Why does my MM stink so bad?
Wyld Kard
I am having trouble with my MM, minions dying, can barely get close to 10 (horrors, with fiends i can barely get like 4 -5) before they decompose fully. My current build is:
Mahd Rabbitz: N/Mo
Lvl: 15
Armor: Full Scar Layout.
Stats:12 Death 2 Soul Reaping 5 Healing Prayers
Skills:
Deathly
Swarm
Putrid
Explosion
Fiends
Verata's Sac.
Blood of the Master
Heal Area
Healing Breeze
Rez.
What I want to know is what am I doing wrong? Ive seen people with 30+ minions just tearing through zones like there was nothing standing in the way.
I seriously debating wheather or not to scrap this char or delete her completely.
Mahd Rabbitz: N/Mo
Lvl: 15
Armor: Full Scar Layout.
Stats:12 Death 2 Soul Reaping 5 Healing Prayers
Skills:
Deathly
Swarm
Putrid
Explosion
Fiends
Verata's Sac.
Blood of the Master
Heal Area
Healing Breeze
Rez.
What I want to know is what am I doing wrong? Ive seen people with 30+ minions just tearing through zones like there was nothing standing in the way.
I seriously debating wheather or not to scrap this char or delete her completely.
toastgodsupreme
Well... I can see a few things hurting you.
1. You only have fiends. You don't even have echo. You can't since you're not a N/Me. And echo is an elite. I would NOT suggest arcane echo, VERY expensive. Get Horrors too.
2. Low soul reaping, high cost of fiends. That has to hurt. Probably can't chain cast Fiends after 2 (assuming you get your recharge bonus twice in a row).
3. Your level. You're still just level 15.
4. You have a lot of other skills that are not only eating your energy, but oh look, one uses coprses. If you're an MM, stop blowing up your own coprses.
My setup (N/Mo, lvl 20, ascended):
1. Taste of Death. This skill is interchangable with Grenth's Balance for me. Depending where I'm fighting (in high level areas, I take grenths, low level areas, I take taste of death).
I usually request that monks don't heal me unless I'm at less than half health. Reason being is that I can usually steal 120+ health back with Grenths fairly fast.
2. Deathly Swarm. I figure I should be doing something else while waiting around before I get my army to take care of. Sometimes I bring rotting flesh. This one is totally interchangable with anything. I never miss it when I don't have it.
3. Blood Rit. Just in case. I have 4 in blood, so it gives me a 10 second blood rit. Monks and ele's ALWAYS appreciate me bringing it.
4. Verata's Sacrfice. What more do I need to say?
5. Bone Horrors.
6. Bone Fiends.
7. Blood of the Master. Good for those in-between-battle-heals for your minions.
8. Vengeance. Best mid-battle-res there is. Even if your party mate dies instantly, no DP, and you now got a fresh corpse.
That's pretty much a pure MM in my opinion. 16 death, 4 in blood, the rest in soul reaping. The 4 in blood is simply because those are left over points from death and soul reaping going as high as i can take them.
1. You only have fiends. You don't even have echo. You can't since you're not a N/Me. And echo is an elite. I would NOT suggest arcane echo, VERY expensive. Get Horrors too.
2. Low soul reaping, high cost of fiends. That has to hurt. Probably can't chain cast Fiends after 2 (assuming you get your recharge bonus twice in a row).
3. Your level. You're still just level 15.
4. You have a lot of other skills that are not only eating your energy, but oh look, one uses coprses. If you're an MM, stop blowing up your own coprses.
My setup (N/Mo, lvl 20, ascended):
1. Taste of Death. This skill is interchangable with Grenth's Balance for me. Depending where I'm fighting (in high level areas, I take grenths, low level areas, I take taste of death).
I usually request that monks don't heal me unless I'm at less than half health. Reason being is that I can usually steal 120+ health back with Grenths fairly fast.
2. Deathly Swarm. I figure I should be doing something else while waiting around before I get my army to take care of. Sometimes I bring rotting flesh. This one is totally interchangable with anything. I never miss it when I don't have it.
3. Blood Rit. Just in case. I have 4 in blood, so it gives me a 10 second blood rit. Monks and ele's ALWAYS appreciate me bringing it.
4. Verata's Sacrfice. What more do I need to say?
5. Bone Horrors.
6. Bone Fiends.
7. Blood of the Master. Good for those in-between-battle-heals for your minions.
8. Vengeance. Best mid-battle-res there is. Even if your party mate dies instantly, no DP, and you now got a fresh corpse.
That's pretty much a pure MM in my opinion. 16 death, 4 in blood, the rest in soul reaping. The 4 in blood is simply because those are left over points from death and soul reaping going as high as i can take them.
Scion of Darkness
Also, I have heard rumors saying that monk skills further increase the health degen of minions, if any one could confirm this i would like to know, if it is true, you would do well to axe your monk skills, as higher degen=faster minion death=less minions=bad
chris_nin00
Quote:
Originally Posted by Scion of Darkness
Also, I have heard rumors saying that monk skills further increase the health degen of minions, if any one could confirm this i would like to know, if it is true, you would do well to axe your monk skills, as higher degen=faster minion death=less minions=bad
I know for sure that monk skills increase the degeneration of minions . Maybe it's because minions are not holy.
I'm creating a minion master in PvE. Is it good to start out as blood and end up as death or what?
I'm creating a minion master in PvE. Is it good to start out as blood and end up as death or what?
DaHun
Level 15, there's ur problem. Plus what the other guys said too.
Malevolent Anarchy
No the degen increases the longer your minions are alive, so monk spells dont increase degen but since they are being healed, therefore increasing their lifespan they logically are. Not sure if that made any sense at all
Wyld Kard
So I should Axe the monk skills for my MM? And switch over to a different secondary prof?
mortalis doleo
monk isn't too neccesary when you have blood of the master...
if you plan on focusing on fiends, you could go /ranger for healing spring, winnowing and favorable winds (not too sure about fav winds... not been tested enough...)
if you plan on focusing on fiends, you could go /ranger for healing spring, winnowing and favorable winds (not too sure about fav winds... not been tested enough...)
toastgodsupreme
Quote:
Originally Posted by mortalis doleo
monk isn't too neccesary when you have blood of the master...
if you plan on focusing on fiends, you could go /ranger for healing spring, winnowing and favorable winds (not too sure about fav winds... not been tested enough...) problem with spring, just like heal area, is that you need to invest points to make it worth while.
botm is fine
if you plan on focusing on fiends, you could go /ranger for healing spring, winnowing and favorable winds (not too sure about fav winds... not been tested enough...) problem with spring, just like heal area, is that you need to invest points to make it worth while.
botm is fine
Fear The Destroyer
N/E with glyphs is my personal favorite for PvE:
N/E
Taste of Death
Glyph of Lesser Energy
Dark Bond
Glyph of Renewal {E} (for use with Verata's Sacrifice)
Verata's Sacrifice
Blood of the Master
Animate Bone Horror
Animate Bone Fiend
16-17 Death Magic (+3 sup rune, +1 scar, +1(20%) off-hand) Level 18-19 Horrors and Fiends
13 Soul Reaping (+1 minor rune)
4 Blood Magic (+1 minor rune)
Verata's Sacrifice is the backbone to any MM build. GoR will lower the recharge time from the default 30 seconds to 15 seconds. It'll allow you to keep +10 HP regen on your horde at all times. Very great IMO.
Glyph of Lesser Energy with high Soul Reaping is great for energy management.
Taste of Death + Dark Bond is very useful if you're under attack.
And, yes. BotM is great.
N/E
Taste of Death
Glyph of Lesser Energy
Dark Bond
Glyph of Renewal {E} (for use with Verata's Sacrifice)
Verata's Sacrifice
Blood of the Master
Animate Bone Horror
Animate Bone Fiend
16-17 Death Magic (+3 sup rune, +1 scar, +1(20%) off-hand) Level 18-19 Horrors and Fiends
13 Soul Reaping (+1 minor rune)
4 Blood Magic (+1 minor rune)
Verata's Sacrifice is the backbone to any MM build. GoR will lower the recharge time from the default 30 seconds to 15 seconds. It'll allow you to keep +10 HP regen on your horde at all times. Very great IMO.
Glyph of Lesser Energy with high Soul Reaping is great for energy management.
Taste of Death + Dark Bond is very useful if you're under attack.
And, yes. BotM is great.
Wyld Kard
Mahd Rabbitz!
N/Mo
Level 16
Armor: Full Scar Body Pattern w/ Death Magic Scar (Sup Death/Min blood/SR)
Weapon: Insightfull bonestaff of Defence
Energy +8
Cold Dmg. 9 - 15 (Req. 7 DM)
Energy +3
Armor +5 (Vs. All)
16 Death
4 Soul Reaping
4 Blood Magic
Deathly Swarm
Fiends
Verata's Sacrifice
Blood of the Master
Taste of Death
Well of Suffering
Offering of Blood
Rebirth
I plan on getting a supreme death rune soon, but what else could this build use? remember I need a reasonably good sized army and to be able to keep them mobile.
(Stuff now in bold is what i have changed so far, now all that is left is getting to level 20 i belive.)
N/Mo
Level 16
Armor: Full Scar Body Pattern w/ Death Magic Scar (Sup Death/Min blood/SR)
Weapon: Insightfull bonestaff of Defence
Energy +8
Cold Dmg. 9 - 15 (Req. 7 DM)
Energy +3
Armor +5 (Vs. All)
16 Death
4 Soul Reaping
4 Blood Magic
Deathly Swarm
Fiends
Verata's Sacrifice
Blood of the Master
Taste of Death
Well of Suffering
Offering of Blood
Rebirth
I plan on getting a supreme death rune soon, but what else could this build use? remember I need a reasonably good sized army and to be able to keep them mobile.
(Stuff now in bold is what i have changed so far, now all that is left is getting to level 20 i belive.)
natus
Quote:
Originally Posted by Scion of Darkness
Also, I have heard rumors saying that monk skills further increase the health degen of minions, if any one could confirm this i would like to know, if it is true, you would do well to axe your monk skills, as higher degen=faster minion death=less minions=bad
well, the longer your minions stay alive, the more degen they get, so if you keep them up with heal area, blood of the master and other healign skills, they will at some point, have too much degen for you to be able to hea them.
Red Locust
You pretty much need 16 death mastery for a good MM. It's a snowball effect; stronger minions will kill more enemies which will result in more minions, amassing an army that much faster. Higher level minions deal more damage, take less damage, and have more health. A 12 in death is like an axe warrior with 12 in axe mastery; gimped.
I'd use superior death & soul reaping runes. They will give you great returns, the lower health makes the sacrifices easier to heal, and your max health is generally irrelevant since a single taste of death will bring it up to max in 1/4s.
I'd use superior death & soul reaping runes. They will give you great returns, the lower health makes the sacrifices easier to heal, and your max health is generally irrelevant since a single taste of death will bring it up to max in 1/4s.
banned_user
also if you go ranger secondary, you can bring along serpents quicknes along healing spring so you can get more out of those WS skill points. with SQ you could keep veratras sac. going more often
Wyld Kard
Besides levels and stats this looks to be finished.
N/Mo
Deathly Swarm
Animate Bone Fiends
Verata's Sac.
Blood of the Master
Taste of Death
Well of Suffering
Offering of Blood
Rebirth
16 Death Magic
5 Soul Reaping
5 Blood Magic
So what do you guys/gals think? What does she need and where should i use her to solo farm?
N/Mo
Deathly Swarm
Animate Bone Fiends
Verata's Sac.
Blood of the Master
Taste of Death
Well of Suffering
Offering of Blood
Rebirth
16 Death Magic
5 Soul Reaping
5 Blood Magic
So what do you guys/gals think? What does she need and where should i use her to solo farm?
Sleepy
I've got a N/anything (beat all but 1 mission) and the thing i can't figure is
'16 Death Magic
5 Soul Reaping
5 Blood Magic'
'16 Death
4 Soul Reaping
4 Blood Magic'
My Necro has
'16 Death Magic (sup Death rune, death scar)
10 Soul Reaping(minor SR rune)
10 Blood Magic(minor Blood rune)'
least Fear (and toast )knows what they're talking about
16-17 Death Magic (+3 sup rune, +1 scar, +1(20%) off-hand) Level 18-19 Horrors and Fiends
13 Soul Reaping (+1 minor rune)
4 Blood Magic (+1 minor rune)
And a BIG no no on rebirth, drains all ur energy n anything is better(try for Vengeance),rez sig, restore life, light of dawayna, anything
K, I'll shut up now.
'16 Death Magic
5 Soul Reaping
5 Blood Magic'
'16 Death
4 Soul Reaping
4 Blood Magic'
My Necro has
'16 Death Magic (sup Death rune, death scar)
10 Soul Reaping(minor SR rune)
10 Blood Magic(minor Blood rune)'
least Fear (and toast )knows what they're talking about
16-17 Death Magic (+3 sup rune, +1 scar, +1(20%) off-hand) Level 18-19 Horrors and Fiends
13 Soul Reaping (+1 minor rune)
4 Blood Magic (+1 minor rune)
And a BIG no no on rebirth, drains all ur energy n anything is better(try for Vengeance),rez sig, restore life, light of dawayna, anything
K, I'll shut up now.
Laylooh Cheyenne
my primary character is a necromancer/monk and i finally wrote down 3 soild builds i call them energizer bunny (battery), bone daddy master(mm) and cleaning house build(uber f*cking damage out put ty to Tank of Pain) so if u want i can email those to u like i have to the fellow necros in my guild just leave me a message here ill send it to u and maybe thatll help.