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Build A Minion Master


Perashim.1359

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I know I've recently posted about how I was going to play a different profession, but after thinking for some time, I decided to stick to my original, but I wanted to make it a little fun this time. I wanted to see if the community to come up with a fun unique minion master build that differs from the rest! For my next necromancer playthrough, I just want something fun to play that involves minions. That being said, I do want some guidelines for these minion master builds:

 

_At least 1 to all of the utility skills must be minions_

 

_Elite Skill must be Lich form or Flesh Golem_

 

_Any healing skill is fine_

 

_It doesn't matter if it isn't the most optimized build so long as it has synergy with each of the skills and traits._

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Like most necromancers who seek a "minion master" build, you seem to misunderstand the difference between a build that use minions (which many sensible builds do, including ones by [snowcrows](https://snowcrows.com/raids/necromancer/)), and ones that shoehorn the Death Magic trait line and every minion conceivable into a build. For example, a [Power Reaper](http://gw2skills.net/editor/?vRAQNBhODbkkGasxWawtGYvxSugFXF3ijRqywaoZBFAaArAA-jhRBABP8EAA4iAc1+jyPzUCSp6P4pbAA-e) build uses the Shadow Fiend and Flesh Golem as means of damage and utility, with the option for Blood Fiend. By all accounts, it meets the guidelines set above, but would you call it a "minion master" build? Or are you really looking for a build where the majority of your damage output comes from your minions?

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> @"Ojimaru.8970" said:

> Like most necromancers who seek a "minion master" build, you seem to misunderstand the difference between a build that use minions (which many sensible builds do, including ones by [snowcrows](https://snowcrows.com/raids/necromancer/)), and ones that shoehorn the Death Magic trait line and every minion conceivable into a build. For example, a [Power Reaper](http://gw2skills.net/editor/?vRAQNBhODbkkGasxWawtGYvxSugFXF3ijRqywaoZBFAaArAA-jhRBABP8EAA4iAc1+jyPzUCSp6P4pbAA-e) build uses the Shadow Fiend and Flesh Golem as means of damage and utility, with the option for Blood Fiend. By all accounts, it meets the guidelines set above, but would you call it a "minion master" build? Or are you really looking for a build where the majority of your damage output comes from your minions?

 

It really doesn't matter to me how many are used in these builds, though I would prefer more minions like the builds that SunTzu posted..

 

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"Full" minion builds basically have two meaningful variations that are "optimal" when it comes to focusing on the minions themselves. Both are Death Magic/Blood Magic/Elite, both will run something along the lines of Axe/OH and Dagger/OH or GS. The Scourge version is more supportive of the minions, and you really need to pay attention to using barriers to actively keep Flesh Golem (and any non Bone Minion) alive. You'll run Heal (variable)/some mix of the 4 or 5 available minion skills/Flesh Golem, and you'll want to pick up gear that gives power and healing power, with vitality/toughness as secondaries.

 

The goal of both of these builds is to rotate between keeping yourself alive, keeping minions (again, especially Flesh Golem) alive, and boosting the minion's effective damage (depends on game mode). You'll find out what works once you start playing, the builds themselves aren't that difficult to play, you just have to learn how to juggle a lot of different things at once while watching more unit models than you are used to.

 

The other option is using minions alongside other builds for their utility. Flesh Golem without traits still hits like a truck and has a useful active, similar with Shadow Fiend. Bone Fiend can do some interesting things alongside proper combo fields though you are usually better off with a better skill, and Flesh Wurm is a useful WvW tool to do some shenanigans, but again a real utility is often better. Bone Minions are usually worthless without Death Nova but they do bring lowish CD Blast finishers. Blood Fiend has niche use in Scourge since you won't screw yourself with wasted heals.

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> @"Ojimaru.8970" said:

> Like most necromancers who seek a "minion master" build, you seem to misunderstand the difference between a build that use minions (which many sensible builds do, including ones by [snowcrows](https://snowcrows.com/raids/necromancer/)), and ones that shoehorn the Death Magic trait line and every minion conceivable into a build. For example, a [Power Reaper](http://gw2skills.net/editor/?vRAQNBhODbkkGasxWawtGYvxSugFXF3ijRqywaoZBFAaArAA-jhRBABP8EAA4iAc1+jyPzUCSp6P4pbAA-e) build uses the Shadow Fiend and Flesh Golem as means of damage and utility, with the option for Blood Fiend. By all accounts, it meets the guidelines set above, but would you call it a "minion master" build? Or are you really looking for a build where the majority of your damage output comes from your minions?

 

I can do both. yeah its not "optimal damage", but it does something an all offensive reaper doesn't.... manage conditions, self heal, and passive group support. Hard to beat this model if you're wanting minions and do open world. Plus it tanks for days... but you can say that for most reaper builds. Also Rise! is always entertaining

 

 

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This is my I-Want-To-Not-Think-and-Just-Win Build

 

http://en.gw2skills.net/editor/?vRAQRBLRhG2IDN0Ujd1gbNwejjghaOD7w6GTgAICknQKUCA-ThTAQBU4ACcNlBBUfgYUilOzTR7JAaEwgSwZoBRanAgXs/ohQBHIAAcQAio6PMRphAgaA-e

 

It probably needs to be reviewed because of changes to Blood Magic ... haven't used it since HoT was released. You just let the minions tank while you apply stacks of bleeds, torments and poison from a mile away. It's very effective in HoT/PoF when mobs have boons as well.

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