Bone Horrors, hrm, i thought "How Coolio".
Yet when i created my first one, i noticed it loosing health. I thought, "ah, he's got a condition or hex... it'll pass". Did it pass? No, he died, and the next one after that.
Sure this method stops you having an army of bone horrors, but why not just limit it instead.
Like, at 1 death magic, you can create upto 1 bone horror, at 4 2, at 8 3, at 12 and + 4.
This would not be over powered in PVP either.
ALSO: if you have a higher level bone horror, does it loose health at differnt rates. Say a lvl 13 bone horror standing next to a lvl 1, do they both loose health at the same rate?
Thanks for the info.
Me.
Need help from Expert Necros re: Bone Horrors.
ginetti
Saridley Kronah
The higher the lvl the more hp so if a lvl 1 and a lvl 13 were next to eachother and were spawned at the same time the lvl 1 would die first because it has less hp.
As far as i know the rate is the same but seems alot slower when the lvl is higher.
Here is a helpful link http://www.guildwarsguru.com/forum/s...ad.php?t=11827
As far as i know the rate is the same but seems alot slower when the lvl is higher.
Here is a helpful link http://www.guildwarsguru.com/forum/s...ad.php?t=11827
agentblade
i read from other forums people use this skill to 'prolong' the life of their minons
Verata's Sacrifice [Death Magic] (10,2,30) Spell: Sacrifice 15% max health. For 8 seconds, all undead allies gain 10 health regeneration. All conditions are removed from those allies and transferred to you.[Temple of Ages (OP), Fisherman's Haven (OP)]
monk skills like heal area are able to keep minons alive longer.
Verata's Sacrifice [Death Magic] (10,2,30) Spell: Sacrifice 15% max health. For 8 seconds, all undead allies gain 10 health regeneration. All conditions are removed from those allies and transferred to you.[Temple of Ages (OP), Fisherman's Haven (OP)]
monk skills like heal area are able to keep minons alive longer.