spirit nor Aegis and have very few problems Vanquishing. Most of the time an MM is under threat it's from a physical source. When i do need additional protection, i put [[Protective was Kaolai] onto the MM or [[weapon of warding] onto the restorer or slot [[shadowsong] in to mitigate that threat in place of Aegis. The build still has a strong anti-spike defense skill and i can, if desired, drop DPS onto the MM without adversely affecting the team build. If spells are the greater threat then why the hell aren't we running your Vengeful Rezmer instead? ![]() The point is that a team build is far more important than a single skillbar. While running Sab's or Rac's most us of will use DPS or Signet of Return on 2 out of 3 Heroes. It really doesn't matter where you slot it in as long as your build is defensive enough to protect a party member under fire. DarkSpirit
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Originally Posted by Antithesis
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A good MM with enough minions, can often turn the tide of battle to your favor even after most of your party members have died. MMs have the unique ability to turn a losing battle into a win IF they can stay alive long enough and produce enough minions. For a standard damage team member, he is still 1 guy(and weakened with DP) vs afew in a losing battle, after a res. You shouldn't be sacrificing your MM + 7 to 10 minions for that 1 guy if you are using H/H.
Quote: 100% agree that MM's make great team members, but mine is out and out offense 90% of the time. I carry neither Protective Spirit nor Aegis and have very few problems Vanquishing.
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The build still has a strong anti-spike defense skill and i can, if desired, drop DPS onto the MM without adversely affecting the team build. If spells are the greater threat then why the hell aren't we running your Vengeful Rezmer instead? ![]() Quote:
Say what?!? You're barking up the wrong tree with that comment - as I said I have very few problems Vanq'ing with a build that needs neither Aegis nor Prot Spirit.
My MM is offensive (standard bomber with Ancestor's Rage / Splinter Weapon) precisely because i don't need Aegis / Protective Spirit. Other characters pick up the slack if and when additional Prot is needed. If i'm running a caster toon I spec my healer into Communing, so AR/SW needs to be included somewhere else, I don't like it on the SS so it goes onto the MM. If i run a physical toon, i'll spec the healer into Channeling and take AR/SW from the MM and replace with them with something else depending on what i need for that zone. Quote: Quote:
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