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.
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.
What is wrong with them tho. and already got fiery wrath in first slot?
Revenge of the Fallen creates a moral hazard problem. You never want to be downed, so why make it better for you to be downed and create that mindset that it's less bad? In essence, it's a wasted trait that isn't utilized most of the time for skilled players that don't get downed, creates bad incentives to be downed, and has a negligible effect even when you are downed.
As for Radiant Retaliation, retaliation does very little damage overall and given the sources of damage for guardians, you would presumably have very little condition damage as well. I'm assuming the entire point of you taking this trait is to increase your damage, but let the math stand that Right Hand Strength provides magnitudes more damage than the poor scaling of retaliation's already poor base damage.
Finally, it should be stated that condition damage simply doesn't scale well on guardian because guardian has very little outlets to apply condition damage (no bleeds, no poison, no torment, no confusion). Because burning doesn't stack in intensity, the damage that burning can apply is extremely limited. Trading off going power for condition damage has no upsides because you aren't any safer either, you simply do less damage. So I would recommend changing both traits in the Virtues line as well.
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.
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.
Rexus Bloodfiend, on 27 November 2014 - 04:55 AM, said:
So I had a question; if I wanted to add a bit more tankiness to this build, without losing much dps, what would be the best way to do so? Throw in a few pieces of Knight gear? If so, which pieces are the best to swap out?
Yea, knights would be the next best choice for trading offensive stats for defensive. Which piece depends entirely on your preference for how much extra defense you want. If you want just a little bit more toughness, then you swap for the pieces that have lower stats (eg. boots or gloves). If you want more toughness, then swap for the higher stat pieces (eg. chest). Most people I've seen seem to swap their head, chest, and legs when they attempt to mix offensive and defensive stats, but that choice is pretty much arbitrarily based rather than on any math or anything. "Berserker armor with Knight's jewelry" also seems to be a popular (albeit arbitrary) choice.
However, I would highly reconsider even wanting more "tankiness." As it is, this build and its traits are already on the tanky side and the end result is almost inevitably longer kill times with no difference in times downed, which is probably 1 or close to 0 already. Is there any specific reason why you want more tankiness? If it's because you just want to "feel" more tanky or get downed less, you probably won't notice much difference throwing in a few pieces of gear, and like I said there may not be any quantitative improvements in survivability either. Mathematically though, you will be quantitatively doing less damage.