Do You Need to Be A Monk Secondary to be an effective MM?
MasterThrawn
I mean the type that has dozens of Bone Fiends following you around. I've seen this a few times, and both were N/Mo, I believe they're using Heal Area or something to keep them alive (don't know cause I never played Monk). I specialize in SS, but would like to know in case I want to switch up... Or is there something I don't know about? I using Blood of the Master to heal them up some, but still can't keep more than five around at a time it seems like.
Thanks!
Thanks!
mattimeo
Im a MM myself. N/MO
Heal Area is very useful and theres a skill called "Verati's Sacrfice" (sry for the spelling) it gives your minions +10 health regen for -- seconds (depend on ur attrib point for death magic). You can get this skill at Copperhammer Mines
Heal Area is very useful and theres a skill called "Verati's Sacrfice" (sry for the spelling) it gives your minions +10 health regen for -- seconds (depend on ur attrib point for death magic). You can get this skill at Copperhammer Mines
LiQuId StEeL
N/E with Glyph of Renewal to use on Veritas Sac is always nice to see. Heal area is so... mediocre.
Son of Urza
Yeah, Glyph of Renewal+Verata's Sac FTW!. If minions are degening through +10 regen, they're going to die anyway.
Ghull Ka
I agree, N/E with Glyph of Renewal works very well. Just use Glyph before you use Verata's Sacrifice. Then whenever Glyph is recharged, do it again. And again. And again... :-)
Use Blood of the Master for your occasional direct heal.
And try out Glyph of Lesser Energy before you raise a Bone Fiend from time to time. It's pretty helpful also.
Use Blood of the Master for your occasional direct heal.
And try out Glyph of Lesser Energy before you raise a Bone Fiend from time to time. It's pretty helpful also.
DeanBB
Starting life as a MM /monk is good, so you can use Heal Area until you get the necro minion healing spells. Dump it after that. I think I've only used a rez spell from monk once I got BotM and VS, whether specced as blood nuker or MM. Actually I tried running with some enchantment once, with high soul reaping + OoB to offset the lost energy.
Carinae
You need to be N/Mo or N/R to raise and maintain a big army. You can run Minion bomber as a N/E or N/Me. But I don't think thats what you want.
You can't glyph Verata's Sacrifice forever. Or Blood of the Master. Eventually you'll sac yourself to death or be unable to heal your minions.
This isn't even a question. Either N/Mo or N/R. Nothing else can even come close to maintaining an army like these two can. Heal Area (or Healing Spring) should be a permanent fixture on your skill bar.
You can't glyph Verata's Sacrifice forever. Or Blood of the Master. Eventually you'll sac yourself to death or be unable to heal your minions.
This isn't even a question. Either N/Mo or N/R. Nothing else can even come close to maintaining an army like these two can. Heal Area (or Healing Spring) should be a permanent fixture on your skill bar.
Ghull Ka
Quote:
Originally Posted by Carinae Dragonblood
You need to be N/Mo or N/R to raise and maintain a big army. You can run Minion bomber as a N/E or N/Me. But I don't think thats what you want.
You can't glyph Verata's Sacrifice forever. Or Blood of the Master. Eventually you'll sac yourself to death or be unable to heal your minions.
This isn't even a question. Either N/Mo or N/R. Nothing else can even come close to maintaining an army like these two can. Heal Area (or Healing Spring) should be a permanent fixture on your skill bar. You are correct about sacrificing myself to death. This has never happened to me, though. I put my faith in the party's monk and they take care of me. The army that Permaverata is capable of creating works very well for absorbing damage to the party that the monk would otherwise have to heal... gives him extra time and energy to look after the necromancer who's busy cutting himself. :-)
I've broken 7 rows of fiends with the "Permaverata" method. Though I've never tried N/R, I find N/E superior to N/Mo.
You can't glyph Verata's Sacrifice forever. Or Blood of the Master. Eventually you'll sac yourself to death or be unable to heal your minions.
This isn't even a question. Either N/Mo or N/R. Nothing else can even come close to maintaining an army like these two can. Heal Area (or Healing Spring) should be a permanent fixture on your skill bar. You are correct about sacrificing myself to death. This has never happened to me, though. I put my faith in the party's monk and they take care of me. The army that Permaverata is capable of creating works very well for absorbing damage to the party that the monk would otherwise have to heal... gives him extra time and energy to look after the necromancer who's busy cutting himself. :-)
I've broken 7 rows of fiends with the "Permaverata" method. Though I've never tried N/R, I find N/E superior to N/Mo.
BBoy_Manchild
N/R baby, healing spring and serpents quickness is a MMs best friend
HellBoy
I bring Blood Ritual along with my MM. I keep the monks energized and they help me maintain my kiddies. My record in Great Northern wall is 27 Minions/Fiends.
Carinae
Quote:
Originally Posted by Ghull Ka
I put my faith in the party's monk and they take care of me.
"Never trust a monk when death is on the line."
I hear what you're saying. But an N/Mo minion master is self-sufficient and can even solo with little trouble. Even if you had a monk available, I'd rather that they didn't have to waste time/energy healing me.
I hear what you're saying. But an N/Mo minion master is self-sufficient and can even solo with little trouble. Even if you had a monk available, I'd rather that they didn't have to waste time/energy healing me.
Darr
I love my N/R minon master.
Animate Bone Fiend
Favorable Winds &/or Winnowing
Healing Spring
FTW!
Animate Bone Fiend
Favorable Winds &/or Winnowing
Healing Spring
FTW!
oobi doobi kenoobi
Glyph of Lesser Energy+Verata's Sacrifice+Taste of Death..FTW! Seriously, you'll have so many minions that your hp is never in doubt. Personal best, 36 fiends/horrors ransacking the neighborhood. Now if only people took non /mo 2ndaries to farm...cookiecutter builds should be a thing of the past.
Hidden Prayers
I say N/R or N/E
Personally I never use healing spring when i play N/R MM.
The only heal i've found necessary is BotM and VS. As far as self
saccing goes, Taste of Death easily compensates for any health lost. In the event that you were being attacked, heal area would be utterly worthless as anything doing enough damage to hurt you significantly will be very close to you (sans maybe Glint) and you're just going to heal them.
N/E i have not tried glyph of renewal yet, but i do use lesser energy from time to time. I'll have to cap glyph of renewal and see how a constant VS works out.
Also, winnowing for an MM is essential when you amass a reasonable army. The amount of dmg you can tack on is much much more effective. Also serpent's quickness is a very necessary skill for lessening skill recharge time, though i'd also say have a staff or cane that reduces recharge and casting speed from time to time ( Morgriff's Scepter is a fairly well known one). I also use a +15/-1 regen energy grim cesta as well. Most of my energy comes from soul reaping or OoB anyways.
So 53-64 energy works out well.
I think the goal is to have an army that is constantly building upon itself, rather than having a mass of minions doing nothing in particular sans staying alive.
As a result of my slipshod, ramble i conclude:
N/R is my favorite minion master, and IMO the best
Personally I never use healing spring when i play N/R MM.
The only heal i've found necessary is BotM and VS. As far as self
saccing goes, Taste of Death easily compensates for any health lost. In the event that you were being attacked, heal area would be utterly worthless as anything doing enough damage to hurt you significantly will be very close to you (sans maybe Glint) and you're just going to heal them.
N/E i have not tried glyph of renewal yet, but i do use lesser energy from time to time. I'll have to cap glyph of renewal and see how a constant VS works out.
Also, winnowing for an MM is essential when you amass a reasonable army. The amount of dmg you can tack on is much much more effective. Also serpent's quickness is a very necessary skill for lessening skill recharge time, though i'd also say have a staff or cane that reduces recharge and casting speed from time to time ( Morgriff's Scepter is a fairly well known one). I also use a +15/-1 regen energy grim cesta as well. Most of my energy comes from soul reaping or OoB anyways.
So 53-64 energy works out well.
I think the goal is to have an army that is constantly building upon itself, rather than having a mass of minions doing nothing in particular sans staying alive.
As a result of my slipshod, ramble i conclude:
N/R is my favorite minion master, and IMO the best
byteme!
N/MO all the way. "SELF SUFFICIENT" Not dependant on other monks/players who may not always be there for you when you're sacrificing. Heal Area is a must.
My order of casting to keep my minions alive are.....
1)Verata's Sacrifice (helps negate minions degen somewhat)
2)Blood of Master (sacrifice hp to heal my army)
3)Heal Area (after sacrificing hp TWICE using the above 2 skills I can heal myself AND my minions in case Blood of Master wasn't enough)
Basically I can carry an army for "almost" as long as I want. I can carry 30+ minions with me for long periods of time without a hitch. (numbers aren't accurate since I don't stand around counting the number of minions I have around but witnesses will tell you it's OVERKILL)
Btw energy is NEVER EVER EVER an issue. Being an MM you should be pumping a reasonable amount of pts. into Soul Reaping anyways. I carry items that give me 20% chance (or whatever it is) to decrease my casting and recharge times in half which also make life easier when I've got all this energy to abuse.
I could solo SF easily as long as I can overcome the early stages where my minion army is small or non-existant. I solve that problem sometimes by bringing henchies along (NO MONKS) and use them as sacrificial lambs for corpses.
My order of casting to keep my minions alive are.....
1)Verata's Sacrifice (helps negate minions degen somewhat)
2)Blood of Master (sacrifice hp to heal my army)
3)Heal Area (after sacrificing hp TWICE using the above 2 skills I can heal myself AND my minions in case Blood of Master wasn't enough)
Basically I can carry an army for "almost" as long as I want. I can carry 30+ minions with me for long periods of time without a hitch. (numbers aren't accurate since I don't stand around counting the number of minions I have around but witnesses will tell you it's OVERKILL)
Btw energy is NEVER EVER EVER an issue. Being an MM you should be pumping a reasonable amount of pts. into Soul Reaping anyways. I carry items that give me 20% chance (or whatever it is) to decrease my casting and recharge times in half which also make life easier when I've got all this energy to abuse.
I could solo SF easily as long as I can overcome the early stages where my minion army is small or non-existant. I solve that problem sometimes by bringing henchies along (NO MONKS) and use them as sacrificial lambs for corpses.
sledgeunderhill
Last night I took a tour of the Falls and went as MM as N/R. I used Troll U and Serpents Quickness to keep my spells going. Troll is wonderful to cover up the sacrificing required to keep an army going. I lost count of how many fiends and minions were alive at the max, but suffice to say, it was an easy trip.
The nice thing about Serpents Q is that it's a stance and it will effect skills that are already recharging.
When I'm facing interrupts - N/Me all the way.
The nice thing about Serpents Q is that it's a stance and it will effect skills that are already recharging.
When I'm facing interrupts - N/Me all the way.
Carinae
Quote:
Originally Posted by oobi doobi kenoobi
Using ToD as a self-heal is crazy and ultimately self-defeating. Your whole purpose as a MM is to raise and maintain as many minions as possible. There is no comparison at all: ToD kills a minion to heal you. HA heals YOU and also heals nearby minions.
HA is a win-win-win spell. Your healed, minions are healed and you can apply repeated minions heals without losing health. VS -> BotM -> HA -> BotM -> HA -> BotM -> HA
It really isn't a problem in a combat situation either. It's simplicity itself to keep minions between you and your attacker. If you absolutely MUST self-heal while in direct melee, go ahead and use it. A 100-point heal will help you a lot, and your opponent might last, what 1-2 seconds longer under a 40 fiend barrage?
You need to be self-sufficient as a MM. Otherwise you're putting an additional pressure on your monks above and beyond the damage from enemies. No other class continuously loses health as a routine course of their business.
Now, sure, if you are running a Minion Bomber build, then N/E (glyphed VS + DN +ToD) makes a lot of sense. Otherwise, a monk or ranger secondary is better. I still think N/Mo is the stronger of the two, but I'll leave that to personal preference.
byteme!
Quote:
Originally Posted by Carinae Dragonblood
Using ToD as a self-heal is crazy and ultimately self-defeating. Your whole purpose as a MM is to raise and maintain as many minions as possible. There is no comparison at all: ToD kills a minion to heal you. HA heals YOU and also heals nearby minions.
HA is a win-win-win spell. Your healed, minions are healed and you can apply repeated minions heals without losing health. VS -> BotM -> HA -> BotM -> HA -> BotM -> HA
It really isn't a problem in a combat situation either. It's simplicity itself to keep minions between you and your attacker. If you absolutely MUST self-heal while in direct melee, go ahead and use it. A 100-point heal will help you a lot, and your opponent might last, what 1-2 seconds longer under a 40 fiend barrage?
You need to be self-sufficient as a MM. Otherwise you're putting an additional pressure on your monks above and beyond the damage from enemies. No other class continuously loses health as a routine course of their business.
Now, sure, if you are running a Minion Bomber build, then N/E (glyphed VS + DN +ToD) makes a lot of sense. Otherwise, a monk or ranger secondary is better. I still think N/Mo is the stronger of the two, but I'll leave that to personal preference. AMEN

Hidden Prayers
Quote:
Originally Posted by Carinae Dragonblood
Using ToD as a self-heal is crazy and ultimately self-defeating. Your whole purpose as a MM is to raise and maintain as many minions as possible. There is no comparison at all: ToD kills a minion to heal you. HA heals YOU and also heals nearby minions.
HA is a win-win-win spell. Your healed, minions are healed and you can apply repeated minions heals without losing health. VS -> BotM -> HA -> BotM -> HA -> BotM -> HA
It really isn't a problem in a combat situation either. It's simplicity itself to keep minions between you and your attacker. If you absolutely MUST self-heal while in direct melee, go ahead and use it. A 100-point heal will help you a lot, and your opponent might last, what 1-2 seconds longer under a 40 fiend barrage?
You need to be self-sufficient as a MM. Otherwise you're putting an additional pressure on your monks above and beyond the damage from enemies. No other class continuously loses health as a routine course of their business.
Now, sure, if you are running a Minion Bomber build, then N/E (glyphed VS + DN +ToD) makes a lot of sense. Otherwise, a monk or ranger secondary is better. I still think N/Mo is the stronger of the two, but I'll leave that to personal preference. I see what you're saying about the ToD situation, but i rarely have come across the case that my fiends attack an enemy just because they attack me. In fact once they enter an enemy's aggro they tend to just run wild...
ToD is more of a problem for me when being used early on in the course of army building, considering as how it severely would hinder that. However one less minion from and army of 40+ makes little difference with winnowing, expecially if you are gaining a large sum of health for it.
My mainstays for MM as N/R will always be serpent's quickness and winnowing.
Also, in lieu of the topic,
before i go experimenting have there been any other monk skills that prove useful to MM?
Carinae
Vengeance is an awesome resurrect spell for a MM.
It's only a 4 second res, doesn't consume all your energy, and you get two bodies out of it.
It's only a 4 second res, doesn't consume all your energy, and you get two bodies out of it.
Hidden Prayers
Ah there's one, though I actually got the idea of playing puppeteer with your party members with those monk res skills.
"The Necro giveth, and the Necro taketh away"
Soul Reaping would be nice if you toyed with your party members, they just may not have as much fun as i would...
Any others, i was thinking more a long the line of effective healing or protecting.
I think going as far as adding smiting prayers to a MM build is a stretch, but it could happen
"The Necro giveth, and the Necro taketh away"
Soul Reaping would be nice if you toyed with your party members, they just may not have as much fun as i would...

Any others, i was thinking more a long the line of effective healing or protecting.
I think going as far as adding smiting prayers to a MM build is a stretch, but it could happen

BBoy_Manchild
Quote:
Originally Posted by Darr
I love my N/R minon master.
Animate Bone Fiend
Favorable Winds &/or Winnowing
Healing Spring
FTW! FAVORABLE WINDS DOES NOT EFFECT FIENDS i cannot say this enough
Animate Bone Fiend
Favorable Winds &/or Winnowing
Healing Spring
FTW! FAVORABLE WINDS DOES NOT EFFECT FIENDS i cannot say this enough
Samueldg
you know... with 16 death, blood of the master, and veritas you shouldnt NEED further healing on minions since your making more from bodies anyway..
even in tough spots Ive had no problem maintaining fiends.. generally I try and keep using fresh corpses for more minions.. with a decent soulreaping amount ive never had issue with energy either..
I even play about with my n/r and use odd stuff because well theres room in my skillbar...
for a decent MM you need essentually three skills freeing up FIVE for whatever you want..
Id thought about orders but like spirits the minions get no benifit from either.. SO
may as well toss on SS spinal shivers or whatever for fun..
using death magic soley gets kinda boring to me anyway and well sometimes your minions get blasted in certain places... (series of meteor storm from hydras outside ember.. stupid fiends...)
even when REALLY bored Ill pack dust trap on my n/r for melee monsters who break aggro on a tank etc etc..
but my point is with 16 death.. blood of the master and veritas are plenty.. trying to monk more life in a minion that WILL degen and WILL give you ene back when it pops seems kind of a waste... I wont use heal area on my monk.. why would I use it on my necro..
if your having problems keeping an army up with 16 death /BOTM and veritas I dont think heal area is going to help you much..
basically IMO make your secondary something fun...
even in tough spots Ive had no problem maintaining fiends.. generally I try and keep using fresh corpses for more minions.. with a decent soulreaping amount ive never had issue with energy either..
I even play about with my n/r and use odd stuff because well theres room in my skillbar...
for a decent MM you need essentually three skills freeing up FIVE for whatever you want..
Id thought about orders but like spirits the minions get no benifit from either.. SO
may as well toss on SS spinal shivers or whatever for fun..
using death magic soley gets kinda boring to me anyway and well sometimes your minions get blasted in certain places... (series of meteor storm from hydras outside ember.. stupid fiends...)
even when REALLY bored Ill pack dust trap on my n/r for melee monsters who break aggro on a tank etc etc..
but my point is with 16 death.. blood of the master and veritas are plenty.. trying to monk more life in a minion that WILL degen and WILL give you ene back when it pops seems kind of a waste... I wont use heal area on my monk.. why would I use it on my necro..
if your having problems keeping an army up with 16 death /BOTM and veritas I dont think heal area is going to help you much..
basically IMO make your secondary something fun...
sparks
Well I have tried the veratas and glymp and still once I minion reaches some
magical number he is going to die...NO MATTER WHAT
I have seen one with 50% health get heal area to 100% and VS and health
goes down like crazy.
SO as usual Anet has put in crap code to make sure you can't keep them going.
WHY?
who knows with those guys.
kinda stupid that 100% health and +10 hp regen and their health goes down?
so it won't matter if you are M or R or whatever secondary.
with this stuff built in you can't win
sparks
magical number he is going to die...NO MATTER WHAT
I have seen one with 50% health get heal area to 100% and VS and health
goes down like crazy.
SO as usual Anet has put in crap code to make sure you can't keep them going.
WHY?
who knows with those guys.
kinda stupid that 100% health and +10 hp regen and their health goes down?
so it won't matter if you are M or R or whatever secondary.
with this stuff built in you can't win
sparks
Carinae
If you're really determined, N/Mo can keep a minion alive forever. It's not really practical, but it can be done.
BBoy_Manchild
it can be done, but your moving like 5 steps inbetween VS/BotM/heal area take you like 5 hours to do a oro run
the real trick is keeping them alive the longest without it hindering your movement and slowing down the team, im usually closer to the front then the bonder monk with like 8-9 fiends trailing me
the real trick is keeping them alive the longest without it hindering your movement and slowing down the team, im usually closer to the front then the bonder monk with like 8-9 fiends trailing me
bobrath
I don't know how many "experienced" groups have kicked me before starting a farming run because I'm a N/R minion master. There's this wonderful urban myth that only N/Mos can be the best mms.... I can understand keeping our army/self alive a bit longer, but if you could have a few less minions but doing more damage - isn't that faster?
Winnowing makes all minions better.
Healing Spring won't heal enemies.
Serpents Quickness overcomes the delay in cranking out minions (as long as you don't inadvertently sac too low!)
Troll Unguent makes you self sustaning.
When I run oro, I let minons die during the longer runs cause I only keep VS up. Those few that make it are enough to get my army cranking along again. How many times have folks had to wait for the MM to catch up? Not in groups I'm in.
I'm sure there are other areas out there where you have a limited number of bodies and will need to keep your army alive as long as possible... for those a N/Mo might be a better idea, esp since you can bring vengence along. But comeon folks, N/R has so much more to offer for the current green farming scene.
Winnowing makes all minions better.
Healing Spring won't heal enemies.
Serpents Quickness overcomes the delay in cranking out minions (as long as you don't inadvertently sac too low!)
Troll Unguent makes you self sustaning.
When I run oro, I let minons die during the longer runs cause I only keep VS up. Those few that make it are enough to get my army cranking along again. How many times have folks had to wait for the MM to catch up? Not in groups I'm in.
I'm sure there are other areas out there where you have a limited number of bodies and will need to keep your army alive as long as possible... for those a N/Mo might be a better idea, esp since you can bring vengence along. But comeon folks, N/R has so much more to offer for the current green farming scene.
Nessaja
I'm going against the flow here by saying that a MM who uses their monk secondary, is worse then a necro that doesn't.
Quite simply put - first things first, your job is to make minions, and keep them alive, nothing else. Don't try to be a healer, you're ineffective at that.
Secondly;
You need OoB to be a decent minion master - many people will say *but that's what soul reaping is for - why yes, ofcourse, but your minions arent supposed to die a lot if you want to rate yourself a good minionmaster. In order to achieve this you need near endless energy, and a balance of OoB and soulreaping gives this. And also, you actualy have the energy to use blood of the master - which is just as effective as heal area, unless you devote so much points into heal area that you don't have any energy management.
Bringing Heal Area is 1. Not energy sufficient, 2. makes you put points in healing while there's already a shortage in attribute points and 3. takes atleast 1 skillslot.
The ONLY exception here is if you got a BiP necro, otherwise, a Monk secondary is not needed, and if you ask me, even worse.
Quite simply put - first things first, your job is to make minions, and keep them alive, nothing else. Don't try to be a healer, you're ineffective at that.
Secondly;
You need OoB to be a decent minion master - many people will say *but that's what soul reaping is for - why yes, ofcourse, but your minions arent supposed to die a lot if you want to rate yourself a good minionmaster. In order to achieve this you need near endless energy, and a balance of OoB and soulreaping gives this. And also, you actualy have the energy to use blood of the master - which is just as effective as heal area, unless you devote so much points into heal area that you don't have any energy management.
Bringing Heal Area is 1. Not energy sufficient, 2. makes you put points in healing while there's already a shortage in attribute points and 3. takes atleast 1 skillslot.
The ONLY exception here is if you got a BiP necro, otherwise, a Monk secondary is not needed, and if you ask me, even worse.
Carinae
Quote:
Originally Posted by Nessaja
I'm going against the flow here by saying that a MM who uses their monk secondary, is worse then a necro that doesn't.
Totally incorrect. There's just enough points to go around.
Blood Magic: 9
Death Magic: 16
Soul Reaping: 9
Healing: 7
Vampiric Gaze
Offering of Blood {elite}
Horrors
Fiends
Verata's Sacrifice
Blood of the Master
Heal Area
Vengeance
VG does 43 points of startup damage/self-heal.
HA is a 100-point heal.
OoB is a ~48-point sacrifice.
BotM is a ~48-point sacrifice.
VS is a ~72-point sacrifice.
Without a strong self-heal, you will quickly sacrifice yourself to death or be a major drain on the monk.
Blood Magic: 9
Death Magic: 16
Soul Reaping: 9
Healing: 7
Vampiric Gaze
Offering of Blood {elite}
Horrors
Fiends
Verata's Sacrifice
Blood of the Master
Heal Area
Vengeance
VG does 43 points of startup damage/self-heal.
HA is a 100-point heal.
OoB is a ~48-point sacrifice.
BotM is a ~48-point sacrifice.
VS is a ~72-point sacrifice.
Without a strong self-heal, you will quickly sacrifice yourself to death or be a major drain on the monk.
Vilaptca
Quote:
Originally Posted by Samueldg
you know... with 16 death, blood of the master, and veritas you shouldnt NEED further healing on minions since your making more from bodies anyway..
even in tough spots Ive had no problem maintaining fiends.. generally I try and keep using fresh corpses for more minions.. with a decent soulreaping amount ive never had issue with energy either..
I even play about with my n/r and use odd stuff because well theres room in my skillbar...
for a decent MM you need essentually three skills freeing up FIVE for whatever you want..
Id thought about orders but like spirits the minions get no benifit from either.. SO
may as well toss on SS spinal shivers or whatever for fun..
using death magic soley gets kinda boring to me anyway and well sometimes your minions get blasted in certain places... (series of meteor storm from hydras outside ember.. stupid fiends...)
even when REALLY bored Ill pack dust trap on my n/r for melee monsters who break aggro on a tank etc etc..
but my point is with 16 death.. blood of the master and veritas are plenty.. trying to monk more life in a minion that WILL degen and WILL give you ene back when it pops seems kind of a waste... I wont use heal area on my monk.. why would I use it on my necro..
if your having problems keeping an army up with 16 death /BOTM and veritas I dont think heal area is going to help you much..
basically IMO make your secondary something fun... Heal Area makes you more self sufficient. I can keep casting BotM and Verata's all I want, but eventually I'm going go sac myself to death. You can't always depend on your teams monks. Especially in PUGs!
Heal Area not only becomes your self heal, which every character should have, but it also becomes a nice way to heal more minions and other players nearby at the same time.
No, Heal Area is not necessary to be a MM, but it helps more than it hurts. I myself used to be a N/Me running around as a MM, Heal Area just made things so much easier.
even in tough spots Ive had no problem maintaining fiends.. generally I try and keep using fresh corpses for more minions.. with a decent soulreaping amount ive never had issue with energy either..
I even play about with my n/r and use odd stuff because well theres room in my skillbar...
for a decent MM you need essentually three skills freeing up FIVE for whatever you want..
Id thought about orders but like spirits the minions get no benifit from either.. SO
may as well toss on SS spinal shivers or whatever for fun..
using death magic soley gets kinda boring to me anyway and well sometimes your minions get blasted in certain places... (series of meteor storm from hydras outside ember.. stupid fiends...)
even when REALLY bored Ill pack dust trap on my n/r for melee monsters who break aggro on a tank etc etc..
but my point is with 16 death.. blood of the master and veritas are plenty.. trying to monk more life in a minion that WILL degen and WILL give you ene back when it pops seems kind of a waste... I wont use heal area on my monk.. why would I use it on my necro..
if your having problems keeping an army up with 16 death /BOTM and veritas I dont think heal area is going to help you much..
basically IMO make your secondary something fun... Heal Area makes you more self sufficient. I can keep casting BotM and Verata's all I want, but eventually I'm going go sac myself to death. You can't always depend on your teams monks. Especially in PUGs!
Heal Area not only becomes your self heal, which every character should have, but it also becomes a nice way to heal more minions and other players nearby at the same time.
No, Heal Area is not necessary to be a MM, but it helps more than it hurts. I myself used to be a N/Me running around as a MM, Heal Area just made things so much easier.
Hidden Prayers
I'd never though of using troll ungent for self-heal.
That will be a good replacement for ToD for me, though
it is health in regen, not immediately...
And i feel the pain of MMs who don't get accepted to groups for being something other than N/Mo. That kind of thing sucks bad.
Also when being self-sufficient i prefer Deathly Swarm to VG.
It deals more dmg to more enemies. Though i do realize the true
reason you use it is to maintain health just a little bit. It's a good quick and dirty fix. Still, when i solo or do things of that nature i prefer dealing enough dmg to get a minion up. Then all hell can break loose
.
That will be a good replacement for ToD for me, though
it is health in regen, not immediately...
And i feel the pain of MMs who don't get accepted to groups for being something other than N/Mo. That kind of thing sucks bad.
Also when being self-sufficient i prefer Deathly Swarm to VG.
It deals more dmg to more enemies. Though i do realize the true
reason you use it is to maintain health just a little bit. It's a good quick and dirty fix. Still, when i solo or do things of that nature i prefer dealing enough dmg to get a minion up. Then all hell can break loose

Samueldg
Quote:
Originally Posted by Vilaptca
Heal Area makes you more self sufficient. I can keep casting BotM and Verata's all I want, but eventually I'm going go sac myself to death. You can't always depend on your teams monks. Especially in PUGs!
Heal Area not only becomes your self heal, which every character should have, but it also becomes a nice way to heal more minions and other players nearby at the same time.
No, Heal Area is not necessary to be a MM, but it helps more than it hurts. I myself used to be a N/Me running around as a MM, Heal Area just made things so much easier. why not /r using troll ungent ( least tehn u have wild surv and can use something like dust trap etcetc
or how about n/w ?? since your a MM and arent using any elite as a MM skill take tactics and gladiators def with heal sig..
backfire doesnt effect any of those skills...
BUT there is a host of mezmer spells that DO effect heal area..
thats why I dont like using heal area.. the benifits are outwieghed by the cost.. sure you can heal everything in your area... including monsters...
and you can get backfired guilt, powerblock, etc etc...
there is a host of monsters using anti spells very few use any anti skill stuff..
Heal Area not only becomes your self heal, which every character should have, but it also becomes a nice way to heal more minions and other players nearby at the same time.
No, Heal Area is not necessary to be a MM, but it helps more than it hurts. I myself used to be a N/Me running around as a MM, Heal Area just made things so much easier. why not /r using troll ungent ( least tehn u have wild surv and can use something like dust trap etcetc
or how about n/w ?? since your a MM and arent using any elite as a MM skill take tactics and gladiators def with heal sig..
backfire doesnt effect any of those skills...
BUT there is a host of mezmer spells that DO effect heal area..
thats why I dont like using heal area.. the benifits are outwieghed by the cost.. sure you can heal everything in your area... including monsters...
and you can get backfired guilt, powerblock, etc etc...
there is a host of monsters using anti spells very few use any anti skill stuff..
Nessaja
Quote:
Originally Posted by Carinae Dragonblood
Without a strong self-heal, you will quickly sacrifice yourself to death or be a major drain on the monk.
I have yet to 1. Hear any monk call me a major drain 2. Meet a monk that can't handle healing me when I'm playing MM.
Are we talking about the same minion master here? The subclass that kills entire groups in mere seconds - a monk is complaining over that? interesting, to say the least.
Fact remains you're getting less energy/minion and less energy over time. When you're dealing with big numbers you'll have a disadvantage. Being self sufficient but I'd rather go all out damage - in a above average situations, no-one but the monk should bring self heals, and the rest of the team focus at what they do best, wether it's tanking, nuking, or mastering your minions.
Are we talking about the same minion master here? The subclass that kills entire groups in mere seconds - a monk is complaining over that? interesting, to say the least.
Fact remains you're getting less energy/minion and less energy over time. When you're dealing with big numbers you'll have a disadvantage. Being self sufficient but I'd rather go all out damage - in a above average situations, no-one but the monk should bring self heals, and the rest of the team focus at what they do best, wether it's tanking, nuking, or mastering your minions.
Hidden Prayers
In answer to topic creator, it is not necessary
to be a N/Mo to be an effective MM.
Three Main types of MM displayed in topic:
N/mo: large number of well healed minions, heavy focus on sustaining numbers
N/r or N/e: large numbers of minions dealing a lot of dmg, heavy focus on dmg output.
N/e: not really emphasized in this topic, but minion bomber. Not the same type of mm, but it is a concept that should be considered when thinking mm
to be a N/Mo to be an effective MM.
Three Main types of MM displayed in topic:
N/mo: large number of well healed minions, heavy focus on sustaining numbers
N/r or N/e: large numbers of minions dealing a lot of dmg, heavy focus on dmg output.
N/e: not really emphasized in this topic, but minion bomber. Not the same type of mm, but it is a concept that should be considered when thinking mm
Eve
Quote:
Originally Posted by Hidden Prayers
In answer to topic creator, it is not necessary
to be a N/Mo to be an effective MM.
N/e: not really emphasized in this topic, but minion bomber. Not the same type of mm, but it is a concept that should be considered when thinking mm I believe Nec/ele uses Glyph of Renewal to maintain verata's sacrifice constantly. It is still considered an effective way to be a MM and especially this is usually used to solo Thirsty River mission with a MM.
to be a N/Mo to be an effective MM.
N/e: not really emphasized in this topic, but minion bomber. Not the same type of mm, but it is a concept that should be considered when thinking mm I believe Nec/ele uses Glyph of Renewal to maintain verata's sacrifice constantly. It is still considered an effective way to be a MM and especially this is usually used to solo Thirsty River mission with a MM.
Hidden Prayers
Quote:
Originally Posted by Hidden Prayers
In answer to topic creator, it is not necessary
to be a N/Mo to be an effective MM.
Three Main types of MM displayed in topic:
N/mo: large number of well healed minions, heavy focus on sustaining numbers
N/r or N/e: large numbers of minions dealing a lot of dmg, heavy focus on dmg output.
N/e: not really emphasized in this topic, but minion bomber. Not the same type of mm, but it is a concept that should be considered when thinking mm
I think i included that somewhat.
to be a N/Mo to be an effective MM.
Three Main types of MM displayed in topic:
N/mo: large number of well healed minions, heavy focus on sustaining numbers
N/r or N/e: large numbers of minions dealing a lot of dmg, heavy focus on dmg output.
N/e: not really emphasized in this topic, but minion bomber. Not the same type of mm, but it is a concept that should be considered when thinking mm
I think i included that somewhat.
Iori Shozu
I don't think I have seen anyone post this point yet. But I play n/e for farming north kryta, thirsty river, and 5 man sf runs, anyways a freshly summoned Lvl 18 minion will not die when you taste of death him and with veratas sac and one cast of blood of the master he will be healthfully back on his way to full health. The biggest restraint that it has is seeing as how your elite is being used for glyph you have to kill enemies fairly rapidly in order to keep your energy levels high.
I played n/mo for a long time and honestly the minions seem to die alot faster when you are using heal area on them. Maybe its just because you have a few seconds of down time for veratas sac.
anyways its a boring build to play and I do much faster doing 55 necro ss builds or dark bomber for fighting I only play it occasionally so I can rape the tengu and get some satisfaction out of soloing those annoying birds.
I played n/mo for a long time and honestly the minions seem to die alot faster when you are using heal area on them. Maybe its just because you have a few seconds of down time for veratas sac.
anyways its a boring build to play and I do much faster doing 55 necro ss builds or dark bomber for fighting I only play it occasionally so I can rape the tengu and get some satisfaction out of soloing those annoying birds.
kazz
I use N/Mo in oro farm groups for one skill: Essence Bond.
it gives me enought energy to take MM skills and have enought leftover energy to also cast SS (25 damage), or any other skill i need to bring.
it gives me enought energy to take MM skills and have enought leftover energy to also cast SS (25 damage), or any other skill i need to bring.
Dei of Solios
Quote:
Originally Posted by kazz
I use N/Mo in oro farm groups for one skill: Essence Bond.
it gives me enought energy to take MM skills and have enought leftover energy to also cast SS (25 damage), or any other skill i need to bring.
Its my understanding that SS do not stack. So in an Oro group you ahve a primary SS cracking out 37 minimum SS your casting a spell that will get over taken?
I do like the Essence Bond Idea. OoB seems like a better choice than SS. IMO that is.
--Dei
it gives me enought energy to take MM skills and have enought leftover energy to also cast SS (25 damage), or any other skill i need to bring.
Its my understanding that SS do not stack. So in an Oro group you ahve a primary SS cracking out 37 minimum SS your casting a spell that will get over taken?
I do like the Essence Bond Idea. OoB seems like a better choice than SS. IMO that is.
--Dei
Glints Bane
Quote:
Originally Posted by Dei of Solios
Its my understanding that SS do not stack. So in an Oro group you ahve a primary SS cracking out 37 minimum SS your casting a spell that will get over taken?
SS does not stack
SS does not stack