Ritualist/Necro Minion Masters?
TopGun
The Ritualist has a very powerful primary attribute, increasing the health of all her summoned creatures. Thus, a minion master ritualist could feasibly be very powerful in PVE, but will mana become a problem? I have Soul Reaping 10 pts on my current Minion Master necromancer, and that permits me to run an astonishing number of minions at a time with Vereta's and Blood of the Master. Does anyone here think it would be possible to run similar minion-heavy builds with a ritualist primary? Will the mana sacrifice balance out with the increased minion power?
Guardian of the Light
I have tried a Ri/N and they are quite fun. Use Boon of Creation to get a bit of energy back and use animate Bone Horror. The Ri/N is more ideal for Random Arenas where is less corpses so you can make more durable minions.
Vermilion Okeanos
Quite pointless outside of PvE (PvP you need the high level summon's dmg, or minion for death nova which wouldnt need more hp).
Ritualist's energy management are generally quite good, so I don't think too many problems would come out. Those minions will only serve as better tank/distraction to the mobs' AI.
Ritualist's energy management are generally quite good, so I don't think too many problems would come out. Those minions will only serve as better tank/distraction to the mobs' AI.
Glasswalker
I thought it would be kind of fun to amass a horde of minions, Use Signet of Creation on them, Death Nova as many as possible and send them at the enemy. SoC serves two purposes, to help make sure they actually get to the enemy, even through traps, and to have a set deadline to guarantee that DN goes off. High Spawning Power would help them survive for their death charge as well.
To pull this off, you would need at least 2 Necros to place all the DN, and some way to divide the task. I would make the second Necro a N/W, so he can bring Charge! With only 30 seconds to lay all those down, and hit the enemy, you'll be short on time.
The beauty of this is that you can time a spike to coincide with the 30 second deadline, knowing that massive damage will hit exactly then. Pure theorycraft, but it sounds like fun.
To pull this off, you would need at least 2 Necros to place all the DN, and some way to divide the task. I would make the second Necro a N/W, so he can bring Charge! With only 30 seconds to lay all those down, and hit the enemy, you'll be short on time.
The beauty of this is that you can time a spike to coincide with the 30 second deadline, knowing that massive damage will hit exactly then. Pure theorycraft, but it sounds like fun.
Guardian of the Light
Quote:
Originally Posted by Glasswalker
I thought it would be kind of fun to amass a horde of minions, Use Signet of Creation on them, Death Nova as many as possible and send them at the enemy. SoC serves two purposes, to help make sure they actually get to the enemy, even through traps, and to have a set deadline to guarantee that DN goes off. High Spawning Power would help them survive for their death charge as well.
To pull this off, you would need at least 2 Necros to place all the DN, and some way to divide the task. I would make the second Necro a N/W, so he can bring Charge! With only 30 seconds to lay all those down, and hit the enemy, you'll be short on time.
The beauty of this is that you can time a spike to coincide with the 30 second deadline, knowing that massive damage will hit exactly then. Pure theorycraft, but it sounds like fun. Ya minion bomb
Ememy team "GET THE MINION FACTION"
Ri/N 1: I'm using Sig of Creatition
30.....
20....
10
9 8 7 6 5 4 3 2 1
KABOOOM!!!!!!
"Your team was victorous"
To pull this off, you would need at least 2 Necros to place all the DN, and some way to divide the task. I would make the second Necro a N/W, so he can bring Charge! With only 30 seconds to lay all those down, and hit the enemy, you'll be short on time.
The beauty of this is that you can time a spike to coincide with the 30 second deadline, knowing that massive damage will hit exactly then. Pure theorycraft, but it sounds like fun. Ya minion bomb
Ememy team "GET THE MINION FACTION"
Ri/N 1: I'm using Sig of Creatition
30.....
20....
10
9 8 7 6 5 4 3 2 1
KABOOOM!!!!!!
"Your team was victorous"
Vilaptca
I don't think minions are considered summons. Anyway, Soul Reaping is too good for a Minion Master, so I think if anything they would go N/Ri instead of Ri/N.
Mandy Memory
N/Ri wouldnt get summoning, therefore making N/mo better.
Summoning wouldnt be as good though, even with say 16 spawning...thats only 64% more health...which wouldnt make up for the levels/damage you would lose from losing 4 death magic...not to mention you cant sacrifice, botm, or heal area as well
Summoning wouldnt be as good though, even with say 16 spawning...thats only 64% more health...which wouldnt make up for the levels/damage you would lose from losing 4 death magic...not to mention you cant sacrifice, botm, or heal area as well
Vilaptca
I just meant that minions are called like animated. Not summons. So Summoning probably wouldn't help them anyways, thus no reason in the first place to go Ri.
I agree with you though, N/Mo would probably still be better. 16 death and points in SR and Healing would be better than anything a Ri/N could do.
I agree with you though, N/Mo would probably still be better. 16 death and points in SR and Healing would be better than anything a Ri/N could do.
Glasswalker
Based upon what they said in the magazine, minions are considered summoned creatures (So are pets for some reason). The extra 64% health will be situational. In the build above, it will be of significant use when combined with the benifit from the summoning skill.
As pointed out by GotL, T minus 30 seconds to victory...
...5 seconds to Spirit Rift...
...2 seconds Lightning Orb...
...1 second Vampiric Gaze...
DEAD! GG
Which is to say, the only thing that Ri actually adds is determination. Your minions WILL survive for 30 seconds. They WILL die in 30 seconds. Plan for it. That can be very powerful if your team is prepared.
Note: The build above uses only 3 skills, and assumes a second with unconditional res (/Mo) and a third with either N/W or W/N. The rest is up to you. A W/N with Death Nova and Plague Signet who rushes with the Minions would be VERY interesting. What you do with the rest is entirely up to you.
As pointed out by GotL, T minus 30 seconds to victory...
...5 seconds to Spirit Rift...
...2 seconds Lightning Orb...
...1 second Vampiric Gaze...
DEAD! GG
Which is to say, the only thing that Ri actually adds is determination. Your minions WILL survive for 30 seconds. They WILL die in 30 seconds. Plan for it. That can be very powerful if your team is prepared.
Note: The build above uses only 3 skills, and assumes a second with unconditional res (/Mo) and a third with either N/W or W/N. The rest is up to you. A W/N with Death Nova and Plague Signet who rushes with the Minions would be VERY interesting. What you do with the rest is entirely up to you.
Vilaptca
I have the magazine, it says nothing about minions. Only Ranger pets. It doesn't even hint at minions.
It says Ritualist's spirits and other creatures, such as Ranger pets.
It says Ritualist's spirits and other creatures, such as Ranger pets.
BannyD
ive tested this in the preview weekend and minions from the necro do indeed get the ritualist bonus.
normally with a necro primary your taste of death kills any minion instantly as the lvl of each is the same (both death magic)
i had a ritualist with taste of death and was assuming that it would kill my minion to set off death nova but instead only put him at minimal health, meaning that he indeed got a boost in life from the Rt primary.
also i was using bone minions. the boon of creation bonus is applied twice for this spell and gave twice the bomb power
normally with a necro primary your taste of death kills any minion instantly as the lvl of each is the same (both death magic)
i had a ritualist with taste of death and was assuming that it would kill my minion to set off death nova but instead only put him at minimal health, meaning that he indeed got a boost in life from the Rt primary.
also i was using bone minions. the boon of creation bonus is applied twice for this spell and gave twice the bomb power
Vermilion Okeanos
taste of death has a set among of hp it steal per level, so it doesn't always kill the minion instantly.
BannyD
Quote:
when i tested this with Rt primary..even after using taste of death on a reasonably degened minion...they were still left at around 1/8 health or so. so it was safe to assume for me that these count as summons.
Grimm
Quote:
Originally Posted by Vilaptca
I have the magazine, it says nothing about minions. Only Ranger pets. It doesn't even hint at minions.
It says Ritualist's spirits and other creatures, such as Ranger pets. It also calls the whole continent on which Chapter 1 takes place "Ascalon", so I wouldn't take anything in the article as 100% accurate.
I think they meant minions. From what I remember during PvP preview weekend when you mouseover Spawning Power it says summoned or animated.
It says Ritualist's spirits and other creatures, such as Ranger pets. It also calls the whole continent on which Chapter 1 takes place "Ascalon", so I wouldn't take anything in the article as 100% accurate.
I think they meant minions. From what I remember during PvP preview weekend when you mouseover Spawning Power it says summoned or animated.
Grimm
Quote:
Originally Posted by BannyD
the amount taste of death steals, in my experience, is completely proportional to the amount of life a minion has at X amount of death magic. i know taste doesnt kill a minion instantly if they were just spawned...they didnt have any time to degen life...but then they are left at a very miniscule amount.
when i tested this with Rt primary..even after using taste of death on a reasonably degened minion...they were still left at around 1/8 health or so. so it was safe to assume for me that these count as summons. How about we settle things with some real live 8th grade level arithmetic?
16 Death Magic:
Horrors and fiends have 440 health. Minions have 340 health each. Taste of Death steals up to 420. It will kill minions but not fiends or horrors.
16 Spawning Power:
16 X 4 = 64, thus 64 percent more life than normal
12 Death Magic:
Horrors and fiends have 360 health. Minions have 280.
360 X 1.64 = 590.4 (horrors, fiends)
280 X 1.64 = 459.2 (minions)
when i tested this with Rt primary..even after using taste of death on a reasonably degened minion...they were still left at around 1/8 health or so. so it was safe to assume for me that these count as summons. How about we settle things with some real live 8th grade level arithmetic?
16 Death Magic:
Horrors and fiends have 440 health. Minions have 340 health each. Taste of Death steals up to 420. It will kill minions but not fiends or horrors.
16 Spawning Power:
16 X 4 = 64, thus 64 percent more life than normal
12 Death Magic:
Horrors and fiends have 360 health. Minions have 280.
360 X 1.64 = 590.4 (horrors, fiends)
280 X 1.64 = 459.2 (minions)
TopGun
Quote:
Originally Posted by Grimm
How about we settle things with some real live 8th grade level arithmetic?
16 Death Magic:
Horrors and fiends have 440 health. Minions have 340 health each. Taste of Death steals up to 420. It will kill minions but not fiends or horrors.
16 Spawning Power:
16 X 4 = 64, thus 64 percent more life than normal
12 Death Magic:
Horrors and fiends have 360 health. Minions have 280.
360 X 1.64 = 590.4 (horrors, fiends)
280 X 1.64 = 459.2 (minions) This is an awesome post.
So, basically, having 16 spawning power is in fact beneficial to undead health, granting you about 150 more hp. If we've concluded that mana isn't really a significant factor in raising the dead, as a Ritualist has significant management of energy. But does anyone know anything about the damage the risen dead do at 12 Death Magick vs 16 Magick? If the damage isn't significant, there could be a definite advantage to Ritualist minioning. Plus, Ritualists may end up more useful in PvP due to their other forms of magick, but that's another discussion...
16 Death Magic:
Horrors and fiends have 440 health. Minions have 340 health each. Taste of Death steals up to 420. It will kill minions but not fiends or horrors.
16 Spawning Power:
16 X 4 = 64, thus 64 percent more life than normal
12 Death Magic:
Horrors and fiends have 360 health. Minions have 280.
360 X 1.64 = 590.4 (horrors, fiends)
280 X 1.64 = 459.2 (minions) This is an awesome post.
So, basically, having 16 spawning power is in fact beneficial to undead health, granting you about 150 more hp. If we've concluded that mana isn't really a significant factor in raising the dead, as a Ritualist has significant management of energy. But does anyone know anything about the damage the risen dead do at 12 Death Magick vs 16 Magick? If the damage isn't significant, there could be a definite advantage to Ritualist minioning. Plus, Ritualists may end up more useful in PvP due to their other forms of magick, but that's another discussion...
LifeInfusion
It's scary that Ritualists might be more viable Minion Masters, but I have come to disprove your theory.
THE ARGUMENT
Ritualists' primary attribute regards stuff you "create (or animate) and gives them 4% extra health per rank in Spawning power attribute.
REGARDING ATTRIBUTES
HOWEVER, you must remember that you go full 12 attribute in spawning power, a spawnign power headgear, plus a spawning power superior rune just to achieve the 16 spawning power. That basically means if you go 16 spawning power and 12 death you have only 3 attribute levels left, which isn't all too useful.
Also, it is not just HP that is gained per rank in Death Magic but armor AND attack power as well.
REGARDING SKILLS
Plus, you have to think of how you will keep the minions alive. Blood of the master at 12 Death Magic is only 99 Health healed but at 16 Death it is 122 health healed.
Signet of Creation gives 1-7 regen of animated creatures. Verata's Sacrifice gives 10 health regen for 17 seconds at 12 Death and 21 seconds at 16 Death.
Taste of Death Steals only 340 at 12 Death but 420 at 16 Death.
105 damage from Death Nova at 16 Death instead of 85 from 12 Death.
Is Boon of Creation's 9 energy at 16 Spawning Power whenever you create a creature as good as soul reaping which triggers every time soemthing dies? Surely, spawning power actually has skills, but the usefullness of soul reaping in places where there are MANY monsters overshadows the 9 energy gain from boon of creation. But that is another discussion.
CONCLUSION
Judging by all the minion related skills, spawning power might be good for just making things that last longer in terms of armor ignoring attacks and degen, but they do not necessarily deal more damage or can take more damage (from armor-calculated attacks).
THE ARGUMENT
Ritualists' primary attribute regards stuff you "create (or animate) and gives them 4% extra health per rank in Spawning power attribute.
REGARDING ATTRIBUTES
HOWEVER, you must remember that you go full 12 attribute in spawning power, a spawnign power headgear, plus a spawning power superior rune just to achieve the 16 spawning power. That basically means if you go 16 spawning power and 12 death you have only 3 attribute levels left, which isn't all too useful.
Also, it is not just HP that is gained per rank in Death Magic but armor AND attack power as well.
REGARDING SKILLS
Plus, you have to think of how you will keep the minions alive. Blood of the master at 12 Death Magic is only 99 Health healed but at 16 Death it is 122 health healed.
Signet of Creation gives 1-7 regen of animated creatures. Verata's Sacrifice gives 10 health regen for 17 seconds at 12 Death and 21 seconds at 16 Death.
Taste of Death Steals only 340 at 12 Death but 420 at 16 Death.
105 damage from Death Nova at 16 Death instead of 85 from 12 Death.
Is Boon of Creation's 9 energy at 16 Spawning Power whenever you create a creature as good as soul reaping which triggers every time soemthing dies? Surely, spawning power actually has skills, but the usefullness of soul reaping in places where there are MANY monsters overshadows the 9 energy gain from boon of creation. But that is another discussion.
CONCLUSION
Judging by all the minion related skills, spawning power might be good for just making things that last longer in terms of armor ignoring attacks and degen, but they do not necessarily deal more damage or can take more damage (from armor-calculated attacks).
Glasswalker
What does the average MM have in Soul Reaping? 5+1 or so? So we have:
6 energy everytime something dies (which you would concievably spend on raising minions -- and I use this term generically to mean any of the 3 -- at 15 or 25 a pop)
vs.
9 every time you create.
Now, a primary Necromancer would get energy when a minion dies as well, but the purpose of a MM is to have as many as possible. If a minion is dying, it better be because you want him to. I am certainly not saying they should all go Ritualist primary, but for certain builds, such as the minion-bomb rush described above, it could be useful.
And to correct a post I made above, the W/N couldn't possibly have Charge! and Plague Signet. Make that Plague Sending... Although at the moment, I can't think of why I would have wanted it in there...
6 energy everytime something dies (which you would concievably spend on raising minions -- and I use this term generically to mean any of the 3 -- at 15 or 25 a pop)
vs.
9 every time you create.
Now, a primary Necromancer would get energy when a minion dies as well, but the purpose of a MM is to have as many as possible. If a minion is dying, it better be because you want him to. I am certainly not saying they should all go Ritualist primary, but for certain builds, such as the minion-bomb rush described above, it could be useful.
And to correct a post I made above, the W/N couldn't possibly have Charge! and Plague Signet. Make that Plague Sending... Although at the moment, I can't think of why I would have wanted it in there...
CKaz
Depends on your goals.
I'd much rather have level 18 fiends and horrors dishing out damage, than lvl 14s trying to do the same thing. Especially as the targets you're usually trying to beat on are levels 20-30.
Also a MM's soul-reap is likely at 7 if he also took BM for OoB - otherwise it's that much more (9 if I took 10+1 BM). Oooh, so you're a ritualist and you don't have OoB/the points for BM... ahh... sorry...
I'm also doing a DD with my DM (better zap) and a Vampric Gaze which the ritualist won't have. My Veratas Sac and BotM as mentioned, do better as well.
Talking about energy gains becomes moot there. My MM has SR 7 and regular shots of OoB vs create at 9. Or again SR9 with BM @11 and still a very good OoB and Vampric Gaze.
Now if you want to push out #s/carnage/bombs, do minions right, might you not get x2 your creation bonus each time? If you're not worried about their level just their hardiness, sure the levels tank once again (down to level 10 now? yikes) but they end up at x1.64hp. I think the setup spamb bomb flurry might in fact go better with a Ri/N.
But normally as a MM you're looking to sustain and keep going and keep dishing out quality damage... some interesting Ri/N ideas but I can't see it where they will be generally better @MM - I still have a whole line of useful stuff to play with as a Nec either in Blood, Curse or secondary (where I'm normally mixing in BM).
I'd much rather have level 18 fiends and horrors dishing out damage, than lvl 14s trying to do the same thing. Especially as the targets you're usually trying to beat on are levels 20-30.
Also a MM's soul-reap is likely at 7 if he also took BM for OoB - otherwise it's that much more (9 if I took 10+1 BM). Oooh, so you're a ritualist and you don't have OoB/the points for BM... ahh... sorry...
I'm also doing a DD with my DM (better zap) and a Vampric Gaze which the ritualist won't have. My Veratas Sac and BotM as mentioned, do better as well.
Talking about energy gains becomes moot there. My MM has SR 7 and regular shots of OoB vs create at 9. Or again SR9 with BM @11 and still a very good OoB and Vampric Gaze.
Now if you want to push out #s/carnage/bombs, do minions right, might you not get x2 your creation bonus each time? If you're not worried about their level just their hardiness, sure the levels tank once again (down to level 10 now? yikes) but they end up at x1.64hp. I think the setup spamb bomb flurry might in fact go better with a Ri/N.
But normally as a MM you're looking to sustain and keep going and keep dishing out quality damage... some interesting Ri/N ideas but I can't see it where they will be generally better @MM - I still have a whole line of useful stuff to play with as a Nec either in Blood, Curse or secondary (where I'm normally mixing in BM).
Nevin
Keep in mind the damage the minions/horros/fiends will deal... With out 16 Death Magic they're too weak. (This is for MMing, not bombing)
Ensign
Level 18 fiends have 440 HP. A Ritualist's level 14 fiends have 590 health, at 16 Spawning Power. However due to their lower level the level 14 fiends have 12 less armor, meaning they take 23% more damage from attacks. Thus they're only as durable as a level 18 minion with 479 HP against attacks.
Of course they last longer without healing, but also are harder to keep healed.
Considering that you're giving up another attribute line and four levels worth of damage for some questionable durability, I can't see how the Ri/N will ever outperform a necro primary at smashing things with minions.
Peace,
-CxE
Of course they last longer without healing, but also are harder to keep healed.
Considering that you're giving up another attribute line and four levels worth of damage for some questionable durability, I can't see how the Ri/N will ever outperform a necro primary at smashing things with minions.
Peace,
-CxE
Guardian of the Light
Wait a sec who said minions get more armor per lvl? in fact who said they got armor at all?
Anyways I'm going to throw a Ri/N out on the table so we can discuss.
Boon of Creation
Explosive Growth
Animate Flesh Golem {E}
Animate Bone Horror
Verata's Sacrifice
Taste of Death
Death Nova or Blood of the Master
Ressurection Signet or Flesh of My Flesh
Spawning Power: 16 (12+3+1)
Death Magic: 12
Restoration Magic: 4 (3+1)
Boon of Creation gets some energy back every time you create a minion (I have tested). Keep it and Explosive Growth up and you'll gain energy and do a little damage.
So I bet your wondering why I got Bone Horror instead of Minions or Fiends. Well energy is a bit of a problem so I decided to switch to it to help my energy. I also added Flesh Golem b/c well everyone knows this skill is going to be out and it sounds cool so I might as well us it as my elite.
I have a feeling this will have more use in PvE b/c we can use them as meat shield (or bone shields )
Anyways I'm going to throw a Ri/N out on the table so we can discuss.
Boon of Creation
Explosive Growth
Animate Flesh Golem {E}
Animate Bone Horror
Verata's Sacrifice
Taste of Death
Death Nova or Blood of the Master
Ressurection Signet or Flesh of My Flesh
Spawning Power: 16 (12+3+1)
Death Magic: 12
Restoration Magic: 4 (3+1)
Boon of Creation gets some energy back every time you create a minion (I have tested). Keep it and Explosive Growth up and you'll gain energy and do a little damage.
So I bet your wondering why I got Bone Horror instead of Minions or Fiends. Well energy is a bit of a problem so I decided to switch to it to help my energy. I also added Flesh Golem b/c well everyone knows this skill is going to be out and it sounds cool so I might as well us it as my elite.
I have a feeling this will have more use in PvE b/c we can use them as meat shield (or bone shields )
AlienFromBeyond
Wouldn't Minions trigger Boon of Creation twice? That's the one that makes two guys that are weaker than horrors, right?
Ensign
Quote:
Originally Posted by Guardian of the Light
While I'm at it I'll mention that minion damage scales even more rapidly than armor - a level 18 minion deals roughly 40% more damage than a level 14 minion.
Minion effectiveness scales with attribute level harder than anything else in the game.
Quote:
Originally Posted by Guardian of the Light
Anyways I'm going to throw a Ri/N out on the table so we can discuss.
Explosive Growth / Animate Bone Minions is kinda interesting if you can make the energy work, probably using the Attuned pot. If it triggers twice you're getting Putrid Explosion-level damage with every cast, plus two happy Death Nova targets (their fragility doesn't matter because you just want them to explode anyway). Seems like a wonky but fun PvE build.
Peace, -CxE Carinae
Quote:
Originally Posted by Glasswalker
What does the average MM have in Soul Reaping? 5+1 or so?
Much more, between 8-13. Once you get going, it's the best energy management in the game...and dedicated MM's burn a LOT of energy.
TopGun
Quote:
Originally Posted by Ensign
Explosive Growth / Animate Bone Minions is kinda interesting if you can make the energy work, probably using the Attuned pot. If it triggers twice you're getting Putrid Explosion-level damage with every cast, plus two happy Death Nova targets (their fragility doesn't matter because you just want them to explode anyway). Seems like a wonky but fun PvE build.
Peace, -CxE Add a ranger with EoE for even more fun! ^_^ But would this sort of build be suited to a Ritualist or Necro primary? I imagine the 16 in spawning power would hold more effect if Explosive did in fact hit twice. And ritualist healing skills might give a walking-minion-bomb-necro the protective force needed to be more viable in the random arenas, where monks only heal themselves >.< I love brining self-heals around because of stupid people... nothing like being independent. As for the continuing debate on Ritualist Minion Masters, the spirit spawned from the Ri spell "Union" should also be accounted for in the debate, as it would reduce the damage your minions take by 15 as long as the spirit lives. This would further the capabilities of a Ritualist priamary because the spirit formed by a Ri would have greater health than one formed by a N, and would thus would be more capable of siphoning off the damage the minions are taking. Just some thoughts Guardian of the Light
Quote:
Originally Posted by AlienFromBeyond
Wouldn't Minions trigger Boon of Creation twice? That's the one that makes two guys that are weaker than horrors, right?
>.< should have tested that. I only tested fiends.
TopGun
But again, minions are really only viable in an "explosive" build...
bobrath
Dunno how viable this source is: clicky!
But it lists many interesting skills including the (possibly mistyped name) Vetara's Promies - Enchantment - Blood - 15e, 1c, 30r Sacrifice 33% health. For xx seconds, your minions have health regeneration of 10. When verata's promise ends, all your minions die. Seems like the perfect skill for a bombing necro... Useless to real MMs tho (imo). BannyD
about the bone minions...both explosive and boon trigger twice unless they change this feature in some update..i managed to test that in the update. it is quite nice if allyou want is to explode the minions (they suck for doing dmg) since to summon them, with boon on, it only costs a net 7 energy
Guardian of the Light
Quote:
Originally Posted by bobrath
Fates
Quote:
Originally Posted by Glasswalker
What does the average MM have in Soul Reaping? 5+1 or so? ...
Are you kidding? Any MM that keeps more than 3 or 4 fiends/horrors going at a time has at least 10+1 SR. There are time in SF and Tombs that I have more than 20+ fiends going. No way I could do that w/ 6 points in SR.
LifeInfusion
Quote:
Originally Posted by TopGun
But again, minions are really only viable in an "explosive" build...
...What about MM that use them as tanks or just plain ranged damage?
If you think Death Nova is all Minions are good for, you might want to relook the death magic line. Kai Nui
It'd work with ranger secondary aswell because they have spirits.
Guardian of the Light
Quote:
Originally Posted by LifeInfusion
...What about MM that use them as tanks or just plain ranged damage?
If you think Death Nova is all Minions are good for, you might want to relook the death magic line. Death Nova +Animate bone Minions 26-85x2= 52-170 Putrid Explosion 24-101 So not a bad combo there. However I agree with him I perfer... Infuse Condition+ Martyr/Draw Conditions Carinae
I have been watching this thread with greath interest for a while now. Of course, until we get Factions, we won't fully understand what Ritualists bring to the table. No doubt the Rit skillset will be 'adjusted' before release.
My prediction for a winning MM character combo is N/Rt, centered around Union+Shelter. It's viability depends on the recharge rate of those two spirits. That combo might well be able to run in FoW/UW as a standard MM, which isn't possible at all right now. The downside is the loss of Heal Area, which is a huge loss unless /Rt brings Self/Minion healing to the table also. Fates
Heal area? Wtf? w/ 16 (12+3+1) in Death and 11 (10+1) in soul reaping, what does that leave for healing, 6? If you want to have lots of fiends, make lots, keep verata's up as much as possible, use OoB liberally, not heal lots.
Taking points out of SR to put into healing is a huge mistake. Carinae
I can make massive armies.
I fail to see what maxing SR has to do with raising minions or casting verata's. I never have energy issues, and NEVER miss a heal/vs/botm cycle. Putting SR very high can end up wasting energy because you cant control when SR triggers. 7 Healing is a 100 point self, and minion heal. It's a mistake to not put point into Healing, I'm afraid. EDIT: There are actually a couple huge thread on this in the Necro forums, and the overwhelming majority use HA. Guardian of the Light
Quote:
Originally Posted by Carinae Dragonblood
I can make massive armies.
I fail to see what maxing SR has to do with raising minions or casting verata's. I never have energy issues, and NEVER miss a heal/vs/botm cycle. Putting SR very high can end up wasting energy because you cant control when SR triggers. 7 Healing is a 100 point self, and minion heal. It's a mistake to not put point into Healing, I'm afraid. EDIT: There are actually a couple huge thread on this in the Necro forums, and the overwhelming majority use HA. What about Blood of the Master? Carinae
That too. VS, BotM, HA and Offering as well. Heal Area not only negates the sacrifice skills, but also heals minions like a second BotM.
Union+Shelter and other Ritualist spirits are going to be crucial, but it might be better to just bring a Ritualist primary. Don't know yet, but I do want to try N/Rt. |