Feedback:User/Scourge 213/Necromancer Minion HP Regeneration
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Necromancer Minion HP Regeneration | |
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User | Scourge 213 |
Categories | Mechanics Player vs. Environment |
The Suggestion[edit]
- All necromancer minions to regenerate health out of combat(the same logic as Ranger's pet) - probably not included for bone minions and jagged horrors.
Motivation[edit]
- In both PvP and PvE(mostly PvE actually), the necromancer's pets take a lot of damage, but are usualy not killed. If a necromancer have all heal+utility+elite skills to be minions(which is 1 minion per slot except bone minions that are 2) and they are damaged badly(20% or less hp) the necro needs to: change his utility(to remove the minion), change it back and cast it, the same thing 1-5 times will take no less than 4 seconds(up to 20 for all slots) and will be... quite annoying. If there is regeneration this process of 5 times switch,switch,cast after each fight, just to reset their minions, will be no more.
- The Exception: If the bone minions don't have cooldown so even if they are at low hp they can be sacrificed for damage and resummoned, as for the jagged horrors - they are just extras for the necro so they don't need regeneration also.
- When the players have regeneration and the ranger's pet have regeneration why not the minions to have?
Origins of the idea[edit]
- I observed a multiple necro PvE and PvP gameplay videos, but 1 of the latest PvE videos made me feel quite unpleasant - the necro summoned most his minions (2 bone minions, 1 bone fiend, 1 blood fiend and 1 flesh golem), after just 2 waves of easy mobs all the minions were left at 5-30% hp, so the next weave extinguished the minions in a flash and the necro's dps output and defence dropped dramatically...