ArenaNet talk:Skill feedback/Necromancer/Minion Diversity

Marcdarc's issue
Obviously this isn't a terribly high priority, but I think it would be cool if the minions got a little more diversity from each other. I'm not sure how shields would be taken into account, probably just have none. The only minions that would be "better" because of that would be the Bone Horror, Flesh Golem, and Bone Minions, in that their weapons are balanced for two hands. Like I said, just and idea. ~ marcdarc 21:58, 22 October 2008 (UTC)
 * Interesting idea. - Elder Angelus 18:54, 23 October 2008 (UTC)
 * I don't know about different weapons, but I guess they could do with a bit more diversity. Maybe you could just give them slightly different stats (e.g. a Shambling Horror could attack slower but do more damage) or even give them skills (well, the Flesh Golem maybe. How would it be with, say, Wild Blow or something?).
 * I think a better thing to do would be change the redundant Verata's skills -, and  - to allow MMs more options. For example, a skill which makes your minions stronger but reduces the cap or something (like the recent pre-revert Order of Undeath, but less drastic).
 * Also, Bone Minions with daggers would be fine in general, but it means you would get a large number of hits dealing small amount of damage which on the face of it is equal to a small number of hits doing a larger amount of damage, but in practice things like Barbs would probably synergise too well with it.82.3.255.222 17:31, 11 November 2008 (UTC)
 * Ah, didn't think of Barbs... I was just thinking they were smaller, and all that. Though with their lower level, daggers on them would likely be hitting -0s all the time, except for the +Barbs/Mark of Pain. Anyway, this was mostly to just make people start thinking about cool things that could be done to spice up Minions. Currently there's no real problem, it's just very cut and dry what minions you choose. ~ marcdarc 22:06, 17 November 2008 (UTC)
 * Well daggers certainly fit theme-wise, and they came to my mind first when I thought of weapons too, but they'd just end up too powerful in niche situations compared to general play, and even if you think Barbs is too clunky to use, there's always Order of Undeath to take into account (though that would kill you VERY quickly). Still, I totally agree with the idea behind it in that minions could do with a bit more flavour and maybe MMs could have a few different ways of using them. I would presonally suggest changes to skills like Verata's Aura or Verata's Sacrifice instead for this though.

Minions are different.. Flesh Golem is big and strong, Horrors are regular, Fiends attack at range, Shambling's respawn as Jaggeds who inflict bleeding, Vampirics heal you, Bone Minions swarm you.. Looks divert to me.. They're just boring to watch. --Chaos Messenger 15:40, 24 December 2008 (UTC)

WHAT? WHAT? WHAT? XO XS Xl Please go play high end areas before you make suggestions. Golemway would be so fucking overpowerd with golem+scytheOni  21:13, 25 December 2008 (UTC)
 * Yeah they are fairly diverse but what's lacking are diverse ways of being an MM, if you see what I mean - right now it's just raising as many minions you can while not getting killed, letting them attack people and healing them now and then. The Order of the Lich is exactly what I was looking for in that it gives you a way to get multiple minions are once AND a minion without a corpse, but suffers from a high energy cost and a high recharge. Argueably the best thing about this is that you can use it to play as an MM in RA and/or TA. Here you can actually get minions, meaning the MM isn't useless, but you can't get a full army (at least not at the start), which would be overpowered. What other things might be good would be skills which, for example, raised the minion cap by one or two (but possibly lowered the strength of your minions to compensate) or which did the reverse - i.e. made your minions all stronger but limited you to, say, only half as many. 82.12.224.189 17:43, 31 December 2008 (UTC)


 * Order of Undeath=Minions do huge damage
 * Flesh Golem=1 big minion + smaller ones
 * Jagged Bones=minion bombing..
 * AotL=Minions swarm... That's already 4 ways to play MM.--Chaos Messenger 13:57, 1 January 2009 (UTC)


 * True, though I wouldn't really call them four different ways as per say... Like, OoU and AotL are both just minions (but one buffs their damage lots, one can give you a free minion), Jagged Bones is a bit more different since it gives you long-lasting minions and the ability to bomb, true, but isn't really viable anyway 'cos of its awkward use and long recharge, and Flesh Golem, with the exception of Golemway, is still just minions only with one big one. So yeah, there are differences, but I think the point people are making is that other than Golemway specifically, the aim of an MM is generally to get loads of minions to swarm people with. Now, I don't know that we really need loads of minion diversity, but I guess something like a few, stronger minions could work, especially if you got it through a non-elite skill since it would synergise with AotL, for example, but TBH I'm not sure it's really needed. 86.26.90.196 19:24, 14 January 2009 (UTC)