Lily.1935 Posted September 17, 2022 Share Posted September 17, 2022 (edited) One of the builds with the most fan fair around it and most requested for builds and guides for is the Minion master build. But over the years its been shown time and time again that even in open world you would be far better off running full signets than running minions due many factors including travel time to their target, low damage, easily cleaved down(even with the damage reduction change some years ago) and the fact that taking their minion traits actively huts your overall DPS by about 20-35%. Some of the minion skills aren't bad themselves because they have utility that the necromancer wants but as a cohesive group they're worse than the sum of their parts which is not what we want for a minion build. So How could we make minions as a good build while still maintaining their normal utility focus? Well This post is some ideas to help buff minions to give them the bonuses they need to be good as a build while not losing their utility focus. With this change minions will be much stronger with death magic than without so there will be incentive to take it if you want to run this build.Traits Master Trait: Death Nova When you or one of your summoned objects or creatures is downed or disappears , create a Poison Nova. Summon a jagged horror when a mark skill is triggered(Max of 5 jagged horrors can be summoned this way in PvE and 2 in PvP. When the cap is reached it wont summon more until one or more of them die). I wanted to buff this trait but I also want to give it some more use outside of just minions. So its death nova effect would also trigger when one of your sand shades vanishes or other future summons the necromancer might obtain like spirits or spirit weapons. I'm always in favor of future proofing death magic and this is one method I've considered for a long time. Added to this is triggering summons on mark use because I think necromancer should have more mark skills and this gives necromancer a dedicated minion master weapon to aid their build. Adept Trait: Boon of Creation On summoning a object or creature adjacent allies gain protection for 3 seconds and convert 1 condition into a boon(180 Radius). 5 second cooldown. Again I wanted this to work with other things aside from just minions. This rewards you for summoning, so it would work with minions, Manifest sand shade or a future skill like spirit or spirit weapons. A simple idea, this might be a bit too strong but the idea is there. Grandmaster Trait: Order of Undeath Minions from Summon minion Skills inherit Your attributes(50%-100% in PvE and probably 20% in PvP). When you enter shroud and each second in shroud Minions copy your boons for 2 seconds. (In PvP they wouldn't copy all of your boons. Quickness would be excluded as would stability and might would be at a reduced rate.) This would be the the peek of minion's power. limiting this to only minion skills but suddenly each one can act as a real source of damage. Yes I removed the stat bonuses they get from the other traits they used to have but here I give them far more and better than that, making them real sources of damage. In combination with the master tier version of death nova we could see that gap in damage between the other builds close pretty majorly. The trait changes are pretty extreme and they all still work very well with minions but I wanted them to offer more utility to builds outside of that except for the grandmaster which I feel should be the reason you want to run a Minion master build. Next we'll be looking at 2 of the minion skills. I do feel that most of the minion skills are perfectly fine as they are now. But there are 2 minions which under preform significantly. Skills Bone Minions Increase minion count from 2 to 3. Bone minions now work on the charge system. If you have fewer than 3 bone minions every 5 second summon a new bone minion until you have 3. Even without the other changes I've suggested this would actually make bone minions a fairly decent choice for something like a scourge who doesn't want to take Signet of undeath. Its utility isn't as great as the signet so it does offer a very different style for different builds. However with the other changes with its blast now scaling with Order of Undeath this becomes an actual bomb for the minion mast to use. Bone Fiend - Bone Rain Replacing Rigor Mortis. 3/4s cast time. Command your bone fiend to summon a hail of Splintering bones to rain from the sky, bleeding and crippling foes. 240 radius 5 second duration with pulsing damage. 20 second cool down. I'm not sure on the damage scaling. At its base it would be worse than a well but when you trait for it with the Bone fiend inheriting your traits it would be similar in damage to a well with the bleed added on that aiding the damage a bit further. I sorta imagine this acting similarly to thousand needles when activated. An initial rain of bones followed by a pulsing bleeding and crippling field. Mark of Horrors Replaces Soul Grasp on Focus. Inscribe a mark that damages(damage is roughly that of chillblains) foes and summons a bone minion at that location that lives for 30 seconds. If you have Summon Bone minions equipped these minions do not expire. You can have a max of 5 bone minion at any time. 2 charges. Recharge 15 seconds with a 3 second cooldown. This is a fairly odd idea that asks you to run a specific weapon with a specific utility skill for maximum value gained from it. But I find this concept to be really interesting. This one is a bit out there as far as suggestions go, but I figured I'd throw in something that we haven't seen on necromancer. I think of this as a fun build running a power minion build using Axe with Focus summoning more bone minions to be a real minion bomber either using the skill to start the re summoning process from Bone minion skill or stacking 5 bone minions to spike an enemy down. The combine utility makes it quite the enticing build to toy with. Here are some of my suggestions. This wouldn't do much to change the builds which already use minions for their utility but this could build up some unique minion builds. Such as core minion master or scourge. I think reaper could work too but One of the changes I suggested did exclude "Rise" from being influenced. So who knows. Perhaps my summoning jagged horrors on mark use is too strong, perhaps not. Maybe this wouldn't be enough. But regardless of what Arena net decides in the end I, and many others, strongly desire to have a fun, strong and viable minion build in all PvE content and not just a functional but bad build in Open world. There's a lot they could do with minions and these suggestions here are a mix of some extreme changes that do very little to change minions for builds that don't dedicate to using death magic. With these changes it does give a strong incentive to build into them for either a power build or a condition build. Have I gone too far with these suggestions? not far enough? let me know. Edited September 17, 2022 by Lily.1935 11 1 6 Link to comment Share on other sites More sharing options...
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