Feedback talk:User/Falconeye/Anti-Summon Skills

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(I'm sure I meant something mo' better.)
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General[edit]

Why?[edit]

I like it... First time I like one of you suggestions ;) --Kali Shin Shivara 02:56, 25 June 2010 (UTC)

Why change the model? There's nothing celestial about the two you propose. At all. And about giving them skills... no. Just no. That makes it way too powerful. Right now, it's basically giving you six elite minions, and you want it to give six of something better than elite? Even for a skill available in three locations to just one profession, that's beyond ridiculous... Then again, so are a lot of your skill balances (no offense, but it's true; you make way to overpowering things). Konig/talk 06:29, 31 October 2011 (UTC)
Why does an assassin skill summon Golem models, and not shadowy/starlight models? Do you know of alternative model options over Assassin (Tengu Accord)? As for skills, its the potential of what certain skills could do that matter (no offence taken, and all are OK to edit; unless specified otherwise), especially in light of Anet's history. --Falconeye 00:59, 8 November 2011 (UTC)

Anti-summons[edit]

Asuran Summons[edit]

Only eles can afford overcast and have overcast skills, forcing players to go ele second and take an overcast spell just to make use of them is definitly a no-go. Da Mystic Reaper 00:14, 30 December 2012 (UTC)

Due to spawning power, my Ritualist is the only one that uses these skills (and mostly for solo farms); any synergiy ideas for Elementalist and other professions? --Falconeye 01:17, 30 December 2012 (UTC)
If it's to use the effect of Spawning Power i tend to take Great Dwarf Weapon on my rit for offensive support and Great Dwarf Armor for defensive support. I never touch the asuran summons because as a non-ele there are better skills to take than Enervating Charge, Immolate, Stoning or Ice Spikes. Since my own suggestion redesigns them as a summoning stone replacement i gave them builds able to match other summoning stones and didn't look at synergies with other professions. One thing i did look at is what build the monsters the summons have been based on use in PvE. And for all of the other skills i looked at what skill functions the professions are missing and could use (such as an easy poison for the casters and cracked armor for the martial professions, both melee and ranged). Of course you do have skills that benefit martial classes more than caster classes and vice versa but limiting them to the benefit of just one profession is too much of a restriction. You can always look for either caster based skills or martial based skills but don't do professions based skills. Da Mystic Reaper 13:11, 30 December 2012 (UTC)

Minions[edit]

Minion re-skin[edit]

Instead of changing bone minions into dryder zombies why not change them into scarab zombies, the skill icon depicts a scarab afterall. Da Mystic Reaper 13:08, 3 March 2013 (UTC)

I was going for a "Zerg-rush" look, but scarab is good to. ^_^ Also, please feel free to edit! --Falconeye (talk) 20:14, 9 August 2014 (UTC)


Minion density[edit]

15 Energy3 Activation time25 Recharge time - Spell. Creates a level 1...14...17 shambling horror. Death effect: creates a level 1...12...15 jagged horror that causes Bleeding with each of its attacks. Exploits a fresh corpse.

    • Shambling Horror Shambling Horror - Aura. Loses health over time. ???
      • Jagged Horror Jagged Horror - Aura. Loses health over time. Causes Minions within range to inflict bleeding on each attack.


10 Energy3 Activation time5 Recharge time - Spell. Creates a level 1...14...17 bone horror. Death effect: ??? Exploits a fresh corpse.

    • Bone Horror Bone Horror - Aura. Loses health over time. Causes Minions within range to inflict weakness on each attack.


10 Energy3 Activation time5 Recharge time - Spell. Creates a level 1...14...17 shadow fiend. Death effect: ??? Exploits a fresh corpse.

    • Bone Horror Bone Horror - Aura. Loses health over time. Causes Minions within range to inflict blind on each attack.
      • Jagged Horror Jagged Horror - Death. Command your shadow fiend to shadowstep to and blind a foe.


Minion Auras[edit]

Spirits affects non-spirit allies within range. Minions Aura affect only minion allies within range. An attempt to reward necros and necro teams who like to take more then 2 minions.

25 Energy3 Activation time10 Recharge time Spell. Creates a level 1...16...20 Bone Fiend that has a ranged attack. Exploits a fresh corpse.

    • Minion Aura: minions earshot of Bone Fiend inflicts crippled condition (3...13...15 seconds) with it's attacks.
    • Death effect: inflicts Rigor Mortis on nearby foes.

10 Energy3 Activation time5 Recharge time Spell. Creates a level 1...16...20 Bone Horror. Foes attacking Bone Horror suffer from weakness condition (3...13...15 seconds). Exploits a fresh corpse.

    • Minion Aura:
    • Death effect:

15 Energy3 Activation time5 Recharge time Spell. Creates two level 0...12...15 Bone Minions. Foes attacking Bone Minion suffer from poison condition (3...13...15 seconds). Exploits a fresh corpse.

    • Minion Aura: minions earshot of Bone Minions inflicts [poison]] condition (3...13...15 seconds) with it's attacks.
    • Death effect: adjacent foes suffer poison condition (3...13...15 seconds).

15 Energy3 Activation time10 Recharge time Elite Spell. Creates a level 3...21...25 Flesh Golem that hits 2 more foes adjacent to it's target. Exploits a fresh corpse.

    • Minion Aura: minions earshot of Flesh Golem gain Stability.
    • Death effect:

15 Energy3 Activation time10 Recharge time Spell. Creates a level 1...16...20 Shambling Horror. Exploits a fresh corpse.

    • Minion Aura: when an earshot minion kills an enemy, its summons a Jagged Horror minion to fight by their side.
    • Death effect: a level 0...12...15 Jagged Horror is summoned that inflicts bleeding condition (5...21...25 seconds) with it's attack.
      • Minion Aura: minions earshot of Jagged Horror inflicts bleeding condition (5...21...25 seconds) with it's attack.

15 Energy3 Activation time10 Recharge time Spell. Creates a level 1...16...20 Vampiric Horror. Vampiric Horror steals 10...30...35 health with it's attacks. Exploits a fresh corpse.

    • Minion Aura: minions earshot of Vampiric Horror steals 10...30...35 health with it's attacks.
    • Death effect: steal 5...41...50 Health from nearby foes.