Have minions follow your calls!
Lawliet Kira
Id really like anet to make it so minions would follow your calls, it would make things much easier, i mean if theres a boss i need to take down, the minions are attacking the other people, so im asking for anet to make it if you call, have minions follow your call!
Monk Gsb
i herd bip saccer + minion bommer + curses Mark of Pain and Barbs necro would rape PvP in teh face.
/notsigned for pvp update
/signed for pve
/notsigned for pvp update
/signed for pve
Kinn
You don't think minion masters are powerful enough already? Personally I think the rampaging unpredictability of these rotting sacks of meat adds to their charm.
Gift3d
I thought minions (mostly) followed which target you were attacking, like wanding?
theonetheonlybruce
minions will attack what ever you attack but will attack the closes thing first least thats how i seen it
Shadowspawn X
Minions are borderline too powerful as it stands.
/notsigned
/notsigned
duckboy
minions are meant to be cannon fodder for the close combat/dmg dealers in pve, so they don't need to follow calls, and imo do a damn gd job at keeping everythin busy. I think, if anythin, they should'nt attack a group unless u attack that group first. Very annoying to have minions pull another group cos a minion got too closs to them 
so:
/notsigned

so:
/notsigned
MithranArkanere
They don't need directions. They target quite better than the average PUG member. Specially the Flesh Golems, those guys always go for the best target.
On top of that, Animals have brains, but minions are just a bunch of bones and flesh. They can barely sense things and just attack them.
On top of that, Animals have brains, but minions are just a bunch of bones and flesh. They can barely sense things and just attack them.
Fungus Amongus
If minions follwed calls, the max number allowed would be capped at 5. There's a reason they're a bit haphazard. Ten minions target following would make the master's job easier than it already is.
Sai Rith
/signed for PvE, however they are still fine the way they are. I would prefer it so they won't attack on sight.
Teh Charr Ranger
/notsigned
Minions are already beasts alone, they don't need more upgrading.
Imo, they are only meant to be meat shields as stated above, and they deal enough dmg as is.
PvE isn't all that hard in the first place, no need to make it a cake walk :3
Minions are already beasts alone, they don't need more upgrading.
Imo, they are only meant to be meat shields as stated above, and they deal enough dmg as is.
PvE isn't all that hard in the first place, no need to make it a cake walk :3
aaje vhanli
/not signed
I do agree this would make MM easier, it doesn't need to be any easier.
More importantly, aNet should create more diverse minions for GW2 (including, but not limited to, appearance and function)! And improve upon the Necromancer concepts in oGW (if, indeed, Necro is included in GW2).
I do agree this would make MM easier, it doesn't need to be any easier.
More importantly, aNet should create more diverse minions for GW2 (including, but not limited to, appearance and function)! And improve upon the Necromancer concepts in oGW (if, indeed, Necro is included in GW2).
pamelf
OMG so totally /signed. My minions don't even attack if i'm casting other things. They just hang out until I actually hit something.
aaje vhanli
Quote:
Originally Posted by pamelf
OMG so totally /signed. My minions don't even attack if i'm casting other things. They just hang out until I actually hit something.
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Abedeus
Minions smarter than the Master? Never.
/not signed.
/not signed.
Carinae
Minions DO follow your lead if you wand a target and they are NOT already aggroed. Which is why you:
1) run into battle ahead of them and wand a target
2) KEEP wanding the target even if they are aggroed to other baddies. (When their baddie dies, for a split second they have no target and will follow your wand)
Following a 'called' target would make them too powerful. However it would be nice to have a hex that forces minions to attack that target. It would take a skill-slot and some energy and cast time but you COULD force them to a target occasionally. That would indeed be nice.
1) run into battle ahead of them and wand a target
2) KEEP wanding the target even if they are aggroed to other baddies. (When their baddie dies, for a split second they have no target and will follow your wand)
Following a 'called' target would make them too powerful. However it would be nice to have a hex that forces minions to attack that target. It would take a skill-slot and some energy and cast time but you COULD force them to a target occasionally. That would indeed be nice.
ilipol
Quote:
Originally Posted by Carinae Dragonblood
Following a 'called' target would make them too powerful. However it would be nice to have a hex that forces minions to attack that target. It would take a skill-slot and some energy and cast time but you COULD force them to a target occasionally. That would indeed be nice.
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N1ghtstalker
i'd like it if they would avoid enemies in their aggro
just a small example: you want to slip by a patrol but one of their rangers left a [favorable winds] behind, all the minions would go kill it and thus aggro the group
if this option is added to put them on avoid combat
/signed
just a small example: you want to slip by a patrol but one of their rangers left a [favorable winds] behind, all the minions would go kill it and thus aggro the group
if this option is added to put them on avoid combat
/signed
Shadowhaze
For the most part, I think it's fine as is with the exception of them aggroing a group you don't want to (as already mentioned. That can be annoying).
romeus petrus
/notsigned
Way too powerful in PvP.
Way too powerful in PvP.
gremlin
Quote:
Originally Posted by MithranArkanere
They don't need directions. They target quite better than the average PUG member. Specially the Flesh Golems, those guys always go for the best target.
On top of that, Animals have brains, but minions are just a bunch of bones and flesh. They can barely sense things and just attack them. |
When a pug member dies and gets animated they gain intelligence I always suspected that to be true.
cosyfiep
I wish they would just keep up with the rest of the groups----there is always one or two lounging in the end of the train.....and then I wish then would get the boost from shouts and chants (charge! is a good example).....I mean by the time the minions get there they are just about to die or the group has already dispatched the mobs!
Stc95
I see Minions as meat sheilds making it easier on the monks. There have been times when Masters has had a full minion team and we take out mob after mob and the only thing i have to heal is Masters when he heals the minions.
In PvP it would be way too powerful, Golemway would really wipe everything off the map then.
In PvE it might be nice if say one of two followed your target, but they (in my mind) were ment to be meat shields and take dmg, not give it, but they give as much as they get which is nice
In PvP it would be way too powerful, Golemway would really wipe everything off the map then.
In PvE it might be nice if say one of two followed your target, but they (in my mind) were ment to be meat shields and take dmg, not give it, but they give as much as they get which is nice

SpotJorge
yer and make minions costumized too like heros so whe can change the color of theyr bones and nails .... why people still prefer to create crap Threads instead of play the game ...
gremlin
Quote:
Originally Posted by cosyfiep
I wish they would just keep up with the rest of the groups----there is always one or two lounging in the end of the train.....and then I wish then would get the boost from shouts and chants (charge! is a good example).....I mean by the time the minions get there they are just about to die or the group has already dispatched the mobs!
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The warrior all want to rush from fight to fight in case they lose adrenaline.
While the spellcasters usually Monks need recovery time to regain energy.
If you accept a MM in your party you are accepting the slower pace needed for them to keep up.
It could go a little faster with more than one character with blood of the master.
Since you need to stand still to heal them and they stop when you do.
It can make sense for the mm to keep moving and another to do the heal.
Might even be workable with heroes.