If you're familiar with being a minion master, skip what's italicized. It's merely a long review.
Let's look at the skills in question:
Animate Bone Fiend 25 Energy 3 Cast Time 5 sec Recharge Exploit nearest corpse to animate a level 1...14 bone fiend. Bone fiends can attack at range. |
Animate Bone Horror 15 Energy 3 Cast Time 5 sec Recharge Exploit nearest corpse to animate a level 1...14 bone horror. |
Animate Bone Minions 25 Energy 3 Cast Time 5 sec Recharge Exploit nearest corpse to animate two level 0...10 bone minions. |
Animate Vampiric Horror 25 Energy 3 Cast Time 5 sec Recharge Exploit nearest corpse to animate a level 1-14 Vampiric Horror. Whenever a Vampiric Horror you control deals damage, you gain the same amount of Health. |
Animate Flesh Golem 15 Energy 3 Cast Time 30 sec Recharge Exploit nearest corpse to animate a level 3...21 Flesh Golem. The Flesh Golem leaves an exploitable corpse. You can have only one Flesh Golem at a time. This is an elite skill. |
The argument against this is that more powerful MM builds in PvE can quickly roll over mobs of enemies specifically with Fiends and to a lesser extent, Horrors. In PvP, MMs obviously don't see a lot of use outside of special team builds. These builds usually center around en mass production, so needing more bodies isn't really a high priority. If it is not a team build, and you're on your own, you have other concerns. Additionally, when mobs of your own minions die, it is usually from area of effect (AoE), so stacking either 2 horrors together or 4 minions together will result in the same thing.
So, assuming the debate for Minions is to the side for the moment (and a debate for another day, please), let us move on.
Next, let's consider the benefits of a standard Fiend-Horror build. Typically, a minion master in PvE is going to be self-sufficient so there is no downtime while moving his army. This means most MMs are N/Mos, mainly for the sake of Heal Area. Additionally, depending on your build, you may also be carting around something to grant yourself energy. Myself, my skillbar, attributes and weapons look like this:
Skillbar: Deathly Swarm, Animate Bone Fiend, Animate Bone Horror, Offering of Blood, Vengeance, Heal Area, Blood of the Master, Verata's Sacrifice Attributes: Blood Magic: 7+1, Death Magic, 12+1+3, Soul Reaping 8+1, Healing Prayers: 8 Weapon: Collector's Truncheon, Cold Damage 11-22 (req 9 Death), Halves skill recharge of Death Magic spells (20%) Focus: Collector's Grim Cesta, Energy +10 (req 8 Death), Death Magic +1 (20%), Health +30 |
At this point, something WILL be dying. An army is a powerful thing, unless you're up against singularly strong bosses or monsters with a lot of AoE use. My Soul Reaping will be going off the charts, so I need to act fast: I use Animate Bone Fiend and Horror alternately, trying to get the most I can out of Fiend. Horrors are also nice because Fiends sometimes get stuck shooting into walls, sso Horrors pick up the slack. The problem here is that the army can become a little too efficient, killing off everything at once instead of one at a time. Rather than summoning a new minion with every death, you now have many corpses, a limited energy pool and no fresh Soul Reaping going on. This is what Offering of Blood is for, although it sees only occassional use. It gives you that extra umph to pump out one last Fiend with no wait time.
Now that you've exploited every corpse, it's time to get on the move again. By this time, your minions are dying, so you'll need to quickly cast Blood of the Master to save any minions with about 5 health remaining, then use Verata's Sacrifice, and then Heal Area to try to max out their health and restore your own. At last, you go back to work, letting very old minions die off rather than waste time keeping them alive once they breech the -10 Health range into a range you can't stop with Verata's Sacrifice. Using this method, you can amass an army of anywhere from 20-30 minions with great consistency.
Why do I mention this? Well, for those that don't know, it's useful. For another, to make it obvious how powerful a MM can be using this build. Entire mobs of level 24 Avicara will be reduced to scraps in less than 30 seconds, if even that long. Why?
Damage output: each minion can perform a hit of around 10-30 damage, a wide range that will increase depending on what you're attacking and what profession it is, etc. Let's say you do about 15 damage normally with a single Bone Fiend/Horror. Let's say you have 20 of them. That's 300 damage per 2 seconds or so. Try getting that using one person with any other build, even for only 2 seconds. An army will last as long as you do, and even kill willingly if you happen to die, which won't be often in PvE since you won't ever be the target of attacks.
Sheer numbers: when you have about 20 minions, you've reached the limit of what you can heal with Blood of the Master and Heal Area, since there are too many of your babies to target all at once. This is basically the only reason you are not a completely unstoppable killing machine, rolling insanely across the landscape, destroying any and all life you see. If you could perform the same damage output as an entire minion army on your own, you still would be at a disadvantage: you only have one healthbar! An army has many, and they can only all go down at once from AoE attacks, or Edge of Extinction hits. Sure, those Avicara can kill off a minion easily, but what about his 19 pissed off undead brethren? No, sir, it's chicken for dinner.
GOLEMS
So, this finally leads me to the Flesh Golem.
Let's hypothesize as to how useful this will be in PvE. A attribute level of 16 will give you a level 26 Golem. I'm guessing that a random +1 Death per 20% will net you a level 28 Golem. That's a big puppy. A powerful big buddy. However, you may only have one at a time. In addition, it's only one minion. Not 20.
If you were to place Flesh Golem into the Bone Horror slot on my skillbar, replacing the seldom-needed elite Offering of Blood, you would lose and gain a few things. The power output produced by a Golem is remarkable, but it's still only one immense creature. The damage output provided by many fiends that you heal is too overwhelming an advantage. In addition, leaving out Bone Horror also creates the problem of waiting for Fiend to recharge in combat. The key rule for a minion master is NO DOWNTIME.
Basically, a Flesh Golem is the Necromancer's equivilent to a pet. Animate Flesh Golem is the equivilent of Charm Animal, with some minor ups and downs, the most major being that it is an elite skill.
So, I conclude (and I'm sure you have already too) that using standard means, Flesh Golem is a theatrical skill for a true Minion Master.
PVP
Now, let's move on to PvP. Here, we'll address the Minion Factory. Some ideas have already been suggested for creating a Flesh Golem Factory. How you ask? A few main skills and classes:
8 MMs, 7 are Saccers or 6 Saccers, 1 pure MM, 1 backup class, etc.
Verata's Aura / Verata's Gaze
The idea here, although obviously no one can practice it anymore for a while, is that while you may only summon one Golem, you can control more than one. So, depending on how many saccers you have, you can seize control of Golems a necro loses when he dies.
So, one person initially kills himself. Another animates a Flesh Golem. That person kills himself. The next person in line uses Verata's Aura to capture this Golem while another MM animates a new Golem. That MM sacrifices himself. The "gatherer master" uses Verata's Gaze/Aura (depends on how many Golems are loose) to capture this new Golem. Typically, unless there is an emergency, you'll be using Gaze, since it recharges after 5 seconds. You may need 2 "Gatherers."
You can see where this is leading. With a Rezmer, or a Trapper/Light of Dwayna R/Mo or whatever reviving your comrades, and with proper coordinatation, you can in theory start your very own army of Flesh Golems, either in PvP or a coordinated PvE scenerio. This would be a slow process, however.
And this is where the thread comes in. Organizing the usefulness of the Flesh Golems. How do you properly utilize the capabilities of this beast?
PVE, etc
Another possibility looms for the Golem in both PvE and PvP: a support minion build. A typical MM build works mainly in PvE. It will destroy practically everything in its path, and requires a lot of bodies, which is why it doesn't work too well in PvP. Now, picture this: you can finally create a skillbar using Death Magic skills that does NOT revolve around minions but instead revolves around conditions, attacks or corpse control. The single skill of Animate Flesh Golem can provide a massive boost to such a simple build, even in PvE. Now, picture this skill being used in Random arenas or PvE team control missions. With only one corpse you can raise the equivilent of a small army and not have to worry about your skillbar being impacted due to a minor focus on minion mastery! In addition, the Golem provides itself with a new body.
Of course, all this may be wishful thinking. There may be a counter skill we have not yet seen, or the Golems could be easily raped by condition-happy Assassins or simply with a Blind spell. In addition, being pure Death in chapter 1 has never been fun unless you're a minion master, since practically all the skills deal with them. Fortunately, in chapter 2, we'll be getting a lot of new Death spells that have nothing to do with minions.
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Conclusion~
A Flesh Golem is not a replacement for a Minion Master build. It will not outproduce the sheer destructive power of a PvE snowballing army.
A Flesh Golem is an excellent support skill, although it is perhaps a questionably-brought elite. Using a Flesh Golem means you will not need to heal back an army, stick around picking at corpses or waste away your entire skillbar on one special kind of build.
A Flesh Golem may be a destructive force in PvP, especially in smaller arenas. Creating an army of them, however, may be next to impossible. If it does become possible, a nerf may be on the way.
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So, finally, questions: how would you, personally, utilize a GvG build using the Flesh Golem, if at all? And could it be more effective than a standard MF build?
Also, can it truly be as effective in PvE? Obviously not in areas with lots of easily-slain monsters, but still? How do you see it impacting the game?