Minions are in a bit of an Odd spot in GW2. They have a very strong cult following while at the same time being pretty poor at everything. Even if you are going to roam in Open world PvE there are more optimal options for you to take, since minions can't target multiple foes at once and don't have great damage output. They're Okay in open world, but they wont help you much when trying to get credit for events that will end soon because of their slow nature. So I wanted to have a discussion about these minions. In the past I've made some pretty extreme suggestions for changes, but here I feel like making a simpler change that might give them more usability. And I feel that the Minions skills as well as the traits need to be addressed in regards to this.
A few things about the minions skills is they are on their way to being good, but just aren't quite there yet in some cases. You have fringe uses for some, Shadow Fiend is used for its life force, Flesh wurm is used as a way to teleport up on platforms and so on. But its rare that they function together very well. One aspect I'd like to change about that is Give the minion skills Charges. So when you summon them after a while a charge will refill and summon another one until you've hit the max number of minions of that type. So even if one of those minions dies, it wont go on cool down unless all minions of that type die.
Flesh wurm: Charge count of 1. No additional charges would be given to this skill without traiting for it. And no changes to it otherwise. However, if you do trait for it, your flesh wurm will spit in a random location after 20 seconds which will spawn a second Flesh wurm. Your original flesh wurm will be prioritized over the new one when using
necrotic travel unless it is out of range to teleport you the full distance. Then the second will be used.
Flesh Golem: No charge count, no changes.
The way that I look at the minion skills is that they should be high in numbers but fairly easy to dispatch on their own. The charges give them a means to snowball without changing their over all feel and giving them some more power. Minions shouldn't be difficult for a player using massive amounts of AoE attacks, so these will go down fairly quickly without too much issue in PvP or WvW.
The Traits honestly shouldn't be set up the way they are. In order to use minions you need to dedicate yourself to 3 traits to maximize minion use. But I feel this isn't a great idea. In this regard we should be treating the traits much like we treat the turret traits. Compress them into a single grandmaster trait while leaving room in Death magic for 2 new traits that could aid minions, but aren't their only focus.
I realize that what I'm doing with the traits is I'm overall making the minions weaker and removing some of that defensive utility that they passively give to the players. The issue with that I feel is that the Death line is already defensive as it is and a Minion master shouldn't have that extra defenses just by standing there at the start of a fight. Minions should snowball but that snow ball should be stoppable if an enemy is specked right for it. Yeah I removed some condi cleans from it, but this is an area I feel that the minions are too strong in right now. And there isn't any reason not to believe that some of the benefits I removed couldn't be given to an elite spec that specializes in minions.
All and all, what are your guys's thoughts on this? I'm trying to work things out because I want to play a minion build, but I don't want it to be overwhelming. I always don't want to hyper focus death to minions only and give more traits in the death line more options for other builds we could see in the future. Let me know how you feel about it, anything you'd do differently? Tell me in the comments.