Talk:Jagged Bones
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[edit] Needs a buff
This seriously, seriously needs to get buffed. The soul reaping nerf has come and gone. Jagged bones no longer provides amazing spike energy that encourages entire teams to go primary necromancer. Buff this PLEASE. Or else the only two useful MM elites will remain Aura of the Lich and Flesh Golem. 18.243.7.112 04:13, 24 July 2007 (UTC)
- 0.o what about order of undeath, it's way better than either. - Skakid9090 04:20, 24 July 2007 (UTC)
- Order of Undeath will only do 170 damage at best if you don't have a bone fiend army. Maby 340 if you have 10 bone fiends. Done25 03:59, 30 July 2007 (UTC)
- Agreed. This desperately needs a boost. Honestly, with the new soul reaping changes, you could probably give it a zero-second recharge and it will only be a little overpowered. Even if the 15-second recharge has to stay, a longer duration, say, 90 seconds (the average lifespan of a minion...) would make it workable, too. 64.203.204.21 08:52, 3 August 2007 (UTC)
- Order of Undeath will only do 170 damage at best if you don't have a bone fiend army. Maby 340 if you have 10 bone fiends. Done25 03:59, 30 July 2007 (UTC)
Do you cast this on a yourself of a Minion? The Mattster 12:24, 8 September 2007 (UTC)
- you cast it on the minion before it dies. too much of a pain to be worth it IMO. side question though: can you only cast it on your own minions, or do other people's minions count? seems like it might be useful if you put it on a necro hero... which also brings up a follow-up question - if a hero casts this on one of your minions, does the resulting jagged horror belong to him or you?--155.91.45.231 16:35, 23 October 2007 (UTC)
- You can cast it on any allied undead minion. If one of your heroes cast it on your minions, like you said, the jagged horrors would belong to that hero, not you. AtraAstrum(talk)
20:57, 9 December 2007 (UTC)
- You can cast it on any allied undead minion. If one of your heroes cast it on your minions, like you said, the jagged horrors would belong to that hero, not you. AtraAstrum(talk)
- im guesing this is made to be bad, to prevent endless energy on necros in gvg (all you would need is 1 death) 76.26.189.65 12:31, 17 March 2008 (UTC)
- can someone not lazy fix the usage tips? 24.4.250.104 03:42, 31 March 2008 (UTC)
- Removed. The fact that I don't see it as being practical aside, it was incomprehensible, and should probably go under "Notes" anyway. --SoraMitsukai 00:16, 7 April 2008 (UTC)
- Actually, if a hero casts this on your minion, the new Jagged Horror will still be your minion. Tested it earlier. 71.54.232.9 21:03, 2 June 2008 (UTC)
- Removed. The fact that I don't see it as being practical aside, it was incomprehensible, and should probably go under "Notes" anyway. --SoraMitsukai 00:16, 7 April 2008 (UTC)
- for a minion bomber this is the best elite a hero can use. The only problem is using it your self.--Yozuk 01:35, 7 August 2008 (UTC)
[edit] whenever target minion die
lol --Blood Anthem
00:08, 7 April 2008 (UTC)
- Hehe, took me a while to get it. Elder Angelus 21:25, 25 April 2008 (UTC)
[edit] !!Bugged!!
There's a nasty bug in this, it throws the MM into a loop resulting in him/her having no energy when used on heroes. Anyone else encountering this? Fix ASAP pls A'net Klefer 07:21, 24 August 2008 (UTC)
[edit] Not Useless
People apparently have no use for skills in non-practical builds... I don't think this build needs an upgrade because I can use it very well in what I call a "Minion Bomber Ritualist," an Rt/N with the Spawning Power enchantments that heal allies and harm enemies when I raise creatures (create Jagged Horrors)... I also use Death Nova and either Taste of Death or Putrid Flesh to instantly kill the minion enchanted with Death Nova and Jagged Bones... Basically the run down is: I raise a minion, which harms enemies. I enchant it, then kill it, which harms enemies and poisons them, and either diseases them or heals me as well. As a result of that minion's death, another is raised in its place (two if it was a Shambling Horror), also damaging the enemies and healing allies (also giving me energy). All of those effects are AoE, and obviously by raising another minion for every minion death, I have a constant chain of minions. The only thing I would like if Anet wants to buff this is the recharge... I'm essentially useless for fifteen seconds unless I waste a skill slot on Arcane Echo trying to run this build... Also, as an added question, does this work on non-allied minions as well? The wording makes it seem as if you can enchant any minion, allied, enemy, or masterless... He Who Likes Arrows 03:29, 26 August 2008 (UTC)
- The recharge was original quite fast, which made it really powerful. Now it's quite fine and is used in N/Rt sabway mm bomber as well, so I'm not sure why you think this skill is not much used.
- Yes, this works on any minion. It's just that the resulting Jagged Horror produced is always under the control of the controller of the minion you casted on. -- ab.er.rant
03:41, 26 August 2008 (UTC)
No longer works on masterless or enemy minions... It did before (I recently used it in FA to keep masterless minions up so I could spam Holy Spear for cheap AoE damage). Anet's notes say nothing about that update, unless I missed something about fixing a bug that allows enchantments to be cast on enemy or non-aligned targets. He Who Likes Arrows 03:52, 7 September 2008 (UTC)
Yo, we heard you like minions so we put minions in yo minions so you can summon while you summon.--71.114.131.29 23:28, 23 December 2008 (UTC)
[edit] Spawning Power
Rt/N question:
Does the resulting jagger horror have the added health from Spawning Power? I think it does but just wondering if anyone could verify this.
- Interesting question. I'll test it later if nobody's responded. -Auron 04:06, 13 November 2008 (UTC)
- My guess is yes. Any other minion you raise gains the health benefit from spawning power so it should work the same here Aartist21 05:30, 5 January 2009 (UTC)
[edit] Small Update
I added Taskmaster Nard to the list of bosses with this skill. PowerGamer 12:49, 29 November 2008 (UTC)
[edit] Minion Selection
I noticed there was no need for the MM to select a minion before casting JB, testing in GToB proves it too, however I cant see if it is just a random minion or just one that doesn't have it on them, In some cases JB was cast and no minion was enchanted with it. I'll try do more tests later - Byakko
23:06, 11 December 2008 (UTC)
- Ok so i did tests right then, JB is cast on a random minion (regardless of HP or raise time) that does not already have the enchantment on them. - Byakko
23:12, 11 December 2008 (UTC)
- The same thing happens with Spirit to Flesh and Rupture Soul. ~ Chao 20:44, 10 March 2009 (UTC)
- I just tested Jagged Bones twice with two minions. The second cast was randomly done on the minion who already had the enchantment. I did another test with the same results. And then another test, which resulted in both minions recieving the enchantment. It doesn't take into account the minions' health or whether or not it has Jagged Bones. --Nicoli20 04:20, 4 June 2009 (UTC)
- The same thing happens with Spirit to Flesh and Rupture Soul. ~ Chao 20:44, 10 March 2009 (UTC)
[edit] Functionality Change Idea
Maybe something along the lines of... Elite Enchantment spell. For X seconds, whenever an undead servant under your control dies, all foes adjacent to that servant take Y damage and suffer from bleeding for Z seconds. (they are JAGGED after all). Make the recharge like 10 seconds-ish and maybe 10 energy. Like an elite death nova without the constant pain of having to select minions and individually enchant them. Thoughts? Not sure whether it should enchant the caster (easily strippable) or the minions (harder to remove due to numbers, but possibly imba).12.6.238.154 16:19, 25 February 2009 (UTC)
don't change a good enough elite , there are way worse elites out there80.200.207.149 15:41, 5 July 2009 (UTC)
A hyooge change would be to make into an elite version of Malign Intervention. "If target foe dies while hexed with Jagged Bones, a level 1...14...17 jagged horror is summoned under your control." It would keep the theme of bones exploding out of a dude and becoming a minion, and would be a force multiplier to get to the minion cap that much faster. -- 21:36, 1 October 2009 (UTC)
[edit] how is this related to animate bone minions?
how? 24.233.254.51 07:20, 5 July 2009 (UTC)
- Weak connection but maybe they're refering to adding it to Shambling Horror in order to make multiple minions. This plus shambling makes 2 minions as does Animate_Bone_Minions itself. Magic
Talk 08:03, 5 July 2009 (UTC)
- Well thanks whoever removed it, I wasn't gonna remove it myself until someone could point out how those two ARE related, and because I'm too lazy to sign into my own account, and if I edit on a IP everyones like "LOLOLOL IP EDITOR VANDILISM REVERT WAR TIME!" >_>. 24.233.254.51 08:36, 5 July 2009 (UTC)
[edit] Maintainable minion army?
No need for BotM. Just keep respawning minions with this! 72.222.217.198 16:17, 15 August 2009 (UTC)
- or use Flesh Golem, since you can re-exploit it. StatMan 06:30, 17 August 2009 (UTC)
- Jagged bones is far superior to flesh golem for a maintainable minion army. And yes, OP, botm isn't required (and isn't used at all in bombing builds) but it's still nice for keeping minions up for long walks. -Auron 06:35, 17 August 2009 (UTC)

