Do You Need to Be A Monk Secondary to be an effective MM?

Xiaxhou of Trinity

Xiaxhou of Trinity

Krytan Explorer

Join Date: Dec 2005

CA

Scythes of Chaos [SoC], [PNOY] alliance guild forums: http://socguild.cjb.net

E/

Ok, I see that Nec/r/e are more preferred and that monk is also self sufficient.......Now anything on a N/Mes MM? Would using Arcane Echo your veratas and Blood of the Master+Verata's while the 10 sec downtime of arcane echo, then Offering of the Blood as Elite, Demonic Flesh, and Blood Renewal for life: last two slots Bone Fiends and Bone Horrors?

swippy

Ascalonian Squire

Join Date: Jul 2005

Finland

Team Revenge

N/

IMO Heal Area sucks because it doesnt heal every minion...Same with Blood of the Master...now I'm just sticking on VS with Glyph of Renewal or Echo....

David Lionmaster

Frost Gate Guardian

Join Date: Jul 2005

above the floor and below the celing

Fortunes Favored

Quote:
Originally Posted by Carinae Dragonblood
If you're really determined, N/Mo can keep a minion alive forever. It's not really practical, but it can be done. not forever, but a while. eventually it is going to get so much degen that you wont be able to keep it from having 10 degen. also, heal area isnt that great once you get blood of the master and vs. with vs you will have a ton of minions, and when they surround you only a couple of them will get healed with heal area. really, vs and blood of the master is all you need to keep them alive for a decent time. gliph of renewal is better for keeping vs on all the time. you arent going to kill yourself, because you shouldnt use those skills enough to kill yourself.

Carinae

Carinae

Forge Runner

Join Date: Jun 2005

Inside

Fifteen Over Fifty [Rare]

Quote:
Originally Posted by David Lionmaster
not forever, but a while. eventually it is going to get so much degen that you wont be able to keep it from having 10 degen.
Yes, forever. As in indefinately. As in hours upon hours in perpituity.

Quote:
Originally Posted by David Lionmaster
also, heal area isnt that great once you get blood of the master and vs. with vs you will have a ton of minions, and when they surround you only a couple of them will get healed with heal area. really, vs and blood of the master is all you need to keep them alive for a decent time. gliph of renewal is better for keeping vs on all the time. you arent going to kill yourself, because you shouldnt use those skills enough to kill yourself. Heal Area heals dozens of minions if you use it right. As for why you need HA even with BotM/VS please read my posts above.

squan

squan

Banned

Join Date: Feb 2006

Rotterdam (The Netherlands)

Rotterdam Pride

Mo/

Well this is my first Post. one of my favorite char is a MM/Mo, i use heal area, but that is not the main reason why i am MM/MO. soulreaping is good, but if you play oro farming i luv essence bond. i put it on warrior. and i never have any energy probs.
and the healing on minnions is good.

Dollztempta

Dollztempta

Academy Page

Join Date: Feb 2006

Helsinki, Finland.

We Dupe Sojs [DUPE]

W/

Yea, i agree. N/R ftw!

Healing Spring
Serpents Quickness is the key for success being a MM.

N/E with glyphs wont be up forever, i say.

cloudbunny

Frost Gate Guardian

Join Date: Feb 2006

DVD Forums (DVDF)

[QUOTE=Carinae Dragonblood]Yes, forever. As in indefinately. As in hours upon hours in perpituity.


Is that true?
I thought minion degen accumulated to higher and higher levels with time (far beyond -10 degen), so you could only sustain them for a limited time, even if you stacked veratas, healing breeze, mending etc, etc on one single minion.

Of course you can keep it going for a long while by also using BoM, and HA etc. But energy and recharge will limit that as well.

I heard about two monks that tried to keep the last minion alive as long as posssible when the necro were afk for some time. They kept it going for quite a while but finally had to give in.

Regards,
Cloudbunny

.killjoy

Krytan Explorer

Join Date: Jan 2006

Mo/Me

I still dont understand what Soul Reaping Attribute does.. none of the skills appy to it? does it make ur minion skills faster while taking a soul?.. or does it slow the degen of your minions health

thelessa

thelessa

Jungle Guide

Join Date: Jun 2005

Texas

Purple Puzycats

R/Mo

When something dies you get energy from it. If your soul reaping is set at 10, you get +10 energy when something dies. Please correct me if I am wrong

Carinae

Carinae

Forge Runner

Join Date: Jun 2005

Inside

Fifteen Over Fifty [Rare]

Quote:
Originally Posted by cloudbunny
Is that true?
I thought minion degen accumulated to higher and higher levels with time (far beyond -10 degen), so you could only sustain them for a limited time, even if you stacked veratas, healing breeze, mending etc, etc on one single minion.

Of course you can keep it going for a long while by also using BoM, and HA etc. But energy and recharge will limit that as well.

I heard about two monks that tried to keep the last minion alive as long as posssible when the necro were afk for some time. They kept it going for quite a while but finally had to give in. It's true. You can out-heal their degen in perpetuity. Horrors/Fiends have 440hp, and at max degen lose 20hp/sec, which means they'll last 22 seconds at max degen. Now, BotM+HA heals for 222hp, so about every ten seconds you need to run a BotM+HA cycle. Use OoB for energy management.

I believe this is a N/Mo specialty. Healing Spring is too long casting, and recharges too slowly for N/R to pull it off, and none of the other combos offer healing at all.

I have kept Horrors/Fiends alive for over an hour and was at full health and energy for the duration. I quit because it was obvious that I could keep doing it forever.

If two monks couldn't keep a minion alive, they were terrible monks.

cloudbunny

Frost Gate Guardian

Join Date: Feb 2006

DVD Forums (DVDF)

Quote:
Originally Posted by Carinae Dragonblood
It's true. You can out-heal their degen in perpetuity. Horrors/Fiends have 440hp, and at max degen lose 20hp/sec, which means they'll last 22 seconds at max degen. Now, BotM+HA heals for 222hp, so about every ten seconds you need to run a BotM+HA cycle. Use OoB for energy management. Thanks!
I have to try it out!
The reason I doubted it was that in another thread, long ago, someone claimed that minions were not limited to a max degen of -10 (20hp/s). They would by time get higher and higher degen -11....-20....-54 etc, and thus limit perpetual minion armies. This was then discussed as a way to simulate enhanced corpse rottening as well as provide game balance.

I have after that never bothered much with getting huge armies, 10-20 seem to be rather sufficient number most times.

regards,
Cloudbunny

kaldak

Frost Gate Guardian

Join Date: Jan 2006

unless i'm mistaken it works like this: there are 2 degens, the actual one and a hidden one. health can never degen at more than 10 arrows, however when you try to counteract that degen (with VS) the hidden degen comes into play and can counteract the positive arrows, meaning at some point minions will have -10degen with or withour VS cast on them.

heals that are for a set amount instead of regen wont really be effected by this, for them degen caps out at 10.

but i have to ask whats the point in keeping minions going that long? it seems like it would make you almost useless in an actual group when you're trying to focus on keeping any minions alive that long. long distances without battles would require frequent stops and you'd have to be up on the front lines to keep your melee minions healthy in battle, which is a very dangerous place for a mm to be...

personally i'm usually too busy creating minions and keeping up with the group to keep anything but VS up steadily. i only use BotM to top them off occationally before/after a battle

Carinae

Carinae

Forge Runner

Join Date: Jun 2005

Inside

Fifteen Over Fifty [Rare]

Quote:
Originally Posted by kaldak
but i have to ask whats the point in keeping minions going that long? it seems like it would make you almost useless in an actual group when you're trying to focus on keeping any minions alive that long. long distances without battles would require frequent stops and you'd have to be up on the front lines to keep your melee minions healthy in battle, which is a very dangerous place for a mm to be... No point at all, other than to say you can do it. It's not an actual combat option. However, on another side note, minions earn experience and if you can keep one alive long enough, they can level up.

One day someone will post a screenshot of a level 20 fiend...

houndofhell93

Academy Page

Join Date: Dec 2005

any where i think of

i will tell u if i think it wise

R/

u could me n/me would use a lot more energy and require u to be at ember and have arcane echo and echo but i still beleve it would be difucult i se n/mo the esiest way posible.

Manic Smile

Manic Smile

Desert Nomad

Join Date: Dec 2005

Hawaii

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Quote:
Originally Posted by Carinae Dragonblood
If you're really determined, N/Mo can keep a minion alive forever. It's not really practical, but it can be done. ~5min

Carinae

Carinae

Forge Runner

Join Date: Jun 2005

Inside

Fifteen Over Fifty [Rare]

Quote:
Originally Posted by Manic Smile
~5min I don't understand what you're saying.

Manic Smile

Manic Smile

Desert Nomad

Join Date: Dec 2005

Hawaii

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For all that you can keep a minnion alive in perpetuity(never tried this but i guess if you can heal faster then the -10 degen cap then sure) I've found that at around 5 min and that's a big upper end estimation that the next time you go into battle and actually have to kite/raise more minnions/heal you'll lose those minnions so as a max I would say 5min is the length of time at which your minnions for all intense and purposes can be kept alive. Try it in SF or Thristy...have a friend target a specific minnion and do your thing. Have them time how long it takes for that minnion to die...it's usually anywhere from 3 to 5min depending if its getting the HA and BotM and/or what damage it's taking. Fiends tend to last a little longer in this reguard as they stay at range and tend to spread out sometimes.

Samueldg

Lion's Arch Merchant

Join Date: Oct 2005

Colorado

N/Mo

Ive given up my n/r stance..

having done countless runs as a n/mo in topk and SF now.. I can say wihtout hesitation..

n/mo and heal area is easily the best..

In monking on the topk runs nothing sucks more than having to heal your two necros all the time when they dont take any damage.. this leaves your team open for a spike and you recharging a spell that could be useful...

heal area keeps a MM self sufficient... anything else just cant keep up the cast time on troll and healing spring and the problem with haivng to stay in the spring to get any benifit makes a n/r lag behind and slow the whole team.. WITH having degen on minions almost constantly even with veritas going the degen will overwhelm your ability to heal them causeing you to LOOSE more minions because your not moving with purpose to the next area to make more..

the key Ive found is being efficient to the point of over doing it...

botm and veritas cast times cant be avoided so dont add more to your overall cast times and increase the time people wait on you to show up for the next mob fight... heal area is instant and spammable.. just move forward a bit and poof.. healed minions... when you have a " potty break" and your setting there with the orders nec whos also a n/mo and has heal area you can keep your entire army alive long enough for everyone but you to goto the bathroom and get a soda... and they will still live long enough to block efectively enough for more monsters to die and you make more minons...

Carinae

Carinae

Forge Runner

Join Date: Jun 2005

Inside

Fifteen Over Fifty [Rare]

Quote:
Originally Posted by Manic Smile
For all that you can keep a minnion alive in perpetuity(never tried this but i guess if you can heal faster then the -10 degen cap then sure) I've found that at around 5 min and that's a big upper end estimation that the next time you go into battle and actually have to kite/raise more minnions/heal you'll lose those minnions so as a max I would say 5min is the length of time at which your minnions for all intense and purposes can be kept alive. Try it in SF or Thristy...have a friend target a specific minnion and do your thing. Have them time how long it takes for that minnion to die...it's usually anywhere from 3 to 5min depending if its getting the HA and BotM and/or what damage it's taking. Fiends tend to last a little longer in this reguard as they stay at range and tend to spread out sometimes. Yea, yea, yea. I agreed completely. I was just saying it CAN be done. It's a gimmik, NOT a combat option.

Kasissia

Frost Gate Guardian

Join Date: Jan 2006

R/Mo

I wanna use my N/Me (for dual UW farming) to MM. I heard somewhere that people use pure DM and SR. Is this possible?

It's cuz i dont wanna changed secondary professions each time i decided to switch from SS to MM

Lasher Dragon

Lasher Dragon

Draconic Rage Incarnate

Join Date: Apr 2005

Iowa

Alphahive

R/A

Quote:
Originally Posted by Kasissia
I wanna use my N/Me (for dual UW farming) to MM. I heard somewhere that people use pure DM and SR. Is this possible?

It's cuz i dont wanna changed secondary professions each time i decided to switch from SS to MM I use my N/Me as a MM, and it works just fine. Max Death, Verata's and BotM keeps the minions alive long enough for me, plus I use Arcane Echo to pump out minions faster than a N/Mo can. Arcane Echo is also very handy for copying any other spell, such as Deathly Swarm or Verata's. I however have 9 points in Blood to utilize Offering of Blood for when I need an energy boost.

Samueldg

Lion's Arch Merchant

Join Date: Oct 2005

Colorado

N/Mo

lol your echoing minions?

you are aware there is more than one minion razing spell correct?

even with just two by the time I finish casting the second the first has already recharged... meaing I can set and spam two minion spells as long as there are corpses..


your eching cost you what 15 ene? thats 15 ene for a spell to copy a spell you already HAVE three of..

fiends
horrors
minions..

with the exception of range and melee there isnt a great deal of difference AKA in the general scheme of things one minion is no better than any other..

depending on the job you need to accomplish decides what minions work better than say another.. even then the difference is minimal at best..

echoing a minion spell is redundancy at its worst...

Lasher Dragon

Lasher Dragon

Draconic Rage Incarnate

Join Date: Apr 2005

Iowa

Alphahive

R/A

Quote:
Originally Posted by Samueldg
lol your echoing minions?

you are aware there is more than one minion razing spell correct?

even with just two by the time I finish casting the second the first has already recharged... meaing I can set and spam two minion spells as long as there are corpses..


your eching cost you what 15 ene? thats 15 ene for a spell to copy a spell you already HAVE three of..

fiends
horrors
minions..

with the exception of range and melee there isnt a great deal of difference AKA in the general scheme of things one minion is no better than any other..

depending on the job you need to accomplish decides what minions work better than say another.. even then the difference is minimal at best..

echoing a minion spell is redundancy at its worst... Well, IMO spending 25 points for 2 weaker minions is more of a waste than echoing fiends or horrors, unless you plan on Death Nova bombs (which I don't, minioning is micromanagement enough without attempting to get Death Nova on the ones about to die).
Also, I echo more than just undead-raising spells. I love echoing Deathly Swarm just before combat begins. That ensures that enemies die fast, and about the time that echo runs out and recharges, it's time to start raising minions - so I will usually echo fiends and get 2 of those off, then I usually need energy so I hit OoB.

byteme!

byteme!

Forge Runner

Join Date: Jan 2006

On Earth

W/P

Quote:
Originally Posted by Lasher Dragon
I use my N/Me as a MM, and it works just fine. Max Death, Verata's and BotM keeps the minions alive long enough for me, plus I use Arcane Echo to pump out minions faster than a N/Mo can. Arcane Echo is also very handy for copying any other spell, such as Deathly Swarm or Verata's. I however have 9 points in Blood to utilize Offering of Blood for when I need an energy boost. You really think you pump out faster then a N/MO? I think it's more or less the same. It all depends how fast your enemies die. Besides you can cast echo + horrors/fiends which is the same as casting say Horrors + Fiends except I don't waste a skill slot and energy (15) casting arcane echo.

N/ME make great echo ss necros. That's their specialty not MM. I tried both so it's not like I'm making things up. Besides if you can think of a good MM build 99% of the time it's already been tried and tested. People stick with what works best hence why we see alot more N/MO (mm) then any other combo. Statistically I'm telling the truth.

byteme!

byteme!

Forge Runner

Join Date: Jan 2006

On Earth

W/P

Quote:
Originally Posted by Samueldg
Ive given up my n/r stance..

having done countless runs as a n/mo in topk and SF now.. I can say wihtout hesitation..

n/mo and heal area is easily the best..

In monking on the topk runs nothing sucks more than having to heal your two necros all the time when they dont take any damage.. this leaves your team open for a spike and you recharging a spell that could be useful...

heal area keeps a MM self sufficient... anything else just cant keep up the cast time on troll and healing spring and the problem with haivng to stay in the spring to get any benifit makes a n/r lag behind and slow the whole team.. WITH having degen on minions almost constantly even with veritas going the degen will overwhelm your ability to heal them causeing you to LOOSE more minions because your not moving with purpose to the next area to make more..

the key Ive found is being efficient to the point of over doing it...

botm and veritas cast times cant be avoided so dont add more to your overall cast times and increase the time people wait on you to show up for the next mob fight... heal area is instant and spammable.. just move forward a bit and poof.. healed minions... when you have a " potty break" and your setting there with the orders nec whos also a n/mo and has heal area you can keep your entire army alive long enough for everyone but you to goto the bathroom and get a soda... and they will still live long enough to block efectively enough for more monsters to die and you make more minons... I'm glad you finally went out and tested the N/MO for yourself. 90% (not exact figure) of all MM's prefer N/MO for a reason. They can't ALL be wrong.

Samueldg

Lion's Arch Merchant

Join Date: Oct 2005

Colorado

N/Mo

Quote:
Originally Posted by Lasher Dragon
Well, IMO spending 25 points for 2 weaker minions is more of a waste than echoing fiends or horrors, unless you plan on Death Nova bombs (which I don't, minioning is micromanagement enough without attempting to get Death Nova on the ones about to die).
Also, I echo more than just undead-raising spells. I love echoing Deathly Swarm just before combat begins. That ensures that enemies die fast, and about the time that echo runs out and recharges, it's time to start raising minions - so I will usually echo fiends and get 2 of those off, then I usually need energy so I hit OoB.
funny that... I never need ene...

ever..

not ever....

why? well for example in topk those two lvl 13 minions you so fondly bashed both die and with my pips of regen I MAKE back ene....

with 12 soulreaping thats 24 ene when they die... BUT in order to die something is attacking them and that somthing ISNT attacking my party of rangers.... while that something is busy working over those mininonshis buddies are dieing and created more corpses for another two minions..

so those two minions cost me a grand total of ONE ene to cast them knowing im getting a return of 24 ene from their death..

this allows me to spam constantly horrors and minions.. in the overall I never loose more than 3 ene from casting and reaping.. simply due to not casting other spells that have nothing to do with my job...

and the job of a Minion Master would be to make Minions constantly without fail...

simple aint it.
complicating it by spells that dont benifit the basic job more than they damage it seems counter to the job doesnt it?

for example..

If I take my minion/horror n/mo into topk and we each get an equal number of corpses I will create a larger army without anyones aid and never require any healing or help from anyone else to do my job..

with the build your proposing you will have a mass of fiends and a few horrors.. since you have no way of healing yourself to keep them up from point A to point B you require a monk to be within bubble range to heal your sacrificing.. effectively slowing you down further and your entire team suffers for it..

fiends also dont melee fight which means once a monster breaks past your couple horrors its free to choose a juicy target .... with fiends they are within the SAME range as your five rangers.... the monster can now get to your primary damage dealers MUCH more effectively..

since the favorable winds doesnt help fiends any the BULK of the teams preparation and the orders included dont add to your killing power with your fiends to make you even equal to ONE ranger whose barraging under spirits and orders.. and you effectively now have risked a damage dealer who does theyre job by you not providing a massive wall of meat to block out that monster..



make sense now?

minion/horror build =provide a mass blocking wall doing damage and taking damage while not risking anyone in the party.. being self sufficient to keep from hampering others.. with the TWO minions your ene is guaranteed...

with a 25 cast fiend who doesnt block you LOOSE half the cast cost of that minion..

why? if you job is to block and protect via massive numbers dont impede your job because you want to be different...

if your doing ORO of course you dont need blockers.. you got a war with a gear in hand.. so ranged attacks are a good idea..

(truth be told I still take minions.. the turn around on ene helps much more than hinders.. especially when Im moving from one mob to another.. at lvl 13 they degen faster providing me with plenty energy to keep my fiends alive til the next mob..)

Lasher Dragon

Lasher Dragon

Draconic Rage Incarnate

Join Date: Apr 2005

Iowa

Alphahive

R/A

I suppose the misunderstanding here stems from the fact that I have never even brought my MM into ToPK. Sure, down there you want more bodies, even if they be squishier. The most use my MM saw was when Grenth's Footprint and SF first opened. Actually, back then, I hardly ever brought fiends either, just the 15 energy single horror/minion/whatever it is, and echoed that (along with echoing any other of my spells, as I have said, like Verata's or Deathly Swarm). Very very rarely did a Gnasher get a body before I did, and many times with just the single minion spell (echoed more often than not).

I like the flexibility that the arcane echo allows my MM, be it to deal more damage, get more energy in a slow spot w/2 OoB, heal my minions more efficiently, or pop out minions as fast as I can hit the skillbar. I played around with N/Mo, and it was too much micromanagement for my tastes. As far as I am concerned, with 16 death, Verata's and BotM are plenty food for the horde. 2 slots devoted to healing minions is enough to me; when I was an N/Mo with Heal Area, it reminded me of being a ranger with a pet - half my skillbar devoted to minions and the healing of said minions. I like to be more flexible I guess.