Stupid MM Wannabe's

xenoranger

xenoranger

Wilds Pathfinder

Join Date: Nov 2005

My MM Skill SetGeneral AttackRotting Flesh Spiteful Spirit Suffering Minion MasteryVerata's Gaze Malign Intervention Animate Bone Minions Verata's Sacfricice Verata's Aura
First off, the first 3 are my general attack skills.

So, I have this other wannabe that has all 3 Verata skills. He doesn't keep Verata's Gaze equipped. Near the end of "The Wilds", I see a whole lotta friendly Bone creatures turn on us. As it turns out, he let his Verata's Aura lapse and wasn't paying attention. A Lvl 20 N/Mo has the Verata skills and has no freakin' clue how to use them. What' the heck is wrong with this picture?

I finally had to use Verata's Aura and maintain my Aura to prevent further "mishaps" Considering between the two of us, there were over 30 onscreen bone creatures (""ON SCREEN"" = key words), a party of 4 (we had some drops) isn't going to stand a long time against those odds. (it was a pretty even mix of horrors @ lvl 17 and minions @ lvl 12)

Bottom line, is it just me, or is this guy the dumbest MM you can get? What kinda MM uses Aura for just 1 creature?

I even told him, use Verata's Gaze for 1-3, and 4+ requires Aura (depending on the lvl).

Urgh....
At least the mission was completed.

Silmor

Silmor

Wilds Pathfinder

Join Date: Mar 2005

The Wilds has no opposing minionators, so taking Verata's Gaze/Aura in the first place is retarded - it's a problem you create for yourself by bringing Malign Intervention. Why aren't you just plucking minions out of corpses after death? The only reason I can think of is because you're hurting for energy pretty badly. If you've actually been rushed to Droknar before doing the wilds, go with Offering of Blood as elite, take some moderate blood spec and you'll have no problems casting 25e raises as fast as they recharge; using the blood spec you can take along Blood Ritual to support your backup, and if you're really afraid of any damage you could even take Dark Bond.

If you need any damaging skills to get corpses started, take Deathly Swarm or something, don't waste three slots on stuff that doesn't help you anymore once you get an army going that just walses over everything. If you insist on using Curses skills, at least go with something like Barbs which will help you kill bosses more easily using your minions. Ofcourse that's completely overkill for level 20 bosses like you'd find in the Wilds, but that's that.

Where's Blood of the Master in this build? At some point your corpses are going to be degen'ing at 10 pips period, regardless of whether or not you use Verata's Sacrifice, and Blood of the Master is the only thing that can keep them alive at that point.

"Urgh..." MM wannabe indeed.

Permasiel

Frost Gate Guardian

Join Date: Aug 2005

Frozen Flame [ICE]

E/Mo

I'd agree with the previous poster...
Focus on what you should be doing (making minions and ensuring their survival) and do it well and it'll be enough.

1. Animate Bone Fiends
2. Animate Bone Minions
3. Taste of Death
4. Blood of the Master
5. Verrata's Sacrifice
6. Heal Area
7. Strip Enchantment
8. Rez Sig

16 Death, 8 Healing, 11 SR

Strip Ench is there for the pesky mark of protection in GF/SF.
Who said you need to bring an elite anyway
And yeah, it's the build I use for FA/SF farming.

Hockster

Hockster

Banned

Join Date: Jul 2005

Am I the only one that uses Awaken? I like the +2 bonus.

pagansaint

Krytan Explorer

Join Date: Jun 2005

Awaken doesn't affect Death Magic.

BBoy_Manchild

BBoy_Manchild

Banned

Join Date: Aug 2005

dayton ohio

N/Mo

this is my oro farming mm build with a nice little DSL crapping out on me glitchy effect

others might not like it, but it has yet to fail me

Grimm

Grimm

Lion's Arch Merchant

Join Date: Nov 2005

N/

That's the weirdest "minion master" build I've seen. I think if you want to do minions, you should concentrate on minions, as if you do it right, it's a full time job. If you have a party with you, there's no need for attack skills as they just take energy away from your main job: raising minions as fast as you can and keeping them alive as long as you can. There is no reason for Verata's Aura or Gaze there at all unless you die and want to retake your minions. And having more than one minion necro is just dumb unless you're doing a suicide minion team in Tombs or GvG. You'll just fight over corpses and won't have any more minions up than you could alone. I can have at least 30 up depending on the area and how many fleshy enemies are around.

My minion build (and minions are my specialty):
bone horror
bone minions
bone fiend
taste of death
verata's sacrifice
offering of blood
blood of the master
res

death 16
soul reaping 10
blood 9-10

I have a 20/20 death staff with a death wrapping (10% chance).

Hockster

Hockster

Banned

Join Date: Jul 2005

Quote:
Originally Posted by pagansaint
Awaken doesn't affect Death Magic. Heh. At 3Am I was thinking of my curses necro. Gotta quit posting fom work.

xenoranger

xenoranger

Wilds Pathfinder

Join Date: Nov 2005

Quote:
Originally Posted by Silmor
The Wilds has no opposing minionators, so taking Verata's Gaze/Aura in the first place is retarded - ... Actually, you're missing the point. The other guy kept using Verata's Aura. I only keep Malign Intervention to lessen healing. To be honest, I'm never at a loss for Energy b/c M.I. requires less to raise a creature and I only use it when they heal a lot. Otherwise, my main raising of choice is minions. The number means more targets, and the AI seems to favor attacking the minions first (over PC's).

I only keep Verata's Aura b/c I always get some other noob who dies and their minions turn against the party. If you call having a back up plan being a wannabe, I'd like to hear your suggestion. Especially since in the Wilds, I've managed to raise and maintain a max of 24 bone creatures (mostly minions)for 2-3 min.

N E Rate...
I've read the "official MM Build", and as well as it may work for some, I rather enjoy my build b/c it allows massive armies and with attentiveness, Malign Intervention isn't a problem.

mortalis doleo

mortalis doleo

Wilds Pathfinder

Join Date: Sep 2005

my house

The Cutting Edge [TCE]

N/

what i normally use:
1. bone fiend
2. bone minion/horror
3. vereta's sacrifice
4. vereta's aura
5. blood of the master / echo <e>
6. death nova
7. taste of death
8. res sig

you can have your precious fiends, but it's much cooler to use taste of death on your 4 death nova'd melee minions

Bane of Mortality

Bane of Mortality

Lion's Arch Merchant

Join Date: Nov 2005

Valor and Zeal [VZ]

There are alot of stupid MM out there. ONe time when I guildie was doing a PvE mission a teammate brought Verata's Aura. WHen my guildies asked why he said it was for enchantments (what's that supposed to mean?).

Another time when my guild was forming a MF group for Tombs a minion master asked to be in and said he knew the proper build. We invited him and once we started he made LEVEL FOURTEEN bone fiends. The other MM we had was making lvl 15 BONE HORRORS.

xenoranger

xenoranger

Wilds Pathfinder

Join Date: Nov 2005

Quote:
Originally Posted by mortalis doleo
what i normally use:
1. bone fiend
2. bone minion/horror
3. vereta's sacrifice
4. vereta's aura
5. blood of the master / echo <e>
6. death nova
7. taste of death
8. res sig

you can have your precious fiends, but it's much cooler to use taste of death on your 4 death nova'd melee minions
I never use Rez Sig, but overall, I like your build. I only keep curses on b/c it makes it easier for me to attack incase I have to defend myself (IE: Villainy, there are too many swamp creatures that can't be made into minons).

I use minions and horrors over fiends mainly b/c fiends are nice but they cost 25 for 1 and don't do much more damage (from what I've seen) than horrors. And ofcourse, Death Nova rocks b/c with 15 in Death, I do 100 damage when they explode. Hence my suicide bomber build
Death nova Taste of Death Animate Bone Minions
I use Suicide Bomber for quick minion expendatures. Plus, it's also fun to watch them suckers go BOOM!.

N E Rate....
I understand that fiends are more like archers, but honestly, is there documentation showing that a fiend is better than a horror? If there is, I'd like to know b/c right now, I can't merit the cost.

And Malign Intervention is great b/c it does a -20% to all healing performed on target, plus it's a bone horror for 5 less energy than animate bone horror. Sure, you need to use Verata's Gaze/Aura to control it, but I find that if used on creatures a little further out of the fray, the masterless bone creature starts attacking them before rushing to kill your party. Overall, you have a little bit of time to worry about bonding with that one.


One thing I notice is that people don't pay attention to Aura. IMO, Aura should be a stance, but since it's an enchantment, I think too many take it for granted. That's why that one Necro (that I started the threat about) lost control of his army of bone creatures. I had to use Aura to control them. I dont' trust other necros that I haven't played with before.

Too many are stupid MM's.

Point in fact, I've never lost control of my army.

Silmor

Silmor

Wilds Pathfinder

Join Date: Mar 2005

Quote:
Originally Posted by xenoranger
Actually, you're missing the point. The other guy kept using Verata's Aura. I only keep Malign Intervention to lessen healing. To be honest, I'm never at a loss for Energy b/c M.I. requires less to raise a creature and I only use it when they heal a lot. Otherwise, my main raising of choice is minions. The number means more targets, and the AI seems to favor attacking the minions first (over PC's).
I'm totally in support of using Malign Intervention as an anti-heal (since it's a lot more pleasantly priced than say Defile Flesh), but it has no place whatsoever in a minion build because it either ruins a corpse or forces you to take additional skills to support it (typically Verata's Gaze) that are otherwise dead weight on your bar.
Quote: Originally Posted by xenoranger I only keep Verata's Aura b/c I always get some other noob who dies and their minions turn against the party. If you call having a back up plan being a wannabe, I'd like to hear your suggestion. Especially since in the Wilds, I've managed to raise and maintain a max of 24 bone creatures (mostly minions)for 2-3 min. Here's my suggestion: don't party with other minionators, and don't die yourself. A decent minionator has the means to turn every available corpse around into his own minions, which means that having a second minionator around is entirely redundant, and will actually lead to wasted energy when only one corpse is available and it's unclear which minionator gets to exploit it. In the Wilds, the very first open area you visit has around 30 low-level Moss Scarabs running around already, so if 24 bone creatures was your maximum you can't have been trying very hard.
Quote: Why not? I have lost many missions because an Elite player such as yourself refuses to carry a rez signet or a rez of some type. Coming on this board and acknowledging that you don't makes you look like a n00b.

Please don't say that is reserverd for monks because they should not be resurrecting during the battle. The monks should be healing or protecting. Resurrecting during a battle should be done by someone besides the monks.

A second spent resurrecting someone in battle is a second lost healing. I have seen parties go from full health to arguing at the outpost in less that 8 seconds. After battle 'mop up' resurrections are fine for monks to do.

Bring a rez signet at the very least, Guild Wars player wannabe!

Sorry but not carrying a rez signet is a pet peeve of mine especially after losing quite a few missions because of an elite player.

gou

Lion's Arch Merchant

Join Date: Mar 2005

globally warmed england

the discarnate

this one is straying a bit, keep it civil.

When playing MM pve I prefer to take well of power for my elite. The team benefits are obvious (especially when the first body to drop becomes a well), but also when you are raising after a fight you can stand in the center so the well will go some way towards healing your closest undead.
Slightly more energy, more raising time, less maintaining time.

Of course a nova bomber isn't going to be concerned with longevity, but I like to keep them going.

Sir Skullcrasher

Sir Skullcrasher

Furnace Stoker

Join Date: Jun 2005

California

15 over 50 [Rare]

W/Mo

Without Minions Master, we won't be able to farm well! Keep up the good work.

fiery

fiery

Banned

Join Date: Oct 2005

maryland

InYurFace Gaming [IYF]

R/

alrite res sig for everyone in PVE..as for PVP monks dont bring it.. well thats how we do it for GVG and TOMBS...

as for level 15 horrors and minions at 18 death magic thats the highest level they go.. just brought beat sticks. than fiends.

pin

Ascalonian Squire

Join Date: Oct 2005

Xenoranger I was with you on that mission (I was the ranger) and it wasn’t just at the end where minions were out of control. There were usually one or two that showed up as hostile and the warrior in the group was attacked by rogue minions. But I just wanted to say that I have never laughed so much during a mission before. The sight of all those minions was just hilarious. Having you two and your little companions there made that mission/bonus easy.

xenoranger

xenoranger

Wilds Pathfinder

Join Date: Nov 2005

Quote:
Originally Posted by Silmor
I'm totally in support of using Malign Intervention as an anti-heal (since it's a lot more pleasantly priced than say Defile Flesh), but it has no place whatsoever in a minion build because it either ruins a corpse or forces you to take additional skills to support it (typically Verata's Gaze) that are otherwise dead weight on your bar..... It's good to see that someone understands the use of Malign Intervention. To be honest, the Horror that pops out is more of a bonus than a main reason for using it. Because it's masterless, it attacks the closest thing (which is usually another life pod or some creature that relies on healing a lot). Very few cases where I've lost my bone creatures to a Maligned one.

Y'know... you are correct, I am bashing his style. But it's not the skills that I'm critizing, it's how he was using them. I mean, NEVER use verata's Aura to control small numbers. If you have a huge army and you use Aura to catch a few stragglers, you're only creating a problem for later. I mean, honestly, can you give a good reason that I should use Aura instead of Gaze to control 1-3 loose bone creatures? That's the problem I had with his style of play.


And the official "Ready made" build( http://www.guildwarsguru.com/content...ster-id715.php ) assumes you're only going to be fighting to raise minions. My build considers that you may come up against rock or other non-flesh creatures and have to support your teammates. Sure, I could sub the verata skills, but I also keep those on b/c I've needed them in the past to control hostile bone creatures. I mainly built my version to survive Villainy of Galrath, but find it works VERY well elsewhere.



Crotalus:
I never keep a Rez Sig b/c I prefer to reserve that slot of other abilities. Yes, I do rely on monks quite a bit for that, but a 1 time use skill (no matter what it is) seems like a waste to me. I know how handy Rez Sig can be in a critcal battle, but that's why I try to take at least 2-3 people with Mo as one of their classes.

Stupid... probably. I just know that I don't die often (at least, not with the groups I've been in) unless 2+ players really get stupid. (IE: Pulling a Leroy Jinkin's)



Gou:
Ain't got Well of Power yet. Hunting for it though =p


Pin:
Yeah.. I think there was close to 40 at once if not more.


Misc_______

Not going to read back, but whoever said that you shouldn't have 2 MM's in a mission is correct. Infact, I've found it's not good to have more than 1 necro in a group. I always get someone that makes wells when minions would be more helpful or minions when wells are more helpful. It often becomes a race to see who can get whatever out quickest.

Silmor

Silmor

Wilds Pathfinder

Join Date: Mar 2005

Quote:
Originally Posted by xenoranger
And the official "Ready made" build( http://www.guildwarsguru.com/content...ster-id715.php ) assumes you're only going to be fighting to raise minions. My build considers that you may come up against rock or other non-flesh creatures and have to support your teammates. Sure, I could sub the verata skills, but I also keep those on b/c I've needed them in the past to control hostile bone creatures. I mainly built my version to survive Villainy of Galrath, but find it works VERY well elsewhere. Why would you ever stick with one build throughout the game? Every quest and mission is different, be it because of fluctuations of monster density, extended parts without corpses, disenchantments, extensive AoE, consistent interrupts, etc. Depending on what you face and who you face it with, you determine what sort of build you're going to take that's optimally tailored to the challenge - you know exactly what to expect from PvE missions, so there's no excuse for not using this knowledge to your advantage.

For instance, you don't take a minion master into Vulture's Drifts or Arid Sea. A significant portion of this map consists of Enchanted Bows/Hammers/Swords and there are long periods between encounters, so even if your minions can offer some moderate assistance besides that you're much more valuable using a blood support or curses debuff/offense build and leaving the MM skills at home. In Sorrow's Furnace your raises are prone to interruption from Savage Shot or Cry of Frustration, so you adjust your bar to take Mantra of Resolve or Mantra of Concentration along, and since you probably have room for it you can take along a Power Drain to simultaneously fuel your raises and stop the Resurrect from Priests, or the Well of Suffering from Dark Binders (which can be pretty nasty to your minions besides stealing a corpse from you). Your character is more than one build containing 8 skills, you've got around 150 potential skills to choose from (and more if you're capable of switching secondaries) so why not make the best use of them?

xenoranger

xenoranger

Wilds Pathfinder

Join Date: Nov 2005

I could replace suffering for it....but....
Mainly, I have 1 throwaway skill. I could use Rez when I'm not skill capping.

To be honest, I'd rather dump Verata's Aura (when I'm not going against other MM's). Still, y'gotta know your place in battle. Necros & Mesmers seem to be the weakest of the casters. As such, I try to stay out of the fight and distance myself from combat. When I expect to have to get my hands dirty, it's Physical Resistance (or Elemental, depending on the area & monsters).

Fitting Rez into a set where I use most is quite difficult. Aura, I can toss (but keep gaze, since there's always a chance an enemy will die while using Malign to lessen healing).

BTW...
Malign lessens healing, so do a few other necro skills, but thye also require a sacrifice. I think Defile Flesh requires a 20% total health sacrifice, and only lasts 18 sec. But it does reduce the healing to 66%.

Honestly, the sacrificial skills are the ones that need to be balanced. Maybe in PvP, they're great, but in PvE, I find so many monks forget to heal others besides the warriors. Point in Fact, I realized I'm the only monk I've seen that actually heals pets. 8 Sec w/o skills can be rough, yet so many bring pets into battle and just don't support them. That's what makes pets a liability. With a Mo/R, I find that keeping Mending on my pet helps quite a bit. Then I don't use any other high maintainence enchantments.

Little off topic, but still, my point is that I find too many players that just don't Monk correctly. THey heal the warriors first, even if they're near full health and other partymembers are low. Otherwise, I'd have no issue with using sacrificial skillz (besides the Verata ones).

N E Rate...
Bottom line, I think balancing a Necro primary is very difficult. There are just too many that do it wrong and there are many uses for it b/c of it's status effects and afflictions. From what I've seen, I manage (not going to say I'm great, but I manage). There is only 1 other necro I've played with that understands the skill set. Others either sacrifice themselves to death or are minor minion masters. The reason I say minor is because that's all they do. Minions. Half the time, you have a high level Necro managing lvl 8 horrors. It's just stuff like this that pisses me off.

No, I'm not the best, and I'm admitting it before someone else decides to point it out, but I wish people would take more time to study the available skills before assembling their build. That's what upsets me most.

And the thread starter...
I still stand by saying, "What kinda fool uses Verata's Aura to pick up a few stragglers?" It's Verata's Gaze, not Aura that picks up 1-3.

If someone thinks I'm wrong in saying that, please make a case, b/c I'd like to know if there's a better way to control stragglers.
Originally Posted by xenoranger
N E Rate...
I've read the "official MM Build", and as well as it may work for some, I rather enjoy my build b/c it allows massive armies and with attentiveness, Malign Intervention isn't a problem. The "official build" (and I'm assuming you mean the PvP premade here or something) similarly allows for massive armies, and doesn't have to worry about introducing problems of its own, and therein lies the entire point. You bash someone else for playing a bad minion master, but defend playing a bad minion master yourself with the notion that basically it works well enough for you. Since you obviously don't strive to be the best minion master that you can be, what grounds do you have to criticize anyone else? Let that "noob" minion master use Verata's Aura on single bone horrors if he enjoys that, and you can continue enjoying your own gimp build; you're using a twinked character in the Wilds after all, it's not like PvE is going to punish you for underachievement at that point.

Crotalus

Frost Gate Guardian

Join Date: May 2005

Quote:
Originally Posted by xenoranger
I never use Rez Sig
Again, as my previous statement, you get too many monks that focus on healing the Warriors and meatshields more than the MM's or other necros That's why it's best to just use henchies. They don't run ahead, they don't complain about the pace, and they'll even heal your minnions once in a while. As dumb as the hechies are, they're still smarter than 98% of the people, and nicer than 99%.

Vesital

Vesital

Academy Page

Join Date: Jul 2005

Canada

Servants of Fortuna

I understand the healing thing, it can be annoying when your sacing yourself to death and the monk doesn't notice. Bad healer, bad! (shakes news paper).

However, you shouldn't be taking much damage in battle. You are a minion master! Let your miniond do there job, while you run back out of the battle. Then move in to res once all the enemies are dead.

If you do insist on being in the midst of things, bring Dark Bond and say bye bye to 75% of your recieved damage.

xenoranger

xenoranger

Wilds Pathfinder

Join Date: Nov 2005

Quote:
Originally Posted by Hockster
That's why it's best to just use henchies. They don't run ahead, they don't complain about the pace, and they'll even heal your minnions once in a while. As dumb as the hechies are, they're still smarter than 98% of the people, and nicer than 99%.
Except when it's like my Henchies don't talk thread =p.
Serious though, You are correct, Hench dont' complain, and they are more helpful than 90% of the Mo's out there and nicer than 99%.


Quote:
Originally Posted by Rufu Vesital Bad healer, bad! (shakes news paper). ROFL


Quote: Originally Posted by Rufu Vesital
I understand the healing thing, it can be annoying when your sacing yourself to death and the monk doesn't notice.

However, you shouldn't be taking much damage in battle. You are a minion master! Let your miniond do there job, while you run back out of the battle. Then move in to res once all the enemies are dead. Honestly, I do. But there always seems to be a reason to move which attacts unwanted attention. Still. I generally (as a Mo or N) stay at the furthest point I can while still supporting the party

Quote:
Originally Posted by Rufu Vesital
If you do insist on being in the midst of things, bring Dark Bond and say bye bye to 75% of your recieved damage. Yes, that is a very useful skill. Have used it in the past, but I think it's better in conjunction with Death Nova. Still, the Minions suck b/c they don't last very long if you have Dark Bond on.

N E Rate...
This is some good stuff here. Interested to see if anymore constructive comments can be offered.

labsenpai

labsenpai

Lion's Arch Merchant

Join Date: Aug 2005

Mo/E

Quote:
Originally Posted by xenoranger
Really, I haven't seen many monks that play healer very well. They forget the little things. Healing minions, healing pets, and (most important) supporting EVERYONE in the frickin' party. The N/Mos I see with Heal Area never ask me to cure their corpse creations.
Personally, if I team with a Necro that is solely focused on damage output, his healing priority just dropped a notch. The whole "killing faster" strategy is moot if you don't have that one support skill when you need it. Necros have beautiful skills for party survival...which from the view of a healer, outweigh their offensive ones. I go Mo/N just to enjoy a Demonic Flesh-powered Infuse Health combo on occasion.

BBoy_Manchild

BBoy_Manchild

Banned

Join Date: Aug 2005

dayton ohio

N/Mo

i think its smarter to add curses to make your summons do more damage, your summons will do crappy damage to warrior bosses and monk bosses so barbs and weaken armor makes them drop fast, and i have SS to go along with another echo SS on my team, 3 fast SS on 3 seperate targets is a fast dying mob

judge1121

judge1121

Lion's Arch Merchant

Join Date: Aug 2005

Outlaws Of Ascalon

Mo/

also although i may think they get responsible some dont. remember in pve is basically anything and if a monk/ranger likes to have his pet around all the time even though it dies or takes up time healing or w/e. if u want to be a true MM then u should focus on death more than anything and soul to get energy back for casting more minions.
about ur PVE comment. u may say that now but trust me. there isnt a lot to do with the game once u did a whole bunch of it. So in sometime or another u will go to pvp and find the relaxing times of killing other ppl
also wat do u expect from pve monks. they are getting used to how to heal and how to prot. u cant just have him come out of nowhere as a genious, (except if they played monk b4 in other games, although that just gives basic knowledge)
also is not real good to have to majors. since u pve im guessing u dont have enough money to get a superior vigor so that is realy down on hp. also if u want to stay in curses i guess u shopuld take shadow of fear. this is one of my favorites skills cause it doesnt require a lot of curses to do a lot. at 3 curses is 25 secs so this can also be used to help u when getting pummeled by minotaurs and other physical type atkers

xenoranger

xenoranger

Wilds Pathfinder

Join Date: Nov 2005

Got my stats...
Death: 15
Curses: 10
Soul Reaping: 8

Rune and armor enhanced.. but it works very well.

Currently.. hunting for Well of Power, Defiled Flesh, and any other elite that might help

Y.T.

Y.T.

Jungle Guide

Join Date: Sep 2005

Mo/

Not going to read back, but whoever said that you shouldn't have 2 MM's in a mission is correct. Infact, I've found it's not good to have more than 1 necro in a group. I always get someone that makes wells when minions would be more helpful or minions when wells are more helpful. It often becomes a race to see who can get whatever out quickest.[/QUOTE] by xenoranger


such an ignorant assumption. if only thing u can do as necro is to use bodies as wells or sources for minions - yes, dont take more than 1 necro. and dont play necro at all. othervise - if u're able to talk with ur teammates be4 entering the mission/area - 3-4 necros are better than 3-4 echo nukers (be4 anet nerfed aoe skills) - more damage done, less damage taken. and i'm not going to explaing to u why cos its too obvious to explain

btw - healing ur minions is ur job. u can ask politely if ur monks can bring heal area for ur minions, but they dont have to do it.

xenoranger

xenoranger

Wilds Pathfinder

Join Date: Nov 2005

Quote:
Originally Posted by Y.T.
btw - healing ur minions is ur job. u can ask politely if ur monks can bring heal area for ur minions, but they dont have to do it. Not true.

SUre, Necros should heal their own minions, but in areas of high enemy density, if the minions are low, as my Monk, I heal them also. Stratigically, it's better for the party to keep animals & Minions healthy if the party isn't suffering.

Y.T.

Y.T.

Jungle Guide

Join Date: Sep 2005

Mo/

Quote:
Originally Posted by xenoranger
Not true.

SUre, Necros should heal their own minions, but in areas of high enemy density, if the minions are low, as my Monk, I heal them also. Stratigically, it's better for the party to keep animals & Minions healthy if the party isn't suffering.
there are alot of nice monks, and yes they definitely can do it. but again - they dont have to, so dont even try to blame smbdy cos they decided not to heal ur minions.... considering that u said Quote:
Originally Posted by xenoranger
Serious though, You are correct, Hench dont' complain, and they are more helpful than 90% of the Mo's out there and nicer than 99%. prolly u was just rude to ur monks. basically they're covering party's mistakes, and judging from ur build u're making enough mistakes too, so dont try to blame monks for it

after all nobody's perfect - if u're so good at planning mis how u managed to enter the mis with 2 mm at the 1st place... and making long story short u're trying to convince evr1 that ur build was nice and his/her build was noobish, i think u both were .... khm dont like to use this N word but u got the idea but overall i like the thread cos many mm posted their builds and some are really nice.

Manic Smile

Manic Smile

Desert Nomad

Join Date: Dec 2005

Hawaii

----- 15^50[Rare] ---- Alliance: ----- [SMS] -----

Quote:
Originally Posted by xenoranger

Not going to read back, but whoever said that you shouldn't have 2 MM's in a mission is correct. Infact, I've found it's not good to have more than 1 necro in a group. I always get someone that makes wells when minions would be more helpful or minions when wells are more helpful. It often becomes a race to see who can get whatever out quickest. Just make sure the other nec doesn't have wells...my blood is pure damage and my SS, neither uses corpses at all.

xenoranger

xenoranger

Wilds Pathfinder

Join Date: Nov 2005

Quote:
Originally Posted by Y.T.
considering that u said prolly u was just rude to ur monks. basically they're covering party's mistakes, and judging from ur build u're making enough mistakes too, so dont try to blame monks for it I'm not rude to other players. I basically don't say anything unless I have to.

Before Missions, I request all with an Mo (prim or sec) to equip atleast 1 healing and a Rez. Beyond that, it's just calling out what I'm attacking or doing (IE: if I'm using a sacrifice, I call it so they dont' think I'm being attacked b/c I'm loosing life).

Trust me.. I've monked quite a bit since starting my 2nd char. It sucks. As a monk, I find that W/Mo's are the hardest to keep alive. They rush into battle with so little health and assume you're going to keep them healed. Even after I've healed the rest of the party and removed any lingering hexes or conditions. It really sucks.

As a necro, I think I might go back to my SS build at this point. Unless I'm the highest in the party (or with people I know) I might just go back to my SS build b/c I know how to run curses like nobody's business. (actually a stronger build for me than playing a MM)