Falcon.8713 Posted May 13, 2020 Share Posted May 13, 2020 How does this work ? We precast our 'Summon Bone Minions' utility skill and it gets 2 charges - 1 for each bone minion. (We could have 3 stacks and 3 minons but then the LF gain from detonate needs to be be reduced / balanced) If you cast the detonate skill once -> 1 explodes and 1 remains on the field - while in the meantime and internal cooldown begins that will summon a new bone minion once it's over If you cast detonate twice -> both explode and you have to recast the original 'Summon bone minions' skill. Link to comment Share on other sites More sharing options...
kroof.5468 Posted May 13, 2020 Share Posted May 13, 2020 You know what... the re-summoning could be really cool as a minion function. I'd be open to see this tested XD Link to comment Share on other sites More sharing options...
XECOR.2814 Posted May 14, 2020 Share Posted May 14, 2020 This is great but the problem with minion is always that they stand further away from player when they spawn/move and take extremely long time to reach enemy so player need to watch when they are in range and then explode them which is not possible in any fight larger than 1v1. Otherwise they just get cleaved down before reaching enemy and this doesnt fix that. Link to comment Share on other sites More sharing options...
Taril.8619 Posted May 14, 2020 Share Posted May 14, 2020 Would be an interesting way to improve their usability in PvE. It would also allow for some more consistent proccing of Death Nova. > @"XECOR.2814" said: > This is great but the problem with minion is always that they stand further away from player when they spawn/move and take extremely long time to reach enemy so player need to watch when they are in range and then explode them which is not possible in any fight larger than 1v1. Otherwise they just get cleaved down before reaching enemy and this doesnt fix that. A potential solution to this could be to have the Bone Minions leap at your target before their detonation. So that they have mobility on their active command like the other 2 melee minions (Shadow Fiend has the shadowstep and Flesh Golem has its charge). Also, it would be kind of hilarious to be flinging exploding fleshy monstrosities at people xD Link to comment Share on other sites More sharing options...
Lily.1935 Posted May 14, 2020 Share Posted May 14, 2020 > @"XECOR.2814" said: > This is great but the problem with minion is always that they stand further away from player when they spawn/move and take extremely long time to reach enemy so player need to watch when they are in range and then explode them which is not possible in any fight larger than 1v1. Otherwise they just get cleaved down before reaching enemy and this doesnt fix that. I've made several posts on this topic before. This isn't a new idea in the slightest. Been requesting it ever since they introduced charges. https://en-forum.guildwars2.com/discussion/100887/summon-pet-builds-conflicts-and-solutions One solution was to allow Shadow fiend to teleport the smaller minions with it to your target. Link to comment Share on other sites More sharing options...
ElvenTree.9628 Posted May 17, 2020 Share Posted May 17, 2020 What pisses me off when playing necro is that when I get kicked down to the ground all the minions stop attacking the enemy. Although when I'm close to death downed they still attacking. Can we have necro minions boosted please and at least fix this issue with them. Also I find the fleshworm pretty useless in PVE. Link to comment Share on other sites More sharing options...
SlitheSlivier.1908 Posted May 17, 2020 Share Posted May 17, 2020 I feel like minions all around need 5k more health at least in pvp and wvw to survive the first 3-sec of burst several classes, esp guardians and eles unleash, esp since they don't dodge. Link to comment Share on other sites More sharing options...
Kulvar.1239 Posted May 18, 2020 Share Posted May 18, 2020 > @"SlitheSlivier.1908" said: > I feel like minions all around need 5k more health at least in pvp and wvw to survive the first 3-sec of burst several classes, esp guardians and eles unleash, esp since they don't dodge. Or increased toughness against AoE ? Link to comment Share on other sites More sharing options...
SlitheSlivier.1908 Posted May 18, 2020 Share Posted May 18, 2020 > @"Kulvar.1239" said: > > @"SlitheSlivier.1908" said: > > I feel like minions all around need 5k more health at least in pvp and wvw to survive the first 3-sec of burst several classes, esp guardians and eles unleash, esp since they don't dodge. > > Or increased toughness against AoE ? I would be up for that, i just don't know how hard it is to program something like that vs just increasing the health overall. Link to comment Share on other sites More sharing options...
Josiah.2967 Posted May 19, 2020 Share Posted May 19, 2020 This makes so much sense. I believe minions can use some buffs. I agree that bone minions should have a regen timer. The active should jump at the target. Shadow Minion active should make all Minions attack the target. Summon Bone Fiend needs a health buff. It is always dying. It also needs a damage buff. Link to comment Share on other sites More sharing options...
Drarnor Kunoram.5180 Posted May 19, 2020 Share Posted May 19, 2020 > @"SlitheSlivier.1908" said: > > @"Kulvar.1239" said: > > > @"SlitheSlivier.1908" said: > > > I feel like minions all around need 5k more health at least in pvp and wvw to survive the first 3-sec of burst several classes, esp guardians and eles unleash, esp since they don't dodge. > > > > Or increased toughness against AoE ? > > I would be up for that, i just don't know how hard it is to program something like that vs just increasing the health overall. IIRC, minions and Ranger pets do have damage reduction in PvE against AoE attacks that don't specifically target them. Trying to look through patch notes on this, but there's a lot to sift through. Link to comment Share on other sites More sharing options...
Anchoku.8142 Posted May 21, 2020 Share Posted May 21, 2020 > @"Drarnor Kunoram.5180" said: > > @"SlitheSlivier.1908" said: > > > @"Kulvar.1239" said: > > > > @"SlitheSlivier.1908" said: > > > > I feel like minions all around need 5k more health at least in pvp and wvw to survive the first 3-sec of burst several classes, esp guardians and eles unleash, esp since they don't dodge. > > > > > > Or increased toughness against AoE ? > > > > I would be up for that, i just don't know how hard it is to program something like that vs just increasing the health overall. > > IIRC, minions and Ranger pets do have damage reduction in PvE against AoE attacks that don't specifically target them. Trying to look through patch notes on this, but there's a lot to sift through. Your memory is correct. I think minions also had a reduction in health or toughness after that patch because they were boosted so much before it to counter being wiped by AoE. Link to comment Share on other sites More sharing options...
Teratus.2859 Posted May 21, 2020 Share Posted May 21, 2020 > @"Josiah.2967" said: > Shadow Minion active should make all Minions attack the target. It does, but only after the attack lands.. The easiest way to make your minions attack something is to select your target and start spamming 1 with a melee weapon, even if your not in range to hit personally they will register it and start running towards the target to attack. You can also manipulate minions and focus them on a different target to your own using the same method. Target a distant enemy and start swinging but position yourself so that your personal attacks are still hitting a different enemy. The only downside to this is active target skills like Life Siphon etc will target the distant enemy you want your minions attacking not the one you want to attack and swapping back to your target will make the minions change again. It can get finicky to control them like this but it is possible, been doing it for many years now. Link to comment Share on other sites More sharing options...
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