High Level MM Build - Advice

TheLordOfBlah

TheLordOfBlah

Jungle Guide

Join Date: Jan 2006

California

None

Mo/N

As a MM myself, i dont find a problem with energy. soul reaping pwnz, max it

This is my skill setup:

bone minnions
Taste of death
death nova
veratas aura
blood of the master
deathly swarm
tainted Flesh

EQUIPMENT:
20/20 death staff, can get from collector in desert outside one of the mission places
bloodstained boots

Carinae

Carinae

Forge Runner

Join Date: Jun 2005

Inside

Fifteen Over Fifty [Rare]

Quote:
Originally Posted by Bel Ebih
See that's the thing. All that 'mathematical and logical' BS means absolutely NOTHING when it comes down to real practice. I can raise and maintain just as large a minion army, and with equal effictiveness, with my N/E as you with a N/Mo.
I think you're the one being arrogant.

Quote: Originally Posted by Bel Ebih I can also do it with any secondary or no secondary at all (pure Necro build). Yet you, and a few others, seem to just be trying to make it a fact that if you're not running N/Mo for MM, then you're a nub and can never aspire to be as great as you, because you, of course, are the best. I'm not trying to make it a fact, I'm trying to help people understand that it IS fact. Self-healing necro's ARE stronger. Period.

The ONLY reason N/E or pure necro even gets off the ground is by leaning on the monk like a crutch.

Show me a better build and I'll run it. N/E is a weaker build. Any competent necro running a pure necro, or N/E will do better if they run a self-healing build.

Quote: Originally Posted by Bel Ebih I've always been of the opinion that being dependant on self-heals (when not soloing), no matter what you're playing, is one of the biggest crutches many people never overcome in both PvE and PvP. What other class sacrifices 400hp/minute? If you were taking about self-heals in regards to damage, then you'd be right. But were taking about sacrifices that you are inflicting on yourself just to do your job. And then you either push that on the monk or eat a minion, and call it skill.

Not skill.

You're just making excuses for crappy players and poor management skills. I'm sure it's all the monks fault when you die too?

Quote: Originally Posted by Bel Ebih I'm not that arrogant. Oh, yes you are.

So you are of the opinion that it's totally ok to make the monk cover your sacrificing ass above and beyond mitigating the damage for the whole team. How is that not a crutch? or arrogant?

Simply put, you can't run your build without someone else holding your hand.

Why not run a self-heal on the MM, who has a better energy engine and has inside knowledge on when a heal needs to be applied? Hey, and the self-heal heals minions also? Bonus.
Quote:
Originally Posted by Bel Ebih
In my opinion, if the player is actually a good MM, all he/she needs is the summons, VS, and BotM. Anything else just comes down to preferance on how to complement it, but it has no real significant impact on wether or not a large army can be raised and maintained. OK, well, you're wrong. Secondaries have a HUGE impact, and that's a fact.

Quote:
Originally Posted by Bel Ebih
Basicaly, those 5+ pages of empirical, numerical, and logical 'evidence' you're so proud of completely crumbles into a pile of meaningless bs when, in practice, people who do not meet your standard of 'the best' build for MM, can do just as good a job, if not better than you. And how is this paragraph not arrogance? or boastful? Do you know me? Have we played together?

There are a LOT of N/E's who make the monk or other players pick up their slack, and call it skill. If they die...monks fault, ranger's fault, anyone's but theirs. Take some responsibility for your own well being! Your team will thank you for it.

No, not skill.....lazyness, stubborness, pride, take your pick. But not skill.

FACT: N/E sacrifices nearly ~400hp/minute.
FACT: N/E's only real self-heal destroys a minion.

How are these good things for the team?

Perhaps we could start a thread entitled "Mid-level MM Build - Advice" and put all the N/E wanna-be's in there?

Quote:
Originally Posted by Bel Ebih
You're the one that made the ridiculous comparison between MM's and wammos I was commenting on, so the apples and oranges are all your's. No, you're the one saying it's ridiculous. I think it's very much accurate. You don't know how to make valid arguments, methinks. Ball's in your court....

Manic Smile

Manic Smile

Desert Nomad

Join Date: Dec 2005

Hawaii

----- 15^50[Rare] ---- Alliance: ----- [SMS] -----

Quote:
Originally Posted by Bel Ebih
See that's the thing. All that 'mathematical and logical' BS means absolutely NOTHING when it comes down to real practice. I can raise and maintain just as large a minion army, and with equal effictiveness, with my N/E as you with a N/Mo. I can also do it with any secondary or no secondary at all (pure Necro build). Yet you, and a few others, seem to just be trying to make it a fact that if you're not running N/Mo for MM, then you're a nub and can never aspire to be as great as you, because you, of course, are the best.
You can be skilled and yes you could be better then someone using /mo but that doesn't change the fact that...*edit* refer to entire thread

Quote:
Originally Posted by Bel Ebih
I've always been of the opinion that being dependant on self-heals (when not soloing), no matter what you're playing, is one of the biggest crutches many people never overcome in both PvE and PvP. But you know what? If your thing is to be 'self-sufficient' then more power to you. I'm not gonna go trying to make my opinion an absolute truth. I'm not that arrogant.
There is no dependancy in self healing at all...and in no way does it hurt the MM build...what the hell else you gonna put in there? Anyway you state it I'm confident HA is more useful overall to the MM build and a party running MM...how is using a skill that makes the build more efficient a crutch...I know you're thinking wammo and two do not compare at all.

Quote:
Originally Posted by Bel Ebih
So as far as my 'counter-argument', you completely missed my point. I'm not making a case for a particular secondary, I make a case for the player. In my opinion, if the player is actually a good MM, all he/she needs is the summons, VS, and BotM. Anything else just comes down to preferance on how to complement it, but it has no real significant impact on wether or not a large army can be raised and maintained.
You can play MM how ever you want and do it...if you are a good player you can do it with just raises and VS...having /mo does however make a pretty big impact on how useful you are as a MM.

Quote: Originally Posted by Bel Ebih Basicaly, those 5+ pages of empirical, numerical, and logical 'evidence' you're so proud of completely crumbles into a pile of meaningless bs when, in practice, people who do not meet your standard of 'the best' build for MM, can do just as good a job, if not better than you. yea that's called life but you don't throw out the model just because people aren't always logical...this is ment to show what is most efficient, you can run whatever you want for the 'like' of it.




Quote: Originally Posted by Bel Ebih You're the one that made the ridiculous comparison between MM's and wammos I was commenting on, so the apples and oranges are all your's. It's not the class comparison...it's what you compared about the two classes.


-- BREAK --


Quote: Originally Posted by Bel Ebih Seriously, N/Mo is just as good a choice as any, but it is not superior in [b]anyway[b] imho. It's superior in many ways...but superior overall is contested. I've never said you can't run MM with /E or /Me only that they are not as efficient at what I consider to be a MM's job.

Quote:
Originally Posted by Bel Ebih
I've been running MM for quite a long time and have played all variations of it. Atm, the one I use the most is N/E when in groups. N/Mo is ideal for soloing because of the self-heal, so that's what I use that for. See previous quote...

Quote:
Originally Posted by Bel Ebih
I have no problem keeping and maintaining 20+ minions with either. I mean, keeping a large army isn't dependant on your secondary, but your overall skill as a MM. So, if one in particular suits your play style, fine. Really, how do you keep the minnions alive when minnion degen > VS regen? Spam BotM...yea hope your monks are nice.

Quote:
Originally Posted by Bel Ebih
But stating with an attitude that your's is superior is simply blind arrogance, making you look like quite a prick. Those with 'impirical' (learn how to spell it before using it) evidence are just trying to validate their arrogance with something other than 'because I say so'. It impresses no one. I have tried to get people using other sub classes to tell me what the feel a MMs job is yet no one has responded...so until I get a response I'm quite happy to feel like my build is more efficient at doing what I feel a MM is supposed to...if you want to refute it then do so...if you want to say I'm being arrogant fine.

If you understand enough to bitch about it then obviously there isn't a problem with my spelling. I can understand you saying this if I was correcting someone esles spelling but this discussion isn't about spelling ability...it's about MMing.

There is no I say...there are tons of reason listed in this thread as to why /mo is superior to any build save maybe /RA and even then there are some good points as to why /mo > /ra...read before posting.

Quote:
Originally Posted by Bel Ebih
One comment I found really funny while reading this though, is the one about how 'most noob MM's are N/E's' and how 'N/E are the W/Mo's of MM'. Funny because N/Mo is what most people run, especially in the early stages of the game, for the same reason Warriors run W/Mo: self-heal. If you want to keep pressure off the heal Monk, fine, but thinking you're superior just because you can self-heal is the equivalent of a wammo with Healing Hands in RA. no not really...healing my minnions helps my damage out put while hurting nothing, I can heal my fellow party memebers, I can heal myself to allow for spamming of saccing during battle when my monks should be doing other things with their energy...i have a hard rez...there are plenty of reasons why healing is efficient instead of just a gimmick... i.e wammo

even though I didn't post what's in that quote I agree with it
/e is like wammo because the normal response is "ohhh I can echo/glymph VS and my minnions will last forever"...while that is a complete missunderstanding of where the problem lies...akin to a warrior saying oh look I can keep myself alive forever, both wrong

Xaero Gouki Kriegor

Xaero Gouki Kriegor

Wilds Pathfinder

Join Date: Dec 2005

Leather Rebels, (LR)

W/

i need help on this mm topic, i was in tombs diong b/p for the first time, i wasd doing alright, but this one guy said i should stay in back with the minions and have them safe instead of having them up killing everything, he said just have them there so when the pets die they will be a line of defense, but doing this, i was losing minions like crazy cus i wasnt summoning between deaths and taking advangtage of sr, what am i suppose to do with mm in tombs? stay in back and build up army? or have them killing stuff and keep summoning them while stuff dies? cus this guy said wait till everythign is dead until you summon, but i lost energy this way cus the 15 sr i had was being wasted. please try and respond to me with what a mm does in tombs

Carinae

Carinae

Forge Runner

Join Date: Jun 2005

Inside

Fifteen Over Fifty [Rare]

Quote:
Originally Posted by Manic Smile
even though I didn't post what's in that quote I agree with it
/e is like wammo because the normal response is "ohhh I can echo/glymph VS and my minnions will last forever"...while that is a complete missunderstanding of where the problem lies...akin to a warrior saying oh look I can keep myself alive forever, both wrong EXACTLY! Someone gets it!

Manic Smile

Manic Smile

Desert Nomad

Join Date: Dec 2005

Hawaii

----- 15^50[Rare] ---- Alliance: ----- [SMS] -----

Quote:
Originally Posted by LokiCai
Taste of Death is not "Stupid", because shit did happen. In an ideal world, your minions/pets/warriors shall take the hit, not you. But I have been a ranger and a MM (for 100+ times now), it happened to me twice when I tried all these new build (especially the OoB (quite stupid, actually)) and I saw a MM died when 6/8 party members are still alive and a bunch of minions are around. It is beyound embarrassing, I can tell you, after you been rebirth (res) by the other team members. Now, in a typical Tomb build, there is one and only Monk, and you expect him to be super healer to take care of everybody? What if he is also under attack and is running for his life?
1.) You're in tombs...
2.) PUG
3.) PUG

In a more positive suggestive light...try Infuse Condition or Dark Bond...I run 380 life and I don't die unless there are bigger problems then any build change can fix...why water down your build because PUGs blow, get some decent players to be friends with...not to be arrogant just to say constant play group > PUG.

One monk...HA is enough.
http://www.flickr.com/photo_zoom.gne?id=88824556&size=o

Quote:
Originally Posted by bobrath
ToD is great for bombing. Bombing is bad in Tombs. ToD is bad in tombs.
Bombing is bad in all endgame...desert on or so PvE locations.

Quote:
Originally Posted by LokiCai
You seemed so sure of yourself. Of course, if everyone is doing their job right, the Necro shall never be the "Hit Target", and the Monk shall never heal anybody but himself? (The MM does not need heal either, since first of all, he never got attacked according to your logic, secondly, Heal Area shall be plenty). But the truth is I did see Necro died while surrounded by his own minions. Read my paragraph more carefully, I never suggested to use ToD while you don't need it, it is the last resort to keep yourself from being killed and watching your minions turning against your party members and then everybody just quit because they were disgusted. What's more important, sacrificing one minion or have yourself killed and losing all minions? Most of time, I never need to use ToD if I went out with a great team and everything is as planned, but maybe one out of 10 times, the ToD would allow me to kill one minion to save myself and all other minions while continue the mission.
Play watered down all the time because of the chance you may die, and when you do ToD is not likely to save you, or just play like everyone else knows what they are doing and get a group that does...

I'm not kidding when I say I don't die...much... at 380 life...I have never used ToD, outside of bombing.

Quote: Wow. lol

Man, all I can do is simply laugh at that. Seems you clearly failed that part in school where they teach you the difference between 'fact' and 'opinion'. Like I said before, there's no point in arguing with someone that is convinced his opinion is 'fact'. It is not. It's just your opinion, which of course you are entitled to and is respected, but it's just that, an OPINION... 'and I'm sorry if you are unable to see that.'


I repeated your paragraph, because you need to read it.

I seriously don't think you understand the difference between fact and opinion. Facts are supported by evidence, reasoning, math, logic, etc. Opinions are not, and don't have to be.

So we have presented an argument the self-healing MMs are inherently stronger. We also provided evidence in terms of math, logic and reasoning. We continued (and still continue) to ask people to give their views on what MMs should be focusing on as their job. We ask people to provide examples and/or counter-examples.

As we progressed through this thread, we (the self-healing proponents) are seeing more and more via the numbers we presented that the self-healing option is actually a stronger build. Not saying that other MMs are bad players but that the build is inherently weaker. That's not a personal attack, but some people are extremely proud of their builds.

At this point, the numbers all point to self-healing being better. Also, all logical arguments point to self-healing being better, except for one well reasoned post explainin why N/E should have better energy management than other builds. No argument, her numbers look good, it's a plus for N/E's.

But that was really the only calm, reasonable reply from an N/E. Many of the other N/E proponents are short tempered, and take it personally that someone would dare say one build is better than any other, let alone their build. Can you see how this simply furthers the "N/E as noob" idea?

So, when does it go from 'opinion' to 'fact'?

Because you are literally coming in here and dismissing 6+ pages of numbers as BS and not presenting your own evidence/reasoning/logic. Then you plainly state that it is a FACT that this thread is our OPINION.

Um, can you see the logic failure there?

Numbers, reasoning and logic were used to provide evidence for our case. There were done in a good faith manner, but if you contest the math or consider it biased, feel free to propose a counter-agrument. I'm just asking a serious question here...

Do you think it's reasonable for anyone to just make a post stating that 6+ pages of evidence is 'Total BS', without offering anything as counter evidence, except vague personal anecdotes? (Not to be taken as an insult)

Without providing evidence, doesn't that make everything you say just an opinion also?

Even if our proposal isn't a fact, it's supported by 6+ pages of basically uncontested evidence, which puts it well on it's way to being a fact, doesn't it? If not, what makes something a fact?

TKDSamdan

TKDSamdan

Ascalonian Squire

Join Date: Dec 2005

Waterloo, Iowa

N/Mo

Since no one responded to this the first time, and I am sick of seeing this topic on the forum, here it is again. Some of you guys are being so combative with your posts, and I personally think it's pathetic. So, read up little doggies:

I think everyone presented some awesome points here, but it has reached that time where everything is getting repeated. I personally run a N/Mo build with my new MM because I think HA is MY best option for a self-heal for the moment (I do not like depending on monks to stay alive). Having a hard rez is nice, especially working with henchies, but isn't always necessary (Granted, I would rather be with a hard rez than a used rez sig when I need it). I will definitely try out different class combos to see what works best for me. I think that's the key element in this whole discussion. What works best for you? Some of us enjoy and use the Monk secondary well, while others despise the Monk secondary and use, say, a Mesmer or Ranger secondary for even better results (for them personally).

This has been stated before. Everyone is different, and everyone has different playing styles. I think that everyone NEEDS to play with other classes as their secondary and not be afraid to take chances. Sure, you can try builds that have been suggested here, but who is to say that is the best one for you? Don't flame other people because they have a different build than you and you disagree with that fact. Recognize that they have something to offer and try to learn from them. I get very tired of people saying things like, "your build sucks smart-ass," or, "you're making an ass of yourself," because it just isn't necessary.

And finally, in the end, it's just a game. Relax and go with it. Who cares really? Not me. We play for fun and a good challenge.

Peace

ump

Lion's Arch Merchant

Join Date: Nov 2005

Quote:
Originally Posted by A Leprechaun
a quick question so here goes
i know it is best to take 2 types of minion/horror/fiend but which is best i know that fiends do more dmg over time and horrors and minions have more armour but what are the advantages of each?
should i take horror and fiends - horrors and minions - fiends and minions?

but then with horrors and minions you get a nice meat sheild but then again with fiends they keep closer to you for easy healing access
any ideas
thanks in advance
A Leprachaun Fiends attack every two seconds while horrors attack every three seconds. Plus fiends have ranged attacks. Therefore, they provide the most damage. In general, they are the most preferred minions. Horrors are the highest level at 18/19 compared to minions at 13. More levels means more health and likely more armor. That allows them to be better tanks because they live longer and take more damage. Minions are at a lower level, but you get two of them.

The reason you want two animate spells is because you don't want to leave a corpse on the ground, you want to animate everything. Even with the best recharge, you will be waiting often if you bring only one animate. If damage is your goal, bring fiends. If tanking/body blocking is your goal or if you simply want another cheap animate spell to add bring horrors. Minions replace fiends if either you want more body blocking (overwhelm with numbers) or if you intend to blow up your minions with Death Nova/Taste of Death.

A Leprechaun

A Leprechaun

Desert Nomad

Join Date: Feb 2006

W/

thanks a lot

kaldak

Frost Gate Guardian

Join Date: Jan 2006

I'd like to recommend this post be locked. Any worthwhile information or debate has been lost under a myriad of closeminded and rather nasty comments.

In a game with this level of complexity, with varying environments, people, and teams, there's simply no way to state enough facts to claim that one build is "the best". Sure, you can crunch some numbers, but how well can that possibly actually represent the game?

You can point out an effective build, but really, why even attempt to take it any further than that? Especially in PVE does it even matter if its "the best" as long as its good enough to pull its weight?

So please, save your comments about superiority and lets all try to stick to recommendations that people can then evaluate on their own. After all, playing style can have a huge impact on the effectiveness of any build, and it really should be all about having fun anyway.

Bel Ebih

Bel Ebih

Krytan Explorer

Join Date: Nov 2005

Puerto Rico

Crusaders Of Valhalla [Odin]

Quote:
Originally Posted by Carinae Dragonblood

Without providing evidence, doesn't that make everything you say just an opinion also?
Originally Posted by Xaero Gouki Kriegor
i need help on this mm topic, i was in tombs diong b/p for the first time, i wasd doing alright, but this one guy said i should stay in back with the minions and have them safe instead of having them up killing everything, he said just have them there so when the pets die they will be a line of defense, but doing this, i was losing minions like crazy cus i wasnt summoning between deaths and taking advangtage of sr, what am i suppose to do with mm in tombs? stay in back and build up army? or have them killing stuff and keep summoning them while stuff dies? cus this guy said wait till everythign is dead until you summon, but i lost energy this way cus the 15 sr i had was being wasted. please try and respond to me with what a mm does in tombs don't listen to people in tombs...I mean consider it but grain of salt and all thatas a matter a fact grain of salt this as well if you want, play what makes you happy in the end...I agree that a meat wall is your main function but during battle as well...you just have to know how to control aggro as to not have your minnions drawing too much hate

bobrath

bobrath

Wilds Pathfinder

Join Date: Jun 2005

Texas

Scouts of Tyria

I run a N/R MM that only runs one R skill. Let me state that for the record. I want everyone to know where my bias is. There that's done. Now on to the discussion (no flames coming, just points cause I think the lurkers are learning from all of this).

My starting points:I consider there to be 4 viable MM builds: N/Mo, N/R, N/E, and pure N. I'm sure that someone out there is running N/W and using Healing Sig to counteract the saccing, but the above four builds are the commonly accepted "top" builds. The "top" MM builds all run with two summon skills (fiends and horrors or minions), Veratas Sac, and Blood of the Master. That leaves 4 other slots for variation. A MM performs two main roles - Tanking and Nuking. Their summons absorb aggro and the sheer number of minions means there's a large amount of damage going out. MMs have two challenges. Initial startup and counteracting minion degen MMs will max death magic at 12+1+3+(1 20% of the time) and will have Soul Reaping somewhere around 10 (9+1). Using up 145 of 200 attribute points. So you can bring a 3rd attrib as high as 10 (9+1) or other variations down from there. I'm ignoring solo driven MMs. This is about a MM in a team environment (PUG or guildie). This is also only driven by PvE since most folks consider MM in PvP... to be a good joke. I'm going to go out on a limb here and assume that at least one if not two of your skills are direct damage skills. Something to help create a minion or plug the gap between creating a new minion and the next body dropping. I'll leave the question of a mandatory res sig or spell off this (as that's a whole nother discussion).

So the question really comes down to what you're going to put in the last 2-3 skill slots to make your MM better at protecting the team while dealing out damage. There are branches because sometimes (often?) you can't depend on a PUG to cover your mistakes and weaknesses.


N/Mo - obviously better at healing. Heal Area gives you a great bang for your buck because it can heal your minions without needing to click on one. Its a bit energy intensive, but with a high Soul Reaping that's generally not a problem. This build is all about keeping you and your minions alive for as long as possible. No real buffs available, but can choose to bring along a better revive skill.
N/R - Only other subclass that can effectivly heal minions (via Healing Spring). This heal can't react anywhere near as fast as HA, but is far less energy intensive. It can bring along a pet for a quick body (but remember pet death locks your skill bar for a short period of time!). Can also bring Spriits to make your minions better at killing and can self heal very well with Troll Unguent. This class can't keep up with /Mo on healing, but can make their army more damaging.
N/E - Its all about making sure VS is available with Glyph of Renewal and then summoning minions on the cheap with Glyph of Lesser Energy. You can crank out minions much faster then the other classes (making better use of Soul Reaping since the energy from rpid fire deaths isn't lost). However with no pure self heal you're much more dependant upon your party members to counteract your large self sacrificing hit.
N/doesn't matter - This "pure" build utilizes links to minions for healing and damage avoidance. Couple of benefits here in that due to runes, you can reach higher skill levels on your 3rd attribute.


I'd like to suggest that most MMs should consider adding Death Nova to their skill bar. With maxed death you're looking at 105 damage. Drop it on pets, summons, allies about to die. Heck its a "cover enchantment" for your tanks. No matter what kind of MM you are, summons will die - use that to your advantage.

If you do go with that then you've just reduced your available skill spots to 1-2. Adding a revive skill and you give up a direct damage skill and have one spot left. We're running out of room here!


So end of day, most MMs are very minimally different. We're talking about 1 or 2 skills in variation. A N/Mo can pretty much be no hassle to his team's monks. A N/R has a bit more flexibility in his build, but gives up effective healing. A N/E will have a bigger army faster, but *has* to have a monk on his team able to keep up. Pure Ns will probably need healing, but can survive longer then a N/E (but will be outlasted by N/R or N/Mo) - they can however outdamage the other builds.


Which is better? It all comes back to a simple question (imo). Are you willing to depend on your team's healers and how much? Is it more important to you to be self reliant or to be able to do more damage at the expense of needing another player along?

I chose N/R only because it gave me the option to quickly switch between those choices. I like being able to utilize the Ranger's adaptability. I do see the value tho in a Monk's positive health contribution. I've run pure N on tombs runs with good groups where I have great R and Mo already on the team. I've never run N/E, but the idea of being able to spew summons appeals to me.

ump

Lion's Arch Merchant

Join Date: Nov 2005

Quote:
Originally Posted by Xaero Gouki Kriegor
i need help on this mm topic, i was in tombs diong b/p for the first time, i wasd doing alright, but this one guy said i should stay in back with the minions and have them safe instead of having them up killing everything, he said just have them there so when the pets die they will be a line of defense, but doing this, i was losing minions like crazy cus i wasnt summoning between deaths and taking advangtage of sr, what am i suppose to do with mm in tombs? stay in back and build up army? or have them killing stuff and keep summoning them while stuff dies? cus this guy said wait till everythign is dead until you summon, but i lost energy this way cus the 15 sr i had was being wasted. please try and respond to me with what a mm does in tombs First of all, if you get a chance to do some tombs runs using a ranger, do it to figure out which way to go, where the enemies pop up, where the enemies use AoE attacks to kill your minions quickly. As a ranger, there is less pressure on your as you are learning. The reason is, usually the group is only as good as the minion master because without that minion line of defense, things have the possibility to go bad real fast.

Back to being a minon master, your role is to provide a wall of defense for the rangers. It doesn't necessarily mean you won't do a lot of damage. Let pets be that first line of defense. However, most of the time, you shouldn't be so far away that you can't benefit from the pets death. Don't go out of your way to exploit a corpse, usually there will be plenty where you "make a stand". Also, encourage rangers to keep at least one pet up at all times. Even if they die quickly, you still have some room where they are away from your group, plus you benefit from the soul reaping and the corpse. What you need to learn is where to make that line of defense and let one of the rangers pull the enemies into your minions rather than pushing forward with your minions. Also, it's very important that the rangers interrupt as many AoE spells as possible (Concussion Shot on the terrorweb dryders are best). If a Fireball or Meteor Storm hits your minions, expect most of them to go down in no time.

merciless

merciless

Frost Gate Guardian

Join Date: Aug 2005

Sin Squad www.sinsquad.us

W/

Quote:
Originally Posted by MasterThrawn
Which of these builds would be better?

Attributes (both the same)
Blood Magic 9
Death Magic 16
Soul Reaping 10
Healing 7

Vampiric Gaze
Rotting Flesh
Bone Fiend's
Bone Horror's
Verata's Sacrifice
Heal Area
Rebirth
Offering of Blood

OR

Awaken the Blood
Bone Fiend's
Bone Horror's
Blood of the Master
Verata's Sacrifice
Heal Area
Rebirth
Offering of Blood

All I have to say is that Awaken the blood is a waste because Offering of Blood shouldn't even be used as often.

Bel Ebih

Bel Ebih

Krytan Explorer

Join Date: Nov 2005

Puerto Rico

Crusaders Of Valhalla [Odin]

Quote:
Originally Posted by Carinae Dragonblood
I'm not trying to make it a fact, I'm trying to help people understand that it IS fact. Self-healing necro's ARE stronger. Period.
Oh, well you could've stopped right there, since that basically summarizes everything else you said. When someone has convinced themselves that their opinion is actual fact, then there really is no point in arguing now is there? Yeh, yeh, I know "But it's not my opinion! I only state facts!". Before you start crunching out those numbers again, saying basically the same thing over and over again in long winded arguments, spare me (and a few others I'm sure). Doesn't matter anyway, cause at the end of the day it's only a game, and each one of us plays how we see fit. Now, if it irritates you that people may prefer playing builds you consider inferior despite your 'facts', that's your problem.

So... you've stated your opi... err, 'facts' , and I've stated my opinion. Anyone else can just take what they want from it all, and I'll just leave it at that.

-----------------------------

Ok, now for those that are interested in actual builds and not in meaningless pissing contests, here are the various MM and Bomber builds I've run depending on where I'm going or simply for the sake of variance. Each has worked just fine for me, though of course, some are tailor made for especific places and purposes. But, most importantly, I've had fun with all.

Always 16 DM, and 10+ SR (maybe 8-9 in some builds with superior energy management). The rest is divided among a third or fourth line (if any) as evenly as possible. I never use more than one Superior Rune though, unless it's for very especific builds.

N/E

Animate Bone Horror
Animate Bone Fiend
Glyph of Lesser Energy
Glyph of Renewal {E}
Verata's Sacrifice
Blood of the Master
Taste of Death
Rez Sig


N/Mo (for groups)

Death Nova
Animate Bone Horror
Animate Bone Fiend (Minions in some areas for heavy body blocking)
Offering of Blood {E}
Verata's Sacrifice
Heal Area
-Free Slot-
Rebirth


N/Mo (soloing)

Deathly Chill
Deathly Swarm
Animate Bone Horror
Animate Bone Fiend
Offering of Blood {E}
Verata's Sacrifice
Heal Area
Healing Breeze


N/R

Animate Bone Horror
Animate Bone Fiend
Offering of Blood {E}
Verata's Sacrifice
Blood of the Master
Healing Spring
SQ or Winnowing
Rez Sig


N/* (pure Necro builds, though I usually run them as N/Mo simply for the hard rez)

Death Nova
Animate Bone Horror
Animate Bone Minions
Offering of Blood {E}
Verata's Sacrifice
Taste of Death
Blood Ritual
Rez

Death Nova
Rotting Flesh
Virulence {E}
Animate Bone Horror
Animate Bone Minions
Verata's Sacrifice
Taste of Death
Rez

Animate Bone Horror
Animate Bone Fiends
Offering of BLood {E}
Verata's Sacrifice
Blood of the Master
Dark Bond
Blood Ritual
Rez


I know I've also run many variants of most of these, but these are the basic ones that come to mind atm. Try them out if you want, nitpick at them if you want. Whatever floats your boat as long as you have fun.

Manic Smile

Manic Smile

Desert Nomad

Join Date: Dec 2005

Hawaii

----- 15^50[Rare] ---- Alliance: ----- [SMS] -----

Quote:
Originally Posted by bobrath
I run a N/R MM ...N/E, but the idea of being able to spew summons appeals to me. /Me same as /E with Echo or Arcane Echo

honestly /Me > /E as I find the support skills more useful in the /Me lines

Pure nec isn't really a viable option for non bomber MMs...once VS runs out bye bye minnions or heavy monk dependancy...either way very not effective. I mean you can try Blood Renewal or hexes but BotM still out sacs the regen and your minnions still die off much quicker then with any of the sub lines you mentioned.

Infuse Condition / Dark Bond -- take a serious look at these

self defense > doing 105 damage...each minnion does 7-25 damage each hit, what is 105 gonna do that a few more seconds wont do anyway

Manic Smile

Manic Smile

Desert Nomad

Join Date: Dec 2005

Hawaii

----- 15^50[Rare] ---- Alliance: ----- [SMS] -----

Quote:
Originally Posted by Bel Ebih
Oh, well you could've stopped right there, since that basically summarizes everything else you said. Or you could actually give some reasoning, with some numbers please or at least reproducable observations, for why you think /E is better instead of just saying you are able to keep a large army up and other such vague statements that we never contested in the first place. Can /E be played...yes...can it work...yes...is it the most efficient...tell us why you think so. If you play it just to play it fine but then concede to us that /Mo is more efficient/effective instead of all the nothing you have posted so far.

bobrath

bobrath

Wilds Pathfinder

Join Date: Jun 2005

Texas

Scouts of Tyria

Quote:
Originally Posted by Manic Smile
self defense > doing 105 damage...each minnion does 7-25 damage each hit, what is 105 gonna do that a few more seconds wont do anyway A dead summon does 0 damage. If they're going to die - take the opportunity to do more damage. I'm not suggesting ToDing them, this is to take advantage of the mobs damage to pets and summons.

As an example: Tombs when a dryder gets off lava font, fireball, meteor storm (any or all) - your summons are going down and probably all at the same rough time. Why not have them do one last hit? Sure 105 damage (+ poisoned) isn't a game breaking difference but it does up your damage with minimal work. You can cast nova on all the pets (or just your puller's pet) prior to any battle and as they set their spirits, you've got plenty of time to pick a few summons around you for novaing.

In battle, right after you summon a horror its very easy to drop a nova on it.

Carinae

Carinae

Forge Runner

Join Date: Jun 2005

Inside

Fifteen Over Fifty [Rare]

Death Nova

It's a good spell, but hard as hell to apply, unless you just throw it on everything. Between raising, healing and generally trying to stay alive, I just don't have time to try and select the sickly minion from the swarm around the enemy.

Maybe my approach is wrong, I'm all ears on advice.

I get what you suggest about just putting it on Horrors automatically, but then you're gambling that THAT horror will die within 30 seconds. I'm more inclined to put that same energy into a HA dose.

On the other hand, if you KNOW it's gonna die, or only have a few up at the time, then DN is clearly advantageous.

If only there was a hot-key to select the weakest minion, or DN automatically applied itself to the weakest ally....

MelechRic

MelechRic

Desert Nomad

Join Date: Jun 2005

RA

[ODIN]

N/Mo

Well I confess... I'm one of those crutch MMs that relies on monk healing to get me through the heavy sacrificing I need to do to keep my energy up. Worst of all I'm a N/Mo and I don't put any points into healing and only 2 into prot (because they were left over) and I use Rebirth. There I said it!

Here's what I run:
16 Death
7 Soul Reaping (yeah maybe too low)
12 Blood (yeah maybe too high)
2 Protection Prayers

Skills:

Offering of Blood
Life Siphon (optional and replacable with Death or Blood line skills)
Rotting Flesh (fire and forget Death skill with nice group effect)
Verata's Gaze
Blood of the Master
Animate Horror
Animate Fiend
Rebirth

Equipment: Scar armor, Bloodstained Boots (now thought to work), 20/20 Collector's Death wand, 20 Recharge collector's Death offand.

I prefer recharge improvement to casting because of boots.

What I've learned from this thread: There are other ways to MM. (I'm going to try them.)

Lastly, if I was getting complaints about my MM or my teams were wiping all the time I'd change. However, that's not happening so I'll tweak things incrementally and see.

Cheers!

A Leprechaun

A Leprechaun

Desert Nomad

Join Date: Feb 2006

W/

a quick question so here goes
i know it is best to take 2 types of minion/horror/fiend but which is best i know that fiends do more dmg over time and horrors and minions have more armour but what are the advantages of each?
should i take horror and fiends - horrors and minions - fiends and minions?

but then with horrors and minions you get a nice meat sheild but then again with fiends they keep closer to you for easy healing access
any ideas
thanks in advance
A Leprachaun

Manic Smile

Manic Smile

Desert Nomad

Join Date: Dec 2005

Hawaii

----- 15^50[Rare] ---- Alliance: ----- [SMS] -----

Quote:
Originally Posted by bobrath
A dead summon does 0 damage. If they're going to die - take the opportunity to do more damage. I'm not suggesting ToDing them, this is to take advantage of the mobs damage to pets and summons.

As an example: Tombs when a dryder gets off lava font, fireball, meteor storm (any or all) - your summons are going down and probably all at the same rough time. Why not have them do one last hit? Sure 105 damage (+ poisoned) isn't a game breaking difference but it does up your damage with minimal work. You can cast nova on all the pets (or just your puller's pet) prior to any battle and as they set their spirits, you've got plenty of time to pick a few summons around you for novaing.

In battle, right after you summon a horror its very easy to drop a nova on it. I'm not saying it isn't a useful skill it's just on the margin I think I'd rather have Infuse Condition or Dark Bond. I say these two because that's what I'd likely swapp out as I like my OoB.

Bel Ebih

Bel Ebih

Krytan Explorer

Join Date: Nov 2005

Puerto Rico

Crusaders Of Valhalla [Odin]

Quote:
Originally Posted by Manic Smile
Or you could actually give some reasoning, with some numbers please or at least reproducable observations, for why you think /E is better instead of just saying you are able to keep a large army up and other such vague statements that we never contested in the first place. Can /E be played...yes...can it work...yes...is it the most efficient...tell us why you think so. If you play it just to play it fine but then concede to us that /Mo is more efficient/effective instead of all the nothing you have posted so far. I never said it was better, I said it was just as good. I play it, just as I play /Mo because, in my opinion, one can do just as well with either combination, or at least I can, since I speak for myself, though I can also say I've seen many great MM's do so as well. It's just a matter of preferance. What I've posted may seem like nothing to you since you think of this as some especific science, and just expect numbers. In my opinion, it's simply not. I don't crunch numbers, I simply go by experience. And in my experience, can someone be an excellent MM as a N/Mo? Yes. Can someone be just as effective with another secondary (i.e. /E)? Yes.

So yeah, I play both 'just to play them' because I can do just as well with both. Thus, no, I don't concede with you. But that's fine because people can have different opinions/preferances obviously. The problem lies in calling your opinion fact, with the implied attitude that those that don't play what you like are simply not as good or efficient, which is simply not true. You can state why you prefer a certain build, we all do this, but going out of your way to state how you think everything else is inferior, and then calling it 'fact', is simply not cool in my book.

studentochaos

studentochaos

Frost Gate Guardian

Join Date: Feb 2006

Seeking atm

N/

I run all of the different MM and N/Mo definitely is the most independent. However, it isnt the most fun. I stick to N/Me so I can jump between MM and SS over and over without changing my secondary (lazy). Also, I use OoB and order of pain. This is great because after the run is over you can echo into your other sacs and kill yourself before the monk sees. Instant party wipe.....

Edit: Spelling

D Fault

D Fault

Lion's Arch Merchant

Join Date: Mar 2006

Black Rose Gaming [BR]

Quote:
Originally Posted by Bel Ebih
I never said it was better, I said it was just as good. I play it, just as I play /Mo because, in my opinion, one can do just as well with either combination, or at least I can, since I speak for myself, though I can also say I've seen many great MM's do so as well. It's just a matter of preferance. What I've posted may seem like nothing to you since you think of this as some especific science, and just expect numbers. In my opinion, it's simply not. I don't crunch numbers, I simply go by experience. And in my experience, can someone be an excellent MM as a N/Mo? Yes. Can someone be just as effective with another secondary (i.e. /E)? Yes.

So yeah, I play both 'just to play them' because I can do just as well with both. Thus, no, I don't concede with you. But that's fine because people can have different opinions/preferances obviously. The problem lies in calling your opinion fact, with the implied attitude that those that don't play what you like are simply not as good or efficient, which is simply not true. You can state why you prefer a certain build, we all do this, but going out of your way to state how you think everything else is inferior, and then calling it 'fact', is simply not cool in my book. You're missing the point.

A 15>50 weapon will do more damage than a 14>50 weapon.
16 healing prayers will heal more than 15 healing prayers.
A N/Mo MM can do their job better than a N/E MM.

Its nice that you like N/E so much, but the FACT remains that it is not the best, and I'm sorry if you are unable to see that.

ForeverGoNe

Krytan Explorer

Join Date: May 2005

Freelancing

Some people use tainted flesh in their build. I don't see how exactly that works when you're running MM though.

Bel Ebih

Bel Ebih

Krytan Explorer

Join Date: Nov 2005

Puerto Rico

Crusaders Of Valhalla [Odin]

Quote:
Originally Posted by D Fault
You're missing the point.

A 15>50 weapon will do more damage than a 14>50 weapon.
16 healing prayers will heal more than 15 healing prayers.
A N/Mo MM can do their job better than a N/E MM.

Its nice that you like N/E so much, but the FACT remains that it is not the best, and I'm sorry if you are unable to see that. Wow. lol

Man, all I can do is simply laugh at that. Seems you clearly failed that part in school where they teach you the difference between 'fact' and 'opinion'. Like I said before, there's no point in arguing with someone that is convinced his opinion is 'fact'. It is not. It's just your opinion, which of course you are entitled to and is respected, but it's just that, an OPINION... 'and I'm sorry if you are unable to see that.'

Carinae

Carinae

Forge Runner

Join Date: Jun 2005

Inside

Fifteen Over Fifty [Rare]

Quote:
Originally Posted by Bel Ebih
Wow. lol

Man, all I can do is simply laugh at that. Seems you clearly failed that part in school where they teach you the difference between 'fact' and 'opinion'. Like I said before, there's no point in arguing with someone that is convinced his opinion is 'fact'. It is not. It's just your opinion, which of course you are entitled to and is respected, but it's just that, an OPINION... 'and I'm sorry if you are unable to see that.'
Yeah. When did I ever say otherwise? All I've ever stated is my opinion, speaking for myself.


Quote:
Originally Posted by Carinae Dragonblood

Even if our proposal isn't a fact, it's supported by 6+ pages of basically uncontested evidence, which puts it well on it's way to being a fact, doesn't it? If not, what makes something a fact?
A fact is something that is always unequivocally true under any circumstance, which is simply not the case here.


Still you want me to elaborate with numbers and reasoning for my opinion then? Fine...

Assuming a max life of 455hp (my Necro's at least), a N/E sacrifices around 200hp per minute (68hp every 21 secs) keeping VS up 100% of the time during downtime. This increses to around 342hp per minute during downtimes because of the added use of BotM when minion degen becomes more than the regen from VS, but does not extend to prolonged periods since little after minions reach this point, they are usually Nova'd and used to bomb, if not just let die for energy. This life-loss due to sacrifice is easily countered during downtime when natural life regen settles in before the next cast of VS, so self-healing there is not an issue.

Now, during mid-battle, the life-loss from VS remains the same or maybe less if one makes it a priority to summon fresh minions before dealing with VS. On the other hand, the sacrifice from BotM becomes more constant due to mid-battle healing of minions that are under attack. While healing from a Monk is necessary of course, an occasional Orison or Healing Breeze is enough to keep you going with no trouble, which in my opinion isn't much of a drain on a heal Monk. Besides, that's his job. Apart from this, in case you get targeted and risk dying, using ToD as an emergency button will bring you to full health at the cost of a minion, which brings me to my next point: energy management.

The loss of a minion to ToD in case of a high risk situation is offset by a N/E's energy management which allows for a more constant flow of summons, especially in situations of energy overflow when too many bodies drop at the same time. Glyph of Lesser Energy gives a net gain of 10 energy on summons, same as OoB at 9 Blood, except without the need to spread points or sacrifice 20% life (91hp in this case). Also, while Lesser Energy's recharge is double that of OoB, you'll be able to always use it, unlike OoB which is not wise to use that often anyway due to the sacrifice.

So, to summarize, in my opinion, N/E for MM is excellent due to superior energy management allowing for constant summoning even under the biggest pressure, and while the lack of solid self-heal requires the help of a Monk mid battle, you do have an emergency heal when at high risk, and are simply able to do you're job efficiently while the Monk does his (you provide and upkeep a large army for prolonged periods while he heals you if necessary).

Now, taking a look at N/Mo MM, the life sacrifice during downtime becomes greater if using VS/BotM (around 228hp per min, 114 every 30 secs), or less if just running VS (136hp per min, 68 every 30 secs). All the sacrifice is negated with the use Heal Area, which in turn is used to keep minion health up. So while hp is not an issue here either, energy is. The added spam of Heal Area to compensate for the time while VS is down adds up to roughly 60 energy per min during downtime. This is offset with natural energy regen, just as the N/E VS sac is offset by natural health regen. Yet this energy strain increses mid-battle when the use of HA becomes more constant in addition to the energy use of summoning. This is where OoB comes in.

At 9 Blood, which is how I use it, OoB gives a net gain of 10 energy. This energy can be used to summon, followed by a HA later to negate that sac (91hp loss), or can simply be used to just HA to heal minions. You could also OoB to be able to VS, in which case you need to follow later with two HA to negate the total sac (159hp loss). In any case, self-healing is, of course, never an issue, but it is a lot more energy intensive mid-battle making it tougher to summon constantly, even though in the downtime energy isn't much an issue either.

So, to summarize this, in my opinion, N/Mo is also excellent for a MM because of superior healing, since you will always be able to heal yourself, your minions, and even party members if necessary. Even if you strain for energy at times, having to pass on a summon or two, it's not much of an issue since you will constantly be healing everything, making the Monks job easier.

So to summarize all:
N/E is more energy efficient, allowing for faster summoning and less effort to keep minions alive, but needs Monk aid mid-battle if you need to sac more than usual, even though natural life regen is enough during downtime.

N/Mo is more life efficient, never needing heals from a Monk or an emergency button, but since the energy management adds to the life-loss, summoning is slower since it's combined with the constant use of the self-heal for yourself and minions.
And that is why I say that both are equally as efficient since, in my opinion, both N/Mo and N/E have their strengths, and weaknesses which can be overcome by simply playing either one smart. Still, like I've said before, all this becomes meaningless when, under practice, the numbers actually vary from player to player depending on their style and the circumstances of their location and group. And it is this variance that makes all that I've said, and all that you've said opinion, not fact.



Edit:

Quote:
Originally Posted by kaldak
I'd like to recommend this post be locked. Any worthwhile information or debate has been lost under a myriad of closeminded and rather nasty comments.

In a game with this level of complexity, with varying environments, people, and teams, there's simply no way to state enough facts to claim that one build is "the best". Sure, you can crunch some numbers, but how well can that possibly actually represent the game?

You can point out an effective build, but really, why even attempt to take it any further than that? Especially in PVE does it even matter if its "the best" as long as its good enough to pull its weight?

So please, save your comments about superiority and lets all try to stick to recommendations that people can then evaluate on their own. After all, playing style can have a huge impact on the effectiveness of any build, and it really should be all about having fun anyway. Yup, exactly what I've been trying to say, though admittedly with some added 'nasty comments' due to being very annoyed. Yah hit the nail right on the head there.

Carinae

Carinae

Forge Runner

Join Date: Jun 2005

Inside

Fifteen Over Fifty [Rare]

Bel Ebih: THANK YOU! Very deeply and sincerely, I Thank You! This is just exactly what I wanted, a reasonable, logical defense of N/E.

I would like to make some comments on your statements, because I do not fully agree with your diagnosis, but I am going to wait until tomorrow to digest this argument more fully.

As for the nasty comments, I'll now completely bury the hatchet with you, since sincere dialog has been established. Maybe I'm stubborn, but without a serious argument presented I was not going to concede anything. That's a position I would expect of anyone, anywhere.

Anyway, I will address this discussion tomorrow.

Sincerely thank you again for doing what no other N/E would do.
Carinae

Bel Ebih

Bel Ebih

Krytan Explorer

Join Date: Nov 2005

Puerto Rico

Crusaders Of Valhalla [Odin]

Quote:
Originally Posted by Carinae Dragonblood
Bel Ebih: THANK YOU! Very deeply and sincerely, I Thank You! This is just exactly what I wanted, a reasonable, logical defense of N/E.

I would like to make some comments on your statements, because I do not fully agree with your diagnosis, but I am going to wait until tomorrow to digest this argument more fully.

As for the nasty comments, I'll now completely bury the hatchet with you, since sincere dialog has been established. Maybe I'm stubborn, but without a serious argument presented I was not going to concede anything. That's a position I would expect of anyone, anywhere.

Anyway, I will address this discussion tomorrow.

Sincerely thank you again for doing what no other N/E would do.
Carinae Well, as long as we can agree to disagree with no 'comments on superiority' from either side, as kaldak put it, I'm all for a nice open discussion about anything really. I just get pretty annoyed sometimes when something I consider equal is dismissed as factualy inferior. On the other hand, if you say that is something no other N/E would do, I really understand then your point of view and annoyance with the build and those that play it since I also would've expected some sort of serious argument. Just didn't think mine would be the first. So yeah, the hatchet is buried, and I look forward to your comments whenever.

Manic Smile

Manic Smile

Desert Nomad

Join Date: Dec 2005

Hawaii

----- 15^50[Rare] ---- Alliance: ----- [SMS] -----

I posted a bunch of stuff but having read all the posts (mainly the previous two) and seeing that things seem to be moving in a good direction I just left it as is.

Can I suggest we think about what we want a MM to do in Various Areas and in various builds then compare builds with purposes.

TKDSamdan

TKDSamdan

Ascalonian Squire

Join Date: Dec 2005

Waterloo, Iowa

N/Mo

Quote:
Originally Posted by kaldak
I'd like to recommend this post be locked. Any worthwhile information or debate has been lost under a myriad of closeminded and rather nasty comments. Signed, Signed and Signed again.

bobrath

bobrath

Wilds Pathfinder

Join Date: Jun 2005

Texas

Scouts of Tyria

Quote:
Originally Posted by Bel Ebih
This life-loss due to sacrifice is easily countered during downtime when natural life regen settles in before the next cast of VS, so self-healing there is not an issue. I'm not sold on this... Seems to me that whenever I sacrifice, it resets my regen counter. So I might have 3 pips of health regen but when I cast VS or BoTM (or OoB), that regen drops to 0. I'm no certain that the minimal regen that can pop up between casts is enough to "counter" the sacrifice gains.

I guess I've gotten so used to monks in tombs being so bored that they look for any heal and I never get a chance to see what would happen if I didn't have that "crutch".

Bel Ebih

Bel Ebih

Krytan Explorer

Join Date: Nov 2005

Puerto Rico

Crusaders Of Valhalla [Odin]

Quote:
Originally Posted by bobrath
I'm not sold on this... Seems to me that whenever I sacrifice, it resets my regen counter. So I might have 3 pips of health regen but when I cast VS or BoTM (or OoB), that regen drops to 0. I'm no certain that the minimal regen that can pop up between casts is enough to "counter" the sacrifice gains.

I guess I've gotten so used to monks in tombs being so bored that they look for any heal and I never get a chance to see what would happen if I didn't have that "crutch".
Yeh, whenever you sacrifice, or even attack for that matter, the natural regen stops. The thing is that when doing Renewal/VS during downtime, you only have to do VS every 21 secs to keep it constant with no need for BotM. You cast VS, and natural regen takes you back to max by the time you cast VS again. This is of course assuming a max of 455hp. With more life, more sac, the less the natural regen, or if you use 2 superiors, there's less sac and you regen to max even faster.

On the other hand, when you're doing VS every 30 secs, you have to follow it up with BotM to compensate for the 9 secs of cummulative degen between each. This is where HA comes in handy to be able to self heal and max out your minion health at the same time, either by going VS>BotM>HA or VS>HA, depending on your build.

Actually, maybe that's one reason why some people dislike N/E, since a lot of MM's have this uncontrolable impulse to spam BotM a lot more than is necessary. Like I said before, with N/E, the only sacrifice comes from VS unless you're minions are being attacked or are on their last legs, in which case BotM comes in. If you know how to time it right, it's no stress on your Monk, yourself, or your minions. Still, a lot of Monks have an uncontrolable impulse as well, to run back and heal after every little sac, even if you tell them it's really not necessary.


Quote:
Originally Posted by Manic Smile
Can I suggest we think about what we want a MM to do in Various Areas and in various builds then compare builds with purposes. Good suggestion. While I do not agree on saying one is better than another overall, I do agree some are best suited for particular purposes. For example:

Tombs. The purpose here, imo, is to bodyblock as much as possible while doing as much damage as possible. The bodyblock musn't be compromised though since the main damage with B/P groups comes with Barrage obviously. That's why I mostly prefrer Horror/Minions over Horror/Fiends here. I also take Nova, but not ToD since enemies hit so hard that they will trigger the bombs themselves. Basically summon in large numbers, position to bodyblock, Nova Minions and Pets while puller lures, and unleash. When Grasps hit Minions a couple of times, the chain reactions kill very fast, while nothing gets through since there's always so much blocking. This isn't straight MM, but it's not an actual bomber build either. Also there's very little downtime, so VS every 30s and an occasional Heal Area is more than enough. The build looks like this:

Death Nova
Animate Bone Horror
Animate Bone Minions
Offering of Blood {E}
Verata's Sacrifice
Heal Area
Blood Ritual (to trade energy with Orders if necessary, and help out Monk)
Rebirth

*I've also run this as N/Me with Mantra of Resolve to avoid interrupts insted of Heal Area. Worked just as well, although it's risky to get 'interrupt spiked' while under Resolve cause since the spell doesn't stop, you can easily get killed by a bunch of Power Spikes and Cry of Frustrations dropping on you non-stop. Can also be run easily with pure Necro with ToD insted of Heal Area to use as an emergency button, or if you're simply too lazy to change secondary.

Now, on the other hand, for something like SF farming, particularly Orozar, I prefer straight MM with N/E. Like I've said before, self-healing with a N/E isn't an issue during downtime, but since you're simply not getting targeted here, it's not an issue ever. So being able to summon at any time with no energy problems is a big plus here, especially since it's likely you're running with an SS that's making everything drop simulatniously. It's also a big plus to be able to keep up with the group during loooong downtimes by only doing Renew/VS insted of Heal Area every few steps. Only self-heal you need is ToD as an emergency button in case the tank 'drops the ball'. The build looks like this:

Animate Bone Horror
Animate Bone Fiend
Glyph of Lesser Energy
Glyph of Renewal {E}
Verata's Sacrifice
Blood of the Master
Taste of Death
Rez Sig


Anyway, this is just what works for me, and what I find most fun. I've seen other people run different builds that are just as effective even if they aren't really my style. One of the most interesting I saw was a MM/degen build similar to the Virulence one I posted previously only with dropping the occasional Well of Suffering. Not something I would do, but the guy pulled it off great and killed.

bobrath

bobrath

Wilds Pathfinder

Join Date: Jun 2005

Texas

Scouts of Tyria

Actually for Oro, I prefer N/R because you can bring along winnowing to make your summons hit harder. Tombs its not needed cause a ranger will have a far better level with it.

Since in Oro you're not going for the body blocking, to me its more important to up your damage then keep the head count up.

Amor Corazon

Pre-Searing Cadet

Join Date: Mar 2006

Mo/W

Yes there are the 4 main builds for a MM all of which is good depending on your style of play. But as we've seent this weekend in the Fpe the builds all of which using some of the faction skills will be able to be tweaked and refined, there is also that flesh golem {elite} which say a N/E may not be able to use if it takes the other elite and im not stating that you need that elite jsut chucking out an idea.