The Study is being revamped to be more user friendly and we will have a big update in the begining of next week...
This is a thread dedicated to the analysis of the Necromancer horrors, fiends and minions. Guild Wars is very defensive built game because they hide most of the character information from the player, giving less targets for people to cry about. While it may do that, it also hinders some people in their pursuit to maximize the effectiveness of their character.
Current Study: Bone Horror vs. Bone Minion. <Incomplete>
Next Planned Study: Pet Armor and Damage.
Current Information:
The basic minion creation spells used by necromancers, which one is better for what purpose and how can we take advantage of each of their qualities? I have created a chart (end of this post) comparing the basic total health of the horror/minions at certain levels.
Animate Bone Horror (15e, 3cast, 5recharge)
Exploit target corpse to animate a level 1...19 Bone Horror.
Bone Horror Advantages:
- Cheaper cost, allows more time to gather energy.
- More efficient at higher levels (leap levels at 8->10 and 15 ->16) at Death Magic.
- More Resilient to damage, more time to cast effects on the Horror.
- More health gained from Taste of Death, allowing two casting of it on one horror.
Bone Horror Disadvantages:
- Not very effective as suicide troops for Death Nova compared to Bone Minions.
- Harder to build up since you only create on per corpse.
Animate Bone Minions (25e, 3cast, 5recharge)
Exploit target corpse to animate two level 1...13 Bone Minions.
Bone Minions Advantages:
- Extremely effective at lower levels.
- Summons two pets instead of one, a large bonus when the number of corpses on the field is low.
- Since they are one pet divided into two, they gain a lot more benefit from Verata’s Sacrifice.
- More benefit from soul reaping, highly efficient at higher levels.
- Allows two castings of Death Nova from one casting of Bone Minions.
Bone Minions Disadvantages:
- The minion level progression is horrid with Bone Minions.
- Can be very easily picked off by direct damage or killed by Area effect damage.
- Large mana cost can delay summoning when energy is low.
Information Chart
Red Areas: When ability is weaker then its counterparts.
Yellow Areas: When ability is stronger then its counterparts.
Green Areas: Estimated information, gathered from patterns in data. (Confirmation would be helpful).
Any help with this will be a great boon, I am shortly gonna add Bone Fiends to first study but I am holding back getting their data until I figure out a way to test damage and armor.
Edit History:
(May 16, 2005): Submitted
(May 16, 2005): Attachement
(May 21, 2005): Status Update:Revamp
Necromancer Pet Case Study
Sirot