there are 3 major changes to the minion mechanics and skills,
1) limit on minions animated
2) Blood of the master changes
3) verata's sacrifice changes
also the difference of having factions and not having it makes a BIG difference, minion masters have more toys to play with now.
1) limit of minions
This was needed IMHO, i've seen people run around with 30 minions instantly obliterating everything in their path, however this comboed with the other nerfs really screwed players with prophecies only over, they don't get any of the new monion types. they are still stuck with the same old ones.
2) Blood of the master
this is actually well done, an improvement if you ask me, the 10% you sacrificed before, and the higher energy cost made it a kind of.. meh.. skill, it hurt if there wasn't a lot of minions getting healed, it owned if there was a lot. I like the range changes too, it was really hard to maximise the effect before because you were dealing with a heal area sort of spell, and minions rarely group up well for that, they all stand on one side of you, or too far from you to get healed with it
Now, with the changes its a very well balanced skill, cheap energy-wise, somewhat spammable (depends on how many minion you control). it has the potential to keep your minions alive for a long time, and it can kil you fast if you don't watch out
3) verata's Sacrifice
i think Anet did a great job on BotM, but i think they made this skill extremely overpowered, or completely useless, depending on how you look at it. with the new flesh golem elite minion, a lot of people benifit from the 3 minion max instant recharge, by only using the golem. and they can keep a constant +10 regen on it. while the golem tears everything apart
and the little guy with 10 of any not-so-great minion can't use the skill at all, sure, he can use it for a short while , but 60 seconds is overkill.
I think this skill should be somewhat like BotM, it should depend on the number of minions, i sugest something like a base duration on the +10 regen, and then +1 second for each controlled minion, and have it at a constant recharge, but not 60 seconds, 25 or 30 perhaps.
another option is to make it like it used to be, but make it an elite spell. that way it couldn't be comboed with the golem.
the minion master still works. but its harder to do now, not everyone can be one. which is good in my opinion. the faction minions are really needed to be usefull though. the prophecies ones are good, sure, but they don't compare to the factions minions, which means you ahev to get factions if you want to be effective.
on the other hand, i think factions needs these because of the missions being a lot harder than prophecies missions, which were pretty easy, and still are with the current minnion master. allthough monions tend to become very weak against the later enemies, when you start getting above lvl 20
I hope you didn't think it was a waste of time reading this.

feel free to comment, flames wil be ignored