MM healing health?
Ention
Hi Everyone, My necromancer Serenic Destruction decided to get into Minions because my monk is tired of doing SF and I wanted to try it with something new! Only the only problem is, I think my minion healing is off by a bit,
16 Death
10 Soul
8 heal
Now, I have Heal Area, Verata's Sacrifice, and Blood of the Master. Only I'm not sure when exactly to use them. I know (or at least I think) that the more you heal minions, the more degeneration they suffer, if someone could only tell me when would be most effective to heal them? and what with?
16 Death
10 Soul
8 heal
Now, I have Heal Area, Verata's Sacrifice, and Blood of the Master. Only I'm not sure when exactly to use them. I know (or at least I think) that the more you heal minions, the more degeneration they suffer, if someone could only tell me when would be most effective to heal them? and what with?
Carinae
Your attributes look about right, so you're ok there.
You need to keep Verata's Sacrifice up as much as possible. So cast it and keep casting it the instant it recharges.
Blood of the Master (BotM) and Heal Area (HA) are direct heal spells for your minions. You will need to cast these probably a few times a minute, depending on the situation.
Heal Area will heal enemies, so be careful in it's use, but it also HEALS YOU, so it is a nice finishing spell after VS or BotM.
You need to keep Verata's Sacrifice up as much as possible. So cast it and keep casting it the instant it recharges.
Blood of the Master (BotM) and Heal Area (HA) are direct heal spells for your minions. You will need to cast these probably a few times a minute, depending on the situation.
Heal Area will heal enemies, so be careful in it's use, but it also HEALS YOU, so it is a nice finishing spell after VS or BotM.
Ention
hmmm...ok. I'm just worried about how healing them makes them degen more....is that really true?
Murder In China
Common rumor that is false.
The Fenixxor
I find heal area to be unneccessary since BotM has a recharge of about 5 seconds and costs the same amount of energy, while healing for more damage. Even so... your attributes seem fine, hope you have fun with your MM, i certainly enjoyed it when i first started

Murder In China
But if you constantly spam Blood of the Master, you'll kill yourself.
Ention
Quote:
Originally Posted by Murder In China
Quote:
Originally Posted by Murder In China
Common rumor that is false.
Thank God....I was all worried about it...now i'm completely releived. Thanks Guys!
Murder In China
Also, a minion starts with -1 degen and gains an addition -1 degen every 10 seconds.
Cadmann
As for the Heal Area hurting minions, it is patently false. This thread (http://www.guildwarsguru.com/forum/s...t=heal+minion), has folks that proved it out. The short version: the longer they live, the more regen they get until maxes out. The healing keeps them alive long enough to hit max regen, so folks think the "healing" hurts. However, (EDIT) Verata's Sacrifice makes it break even (+10/-10).
Cadmann Thanks for Murder In China for the correction. Murder In China
It's not Blood of the Master, it's Vetera's Sacrifice.
Markaedw
I find that my minions do just fine with Vert. Sac. before the fight and heal area after, then I keep 1 slot for self heal and another for a well. The majo advatage of BotM is that it can be done during the fight or if you are not running a monk build. The well is for when the team needs it or have some rebirthed into it. You also want to be carefull running VS durring a fight, any status disorders suffered by your minons will be transfered to you,
my attributes are: blood 9 death 16 soul 10 (major rune) healing 7 The Fenixxor
Quote:
Originally Posted by Murder In China
But if you constantly spam Blood of the Master, you'll kill yourself.
Thats what ur monk is for. :P
oljomo
Quote:
Originally Posted by The Fenixxor
I find heal area to be unneccessary since BotM has a recharge of about 5 seconds and costs the same amount of energy, while healing for more damage. Even so... your attributes seem fine, hope you have fun with your MM, i certainly enjoyed it when i first started
![]() Um for my buil (16 death, 9 sr, 10 hp) heal area heals more than blood of the master, and also heals me, for exactly the same cost of energy The time to use botm is when your minions are by the enemy and you want to make them last longer oljomo GooD KaRmA
Just hit verata's sacrifice whenever it is available and between battles move them together for heal area. Let's not over-complicate it. The whole point of being a N/Mo minion master is for heal area and rebirth.
Jetai12
I, being a monk as my first character (still play him a lot) know that it is a pain to: A. Heal Minions when the necro can, and B. Heal the Necro because he is saccing himself on the minions, therefore, not only does it releave the stress on the monk, but it DOES NOT affect the degen rate (second character i made was necro) problem solved
bobrath
Only other point I'd add on is that BoTM has a larger AoE then Heal Area. So when your army gets massive, BoTM will actually help you keep your army around longer then Heal Area.
Yes MMs need monks to heal them, but if a MM is at full army - who else in the party is taking damage? Scourage of Death
My MM is a N/E.
Attributes: 16 death magic (12+1+3) 13 Soul Reaping (12+1) Skills: Glyph of Renewel (E) Verata's Sacrifice Animate Bone Fiends Animate Bone Horrors Glyph of Lesser Energy Blood of the Master Soul Feast(or Taste of Death) Rez Sig *You could replace soul feast(or taste of death), horrors, and rez sig with w/e you want. I use this build b/c w/ gyph of renewel(15sec recharge) you can have veratas (30sec recharge) up at all times making your minons last a lot longer. You do this by casting glyph of renwel then casting veratas and then as soon as the glyph recharges do the same thing over again. I used to use your monk heal area build but found that this build works better for me personally. I can keep minions longer and w/ the extra soul repaing and glyph of lesser energy I have less problems w/ energy management. The only problem faced w/ this build is the fact that except for soul feast(or taste of death) you can not heal yourself w/o wasting a corpse or minion. Miakoda
I have played all the conventional styles of MM's as well as unconventional (as most have here) and I can say that I will go N/Mo every time (factions not included) as the heal area is just to valuable for self sufficiency and enables the monk to not have to baby sit you saccing like a nutter, as a monk myself I really take issue with MM's who do this..
Dont rely on a pug monk to save you every time, if you can stand on your own two feet then you will make the experience a good one for all, expecting your own personal 24/7 heal bitch is a bit much, the same way that a monk should not rely on a 24/7 bip bitch. The build is not rocket science, and certainly the pugs are noy always top notch, so make it easy for yourself and others, chose monk.. chose life ![]() Aeon221
-1 every 20, not every 10. so -10 @ 200 seconds, at which point your minions need to be tucked in.
Evilsod
Whats wrong with letting the monk heal you?
16 Death Magic 15 Soul Reaping Always worked for me, if your monk seems to find healing the MM bad i suggest they go find a new a group or quit whining... If you think Pug monks can't heal a single character sacrificing 10% life every so often, you need to play PvE more... Area sucks its that simple, small range and wastes points you could be putting into Reaping. Perhaps the monk should bring it and lend you a hand? ![]() The Fenixxor
Quote:
Originally Posted by Evilsod
Perhaps the monk should bring it and lend you a hand?
![]() ![]() Contessa
This is what works for me. I can keep 30-40 level 18-19 minions alive this way.
Death is always at a Max 16 and I carry an offhand weapon that gives +1 to death magic. I try never to rely on the monk for too much healing. The reason is that the monk needs to be available to catch spikes and other emergencies for other members of the team. A taxed monk=very dead team I have a whole checklist on this topic, but here are a couple of quick tips. 1) Only heal minions when they really need it. If you keep topping off their health with Verata's Sacrifice and Blood of the Master, you are wasting your energy and HP without the full benefits of the healing. I view myself in the monk role for the minions. Even for monks, they know that if they keep spamming healing spells to top off the HP, they will quickly run out of energy (hence the constant spamming of "I need blood ritual"). For us necros, we'll run out of energy & HP if we spam too much. I wait until the minions start degenerating a bit to start the healing cycle. Example: If a spell heals say 120 HP and the individual has 500 HP total. If you start spamming the healing spell when the health just begins to go down, you will be wasting the spell. So if the the individual is down to 450 HP and you cast the 120 HP heal, 70 HPs are going unused for healing. 2) Keep a healing spell going when you're doing the blood sacrificing I have ranger as secondary. With troll unguent going I can keep sacrificing without fear of killing myself. For monk I'd do healing breeze or something like that. 3) Use a healing spell that benefits everyone on your team such as Well of Blood or Well of Power. Someone might argue, "but that uses a corpse." I don't paly MM in places that don't have a surplus of corpses. Either of these spells will keep your minion, teamates and yourself alive much longer. Those are my quick suggestions. I have a whole list for particular situations on energy management and blood sacrifice for keeping minions alive. I hope that helps you feel a bit more durable when minioning. Since this is more a thread on keeping yourself alive while minioning, I'm focusing on just that topic. kaldak
there's no such thing as a surplus of corpses for a good mm. each extra minion makes things a bit easier and quicker for the team. you simply cant have too many. at present there are no skills that use a corpse as effectively as the minion spells with 16 death. i'd advise finding an alternative way to heal (such as heal area or healing spring) and leave those corpses for your undead creations.
Desires
Quote:
Originally Posted by Scourage of Death
My MM is a N/E.
Attributes: 16 death magic (12+1+3) 13 Soul Reaping (12+1) Skills: Glyph of Renewel (E) Verata's Sacrifice Animate Bone Fiends Animate Bone Horrors Glyph of Lesser Energy Blood of the Master Soul Feast(or Taste of Death) Rez Sig *You could replace soul feast(or taste of death), horrors, and rez sig with w/e you want. I use this build b/c w/ gyph of renewel(15sec recharge) you can have veratas (30sec recharge) up at all times making your minons last a lot longer. You do this by casting glyph of renwel then casting veratas and then as soon as the glyph recharges do the same thing over again. I used to use your monk heal area build but found that this build works better for me personally. I can keep minions longer and w/ the extra soul repaing and glyph of lesser energy I have less problems w/ energy management. The only problem faced w/ this build is the fact that except for soul feast(or taste of death) you can not heal yourself w/o wasting a corpse or minion. That post says it all, if you use it right you should get the WTF thats alot of minion comments. And monks are there to heal and all it takes to keep a war alive in SF is bonds healing seed and healing hands and maby an extra cast here and there so you help them stay amused. Cirian
To reduce the sacrifice and add a self heal, look at Aura of the Lich. It halves your health and reduces sacrifice damage by a further half - you sacrifice 1/4 normal now. When it ends you are healed for 253, and that includes if it is shattered. You can use Blood Renewal with AotL extremely well as a cover enchant and heal (especially as AotL cuts the sacrifice by so much). With all the sarifice skills, I also like adding Dark Aura for pbaoe shadow damage to deal with pesky melee critters. This makes for a purely self-sufficient MM with 9 blood, 16 death, 11 soul reaping.
Curiously, AotL gives you a heal each time an instance would have expired, even if you're refreshing it... as in, nice 253 point heals are coming in even though the enchant never drops due to frequent refreshes. It completely deals with health sacrifice ![]() |