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Chunx's Minion Mastery Guide

guide ochunxsupercool minion build pve necro necromancer minions minion master 2014

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#121 Thorfinnr

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Posted 31 March 2014 - 01:25 PM

So currently its a one-shot deal, that's kinda lame...let's hope they fix that in the patch...<fingers crossed> :)

#122 Phenn

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Posted 31 March 2014 - 03:24 PM

Ran with the Apothecary's version of this build yesterday with the guildies.

I forgot how much fun it was. SO MANY HEALS. Never had quite so easy a time running CM. Story mode was easytown, and Path 3 went swimmingly as well.

All that to say I may end up playing around more with MM builds once the new GM traits are released. The changes to the DM line are gonna force Death Nova in order to grab all the lil' horrors. The huge boost to LF-gen that the line will give, however, is gonna make dumping into DS more important. Unfortunately, there are too many traits that are hugely necessary for a MM to really take advantage of the SR line.

I suppose we could drop the BM line, but the extra damage for Minions coming from siphons as well as the heals from Transfusion are hard to give up.

Also, since the sigil of water (heal on hit) is changing, too, that'll probably go on my staff alongside sigil of life.

#123 Thorfinnr

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Posted 31 March 2014 - 05:48 PM

View PostPhenn, on 31 March 2014 - 03:24 PM, said:

Also, since the sigil of water (heal on hit) is changing, too, that'll probably go on my staff alongside sigil of life.

So do you see Apothecary or Cleric being best choice...or will they both be about equal? I'm liking the Cleric rig...but always willing to entertain options. Originally it was an Apothecary rig, but I think with recent tweaks Cleric came out on top for promoting minion longevity...i believe...and keeping Power up so the direct damage got a bump... :unsure:

I was thinking on Sigil of Water as well to pair up with Life...as long as they don't change the 'Allies' part and make minions 'non-Aliies'...lol...which would be just about my luck. :)

Edited by Thorfinnr, 31 March 2014 - 05:50 PM.


#124 Pregnantman

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Posted 31 March 2014 - 07:34 PM

View PostPhenn, on 31 March 2014 - 03:24 PM, said:


All that to say I may end up playing around more with MM builds once the new GM traits are released. The changes to the DM line are gonna force Death Nova in order to grab all the lil' horrors. The huge boost to LF-gen that the line will give, however, is gonna make dumping into DS more important. Unfortunately, there are too many traits that are hugely necessary for a MM to really take advantage of the SR line.


New Death Magic traits are more synergetic with Death Shroud, and minions were always good utility skills for Death Shroud as they continue to function while camping it. With the new grandmaster Soul Reaping trait Renewing Blast, we can heal our minions more occasionally and for much more when compared to Transfusion and Deathly Invigoration; not to mention how staff makes Life Blast hit very hard, all the crit damage we will have from just sinking in the line (we may have low crit chance, but still) and some nice survivability through using Death Shroud itself. I will definitely try x/x/20/x/30 post patch and see what I can find.

#125 Phenn

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Posted 31 March 2014 - 08:16 PM

View PostThorfinnr, on 31 March 2014 - 05:48 PM, said:

So do you see Apothecary or Cleric being best choice...or will they both be about equal? I'm liking the Cleric rig...but always willing to entertain options. Originally it was an Apothecary rig, but I think with recent tweaks Cleric came out on top for promoting minion longevity...i believe...and keeping Power up so the direct damage got a bump... :unsure:

I was thinking on Sigil of Water as well to pair up with Life...as long as they don't change the 'Allies' part and make minions 'non-Aliies'...lol...which would be just about my luck. :)

I'll probably switch to Clerics. I just had picked up Apothecary's 'cause it was so stinking cheap. And yes. Anything that ignores player pets further emphasizes to me how broken parts of this game can be.

View PostPregnantman, on 31 March 2014 - 07:34 PM, said:

New Death Magic traits are more synergetic with Death Shroud, and minions were always good utility skills for Death Shroud as they continue to function while camping it. With the new grandmaster Soul Reaping trait Renewing Blast, we can heal our minions more occasionally and for much more when compared to Transfusion and Deathly Invigoration; not to mention how staff makes Life Blast hit very hard, all the crit damage we will have from just sinking in the line (we may have low crit chance, but still) and some nice survivability through using Death Shroud itself. I will definitely try x/x/20/x/30 post patch and see what I can find.

Indeed they are.

In reality the difference between a DS + Minions build versus a full MM will be the role that the Necro himself plays.

In a MM build like Chunx's, the Necro contributes a tiny amount of damage but tons of heals to keep his Minions going. Every trait is geared around Minion damage.

However, a DS-centric build that has Minions puts more emphasis on the Necro than the Minions. Which isn't a bad thing. Even a 20/0/20/0/30 build will keep a decent output of damage and heals (provided the Piercing LB hits well enough) to keep Minions up as long as a MM would. It's all blown to crap, though, if LB heals don't affect player pets.

Edited by Phenn, 31 March 2014 - 08:20 PM.


#126 Crashproof

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Posted 15 April 2014 - 06:20 PM

Also adding thanks for this guide.  I played about 14 months ago, went on to other things, and returned recently.  I already had a conditionmancer in her 40s, but started a new necro from scratch and I'm finding that rolling with minions (alongside the changes that have happened since then) really has raised the bar.  (Even if I can't convince my shadow fiend to attack half the time while his blind is on cooldown.)

#127 Prometheus_Hawkeye

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Posted 16 April 2014 - 07:43 AM

This build is really near to the way i played the necro on GW. I will try that. In my personal idea, the necromancer is the lord of the deads so an army of deads will be the best "weapon" to fight.

#128 kulikovsky34

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Posted 21 April 2014 - 02:16 AM

I used to run a toughness/vitality oriented Minon Master but with a look at this, I have updated. Any CONSTRUCTIVE (this is the internet after all) feedback would be apprieciated.
http://gw2skills.net...uEER1BAOAIYcA-e

#129 OChunx

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Posted 21 April 2014 - 02:55 PM

View Postkulikovsky34, on 21 April 2014 - 02:16 AM, said:

I used to run a toughness/vitality oriented Minon Master but with a look at this, I have updated. Any CONSTRUCTIVE (this is the internet after all) feedback would be apprieciated.
http://gw2skills.net...uEER1BAOAIYcA-e

Don't forget to put a second sigil on your staff, maybe like superior sigil of water or something. I would also definitely take Death Nova over Greater Marks now that Reanimator is fused into that because more minions is just better.

Having scepter as a secondary choice seems questionable since it mainly deals condition damage and your cleric's set provides only power.

Superior rune of the dolyak is just too much defense for yourself. Either put in some healing power rune for the minions, or some zerker rune like scholar or ranger.

My main concern (for my build as well) is that the damage is just way too small and I can't reasonably think of a value to stop stacking healing power at for the minions.

#130 Thorfinnr

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Posted 21 April 2014 - 03:07 PM

View PostOChunx, on 21 April 2014 - 02:55 PM, said:

Don't forget to put a second sigil on your staff, maybe like superior sigil of water or something. I would also definitely take Death Nova over Greater Marks now that Reanimator is fused into that because more minions is just better.

So a place to start...pair Sigil of Water with Sigil of Life on Staff.(this hold true for your MM setup, or just a suggestion for the individual post to which you were replying?)

Death Nova > Greater Marks post update. (I had gone the Death Nova route, but wasn't sure if that was really best choice. It seems to be pretty nasty.)

Looking forward to the update once the skill calcs get updated, to see if I am thinking along the same lines.

#131 OChunx

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Posted 22 April 2014 - 03:48 AM

View PostThorfinnr, on 21 April 2014 - 03:07 PM, said:

So a place to start...pair Sigil of Water with Sigil of Life on Staff.(this hold true for your MM setup, or just a suggestion for the individual post to which you were replying?)

Death Nova > Greater Marks post update. (I had gone the Death Nova route, but wasn't sure if that was really best choice. It seems to be pretty nasty.)

Looking forward to the update once the skill calcs get updated, to see if I am thinking along the same lines.

In general too. I have exams and stuff the next few days so unfortunately, it probably won't be updated til the end of this week.

#132 Thorfinnr

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Posted 22 April 2014 - 06:17 PM

View PostOChunx, on 22 April 2014 - 03:48 AM, said:

In general too. I have exams and stuff the next few days so unfortunately, it probably won't be updated til the end of this week.

Good luck on your exams.

#133 OChunx

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Posted 25 April 2014 - 04:25 AM

Hey all, so this is what I've been testing recently: http://gw2skills.net...CPAgAOCAyoDAA-e

You'll notice that major changes include dropping Deathly Invigoration for Death Nova and using a full set of Runes of the Monk.

The Jagged Horrors were just too essential of a trait to lose out on, as they were just too important for their added toughness, bleeds, and most of all use as a disposable meat shield. Their damage also scales very well with Vampiric Master, as the flat fixed boost affects the damage of Jagged Horrors more than any other minion. Death Nova poison explosion was just an added perk.

Mathematically, there's just no way around the fact that minion master damage was nerfed this patch, so there's not much to say on that. Minion AI is still as bad as ever and in the while that I was playing, I felt that it had in fact gotten worse (though there's no substantial evidence other than my own limited anecdotal experience). Healing-wise, it's probably a bit stronger now although a little harder to take advantage of. Having to go into the Death Magic line and losing a reliable 1000+ AoE heal (that also worked out of combat) every 10 seconds was pretty bad, but the second sigil on the staff with the Superior Sigil of Water partially makes up for that. The big changer is the 6 set bonus for monk runes, which increases all healing (including regen) by 10%.

Because minion damage was nerfed so heavily, I feel like Bloodthirst is now a more viable alternative over Transfusion than ever. It boosts the added damage of Vampiric Master from about 76 to 91 at the expense of the survivability of the Jagged Horrors and bone minions. The rest of the minions survived just fine for the most part without Transfusion. So that's a point of debate anyway. Note also that Bloodthirst synergizes with Vampiric, though Vampiric is pretty much just a sad, useless trait. Still, Transfusion's pretty amazing so still main build for now.

Any thoughts about using zealot's gear? Full clerics has 12% more healing power, but zealots does 28% more damage NOT counting minions and NOT counting conditions (both of which lower the overall damage increase).

Overall, minions seem like they would be sick in PvP and to a lesser extent, WvW. In PvE though, zerker builds are just so much faster in open world roaming and definitely the no-brainer go-to build for skilled party dungeon clears. For the lower-skilled party, I could actually see this build being pretty useful and good at keeping people alive in say TA, the Spider Queen in AC, or the first boss in HotW P1 to name a few. Leveling-wise, minions still seem good though; strong and safe. The patch just made the build less offensive and more defensive, which is basically the exact opposite of what was needed. At least I feel it's still pretty fun and unique, so it's got that going for it.

Always cool to have 13 minions following you. That 387 is one tick of regeneration.
Posted Image

EDIT: meant to say cleric's heals for 12.6% more with regen, not just that it's healing power is 12% more.

Edited by OChunx, 28 April 2014 - 08:54 PM.


#134 Phenn

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Posted 25 April 2014 - 04:59 AM

I don't care what they say--this build is godly for keeping dungeon parties up. Number-one go-to when dungeoning with squishies and scrubs.

P.S. Teach me your jagged-horror-summoning ways, O master.

#135 Denny Haynes

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Posted 27 April 2014 - 06:00 PM

View PostOChunx, on 25 April 2014 - 04:25 AM, said:

Hey all, so this is what I've been testing recently: http://gw2skills.net...CPAgAOCAyoDAA-e

You'll notice that major changes include dropping Deathly Invigoration for Death Nova and using a full set of Runes of the Monk.

The Jagged Horrors were just too essential of a trait to lose out on, as they were just too important for their added toughness, bleeds, and most of all use as a disposable meat shield. Their damage also scales very well with Vampiric Master, as the flat fixed boost affects the damage of Jagged Horrors more than any other minion. Death Nova poison explosion was just an added perk.

Mathematically, there's just no way around the fact that minion master damage was nerfed this patch, so there's not much to say on that. Minion AI is still as bad as ever and in the while that I was playing, I felt that it had in fact gotten worse (though there's no substantial evidence other than my own limited anecdotal experience). Healing-wise, it's probably a bit stronger now although a little harder to take advantage of. Having to go into the Death Magic line and losing a reliable 1000+ AoE heal (that also worked out of combat) every 10 seconds was pretty bad, but the second sigil on the staff with the Superior Sigil of Water partially makes up for that. The big changer is the 6 set bonus for monk runes, which increases all healing (including regen) by 10%.

Because minion damage was nerfed so heavily, I feel like Bloodthirst is now a more viable alternative over Transfusion than ever. It boosts the added damage of Vampiric Master from about 76 to 91 at the expense of the survivability of the Jagged Horrors and bone minions. The rest of the minions survived just fine for the most part without Transfusion. So that's a point of debate anyway. Note also that Bloodthirst synergizes with Vampiric, though Vampiric is pretty much just a sad, useless trait. Still, Transfusion's pretty amazing so still main build for now.

Any thoughts about using zealot's gear? Full clerics has 12% more healing power, but zealots does 28% more damage NOT counting minions and NOT counting conditions (both of which lower the overall damage increase).

Overall, minions seem like they would be sick in PvP and to a lesser extent, WvW. In PvE though, zerker builds are just so much faster in open world roaming and definitely the no-brainer go-to build for skilled party dungeon clears. For the lower-skilled party, I could actually see this build being pretty useful and good at keeping people alive in say TA, the Spider Queen in AC, or the first boss in HotW P1 to name a few. Leveling-wise, minions still seem good though; strong and safe. The patch just made the build less offensive and more defensive, which is basically the exact opposite of what was needed. At least I feel it's still pretty fun and unique, so it's got that going for it.

Always cool to have 13 minions following you. That 387 is one tick of regeneration.
Posted Image

Is there an alternative to Rune of the Monk for those that don't run dungeons?

#136 Brandon the Don

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Posted 27 April 2014 - 07:52 PM

View PostDenny Haynes, on 27 April 2014 - 06:00 PM, said:

Is there an alternative to Rune of the Monk for those that don't run dungeons?

Not an expert on the area of minions, but would Dwayna help?

#137 OChunx

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Posted 27 April 2014 - 09:51 PM

I would maybe even recommend rune of the flock. I'm not sure how much damage the birdstrike does though, but it's just that your regen duration is long enough for you to maintain it even without any rune duration increases.

#138 Thorfinnr

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Posted 28 April 2014 - 03:10 PM

View PostOChunx, on 25 April 2014 - 04:25 AM, said:

Hey all, so this is what I've been testing recently: http://gw2skills.net...CPAgAOCAyoDAA-e

Any thoughts about using zealot's gear? Full clerics has 12% more healing power, but zealots does 28% more damage NOT counting minions and NOT counting conditions (both of which lower the overall damage increase).

I'm not a number cruncher, but would a 3/3(H, Ch, Lgs/Sh, Glvs, Bts) mix of Cleric/Zealot(or Zealot/Cleric) be too much of loss, or could that provide a small damage increase for little healing loss? With Zealot as primary that should add more to the damage, but would be a bigger hit to healing...maybe...

#139 Thorfinnr

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Posted 22 May 2014 - 03:46 PM

Sigil of Demon Summoning.
From the wiki:
  • Since the update on 15 April 2014, this sigil can be used with stacking bonus attribute sigils. A new charges icon unique to this sigil has been added.
  • Since the update on 15 April 2014, the cooldown after a fleshreaver has been summoned has been removed. With sufficient charges, this also allows for multiple fleshreavers to be summoned.

I know this isn't the best...but its just so much fun after the patch...I love my MM to just have the biggest crowd possible, and now I can stack Healing Power AND Summon a Fleshreaver...again, not optimal...but sure helps make a big ol' mess out there...lol I now have a staff with Sigil of Life and Sigil of Demon Summoning...woot!(I did also keep a Staff with  Sigil of Life/Sigil of Water as well. I mean, I'm not THAT crazy. :) )

Just sharing since I mentioned it earlier in the thread. I now return you to the more sane and effective version of Minion Mastery.

#140 Phenn

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Posted 22 May 2014 - 03:54 PM

View PostThorfinnr, on 22 May 2014 - 03:46 PM, said:

Sigil of Demon Summoning.
From the wiki:
  • Since the update on 15 April 2014, the cooldown after a fleshreaver has been summoned has been removed. With sufficient charges, this also allows for multiple fleshreavers to be summoned.

Have you been able to get more than one up? What's the wait time like before you can spawn another? I'd be interested for sure...

EDIT: Also, stacking Monk runes with the Benevolence sigil seems crazy OP. With a 22.5% increase on all outgoing heals and a fully-stacked Life sigil, that's 3k regens on each MofB, Transfusion is up to 7k heal in AoE, and Well of Blood is a full 10k heal over 10 seconds. Also Deathly Invigoration is up to over 1.2k heal.

Worth considering for sure. Even if WvW where you drop your minions for full support, the Necro can do some pretty epic AoE healing.

Edited by Phenn, 22 May 2014 - 04:14 PM.


#141 Thorfinnr

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Posted 22 May 2014 - 04:24 PM

View PostPhenn, on 22 May 2014 - 03:54 PM, said:

Have you been able to get more than one up? What's the wait time like before you can spawn another? I'd be interested for sure...
I have gotten 2 up a few times in really big fights or scaled up events where mobs keep spawning...the cooldown is gone...so you get another as soon as you get the charges for them to spawn. now with the megaservers...it has freaked out a few PUGs I have ran into during scaling events...I also sometimes fire off an Ogre pet Whistle too...did I say I like to cause Chaos with my MM???

if only the Ogre Whistles worked in WvW...it would be madness...madness I say!!!

#142 Phenn

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Posted 22 May 2014 - 04:29 PM

View PostThorfinnr, on 22 May 2014 - 04:24 PM, said:

I have gotten 2 up a few times in really big fights or scaled up events where mobs keep spawning...the cooldown is gone...so you get another as soon as you get the charges for them to spawn. now with the megaservers...it has freaked out a few PUGs I have ran into during scaling events...I also sometimes fire off an Ogre pet Whistle too...did I say I like to cause Chaos with my MM???

if only the Ogre Whistles worked in WvW...it would be madness...madness I say!!!

That'd be awesome. "OMG! What're those Fleshreavers and Rockdogs doing!" Ha. I may have to pick one of them up. Though I think I'll be going full on heals for WvW.

#143 Thorfinnr

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Posted 27 May 2014 - 02:40 PM

Sure...in WvW that would prolly be best...:)

I did tinker some more...now when I swap, my D-Summoning stacks disappear(I rarely swapped before so I wasn't aware this happened)...they do NOT stay like the Healing Stacks. So I may try and add a D-Summoning to a trash focus to see if they stay or if it starts over no matter what when you do a weapon swap. I'll let you know.

I almost got 2 up last Friday...but just couldn't get enough kills to do it before my first 60 second Fleshreaver was dead...but I think it will still work...no sign of any changes or cooldown changes...immediately started stacking again once the first one was summoned.

I did manage to get 10 minions(Healer, Shadow, Bone x2, Slinger, and Flesh Golem, 4x Jagged Horrors) and a Flesh Reaver up all at once. for a total of 11...not sure of the ratio of Jaggeds from Death Nova vs. #6 Lich Rune...so it could get worse in a really big fight...muahahahahaha...:)

#144 Phenn

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Posted 28 May 2014 - 02:58 AM

That's awesome! I got seven Jagged Horrors up a couple of days ago and felt pretty accomplished. Once they start dying it's complete chaos with all the Novas going off. Is the damage on the Flesh Reaver noticeable? I'm just wondering if the spike is worth the sigil slot or if it's just for the feeling of having ALL THE MINIONS up...

#145 Thorfinnr

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Posted 28 May 2014 - 03:16 PM

From the wiki:
Slash - Basic attack. Deals ~1100-1300 damage to Medium Exotic armor at level 80 with no extra toughness (~50% more damage on critical hits). Strikes every 2.5 seconds.

So its not trivial...but also probably not best choice(like I said, I did still keep my Life/Water Staff as well for when I want to make sure to keep healing going as often as possible.). For me...its all about the amount of things I can throw at a fight at one time...lol And I too love the Novas...chaos, Chaos, and more CHAOS!!! :)

Edited by Thorfinnr, 28 May 2014 - 03:19 PM.






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