![]() Animating a new minion is always preferable to extending an old minion. Note: Attempting to maintain an army of minions via healing is in most cases inefficient. ![]() If you spend a lot of time between engagements, your army may become very hard to maintain and you will not have any corpses to animate. ![]() They can also possess hidden degeneration, so if they live long enough, skills like Verata's Sacrifice or other health regeneration spells will have no effect on maintaining their health. Minions live on a timer, and their inherent degeneration builds with every second alive up to a maximum of 10 pips of degeneration. It is important that you spend as little time as possible between engagements. The army, once rolling, will ideally take care of creating new corpses, which you should re-animate as soon as possible. Freshly animated creatures require less healing than aged creatures, so creating new creatures should come first, followed quickly by healing. Maintaining your army should be your only goal at this point. Experienced Minion Masters can continue to do damage while avoiding enemies, but should always give priority to raising and maintaining minions. Your purpose is no longer direct damage: the army will cause sufficient damage on its own. Once a small army is built, your focus should change from building to maintenance. If your army dies, you'll need to start a new one, which means dealing with the "first corpse" difficulties all over again. This will greatly increase the speed in getting the first corpse to animate your first minion, which in turn will usually provide the next corpses in short order.Ĭorollary to this is the absolute necessity to maintain your army. With the Factions campaign, a modest investment in Blood Magic will allow Rotting Flesh to combine with Life Siphon and Vile Miasma, resulting in -8 or -9 health degeneration on the target, and -4 degeneration on nearby targets. Players new to this build will most certainly wish to bring some damage skills, such as Deathly Swarm or Rotting Flesh to ease the first few kills. Overcoming the initial barrier of the first 3-4 minions is the hardest part. A large army makes it easier to kill enemies, which in turn makes it easier to maintain a large army. The minion master is a build based on inertia. Whereas an Elementalist or Ranger will try to find the best set of skills to use directly on a target, the minion master must find a balance of skills to preserve the army and give it the strength to roll over whatever is placed in its path. A minion master's life and strength lies not in their own combat ability, but rather in the army they control.įor the majority of players, this represents a fundamental shift in thought. The damage from one minion may seem to be minor, but ten minions is quite a formidable force.Ī general does not attack. Whereas only 8 members can join a party at the higher levels of the game, the minion master can control up to 10 minions at all times (11 in PvE with Masochism). Why bother to maintain minions at all if henchmen like Devona or Aidan can deal more damage faster? The simple answer is quantity. At first glance this would suggest that a minion master is simply wasting their time. The average minion does slightly less damage than the average ranger or warrior against the same foe, and attacks slightly slower. Who needs friends when you have fiends? Why bother? This guide discusses the professions of Necromancers and Ritualists who specialize in maintaining large armies of animated creatures, generally known as Minion Masters or "MM". Notes: the forest has grown back again, needs pruning to see the trees See how to help and style and formatting for help, or this article's talk page. This article needs to be cleaned up to conform to a higher standard of quality.
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