Talk:Minion master
Needed DM[edit]
you need at least 14 attribute points to really get your golems up.yes that means -35 health.
- Well, more attribute points help, and I generally run my MM's with 14 or 15, but I have also had secondary MM's that worked well at 12. Alaris 16:18, 10 September 2007 (UTC)
- 14 does not require a major, 15 does. Backsword 23:50, 10 September 2007 (UTC)
- I find that lvl 16 Death Magic makes my golem really strong, my MM had lvl 16 Death Magic but I got new armor and havent gotten around to adding runes yet. BUt a lvl 26 Golem can do about 30 damage a second I think. --Shadowphoenix 17:06, 7 February 2008 (UTC)
- Considering they attack slower than someone wielding a hammer, I don't think they cause 30 DPS. They do, however, have a very high damage output, but I don't think it's appropriate to put it in terms of DPS because it gives the impression that they attack every second. --ChristopherRodrigues 19:03, 7 March 2008 (UTC)
- Sure. But then again, it's not fair to compare a single Golem against a single hammer Warrior using no skills, because the Golem will rarely be summoned alone, and the Warrior will use skills. -- Alaris 19:15, 7 March 2008 (UTC)
- Considering they attack slower than someone wielding a hammer, I don't think they cause 30 DPS. They do, however, have a very high damage output, but I don't think it's appropriate to put it in terms of DPS because it gives the impression that they attack every second. --ChristopherRodrigues 19:03, 7 March 2008 (UTC)
- I find that lvl 16 Death Magic makes my golem really strong, my MM had lvl 16 Death Magic but I got new armor and havent gotten around to adding runes yet. BUt a lvl 26 Golem can do about 30 damage a second I think. --Shadowphoenix 17:06, 7 February 2008 (UTC)
Minions Health Bar Tab[edit]
The most annoying thing ever, not being able to control your minions, or atleast select them. This makes skills like Jagged Bones useless, only heroes apear to be able to select their minions, Perhaps a minions health bar tab would be usefull, that way it becomes much more easier to use them. Almost all of my guildies agree on this, I personally see no downside, may someone please point it out to me. -Lt Death 16:34, 7 February 2008 (UTC)
- Yes, this is a problem. Even a key binding to cycle through controlled minions would be a huge improvement. Biscuits 16:58, 7 February 2008 (UTC)
My opinion on MMs[edit]
Actualy the minnion selection hot key will be a huge improvemnt and should be added ASAP. Also minnion master with Death magic less then 16 is rather useless. Minnions aren't very durable and the less the Death magic the less they survive. Another thing i notced with alot of MMs ingame that they think minnions are there just to die. Skills like Verata's Sacrifice and Blood of the Master will help you start the next fight with a full set of minnions and keep them alive while in it. Blood of the master isn't as scary as it sounds with 10 minnions you lose 25% health. It is possible to to survive casting it with up to 4 MMs in a single party. Dark Bond is also a must for every MM build. Minnions will suffer the dmg but at the same time allow you heal them. As for elite: The Flesh Golem is the best choice untill some more minnion control and selection options are added.
Note: Taking AoE healing spells is rather useless. They can only be used before fights. --The preceding unsigned comment was added by User:77.70.60.74 (talk).
14 Death Magic[edit]
Well currently my MM has lvl 14 death magic, I dont know whay but no matter how many runes I add her death magic WILL NOT GO UP!!! idk if I should report it as a bug or what, I have added minor runes major runes and superior but nothing is happening. Anyone got any advice? --Shadowphoenix 17:03, 7 March 2008 (UTC)
- Here's a few things to check. (1) You can raise your attribute up to 12 using your pool of 200 attribute points. If you have less than that to play with, you might to complete the attribute quests. (2) Runes don't stack, so having more than 1 rune will not help. You need a superior rune of death magic, and a headgear that has built-in +1 to death magic, to get the maximum in death magic. That will raise you to 16. (3) You can get more some of the time by using weapons that add +1 to death magic 20% of the time. -- Alaris 17:39, 7 March 2008 (UTC)
- kk I got it ty to both of u, I had 16+ death magic b4 dotn know what happened must have forgotten lol. --Shadowphoenix 18:03, 7 March 2008 (UTC)
RE: 14 Death magic[edit]
It's not a bug. The runes do not stack you recieve benefit from the 1st rune you put. Buy a scar pattern of death magic and a superior rune of death magic. That will give you the +4 points you need to get 16.
p.s. If anyone need MM help or advice my MM is Vixena Kirata ( currently on vacation in Echovald)
MM Weapon Prefs?[edit]
What weapons/off-hands/etc are local Minion Masters using? --Czar 21:23, 26 March 2008 (UTC)
- Obtain a bleached skull from collectors ( 20% Casting & recharge of death magic) & take some want with energy inscription.--The preceding unsigned comment was added by User:77.70.60.74 (talk).
Why is all talking about 20% staffes for death magic just go and get ghials staff 1+ death magic all the time —The preceding unsigned comment was added by 87.227.96.88 (talk • contribs) at 20:38, 2 June 2008 (UTC).
- First, sign with four tildes. Second, I wasn't aware that 20% chance was the new 'all the time.' Ghial's Staff. Go ahead, follow the link. I've got time. *whistles* OK, it's not just me? It says 20% chance while using skills? --Chaiyo Kaldor talk contribs 20:44, 2 June 2008 (UTC)
- What is the difference between "all the time" and "while using skills", since the only time you would need the +1 is while using skills? I guess it only makes a difference on the number of minions you can have, right?
Rit MM[edit]
i would like to see some discussion about ritualist MM's in PvE or PvP. Yes, the higher Death magic will buff the minion's level thus health armor and dmg. However a rit's spawning power effects minions health, making for a rit using say 15 SP, to have minions with 160% more hp. as well, there are plenty of skills that buff not only spirits but minions as well in the rit spellbook, as well as skills for energy management.--76.31.177.104 04:52, 21 June 2008 (UTC)
11 Minions[edit]
We can now have 11 minions if the chart on the Death Magic page is correct, so I believe we should update that for the current page. My explanation is below.
16 Death Magic = 10 Minions. 16 Death Magic + 1 from Aura of the Lich is still 10 minions. But from an item such as Ghial's Staff, we have a 20% chance at 18 Death Magic granting us 11 Minions. Correct? Than 05:24, 2 January 2009 (UTC)
Try using Masochism. The +2 will allow an extra minion. Using two attribute+1 consumables or one of those Grenth blessings will allow one more, at 20 Death Magic - you will have 12 minions. I don't think using a staff with +1 will work, as the boost to Death Magic is only present for the spell - the minion may be a level higher, but if you are already at your max number of minions one of them will die.
Rewrite[edit]
I don't know if it's just me, but I really hated reading that article. I'm not an experienced MM, but I still dissagree with many of the facts. For example, the first sentence states that a MM is a nec or a rit. I disagree, as necs or rits probably make the most effective mms but any profession could theoretically do it. See this build for example[1]. Now I know that that build isn't totally serious, but it shows that, theoretically other professions could be a mm. My quam isn't just with that one sentence, but more with the style. For example, "(a major headache are Titans)", isn't incorrect, but should be "for example, Titans.". I don't have time to rewrite this, but if anyone can, and focus on having only total facts, I would appreciate it.Laurielegit 15:39, 22 January 2009 (UTC)
- New sections to the bottom please.
- You're not experienced but you disagree? Hmm.... Well, first off, build articles on this wiki are really build type articles. They are meant to describe the popular and common builds as they are, that is, when and how they are most effective and why they are effective. We don't document the theoretical. Builds created for fun are not main-content material, because they are usually not known enough to make it a point to try to mention them. Remember, we are not documenting specific builds or all known possible (good or bad) variations. We're documenting popular build concepts.
- Second, I don't think putting Animate Flesh Golem on a dervish's skill bar would define that build as a minion master build. The main point of a minion master is to be able to raise minions and use minions as the primary source of damage. That build you linked is more like a pressure build than a minion master build.
- And finally, you found the time to type out that long paragraph above (even taking the time to type out your preference) but couldn't find the time to even do a single minor edit? You don't have to rewrite everything you don't like in one single edit. :/ -- ab.er.rant 16:13, 22 January 2009 (UTC)
Death of minions when going over the cap[edit]
Just did a little testing on the isle of the nameless, I raised an army of minions up to the cap, and then used taste of death on the youngest minion, reducing its health (but not killing it) and then tried to raise minions above the my cap of 10. This youngest, but most damage, minion died first. Thus proving that the game does not necessarily kill the oldest minions when you go over the cap. --Ckal Ktak 06:47, 21 October 2009 (UTC)
Comparison of Necro vs Rit bomber[edit]
See: Relyk's guide at PvX. --Falconeye 22:24, 13 January 2012 (UTC)