High Level MM Build - Advice
TheLordOfBlah
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
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
Quote:
Originally Posted by Bel Ebih
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.

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.

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:
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.
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.
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.
Quote:
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: |
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.

-- 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:
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:
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:
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