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Chunx's Minion Mastery Guide

guide ochunxsupercool minion build pve necro necromancer minions minion master 2014

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#151 Phenn

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Posted 18 August 2014 - 02:58 PM

View PostThorfinnr, on 18 August 2014 - 02:12 PM, said:

I did...they do indeed disappear when you swap. :qq:

I have not done a combo where I have one on both sets to see if they stay...I hope they do...but I will try it out and let you know. (I got an extra summoning sigil and i'll throw it on an axe and see what happens. :) )

Just put another sigil on your water weapon of choice. Swap, and they'll stay.

#152 Tarnsmanofgor

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Posted 18 August 2014 - 03:01 PM

I tested it over the weekend and unfortunately the stacks don't stay even if you have the sigil in the other weapon set. I'm so used to weapon swap from playing my guardian all the time I keep loosing my stacks so I'll probably ditch the demon summon sigil. Hopefully they will make it work like all the other stacking sigils someday!

#153 Thorfinnr

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Posted 18 August 2014 - 06:31 PM

View PostTarnsmanofgor, on 18 August 2014 - 03:01 PM, said:

I tested it over the weekend and unfortunately the stacks don't stay even if you have the sigil in the other weapon set. I'm so used to weapon swap from playing my guardian all the time I keep loosing my stacks so I'll probably ditch the demon summon sigil. Hopefully they will make it work like all the other stacking sigils someday!

OK...my Monday is ruined...RUINED I SAY!!! :qq:  :)

Edited by Thorfinnr, 18 August 2014 - 06:31 PM.


#154 OChunx

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Posted 03 March 2015 - 08:17 PM

Just wanna say for those of you who have followed my thread, it's been a good several years playing with necros and their minions. Unfortunately, it just seems that the entire concept of defensive stats in PvE has been outdated for a while. As such, I wouldn't really advocate this build or any minion build for that matter as a build as any kind of optimal setup, but only optimal if your sole goal is to run a minion build for the sake of maintaining minions. Anyway, I've sort of updated this thought process in the philosophy section to reflect my current thoughts.

OChunx said:

Guild Wars 2 has changed a lot, or at least the theory behind everything has. No matter what profession you run or what weapon you use, the common story is that berserker gear with max DPS traits is the best thing to use in PvE. As such, I feel as if my iteration of the build has sort of been eclipsed in practical usage, not just because it is defensive, but because minions in general are largely eclipsed and inadequate in PvE.

That being said, I still stand by what I said before: play to the strengths of the build. If you're running 6/6/0/0/2, slapping in minions on all your utilities will simply make you a less effective version of the same build. To run minions, it has to be a dedicated build for more or less fun purposes, and in that way I would still advocate running healing to keeping your minions up. Is that the most effective way to run minions? Perhaps not, perhaps it is just to run a zerker 6/6/0/0/2 or 6/2/0/0/6 build and put minions on bar, but although they might be better builds that use minions, they are just worse versions of the build they are originally derived from.

So in a way, this build is guided more by ideas and novelty than effectiveness now, but if you still want to feel like a mobile and tanky army, you might yet still find some usefulness here.

It's been a hard two and a half years for necromancers, but hopefully there are still those who enjoy them.

Edited by OChunx, 03 March 2015 - 08:18 PM.


#155 Thorfinnr

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Posted 10 March 2015 - 03:01 PM

View PostOChunx, on 03 March 2015 - 08:17 PM, said:

Just wanna say for those of you who have followed my thread, it's been a good several years playing with necros and their minions. Unfortunately, it just seems that the entire concept of defensive stats in PvE has been outdated for a while. As such, I wouldn't really advocate this build or any minion build for that matter as a build as any kind of optimal setup, but only optimal if your sole goal is to run a minion build for the sake of maintaining minions. Anyway, I've sort of updated this thought process in the philosophy section to reflect my current thoughts.

I have to share those sentiments...I LOVE playing the minions...but...they just don't work very well...maybe like the ranger is getting the "Druid" option...perhaps(now I ain't holding my breath here) ANet will give us a specified "Minion Master" option for the Necromancer...I know its unlikely...but a guy can hope. Necromancer as a whole needs some serious dev-love...at least that's my opinion. Thanks for keeping this up, and know some of us still use it because we enjoy it...and its the best thing going for Minions at this time. :)

#156 Thorfinnr

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Posted 06 July 2015 - 04:04 PM

OK...its been a bit since the patch...so what are people's thoughts on MM now?

Any new thoughts from you, OChunx?

I have not gotten to play a lot, so here's some theory-craft on my part:

Death Magic, Soul Reaping, Blood Magic(Staff - Axe/Focus)

http://dulfy.net/gw2...ld=AgQFrAS8A1Q~

Death Magic, Blood Magic, Reaper (Staff - GS...and yes, I am toying with the idea of a Reaper/MM):

http://dulfy.net/gw2...ld=AgQGrAS8A1Q~

As always, thoughts and advice always welcome.

#157 Denny Haynes

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Posted 26 July 2015 - 09:20 AM

View PostThorfinnr, on 06 July 2015 - 04:04 PM, said:

OK...its been a bit since the patch...so what are people's thoughts on MM now?

Any new thoughts from you, OChunx?

I have not gotten to play a lot, so here's some theory-craft on my part:

Death Magic, Soul Reaping, Blood Magic(Staff - Axe/Focus)

http://dulfy.net/gw2...ld=AgQFrAS8A1Q~

Death Magic, Blood Magic, Reaper (Staff - GS...and yes, I am toying with the idea of a Reaper/MM):

http://dulfy.net/gw2...ld=AgQGrAS8A1Q~

As always, thoughts and advice always welcome.

Chunx was last active on his last post :(

I'm trawling youtube and website to no avail for the latest Minion Master build.

Edited by Denny Haynes, 26 July 2015 - 09:21 AM.


#158 kulikovsky34

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Posted 26 July 2015 - 03:00 PM

View PostThorfinnr, on 06 July 2015 - 04:04 PM, said:

OK...its been a bit since the patch...so what are people's thoughts on MM now?

Any new thoughts from you, OChunx?

I have not gotten to play a lot, so here's some theory-craft on my part:

Death Magic, Soul Reaping, Blood Magic(Staff - Axe/Focus)

http://dulfy.net/gw2...ld=AgQFrAS8A1Q~

Death Magic, Blood Magic, Reaper (Staff - GS...and yes, I am toying with the idea of a Reaper/MM):

http://dulfy.net/gw2...ld=AgQGrAS8A1Q~

As always, thoughts and advice always welcome.

just wondering, if maybe for the first build in the soul reaping line, Foot in Grave would be better than Dhuumfire to break stuns?

#159 Thorfinnr

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Posted 27 July 2015 - 02:49 PM

View Postkulikovsky34, on 26 July 2015 - 03:00 PM, said:

just wondering, if maybe for the first build in the soul reaping line, Foot in Grave would be better than Dhuumfire to break stuns?

It is a valid choice. No doubt. I will have to try it out in game as well. :)

Minions, death, and burning were just a fun combination. lol

Edited by Thorfinnr, 27 July 2015 - 02:49 PM.


#160 OChunx

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Posted 29 July 2015 - 07:26 PM

View PostThorfinnr, on 06 July 2015 - 04:04 PM, said:

OK...its been a bit since the patch...so what are people's thoughts on MM now?

Any new thoughts from you, OChunx?

I have not gotten to play a lot, so here's some theory-craft on my part:

Death Magic, Soul Reaping, Blood Magic(Staff - Axe/Focus)

http://dulfy.net/gw2...ld=AgQFrAS8A1Q~

Death Magic, Blood Magic, Reaper (Staff - GS...and yes, I am toying with the idea of a Reaper/MM):

http://dulfy.net/gw2...ld=AgQGrAS8A1Q~

As always, thoughts and advice always welcome.

I think if I were to run anything specific for minions, it'd probably be your first build. Just can't say anything on reaper yet cause for sure we all know things are bound to change.

I'd say go staff, dagger/warhorn, and then stats of gear would just be what theme you want to build to. If you want to stick to a concept of a rolling mobile army, I'd say stick with healing focusing gear (cleric's and such).

But if you want to be more effective while still using minions, the choice is definitely just zerker gear with pack runes or maybe.

I'd say the former build (cleric's) combined with either healing power/life steal or pack runes/sigils would make a pretty nice bunker build in PvP, as it's almost exactly what is suggested on metabattle.com.

Edited by OChunx, 01 August 2015 - 06:34 AM.


#161 Phenn

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Posted 31 July 2015 - 11:55 PM

Now if ANet would only fix Minion AI...

Seriously. It makes me reaaaaaaaally mad that most of the melee minions still just stand around.

On a side note, with the Blood Line, it's really easy to keep up 7-8 Jagged Horrors even without Cleric's gear...

#162 Thorfinnr

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Posted 03 August 2015 - 03:21 PM

View PostOChunx, on 29 July 2015 - 07:26 PM, said:

I'd say go staff, dagger/warhorn, and then stats of gear would just be what theme you want to build to. If you want to stick to a concept of a rolling mobile army, I'd say stick with healing focusing gear (cleric's and such).

But if you want to be more effective while still using minions, the choice is definitely just zerker gear with pack runes or maybe.

View PostPhenn, on 31 July 2015 - 11:55 PM, said:

Now if ANet would only fix Minion AI...

Seriously. It makes me reaaaaaaaally mad that most of the melee minions still just stand around.

On a side note, with the Blood Line, it's really easy to keep up 7-8 Jagged Horrors even without Cleric's gear...

These 2 right here...:) My MM is just for me to have fun...and eventually I hope the AI gets fixed so that they are more proactive instead of reactive...need something like the "Attack my Target" button on a Ranger to fire them off...that could solve a lot.

Pack Runes...there's some food for thought...<sound of gears grinding and wheels squeaking> :)

Thanks for the input guys.

#163 Denny Haynes

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Posted 15 August 2015 - 11:28 AM

View PostThorfinnr, on 06 July 2015 - 04:04 PM, said:

OK...its been a bit since the patch...so what are people's thoughts on MM now?

Any new thoughts from you, OChunx?

I have not gotten to play a lot, so here's some theory-craft on my part:

Death Magic, Soul Reaping, Blood Magic(Staff - Axe/Focus)

http://dulfy.net/gw2...ld=AgQFrAS8A1Q~

Death Magic, Blood Magic, Reaper (Staff - GS...and yes, I am toying with the idea of a Reaper/MM):



Is this a PvE build, been using this since you put this up and it seems good.

I do wish though they'd sort out the minion Ai.

#164 Thorfinnr

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Posted 17 August 2015 - 04:21 PM

View PostDenny Haynes, on 15 August 2015 - 11:28 AM, said:

Is this a PvE build, been using this since you put this up and it seems good.

I do wish though they'd sort out the minion Ai.
Yeah...pretty much a PvE build...although I have used it in W v W and it seems to work well when part of a zerg...def not for solo roaming...I don't play PvP, so no idea on that side of the game.

Keep your eye on Reaper...I think its gonna make a positive impact on our beloved MMs. :)

#165 Thorfinnr

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Posted 25 August 2015 - 05:45 PM

Minion AI has been tweaked. Initial reports from testing by players on official forums looks positive. They attack what you target with minimal delay. They will stay on enemy you have targeted, even when you attack others...just don't change your target. This holds tru even for Flesh Golem.

With this and the addition of "Rise" from the Reaper...we may have some tentative hope. I am looking forward to trying our DM/Blood/Reaper in the next Beta.

Hopefully this will prompt Phenn to do a small "happy-dance". :)

#166 OChunx

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Posted 25 August 2015 - 08:48 PM

Yea, minion AI seems totally fixed as far as I can tell right now.

Additionally, all minions that you cannot kill on command (Flesh Golem, Bone Fiend, Shadow Fiend) regenerate out of combat. I'm not sure if that is new or not (I know Flesh Golem already did), but that was also a nice thing to notice.

Vampiric Aura works well with them too, and allows them to survive battles without any healing. I haven't tested pack runes with them in pve yet, but I'd assume it works awesome.

#167 Thorfinnr

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Posted 26 August 2015 - 07:42 PM

I'm hoping to field test the Reaper/MM in this upcoming beta-weekend. I hope many on here get a chance to as well. I look forward to hearing about what everyone thinks. :)

#168 Thorfinnr

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Posted Yesterday, 04:39 PM

OK...GW2Skillz has Reaper in its calc already...so here is a first draft of a Theory.

http://gw2skills.net...BAm/iRHAAHBAA-e

Thoughts:
1. 2 Shouts...Rise(for 5 Minions in a group) and "Nothing Can Save You!(Stacks Vuln and makes you unblockable.) Granted, I give up a Minion, but it may be worth it. With the "Augury of Death" trait I should be able to do Rise every 14 seconds and NCSY in a little less than that(with 5 targets hit per shout), so for big fights,...it could get nasty.

2. Healing....hmmm...Shout, Sigil or Minion...I'm not sure...all have their appeal... :unsure:

3. Greatsword...yep...I said it...with Reaper its a Vuln generator...and that's good for trait proc of Decimate Defenses. Range is only 170...but may be worth the risk...as even with a base crit of @22%...with vuln and this trait...we could hit 100% pretty easily. *I think*

4. Stick with Cleric Armor and Staff...Life and Water still on staff, Zerker GS with Force and Frailty(more with the vuln...I know). Kept Cleric Armor but swapped to Pack Runes, Cleric Trinkets but dropped Rubies on all of them.

Theory only...so looking forward to hearing input and suggestions. All this is open tpo change...this sia quick whip up while I am here at work...so take it for what its worth. :cool:

Edited by Thorfinnr, Yesterday, 04:41 PM.






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