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MM after the nerf; the do's, don't and strategies

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Author: mriswith
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The nerfed MM; the do's, dont's and tactics.

** disclaimer **
I have made this build myself with experimenting and trying. Similarities to guides that might have been written somewhere on the internet are pure coincidence and not intended. All my characters have builds on them that have
evolved throughout the PvE part of the game and are formed by trail and error.
Please do not flame me if it might not work for you, or becuase you think it should be build in a different way. I have spend 2 months experimenting, rebuilding and buying items, so i have thought this well through. Otherwise i
wouldn't have shared it. I love this profession and i hate to see that some people tend to get to hate MinionMasters due to the case that they have little minions alive all time and because they tend to die quick.
There are good MM's out in GW. And i still find some while playing Necro Order in ToPK. But i see too that since the nerf, a lot of MM's use builds that will not work anymore, or are less effective.
** disclaimer **


Everybody knows that some time ago the MM (minion master) necromancer got nerfed. The amount of minions became bound to the spent attribute points (maximum 16) as well as veratas sacrifice and blood of the master. For the minion maintaining skills an additional sacrifice per minion was introduced.
Most people saw the MM as a dead (lol; i love the irony of that...) necromancer profession. Still there are, luckily, minionmasters around. What i do notice however, especially in ToPK, is that most MM's havent overcome the nerf. They
maintain hardly 3 minions, and die a lot due to sacrifice and aggro.
It bothers me a bit lately that, if i use my necromancer in ToPK or in Cantha (tyria has long been finished by that character), people tend to say that they 'finally' found a 'pro' or 'good' minion master. I do not call myself as such, but since apparently people have troubles being MM's i thought to write this guide for the 'nerfed necromancer'.
For this guide, i use ToPK barrage/pet teams (Tomb of the Primeval Kings) as example for the tactics and skilluse. I learned to be MM in here and i still think its the best place to learn it.

The kind of armour you use is not important. I have tried, scars, bloodstained boots and ended up with tormentors armour. I still dont see the difference while raising minions,as long as your soul reaping gives enough energy back. I do not need more than 45 energy. The downside of scars as well is that they provide lesser armour. So If you happen to get into aggro, scars tend to kill you.


below is a example of my armourset and used runes (some are useless but that is because i have switched runes and stuff to be able to switch between necromancer professions)


Try for weapons to get 20/20. It provides the possibillity to raise minions faster and to let skills recharge faster. Also a +1 deathmagic mod on the weapon might be nice, and will provide stronger minions in 20% of the cases, but it is not a necessity. I use:
======================
kole's torment (10/10; i dont use it for attacks; only for the 10/10 mod. In the tactics you will see that attacking with a staff is not necessary)
======================
spinal rod + bleached skull (20% recharge, 20% +1 deathmagic, + 30 health, + 17 energy)
======================

For the skills i use the following set;.


Rebirth
Resurrect target party member. Target party member is returned to life with 25% Health and zero Energy, and is teleported to your current location. All of target's skills are disabled for 10-4 seconds. This spell consumes all your
remaining energy.
Heal Area
Heal yourself and all nearby creatures for 30-150 health. (120 with this build)
Taste of Death
Steal 100-340 health from target animated undead ally (if anyhting goes wrong;
you will have a backupheal)
Verata's Sacrifice
Sacrifice 15% max health. For 5-10 seconds, all undead allies gain 10 health regeneration. All conditions are removed from those allies and transferred to you. Instantly recharges if you have 3 or fewer undead servants; this skill now only affects undead servants you control (10 seconds with this build)
Blood of the Master
Sacrifice 5% max health + 2% more Health per creature healed. All undead allies are healed for 30-99. (122 with this build)
Animate Bone Horror
Exploit nearest corpse to animate a level 1-14 Bone Horror. (lvl 18 with this
build)
Animate Bone Fiend
Exploit nearest target corpse to animate a level 1-14 Bone Fiend. Bone Fiends can attack at range. (lvl 18 with this build)
Animate Flesh Golem (Factions) Elite Skill
Exploit nearest corpse to animate a level 3-25 Flesh Golem, the Flesh Golem leaves an exploitable corpse. You can only have one Flesh Golem. (lvl 26 with this build)

Do's
: Do the team a favor and be Mo for secondary profession. A MM without selfhealing is useless.
: Stay in the back. Your task is to raise minions. Rangers and warriors will do the 1st killing.
: Raise the strongest or most usefull minion you have 1st. However; mind mesmers. They can and will interrupt and you will have to wait to raise, for example, your golem
: take a weapon with mods yu need. Dont depend on damage since you will harldy use it.
: Blood of the Master works at great distance. As long as your minions are in the minimap they will be healed. Same applies to veratas Sacrifice.
: stay safe and run away when needed. A dead MM is a nuisance for the team. Never let minions run loose. To keep yourself alive when needed; use taste of death.
: Tell the monk to focus on the team. You should be able to take care for yourself.
: Let your minions get to a target by using your staff only once. After that withdraw to safety

Dont's
: Dont be a hero and stand next to rangers/warriors. Keep to the backline.
: Of course never sacrifice yourself to death. You have heal area for a reason
: Dont bring skills that do not involve raising minions and maintaining them.
You will not use them, and they keep important skills out of your skillset.
: Dont let your minions be aggroes. They are a bad lure since they will not come back after they have seen a foe. Let a tank or ranger lure. When the aggro is far enough from the rest of the foes; set them loose.
: never rely on a monk to upkeep your health. You have healingskills yourself; use them. The monk needs to be able to focus on the team, not you.
: Dont keep clicking on animating minions. You will lose your protective wall by letting in gaps of minions that die. Upkeeping their health is as important as your own.

tactics:
previous descriptions are kinda basic. Most MM's will have or had this setup. The use of skills however differs. And this is where it tends to go 'wrong'. 1st of all, your postition in the group is very improtant. Depend on the fact
that rangers and warriors are the frontline. Don't be a hero and stand in between them. Your job is to raise minions, nothing else. Even your wand will not make a difference so skip attacking. This is why you can take any 20/20 wand. So wait until you see your + energy from soulreaping; a corpse is available, raise your 1st minion. If you are near mesmer, raise a bone horror. You have a descend chance to get interrupted. The first minions you would want
to raise is the flesh golem. If you are interrupted it takes a long time to recharge. If you were not interrupted, raise to flesh golem.
Now comes the time as well to keep the 2 minions you have alive. The horror might die in the process, but what you really want is fiends. Before the golem and the nerf, the horrors were nice tanks. Now the golem is sufficient, and
fiends will form the protective high damagedealing backline. In order to keep the 2 alive; spam 2 blood of the masters followed by heal area. Since you are in the backline of the team you can do this without risk and you might even
help the monk with healing if any of the teammates are nearby. Your 2 minions will have 240 additional health atm and this will give you time to raise your first fiend. Now comes the click and act. You now have to raise the little army to backup and protect your team. start with blood of the master, followed by bone fiend or animate bone horror. Keep those 2 buttons clicked and only use heal area when, to your own taste, your heath is too low. This way you will raise 10 (with 16 att, this is the max) minions. If you have 10. Stop animating minions. Keep the ones alive that you have by using Blood of the Master. Use heal Area to heal yourself. BotM -> Heal Area -> BotM -> HA. Keep this going
until the battle is won. If a minion dies in the process, then you can raise a new one.
In between battles you keep your minions alive by using: Blood of the Master, Veratas Sacrifice (when available) AND heal area. I have seen too many MM's wthout HA and wondering why the minions keep dying. That is the reason...For the next battle keep the same tactics. Mind: "always stay in the back. Preferably even behind the monk.
Only use Taste of Death when things tend to go wrong. If foes break though your little minionwall and start beating you up, only then use it and run away. A dead MM is often a teams death...
Previous tactic also tells why i dont use healing breeze; it cant keep up with my use of BotM. Heal area is, imho, the best way to raise/upkeep your health.When the degen becomes to great on minions (you will notice this when you are
in between battle and yu still have to spam BotM and HA to keep them alive) its time for new minions. In the forthcoming battle raise new ones. Sibnce you can keep only 10; 1 minion will die. The minion with the biggest degen will always die. This way you can replace your good old buddies by new ones. Mind; during the replacement, dont't forget to use BotM and VS to keep your new ones alive. It is pretty much the tactic as in the beginning.

If your job is to block stairs or hallways (Hall of Hero's), move a bit to the front and let the team take position beside you. 1 warrior or ranger must be in front of your minions to make the initial lure. If the foes come your way,
select one, fire once (so damage still doesnt matter), let the minions make their first step and move backwards as quickly as possible. Minions and foes will meet halfway and thus will nicely block the passage. Ranger can then use
barrage to make quick kills. All you have to do is spam BotM and HA (own health) to keep the minions alive as long as possible. Again; if 1 dies, replace it by raising a new minion.

I hope that this guide is of some use to people. Whether they are new to the profession or experienced MM's.[/COLOR][/I]

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User Comments
  eiirish on 06/20/06 02:37

Good job, i like this alot and will try it :)

  mriswith on 06/20/06 02:38

lol; saw a mistake in my own guide :) kole's torment is not 20/20 but 10/10. Sorry for the mistake :/

  Txen_Viong on 06/20/06 03:21

very nice guide, you have inspired me to recreate my MM.

Some day i hope to create a guide as good as the one you have created today.

  Evil Geek on 06/20/06 03:36

Absolutely great guide and great advise for MM. As a caster you need to be well out of aggro and the new improvements to BotM make it far more effective in keeping your minions health topped up at a great distance. Verata's sacrifice; I'm in two minds about that skill and its usefulness, it's only really beneficial early on in a minions degen after a while the degen gets too great for VS to be able to compensate, it is a good skill but I do sometimes go out without it. I do always take Healing breeze though, with atts set at 9 in Healing it goes along way to making up for spamming BotM with +7 pips in health regen and using Heal Area too when your at max minion capacity compensates extremely well for health lost through saccing.

Only difference in my tactic is that I don't stop generating minions when Im at max capacity - I'd rather have fresh stronger minions while the bodies are still dropping, as you stated; the weakest minion is always replaced (I've done experiments on that one and it is completely true all of the time) but it's also important to remember that when that week minion dies for its replacement you get your soul reaping energy points back and with 12 in soul reaping that means your new bone horror only costs 3 energy, much cheaper than worrying about keeping your weak ones alive.

Brilliant guide and excellent advice on how to play the class. It also proves that the only real secondary for an MM is monk, aswell as the benefits to keeping your minions alive and compensating for your own sacrifice your doing the team a big favour by not taking up the precious energy of the monk. Like you I tend to tell the monk to ignore me, I'm confident I'll stay alive by staying well out of aggro and keeping myself healed.

Grats!


  mriswith on 06/20/06 03:55

I'm glad yu like it all guys ^.^ @Geek; indeed when degen becomes to great, it's time to replace the minions, but most of the time i can keep them for 3 battles at least at full health. Depends on the expected amount of foes to decide to replace or not ^.^



  mriswith on 06/20/06 04:14

No edit in here; but veratas sacrifice is good for getting rid of conditions on your minions and thus keep them alive longer as well. I dont use it a lot; but it is a nice backup skill.

  Thempest on 06/20/06 05:50

great guide, i mostly play on my necro as MM and i might say it wasn't realy that hard to get used to the changes.

however i recomend using vamp horrors in stead of normal horrors becous they are verry helpfull with your health upkeep which will require you to use heal area less so they are defenetly worth the extra bit of energy



  mriswith on 06/20/06 06:22

@ Themptest;
Actually, I only use bone horrors for the initial tank to keep foes away from the team and me (since the walk towards the aggro). Or, if there are no mesmers around i immediatly raise my golem. After that i only raise fiends. They do more damage and make the 'real' wall since they dont walk much. Only when there are casters that cause great damage on minions (like dryders in ToPK or afflicted elementalists; minions and fire don't mix) i use bone horrors to spam tanks to draw the attention and thus target away of the team. After that i raise only fiends again.
I have played with horrors and tried them out in a MM build; but they simply cost too much energy. They heal aspect is nice; but since their attackrate is lower than fiends, and the fact that they still act as tanks make them only a little bit more usefell then the 'regular' horror in my opinion.
Also the health regain you get from their hits doesnt not match up to the amount of sacrifice you make. So in the end you still have to rely on monkskills again and not your vamps.
Also in times of trouble you have to be able to spam minions. fiends, horrors everything you have (like in the staircase just b4 the darknesses in ToPK in Hall of Heroes). The 15 energy allow you to raise more and to keep the grasps at bay. With 25 energy for vamps + 25 for fiends is a lot to spam. In the beginning it will not be much of a problem since corpses will fall pretty quick. but in the end your soulreaping will not be sufficient enough to upkeep the demands for minions.
I hope this explains a bit why i havent chosen for vamp horrors, but stick to my backup horrors ^.^

  Evil Geek on 06/20/06 06:28

Just as a quick thought - Often what I do if I go in a team with a tank is leave the Bone Horrors out of the skill bar, George my recyclable pet (Flesh Golem) makes an excellent back up tank and I can then use that skill slot for a damage dealer, if its fleshy creatures ill take degen (Rotting Flesh) or Ill take Deathly Swarm. It's nice to be able to do the occasional bit of damage too :)

mriswith your obvioulsy an MM after my own heart, MM's where never nerfed we just became different and in alot of ways more flexible and all the better for it. I'm finding it harder and harder to leave Evil Geek at home now and play my other characters, MM is just way too much fun.

Grats again

  Evil Geek on 06/20/06 06:32

I agree with your reasoning on Vampiric too - Too high an energy cost with not enough health return to make them cost effecient. Anet should lower the energy cost (20) and increase the health output a little to make them really worth while.

one flaw  puffydog on 06/20/06 06:38

a +5 energy under 50% wand (like yours) will never give you constant +17 energy ... =/

  LT_Little on 06/20/06 06:41
 
nice guide, Altho i think the recharge time of veratas makes it totally useless, and horrors are rather weak. I wud suggest changing Veratas for death nova, and swap horror with minions: Minions are 15 energy to raise two and when they die u will gain 24 energy, death nova them and taste of death them when u can and u are doing a hell of alot of damage,gaining health after spamming blood fo the master almost continuously and not spending too much energy.

  LT_Little on 06/20/06 06:48
 
One more thing if ur talking PvP wise NEVER take rebirth always take res signet

  mriswith on 06/20/06 07:04

Tip to site moderators; an edit button for these posts :( say a typo i need to correct.
QUOTE

As stated in a post a made after the guide; veratas is not a base skill. Its only ment for backup to remove conditions to my minions (hexes; poison and stuff). The long recharge therefore isnt a problem. 

Its "remove condition FROM my minions...." not 'to' :/

  Evil Geek on 06/20/06 07:18

QUOTE
Tip to site moderators; an edit button for these posts :( say a typo i need to correct.

Tip from site moderator to site developer - Yes please! :)

  Solicity on 06/20/06 08:25

good advice for a new MM! well done!

reminds me of when i was doing a mission the other day - the MM had brough flesh golum. that was it. he just stood there going, yup, im a MM, look at him go!

felt like shooting him...but an afflicted stole my kill. :(

  Gmorkf on 06/20/06 08:28

good guide ^^
when I used to be minion master ( was before the nerf) I used to be N/E and take glyph of renewal to keep verata's sacrifce up constantly. I don't know if thet would still work and be usefull however.. just an idea ^^

  cswella on 06/20/06 10:13

QUOTE
Minions are actually 25 energy to raise (2 minions at once) while the horror is 15.


Check the skill, they reduced the cost of Minions to 15.

Good guide though. Well worded and insightful.

  Nagash on 06/20/06 10:17
 
I like this guide, but there are some issues;
1. Armor
I don't agree that armor is not important. Extra constant energy from scars (hands, legs), Bloodstained Boots giving you increased casting speed with corpse spells or even MM armor (Canta's) providing extra armor bonus are really great advantages, you shouldn't forget about!
Second- runes. It's obvious, that MM need Sup Death Magic Rune. But Major Soul Reaping? Only 2 points of energy back, and -35hp? I don't think it's good idea. It's better to have arms and legs with scars.

2. Weapons
Bortak's Bone Cesta and Claw is still the best weapon for MM. You can easily get equivalent weapons from collectors, so it's really cheap to equip MM well. Also use 15/1 wand/rod/truncheon and 15/1 offhand, to get extra energy in critical situations (f.e. when you need energy to activate Taste of Death).

3. Skills
Heal Area can be useless when minions are far away fighting and you are at the back of team. I think you really use it efficiently when fight is over to maintain life of your minions. Remember that in Barrage team Order Necro can provide monk with energy using Blood Ritual, so you shouldn't do monk's job ;).

Anyway- I really like your guide. My build is similar. I just replace Heal Area with other skill, depending on team and place, f.e. Shadow of Fear, Deathly Swarm etc. I only use HA when farming alone.
What I like most in your Guide is dos, don'ts and tactics! Great job!

  mriswith on 06/20/06 10:21

QUOTE

reminds me of when i was doing a mission the other day - the MM had brough flesh golum. that was it. he just stood there going, yup, im a MM, look at him go!

felt like shooting him...but an afflicted stole my kill. :(

Lol; that again reminds me of a mission i did yesterday; arborstone. We had 2 mm's of which one was me. At clearing the chamber of the urn; upstairs yu have a boss with a few earth eles (quiet hard foes imho). The other mm felt like touching the boss's nose with his wand or something, because he died right in the middle of things there. Result; almost the entire team died except me and the monk. While i kept the other mm's broken loose minions AND the regular foes at bay with my minions; she rezzed the team. In the end i still had all 10 of them; along with a few fresh ones i pulled from the mm's cropse and his golem :p

  mriswith on 06/20/06 10:31

QUOTE

1. Armor
I don't agree that armor is not important. Extra constant energy from scars (hands, legs), Bloodstained Boots giving you increased casting speed with corpse spells or even MM armor (Canta's) providing extra armor bonus are really great advantages, you shouldn't forget about!
Second- runes. It's obvious, that MM need Sup Death Magic Rune. But Major Soul Reaping? Only 2 points of energy back, and -35hp? I don't think it's good idea. It's better to have arms and legs with scars.

As i stated in my guide; I have used all of those; scars & boots. Its doesnt give any advatage that i have noticed. Which brings me to your point of soul reaping; a mm is in the back; not in aggro. -35hp will not make a difference. In the past i even had 2 sup runes on me and still i never died. The big plus is that those +2 can make the difference in the end of battle of imediatly using skills to upkeep the minions health.
QUOTE

2. Weapons
Bortak's Bone Cesta and Claw is still the best weapon for MM. You can easily get equivalent weapons from collectors, so it's really cheap to equip MM well. Also use 15/1 wand/rod/truncheon and 15/1 offhand, to get extra energy in critical situations (f.e. when you need energy to activate Taste of Death).

Weapons are a matter of taste. I have a 20% +1 deathmagic on it which mostly results in a lvl28 golem at the first raise. The 20% recharge of skills is also one that i deem high. 20% faster casting would be nice; but i hardly come in situations that i think; "wow, i really needed that". If i come across a wrap of deathmagic i will provs buy it and put it on the elona bone collectors staff; but for now i'm content.
QUOTE

Heal Area can be useless when minions are far away fighting and you are at the back of team. I think you really use it efficiently when fight is over to maintain life of your minions. Remember that in Barrage team Order Necro can provide monk with energy using Blood Ritual, so you shouldn't do monk's job ;). 

As stated in the guide; when your minions are fighting; heal area is only ment to upkeep your own health; not the minions's. You stand in the back way out of aggro; and thus it is save to use. Only in between battles heal area is meant for your minions as well.

  Justin1989 on 06/20/06 11:43

First I would like to point out that "Animate Bone Minions" skill only requires 15 energy. In my opinion, the skill is still worthless at higher levels.


Your build is good, no doubt about that. I use verata's sacrifice, but I also find it rather pointless. The only reason I ever used it was for the +10 regen on your minions. But like some one pointed out, the rechargs time is so long it makes it worthless.

I myself dont use heal area, and the reason being is it heals all creates in the area for that amount. Since its a monks skill, it degens the minions quicker if you heal any of them at the same time. When you have a full party killing, it isnt hard to only use flesh golem, bone fiend, and vampiric horror. Yes, 2 of them are 25 energy a piece and 1 is only 15. You animate a flesh golem, another goes down, then you animate a bone fiend. your energy is a little low, you let one more foe die, then you animate another bone fiend/vampiric horror whichever you prefer. Repeat the process. Use Blood of the master to heal your minions of course.

One part I would like to point out, if your just messing around in an explorable area yes bring something small to heal you. But if your in an elite mission, your job is not to heal yourself. Your job, is to animate minions. Just like BiP Necro's sacrifice 33% health when they BiP some one. It is not their job to heal themselves. It doesnt work that way. Thats what monks are made for.

Using rebirth, thats going overboard a little I would say. Just use the ressurect monk skill. only 10 energy, and you dont lose all your energy when you ressurect. Yes in some occasions its needed, but not in your case. Thats the monks job for rebirth.

I bring along Well of Suffering since You would be using death magic, or taste of death. I myself have never even used taste of death. It steals a minion from you unless you use it on your flesh golem. I always bring along healing breeze just to have some health regen, but nothing major on the healing side. Like I said thats the monks job.

But like I said, nice build. Anything works quite often.

New MM player  platypus on 06/20/06 12:20
 
Evil Geek said: "It also proves that the only real secondary for an MM is monk". I think this is not necessarily a fact, but I can't prove it yet as I haven't proven the alternative.

As an alternative to Monk, which I am just flat out sick of having as my secondary for every friggin' character (it is just so dern useful), I chose Ranger as second class for two reasons:

1) another "minion". Pets are more powerful than any Minion, do not suffer degen or DP, can also provide a corpse, and go a long way toward getting the first kill if you don't have a fabulous party.

Drawback is the extra slots for the pet. But the pet is disposable, and doesn't have to be used at all, and is not the primary reason I had for going Ranger as a second.


2) The primary reason for Ranger instead of Monk is that I'll be focusing on Wilderness Survival (not beast mastery), and in there, as we all know, is the skill Troll Unguent for self-healing, and another skill that I don't think anybody ever uses: Healing Spring. Yes, it is easily interruptible, but when there are 17+ targets on the field (ten minions, the party, and one [or more] pets), who's going to interrupt you on the back line? It also should make a good post-combat heal. With a modest 8 in Wilderness Survival, the skill will heal all "Nearby Allies" for 195 points over ten seconds. It costs only ten energy and recharges in 20 seconds. It's available fairly early (Kryta), and best of all it doesn't heal foes!

The drawback, of course, is the interrupts, but I wonder if the AI is really that smart? (and again, there should be a lot of targets on the field).

Will Healing Spring work instead of Heal Area, or should I just go ahead and re-start the char before I invest too much in him? Please give solid reasons.



  Spazzed999 on 06/20/06 16:27
 
Any suggestons for prophecies only mm's who cant use flesh golem?
should we just use bone minions?

  mriswith on 06/20/06 16:36

QUOTE

myself dont use heal area, and the reason being is it heals all creates in the area for that amount. Since its a monks skill, it degens the minions quicker if you heal any of them at the same time.

This is a fable that has long been proven wrong by several MM's. Heal area does NOT make degen faster.
The preference for bone minions is a choise. I prefer a solid minion army of lvl 18 (of which 20% is lvl 19) and a lvl 26 golem, then a few minions of lvl 13. Ironically i have seen the prove herefore tonight on ToPK. A MM was using minions; saying that is was the 'only' way. Team died in 5 mins. Do i need to make a point? no, the proof speaks for itself. In hard areas bone minions will not suffice the demands needed. For regular PvE area; bone minions could work, but in hard areas like ToPK; those are useless.
QUOTE

Any suggestons for prophecies only mm's who cant use flesh golem?
should we just use bone minions?

Just stick to bone horrors and bone fiends. They make a strong enough army if support correctly.

  curl on 06/20/06 16:36
 
I'd say the largest drawback is the 10 seconds you have to sit in one place for healing spring to have its full effect. I think you'll find that many groups will not have the patience to wait an extra 10-11 seconds to move on after battle. Furthermore, you can't stop and use it while running between battles. You'll definitely fall behind. :p

I also do not believe the inclusion of heal area in this build was meant to heal minions during battle. If you're close enough to heal your minions with healing spring, you're where you don't want to be... in aggro range.

I'm just don't think an extra 75 total healing is enough to make up for the fact that it's not an instant heal.

You may be right about the pet; however, without anything in beast mastery and without a pet resurrection skill, I'm not sure the pet will be useful in the long run.

  mriswith on 06/20/06 16:40

QUOTE

As an alternative to Monk, which I am just flat out sick of having as my secondary for every friggin' character (it is just so dern useful), I chose Ranger as second class for two reasons:

1) another "minion". Pets are more powerful than any Minion, do not suffer degen or DP, can also provide a corpse, and go a long way toward getting the first kill if you don't have a fabulous party.

Drawback is the extra slots for the pet. But the pet is disposable, and doesn't have to be used at all, and is not the primary reason I had for going Ranger as a second.


2) The primary reason for Ranger instead of Monk is that I'll be focusing on Wilderness Survival (not beast mastery), and in there, as we all know, is the skill Troll Unguent for self-healing, and another skill that I don't think anybody ever uses: Healing Spring. Yes, it is easily interruptible, but when there are 17+ targets on the field (ten minions, the party, and one [or more] pets), who's going to interrupt you on the back line? It also should make a good post-combat heal. With a modest 8 in Wilderness Survival, the skill will heal all "Nearby Allies" for 195 points over ten seconds. It costs only ten energy and recharges in 20 seconds. It's available fairly early (Kryta), and best of all it doesn't heal foes!

The drawback, of course, is the interrupts, but I wonder if the AI is really that smart? (and again, there should be a lot of targets on the field).

Will Healing Spring work instead of Heal Area, or should I just go ahead and re-start the char before I invest too much in him? Please give solid reasons. 

Ranger as secondary for a mm is not very usefull. yu lack the possibility of massive healing which yu will need. troll unguent will not keep up the sacrifice yu have to make.
Ranger is indeed a good 2ndary for most classes; just not for MM. I cant really say that i have tested it; but i have seen MM's with ranger as secondary unable to keep the minions alive. MinionBomber could do with R (EoE and stuff) but a MM who keeps minions alive; actually the counterpart of a MinionBomber; should use Mo as 2ndary.

Yu can develop your character furhter though. Later on in prophesies yu can chance secondasy in the dessert; or in factions at senji's conrner

  Mr. Janikowski on 06/20/06 17:15

Good job with that guide.

Just the Verata's sacrifice....i never use that anymore. Instead i use healing breeze on myself and spam Blood of the master. After the nerf i think Verata's became useless...but that's just my opinion.

  Evil Geek on 06/20/06 18:35