Soul Twisting and Minions

ashes

Desert Nomad

Join Date: Oct 2007

Beertown ;P

RoP

E/Mo

Soul Twisting + Shelter + Union = pretty nice idea - if it wasnt for those damn minions.

Minions will rip apart ur spirits within a sec, so my questions to you guy are:

Is it worth it to drop the minions completely? Do we rly need a MM to succeed in pve? I know the meat shield is nice, but cant the spirit provide a somewhat better "shield"?

FoxBat

Furnace Stoker

Join Date: Apr 2006

Amazon Basin [AB]

Mo/Me

Depends how you look at things. If you want shelter to be a backup when other defenses fail (e.g. SY drops a few seconds), then minions are a bad idea. On the other hand if you want to keep your minions alive longer so mobs are less likely to come after you, then even the handful of shelter procs can be very valuable. My favorite bar in this style is 4-5 offensive spirits and a shelter on soul twisting bar, you just spend most of your soul twists respamming shelter.

As for union/displacement, these are going down nearly as fast whether you have minions or not, barring party blocking like aegis. These depend on the number of foes attacking, not how many targets they have or how weak they are. The important exception being monsters with AoE attacks hitting clumped minions, albeit H/H tend to clump about as bad.

Axel Zinfandel

Axel Zinfandel

Desert Nomad

Join Date: Sep 2007

Northeastern Ohio

LaZy

P/W

It depends, I would expect. In Hex heavy areas, minions can soak those up pretty well, and I don't think AI tends to target spirits much(?). In areas with lots of AoE, spirits run the risk of getting flat out destroyed also.

I'd venture to say take spirits, unless you are facing those types of situations.

EDIT: Also, minions are catered to a more caster-heavy group, where minions act as the frontline. Spirits would be better for balanced/physical groups

ashes

Desert Nomad

Join Date: Oct 2007

Beertown ;P

RoP

E/Mo

Ive been playing with at least 1 MM in my party as long as i can remember (57months xP) i and thought maybe it was time to re-thing the entire defensive site of my team.

I dont play with SY in my party, as most of my friends quit gw (and i mostly play caster roles)- i know it sounds sad, but thats the truth QQ

ashes

Desert Nomad

Join Date: Oct 2007

Beertown ;P

RoP

E/Mo

Or maybe i should start playing SY! warrior for example and run a hero set up like this?
I just kinda like the ST idea <3

Midnight Sands

Ascalonian Squire

Join Date: Mar 2010

Quote:
Originally Posted by ashes View Post
Or maybe i should start playing SY! warrior for example and run a hero set up like this?
I just kinda like the ST idea <3 Tbh, SY!+a ST rit is overkill..

Daesu

Daesu

Furnace Stoker

Join Date: Oct 2008

You can use a ER Protect if you are traveling with a bomber MM. If not, you can use a ST defensive rit.

There are also different types of MM even though the minion bomber has been the most common because minions dont last long in HM. But with a ST defensive rit, they can, so maybe a ST rit can allow other types of MM (e.g. Fiends) to also shine in HM.

Shayne Hawke

Shayne Hawke

Departed from Tyria

Join Date: May 2007

Clan Dethryche [dth]

R/

The real strength of minions is how much damage they soak up from enemy mobs. If you're running a ST Rit, it's safe to drop minions altogether, since you'll already be having plenty of damage reduction.

chullster

chullster

Lion's Arch Merchant

Join Date: May 2008

Blighty, Land of bad weather and plucky Brits

R.I.P. DJ HMS [BZRK]

When I am running the defensive bar, I use rit lord rather than ST with those 3 defensive spirits, they come with a lot more health/armour etc and using armour of unfeeling and summon spirits, you can keep them up pretty much all the time, and I use an MM hero too.

After all this time, don't you think the little guys deserve to get some help from your spirits?

Luminarus

Luminarus

Furnace Stoker

Join Date: Aug 2007

Sydney, Australia

Haze of Light [pure]

R/

I like minions because when I run warrior and throw in barbs/mop minions turn that into a damage powerhouse.

Ney Matogrosso

Ney Matogrosso

Ascalonian Squire

Join Date: Mar 2009

Head Hunters

P/

Well, I don't see the problem here, I run the protection build with the 3 spirits and Armor of Unfeling and 5 Discord with minions and one SS Curse necro (yes, me and a friend with heroes and he is a necro too, but with offensive spirits) in areas with many AoE foes, we run the mission Against the Char in HM and the spirits be quite well, the only problem is that my energy runs down more quicly than I spect but, Boom of Creation manage it reasonably. Much minions means a very good barrier/damage and even with the spirits dying fast, you can mantain 3 times spawning all the spirits and you probably wont be trouble because all spike will be absorbed, but if it isn't enough to kill the foes, or you pull too many or your offensive power is not enough, but in this case, necros with Discord plus protection spirits was better than I usually played with my Imbagon plus Discord necros, the build is very overpower...

Infanta

Academy Page

Join Date: Apr 2010

Do you think a hero can run the ST build with heal area in place of Summon Spirits?

Life Bringing

Life Bringing

Wilds Pathfinder

Join Date: Jul 2008

Fissure of Woe

[LOD]/[GS]/[DL]/[LOD*]

N/P

Lose the spirits and keep the MM. Defensive spirits are a waste.

Life Bringing

Life Bringing

Wilds Pathfinder

Join Date: Jul 2008

Fissure of Woe

[LOD]/[GS]/[DL]/[LOD*]

N/P

Quote:
Originally Posted by Dusk
Every single meatwall reliant build requires a "charge from mob to mob as fast as possible" mindset.
I'm confused why moving quickly is a bad thing. I've also never been plagued by such a mindset. Maybe it's just you?

Quote: Originally Posted by Dusk However, ST gives so much defencive strength that you can focus your other builds on damage with much less worry. You just further proved my point about being screwed when spirits fall. If you're relying on a ST, you lose the reasoning to bring shit like Aegis and Enfeebling Blood in the first place, because you're trying to compensate for lack of damage. Hero teams with MMs have multiple layers of defense, making a wipe very difficult.

Quote:
Originally Posted by Dusk
Low on corpses? Minionwall is thin. Minions die too fast? Minionwall is gone. Minions dying off while running from point A to point B? Minionwall is rotting away. Honestly, how many areas have a lack of corpses? I even ran an MM in Ooze Pit HM and it filled it's purpose extremely well(admittedly, it was an oversight, but the 2-3 minions from AotL tanked just fine for my purposes). If your minions are dying, then they are doing their 2 jobs perfectly. They are not only absorbing damage that would have been dealt to your party, they are also exploding and dishing out ~115 damage+poison per death. I'd also like to point out that lvl 21 horrors and lvl 14 minions have no problems staying alive from group to group.

Dusk_

Dusk_

Lion's Arch Merchant

Join Date: Jun 2005

W/

Quote:
Originally Posted by Life Bringing View Post
I'm confused why moving quickly is a bad thing. I've also never been plagued by such a mindset. Maybe it's just you?
Maybe it's you just being a biased nitpicker, calling one build "Leeroying" because that's the only way you see fit to play it.

Spirits are not bad. Neither are minions. However, Spirits do not hinder your play-style in the slightest, save for a single flag click at most (if even that). Spirits, however, make you far more flexible when it comes to mob-to-mob time frames.

There is nothing in the slightest that promotes degenerative tactics, unless you decide to be an idiot.

Quote:
You just further proved my point about being screwed when spirits fall. If you're relying on a ST, you lose the reasoning to bring shit like Aegis and Enfeebling Blood in the first place, because you're trying to compensate for lack of damage. Hero teams with MMs have multiple layers of defense, making a wipe very difficult. Uh, what?

"MM is better because I bring lots of defencive skills! ST sucks because you didn't bring anything else!"

MMs needs all those layers because it in itself is not good enough to keep a party alive. ST needs some layers, but much less, and those extra skills that are freed up can more than "compensate for the lack of damage".

And really, just what are you doing with your Spirits that they fall so much? Flagging them as tanks or something? Most of the time you don't even need to bother flagging at all, and they'll sit nice and safe until they've been used up. If you do have to flag, they'll be way out of aggro risk.

Quote:
Honestly, how many areas have a lack of corpses? I even ran an MM in Ooze Pit HM and it filled it's purpose extremely well(admittedly, it was an oversight, but the 2-3 minions from AotL tanked just fine for my purposes). If your minions are dying, then they are doing their 2 jobs perfectly. They are not only absorbing damage that would have been dealt to your party, they are also exploding and dishing out ~115 damage+poison per death. I'd also like to point out that lvl 21 horrors and lvl 14 minions have no problems staying alive from group to group. Uh, the point wasn't that minions aren't good. It's that they have far more failure potential than Spirits do. Which is why your claims were ludicrous.

If you even bothered to try using Spirits as well as you apparently use minions, they wouldn't be failing at all. Ever.

Daesu

Daesu

Furnace Stoker

Join Date: Oct 2008

There are pros and cons with using the defensive spirits versus minion bombing.

Minion bombs provide good offense as well as defense, while defensive spirits are only for defense. Minions can mitigate hexes and conditions, defensive spirits dont. Minions can also provide party heals through Dwayna's Sorrow.

On the other hand, minions rely on corpses so they are not useful in certain areas, defensive spirits dont have this restriction. Defensive spirits are better if you need to protect allies in certain missions. Defensive spirits are easier to play on heroes since they dont tend to lag behind casting Death Nova, however if you flag your heroes and pull properly on each encounter that is not much of an issue.

It depends on what you need. Generally, I prefer to use the minion bomber because there are other ways to provide defense for party members without wasting spirit's hp on minions. You can replace the defensive spirits rit with an ER protect/smite or you can have a strong restore healer instead (e.g. http://www.guildwarsguru.com/forum/s...2&postcount=31 ) with PS and Aegis that you can control manually if necessary, from somewhere in your team.

FlyMoto

Academy Page

Join Date: Nov 2009

Heros run Minion Bomber much better than ST. ST on a player from a defense perspective is going to be superior as they can place the spirits better and ensure that the spirits don't go down when not desired.

On a more serious note, any decent team build nowadays should have ST, Minions, Imbagon, and 2 ER Prots for safe measure.

Life Bringing

Life Bringing

Wilds Pathfinder

Join Date: Jul 2008

Fissure of Woe

[LOD]/[GS]/[DL]/[LOD*]

N/P

Quote:
Originally Posted by Dusk_ View Post
Maybe it's you just being a biased nitpicker, calling one build "Leeroying" because that's the only way you see fit to play it.
Flawed logic tbh. If you actually pulled properly, you wouldn't need the defensive spirits in the first place, making them redundant.

Quote:
Uh, what?

"MM is better because I bring lots of defencive skills! ST sucks because you didn't bring anything else!"

MMs needs all those layers because it in itself is not good enough to keep a party alive. ST needs some layers, but much less, and those extra skills that are freed up can more than "compensate for the lack of damage". I need 4 slots for my defense(Aegis, Prot Spirit, SoA, and Enfeebling Blood), and I don't use a defensive spirit spammer. If you use a fully defensive ST bar, you've already wasted more than is necessary. Minions provide a dual effect, as they are proficient damage dealers through explosions, while still protecting the party. Diffusing defense/support onto the midline is incredibly more effective than devoting a whole character slot to it.
Quote:
If you even bothered to try using Spirits as well as you apparently use minions, they wouldn't be failing at all. Ever. I've used spirit spammers to complete almost every dungeon in the game. However, I'm not a shitter, and don't need a ST. SoS+SoGM and a minion bomber. If you know how to pull and flag, you won't have any problems whatsoever with any area of the game.

Dusk_

Dusk_

Lion's Arch Merchant

Join Date: Jun 2005

W/

Quote:
Originally Posted by Life Bringing View Post
Flawed logic tbh. If you actually pulled properly, you wouldn't need the defensive spirits in the first place, making them redundant.
Uh, what?

You said "Defencive spirits promote Leeroying". Now you're just changing the point altogether?

Nice try. Defencive spirits don't promote any degenerative playing.

Quote:
I need 4 slots for my defense(Aegis, Prot Spirit, SoA, and Enfeebling Blood), and I don't use a defensive spirit spammer. If you use a fully defensive ST bar, you've already wasted more than is necessary. Minions provide a dual effect, as they are proficient damage dealers through explosions, while still protecting the party. Diffusing defense/support onto the midline is incredibly more effective than devoting a whole character slot to it. Wow, no redbarring? I'm certainly impressed, doing all of Hard Mode without healing.

ST bars give ridiculous amounts of damage prevention. Enough that I just need Prot. Spirit and 1.5 healers (or just both henches) and survive just fine without anything else. Any extra is just padding and insurance, especially when I'm running a pure damage build.

Quote:
I've used spirit spammers to complete almost every dungeon in the game. However, I'm not a shitter, and don't need a ST. SoS+SoGM and a minion bomber. If you know how to pull and flag, you won't have any problems whatsoever with any area of the game. So, you think running 20+ aggro magnets is the same thing as proper pulling and flagging?

AcousticMeanie

AcousticMeanie

Academy Page

Join Date: Jul 2008

Rt/

They're both effective and depend on your play style. In my personal experience I tend to c-space more when I have an MM. When I have a spirit heavy team, I'm positioning my heroes for maximum effectiveness and am considerably more methodical with my pulling. With an MM the longer I wait the closer to death the minions become and the worse the pull will be.

The extra damage from an MM is nice, but the consistency of defense from ST defensive can't be matched.

upier

upier

Grotto Attendant

Join Date: Mar 2006

Done.

[JUNK]

upier

upier

Grotto Attendant

Join Date: Mar 2006

Done.

[JUNK]

Daesu

Daesu

Furnace Stoker

Join Date: Oct 2008

Quote:
Originally Posted by AcousticMeanie View Post
They're both effective and depend on your play style. In my personal experience I tend to c-space more when I have an MM. When I have a spirit heavy team, I'm positioning my heroes for maximum effectiveness and am considerably more methodical with my pulling. With an MM the longer I wait the closer to death the minions become and the worse the pull will be.

The extra damage from an MM is nice, but the consistency of defense from ST defensive can't be matched.
If you flag your MM before pulling, then chances are when the enemies approach, your melee minions would move forward to enage them and wall them up instead of remaining behind. If you are worried that your minions dont last long then bring Jagged Bones instead of Aotl on your MM.

The melee minions wall up enemies better for your casters than ranged spirits so I would probably choose a MM for my casters, if corpses are available. If you are playing a melee fighter, and you can hold aggro well, then minions are more of a luxury to protect your back line than a necessity, and you can consider a ST defensive rit although I still prefer an ER protect/smite and bring SoH instead.

Quote:
Originally Posted by upier View Post
But to argue which one is better when BOTH are completely sub-par to the best options is really like arguing what shit stinks less. Actually most human necros do not like playing a MM nowadays because it is tedious. Even if they do play a MM, they usually dont play as a MB which requires them to cast DN. These are the tasks that are best left for the heroes. It is easier for a human to play a ST defensive rit than a MB.

And no, I dont usually bring barbs for my minions either when I am using them as bombs.

Ney Matogrosso

Ney Matogrosso

Ascalonian Squire

Join Date: Mar 2009

Head Hunters

P/

lol, there are to many people with good arguments here, but I disagree with the opinion that the heroes could not run ST build properly, I made a full HM book in GWEN and try to see the problems with heroes AI using ST build, and energy management was the critical point, even with lots os minions sucking spirits HP, the problem was easy resolved run Boon of Creation in the first slot and Energetic was Lee Sa in other, the 7ยบ. Doing this I could run to mobs without problem, of course is not perfect but run well. To the problem of minions that don't die, try use Taste of death skill or Feast of Death. Minions like people said are good to absorb hex and conditions, meatwall and do a little damage too. If the problem is low damage, Spirit Spaw build and more agressive henchs will help a lot. Forget Monk Protec hench, put a War or Other. I actually run one Spirit Spaw (me) more a ST hero (Razah), a Minion Bomber (Olias) and a Healer (Livia with N/Rt build) and 2 ele hench more 1 monk heal (maybe I'll dismiss him) and a war. At the moment are good enought to me, maybe I try a vanq or something, but the background that I have runing the God with my paragon are that protection is better than damage and damage is easy to obtain than protection.

Myotheraccount

Myotheraccount

Lion's Arch Merchant

Join Date: Mar 2010

On the interweb. n__n

Desolation Lords [DL]

A/W

Quote:
Originally Posted by upier
View Post
Yeah, of course I am.
The point is that it doesn't make sense to start WW3 because of ST vs MB. Because when you grab a party that is actually good, you won't be running either. So just realistically look at what either of these options offers, what are it's bonuses and shortcomings and if it helps you win PvE - that's pretty much the most you can ask for.
It doesn't make sense to argue which one is better when both win PvE and both are insanely worse than what you could be running. Then you must be trolling.

You cant compare human parties to H/H. They are two completely different things. Both have their advantages and disadvantages. There are sub-par build for 8-man just like there are sub-par build for H/H.

There are things only players can do like SC. On other hand, for general PvE purposes H/H is far superior because it's easier to set up, performs just as good as an 8-man party and doesn't make dumb mistakes. In the end, AI is still superior to a player because it can't slip up, always obeys and is more predictable.

For example I helped a friend with Eternal Grove HM today. I ran my Spiritway and she ran Discord. We blasted through the second part of the mission without any casualties and finished in ridiculously fast time. That's considering I tanked the right side without any heal whatsoever. He only healing we had was coming from one gimped Discord N/Rt. That was probably the best time I had in EG and far better than having a full player party. Now the question is how that is sub-par?

Anyway, you can't compare the two neither you can call a hero build sub-par simply because it's made for heroes.

Myotheraccount

Myotheraccount

Lion's Arch Merchant

Join Date: Mar 2010

On the interweb. n__n

Desolation Lords [DL]

A/W

Quote:
Originally Posted by Jeydra View Post
You had Danika / Mhenlo ...

I do agree though that calling MB's and ST's subpar is unfair. They are (among the) best options when you are H/H'ing. It's like AP calling for Elementalists. Sure it's a subpar damage build compared to the best damage builds in the game, but if you're constrained by 1) dealing damage and 2) being an Elementalist primary, you don't exactly have better options.
Mhenlo/Danika srs bsns. Ok fine we had 2x0.5 of a healer so that's 1 healer outside the pt. I been tanking left side btw, not right.

Quote: Originally Posted by upier View Post
What you are doing is comparing the best AI we have to the worst players.
Compare the best AI we have to the BEST players we have.

As I said, I fully agree with exploring both options and sharing the pros and the cons of each. But until Anton starts running around with Critical Agility, knows how to chain attacks and SY! and knows how to grab aggro - the best I can hope for is something I can win with.
And both options provide you with that. And you sir, are comparing worst heroes to best players.

There are builds that AI can exploit better than most players like MB, interrupt, redbar, PwK, condition/hex removal and single target block spells such as Guardian or WoW. There is prolly more to the list, but I can't remember. You just have to find the right build to run on your Hero.

Furthermore you can always micro and flag your hero.