Ritualist Minion Master

Arithon

Ascalonian Squire

Join Date: May 2005

This is the Ritualist MM build I been playing around with
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Boon of Creation - this is the engine that drives this build
Explosive Growth - this is nice for splash dmg as well as a cover for Boon
Generous Was Tsungrai - Self healing to cover BOTM - can bereplaced with "Taste of Death"
Blood of the Master - Useful but not necessary since your re-animating minions all the time
Animate Bone Minions
Animate Bone Fiend - I tried "Animate Vampiric Horror" but the recharge of 25's is to slow
Animate Flesh Golem {E}
Flesh of My Flesh
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Spawning Pool = 16 (12 +3 +1) - you minions will get a 68% hp increase
Death = 12
Restoration = 4
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Im using a collectors Death staff with 20/20 recharge and casting
with +5 energy and 20% Enchantment duration upgrades

I though about +1 Death magic 20% but I like the 20% enchant better
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Some of you may ask why bother with a Ritualist primary MM.

Well I did a bit of research and came up with some interesting info:

Level 18 bone fiend will have 440hp
Level 14 bone fiend will have 360hp + 64%HP from Spawning pool = 590hp

So even though you only have a level 14 minion they have more health than their level 18 counterparts.

I usually Cast Boon then Growth and then animate minions as they become available.

Bone Minions are the Fuel that drives your Boon, at 16SP you get 8 energy (+53Hp healing) for each minion giving you 16engery for a skill that only costs 15.

So if your running low on energy animate Bone Minions. I usually run the golem and the fiends and animate Bones Minions as I need energy or as the minions die due to degen.

I have though of playing "Attuned Was Songkai {E}" instead of "Flesh Golem" but I haven't capped it yet.

You can also squeeze in "Verata's Sacrifice" if you want to keep minions alive for longer but I find letting them die and getting fresh meat allows you to really take advantage of Boon and Growth.
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I also been testing an alternate version that runs a slightly modified skill set, this is concentrating more on DMG.

Boon of Creation
Explosive Growth
Taste of Death
Blood of the Master
Animate Bone Minions
Animate Bone Fiend
Animate Flesh Golem {E}
Death Nova

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Thanks for taking the time to read this post

Kind Regards

Arithon the Black

Geishe

Geishe

Wilds Pathfinder

Join Date: May 2006

The Agonized

Rt/Mo

Quote:
Originally Posted by Arithon
This is the Ritualist MM build I been playing around with
-----------------------------------------------------------------
Boon of Creation - this is the engine that drives this build
Explosive Growth - this is nice for splash dmg as well as a cover for Boon
Generous Was Tsungrai - Self healing to cover BOTM - can bereplaced with "Taste of Death"
Blood of the Master - Useful but not necessary since your re-animating minions all the time
Animate Bone Minions
Animate Bone Fiend - I tried "Animate Vampiric Horror" but the recharge of 25's is to slow
Animate Flesh Golem {E}
Flesh of My Flesh
-----------------------------------------------------------------
Spawning Pool = 16 (12 +3 +1) - you minions will get a 68% hp increase
Death = 12
Restoration = 4
-----------------------------------------------------------------
Im using a collectors Death staff with 20/20 recharge and casting
with +5 energy and 20% Enchantment duration upgrades

I though about +1 Death magic 20% but I like the 20% enchant better
-----------------------------------------------------------------
Some of you may ask why bother with a Ritualist primary MM.

Well I did a bit of research and came up with some interesting info:

Level 18 bone fiend will have 440hp
Level 14 bone fiend will have 360hp + 64%HP from Spawning pool = 590hp

So even though you only have a level 14 minion they have more health than their level 18 counterparts.

I usually Cast Boon then Growth and then animate minions as they become available.

Bone Minions are the Fuel that drives your Boon, at 16SP you get 8 energy (+53Hp healing) for each minion giving you 16engery for a skill that only costs 15.

So if your running low on energy animate Bone Minions. I usually run the golem and the fiends and animate Bones Minions as I need energy or as the minions die due to degen.

I have though of playing "Attuned Was Songkai {E}" instead of "Flesh Golem" but I haven't capped it yet.

You can also squeeze in "Verata's Sacrifice" if you want to keep minions alive for longer but I find letting them die and getting fresh meat allows you to really take advantage of Boon and Growth.
----------------------------------------------------------------
I also been testing an alternate version that runs a slightly modified skill set, this is concentrating more on DMG.

Boon of Creation
Explosive Growth
Taste of Death
Blood of the Master
Animate Bone Minions
Animate Bone Fiend
Animate Flesh Golem {E}
Death Nova

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Thanks for taking the time to read this post

Kind Regards

Arithon the Black This build has already been posted, my friend. Awesome build anyways.

Cryptic Quote

Ascalonian Squire

Join Date: May 2006

None at the moment

Rt/N

Attuend Was Songaki is a really good alternative, allows you to bring vamps, fiends, and minons, and always have the nrg to cast, keep your enchatments up, or what ever, and most your actuall DAMAGE comes from explosive growth anyway, 68 x2 spam damage after summing minons... FTW!

Angel Netherborn

Angel Netherborn

Krytan Explorer

Join Date: Jun 2006

Lower Ward, Sigil

Goda Vos

Isn't a minion bomber build more suitable? Your direct damage when the corpse count is low is very poor. Three animate skills somewhat eats up all your options. Since you have to keep reanimating due to poor minion healing and to regain energy, you're less suited to bringing minions from one mob to another. Your alternate build is a better build (incidentally, it's a bombing build).

Bone fiends at lvl 14 with spawning power bonus hit points also means less armor (about 12 AL less I believe). Without access to healing spells, you won't be able to maintain fiends as well as primary necro. Not to mention that with soul reaping, you don't have to animate minions (which are really only good for bombing) just to replenish your energy.

As a note, Generous was Tsungrai is not an efficient way to heal sac damage. It requires sac itself AND it has 15 second recharge.... compared to necro blood skills or monk healing skills.

I'm not saying it's not possible or not worth playing. I'm just pointing out that playing MM as a necro still feels more efficient. Minion bombing... that's another story.

Cryptic Quote

Ascalonian Squire

Join Date: May 2006

None at the moment

Rt/N

Quote:
Originally Posted by Angel Netherborn
Isn't a minion bomber build more suitable? Your direct damage when the corpse count is low is very poor. Three animate skills somewhat eats up all your options. Since you have to keep reanimating due to poor minion healing and to regain energy, you're less suited to bringing minions from one mob to another. Your alternate build is a better build (incidentally, it's a bombing build). Here is the thing about the Rt MM, the damage comes from multipul forms, I easily maintain 6-8 Minions when I mm(8 = max for non necro class) and over time, those minons become all fiends/vamps/fleshies(depending on build) Also, when i summon minions, the inital spike they deal(67x2 to up to 5 nearby targets) makes them MORE then worth the summon. Its less then a corpse explosion, but i get 2 minons out of it.

Also, when going from battle to battle, the purpose of the Rit MM is to just get his minons there and keep them alive till the first enemy drops, from that point, its a summon fest, because of the area of effect damage that each summon brings, you quickly raise a full 8 fresh minons and are ready to advance to the next group. Its a different purpose for a minon master, the end result is about the same though less damage to your party, more damage to the Mobs