User:NieA7/sandbox

Overview
This guide discusses the type of Necromancer who specialise in maintaining armies of animated creatures, generally known as Minion Masters.

Why Bother?
The average minion does slightly less damage then the average ranger or warrior against the same foe, and attacks slightly slower. At first glance this would suggest that a minion master is simply wasting their time. Why bother to maintain minions at all if henchmen like Devona or Aidan can deal more damage faster? The simple answer is quantity.

Whereas only 8 members can join a party at the higher levels of the game, one minion master can control up to 10 minions. The damage from one minion may seem to be minor, but ten is quite a formidable force.

An Army of One
A general does not attack. A commander does not wield a weapon. A minion master's life and strength is not in the fight, but in the army.

For the majority of players, this represents a fundamental shift in thought. 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 their army and give it the strength to roll over whatever is placed in its path.

Non-Necromancer Minion Masters
Minion Masters have traditionally been primary Necromancers because they enjoy many benefits.
 * The ability to utilize scar patterns and runes allows the Necromancer to increase Death Magic to a base of 16. This means:
 * A primary Necromancer can control up to ten minions, whereas a secondary Necromancer can only control a maximum of eight.
 * Minions will be 20-33% higher in level than those created at 12 Death Magic (typically the maximum for a secondary Necromancer). This results in higher minion health, armor and damage.
 * Soul Reaping is the Necromancer's primary attribute. Without the constant flow of energy from dying minions, a secondary Necromancer may quickly find it difficult to cast the high-cost minion creation skills.
 * Specialized Necromancer armor like Bloodstained Boots or Minion Master's Armor give unique and highly useful bonuses.

For these reasons, some groups will not take a secondary Necromancer Minion Master seriously.

Ritualist
In spite of the drawbacks, the Ritualist may take on the role of minion master with some success.
 * For each point in Spawning Power, minions gain 4% max health, allowing a minion created at 12 Death Magic and 16 Spawning Power to have more health than a minion created at 16 Death Magic. However, the lower level still means it will deal less and take more (due to lower armor) damage in combat.
 * A level 21 Flesh Golem created by this Ritualist would have 820 Health, while a level 26 Flesh Golem will normally have 600 Health.
 * A level 14 minion created by this Ritualist would have 590 Health, while a level 18 minion will have 440 Health.
 * In addition, a few Spawning Power related skills work with animated minions. Many of these skills make a Minion Bomber variation an attractive choice.

In short, the Ritualist will have fewer and weaker minions compared to a Necromancer, but they will have more health and a few specialized skills are opened up.

Starting up
Minion master is a build of inertia. 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. Players new to this build will most certainly wish to bring some damage skills, such as Deathly Swarm and/or Rotting Flesh to ease the first few kills.

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. This will greatly increase the speed in getting the first corpse to animate your Flesh Golem, which in turn will usually provide the next corpses in short order.

The corollary to this is the absolute necessity to maintain your army. If your army dies you'll need to start a new one, which means dealing with "first corpse" difficulties all over again.

Rolling Thunder
Once your army is built your role changes from construction to maintenance. If you're carrying them stop casting damage spells - your purpose is no longer direct damage, the army will cause sufficient damage on its own.

Maintaining your army should be your only goal at this point. Freshly animated creatures require less healing than aged ones, so creating new creatures should come first, followed quickly by healing. The army, once rolling, will take care of creating new corpses itself, which you should exploit as quickly as possible.

It is important that you spend as little time as possible between engagements. Minions live on a timer, and their inherent degeneration increases every 20 seconds up to a maximum of 10. They also have hidden degeneration, so that if they live long enough skills like Verata's Sacrifice or other health regeneration spells will have no effect on maintaining their health. If you spend a lot of time between skirmishes it will become very hard to maintain your minions, and you will not have any fresh corpses to animate.

Though Verata's Sacrifice used to be the best way to keep many minions alive for extended periods of time, Anet revamped the entire Minion Master system making Blood of the Master the best way to keep minions alive as long as you can manage the health sacrificing. Most minion masters do not carry Verata's Sacrifice anymore and with the classic N/Mo build a good minion master can keep the 10 minion cap alive indefinitely with Blood of the Master and Heal Area. Note, however, that Verata's Sacrifice is still a more efficient heal for the health sacrifice compared to Blood of the Master.

Engaging the Enemy
When approaching an opposing force, the Minion Master should lead, or be one of the first into the area of combat. Minions follow blindly behind their master, and only move forward to attack when their master attacks, is attacked, or a creature comes into their aggro bubble, which is slightly smaller then a standard player aggro bubble.

If you are using horrors or minions it is advisable to attack once, then step back and allow the minions to cluster around the foes. This is traditionally called a minion block or minion wall.

After the first attack (preferably with a wand or other ranged weapon) the Minion Master should concentrate on healing and maintenance.
 * Create new minions as soon as possible. It is sometimes helpful to watch for a soul reaping or experience signal rather then watching the field for falling foes.
 * Keep casting Blood of the Master. Blood of the Master affects all friendly minions within your selection range including allied Minion Master's minions. Watch out for over sacrificing it can kill you fairly easily.
 * When using fiends, move as close to the center of the clump as possible, cast Heal Area, and step back away from any attacks. Large clumps of fiends are usually prime targets for area of effect attacks, such as Meteor Shower, Ignite Arrows, and Cry of Frustration.
 * When using horrors, vampiric horrors, or minions, it is usually safe to step in close to combat, as the animated creatures will prevent the foes from attacking you. Do not use heal area with horrors, as it will heal foes as well as minions.

It is important to remember that animated creatures are ruled by extremely simple laws. They attack everything not friendly to their master, have no ability to differentiate targets for tactical or strategic value, and never disengage. If you or the party decide combat is not worth fighting, your minions cannot be told to escape. Sometimes this can be beneficial, as a minion army will give the foes a target as you and your party escape. Though you can still cast Blood of the Master disengaging any combat normally means you will lose most, if not all, of your army.

Worst Case Scenario
The most important note on dying: DON'T.

As a minion master, your existence is the only thing keeping your army from the throat of your allies. Should you fall, your army will become masterless, and attack everything in sight, the party, pets and allied heroes, being the closest will be the first targets.

Everyone in the party should know that you are playing a minion master build. Healers playing with an MM on their party should focus on the minion master in an emergency situation. No single party member can cause more trouble with their death than an MM. Many parties have been obliterated because a minion master lost control of the army.

A MM does not have to fully rely on outside healing/protection. Dark Bond is probably the most effective way to deal with large damage spikes. Even with a modest investment in Blood Magic of 3 or 4 (or even 0!), it will last a substantial length of time. For Monk secondaries, Heal Area can be used to heal oneself and the minions in the area efficiently. In areas with excessive corpses like Vizunah Square and Zos Shivros Challenge, consider bringing corpse manipulation heals such as Soul Feast or Consume Corpse.

Should the worst case happen, quickly use Verata's Gaze or Verata's Aura to reclaim some or all of your army. Reclaiming one minion means one less minion your party members need to kill, and one less minion trying to kill your party members.

The same holds true if you need to leave a party. Stop healing your army and wait for the minions to degenerate naturally, or use Taste of Death to destroy them. If you leave a party, your minions will become masterless, and attack the remaining party, possibly causing them to wipe.

Opposing Forces
Should you find yourself facing a Minion Master, either in PvP or in one of the RPG Campaigns, it is important to focus on attacking the army where it is weakest. Simply hacking away at the minions is slow, and gives the minions time to hack away at you. Here are some example tactics to use against Minion Masters.


 * Targeting the army
 * Holy Damage: Minions, like all undead creatures, take double damage from holy and light based damage. Monks equipped with smiting skills can quickly destroy minions.
 * Area of Effect: Minions are not smart enough to flee from area of effect spells such as Fire Storm, Meteor Shower or Balthazar's Aura.
 * Stealing the army: Verata's Aura and Verata's Gaze can quickly turn minions against their creator.
 * Targeting the master
 * Killing the master: Once a minion master dies, the army will become masterless and attack everything. This will level the field with the opposing party.
 * Interrupting: Interrupting key skills such as Blood of the Master can leave a Minion Master with a much weaker army. Skills like Distracting Shot and Power Spike are moderately effective and skills such as Power Block can be devastating. However, skills like Debilitating Shot and Power Leak are less effective, due to Soul Reaping and large numbers of dying minions.
 * Targeting the field
 * Corpse Denial: Minion Masters rely on a steady stream of corpses, and cast slow spells to animate their creatures. Use the corpses before they can with fast spells such as Consume Corpse, or Soul Feast.
 * Spirits: Ranger spirits such as Edge of Extinction can be very destructive. Be wary of spirits that may assist the Minion Master, such as Quickening Zephyr or Predatory Season.

Armor
Any necromancer armor may be used, and opinions vary significantly as to which armor is preferable.
 * Necrotic (15k) and Tormentor's (15k) armor provides extra armor against all attacks, giving extra resilience to the Minion master. This extra armor comes at the cost of extra holy damage.
 * Bonelace (15k), Fanatic's and Cultist's Armor provides extra protection against piercing, which an MM is more likely to encounter given the fact that a large army will keep warriors outside arms reach.
 * Scar Pattern Armor (15k) and Cabalist's Armor provide extra energy, but provide no additional armor of any kind.
 * Revenant's Armor provides extra health, to help offset the health cost of the Superior Rune. However, it should be noted that extra health means a larger sacrifice from skills such as Blood of the Master and Verata's Sacrifice.
 * Minion Master's Armor provides extra armor against all attacks when you control 1 (+5), 3 (+10) or 5 (+15) minions. While providing no benefit during the painful starting phase, the extra armor will help you survive when you (and your party!) need it the most - when you control many minions.
 * Necromancer's and Initiate's armor is largely unsuited to general use, providing no additional energy or defense, and should not be used if other armors are available.

In addition the base armor, the following equipment is considered necessary for a Minion Master:
 * Bloodstained Boots provide additional speed to corpse exploiting spells, including animation spells. Approximately 12.5% of all attacks hit the boots and they provide only 1 additional energy, so the decrease in casting times outweights the advantages of the other armor classes.
 * A Vile Scar Pattern imbued with a Superior Rune of Death Magic

Weapons and Focus items
Weapons are of less use to Minion Masters in damage output than for other profession and build types. Sacrifices in direct damage in favor of higher casting speeds or faster recharge times are worthwile.

The ideal weapon set for a Minion master should have as many of the following characteristics as possible:
 * Halves skill recharge time of death magic spells (very important)
 * Halves casting time of death magic spells (somewhat important)
 * +1 to Death Magic (20% chance) (somewhat important)
 * Additional Energy (important)
 * Additional armor or health (slightly important)

Here are some example Death Magic weapon sets:
 * The Bone Staff from Luven Underwood, combined with a perfect Staff Wrapping of Death Magic and a perfect Insightful Staff Head.
 * The Death Magic Truncheon from Arliss Vaughn and Death Magic Focus item from Sir Pohl Sanbert
 * Bortak's Bone Claw and Bortak's Bone Cesta
 * Bortak's Bone Staff
 * Ghial's Staff
 * The Bone Spiral Rod from either Gertrud or Telamon and a Bleached Skull from Dai Waeng.

Note on bomber builds: In builds that specialize in using Death Nova the hierarchy of useful mods changes somewhat from those of a traditional minion master.
 * Halves casting time of death magic spells (very important)
 * +1 to Death Magic (20% chance) (very important)
 * Enchantments last 20% longer (very important)
 * Lengthens poison duration on foes by 33% (important)
 * Additional Energy (important)
 * Halves skill recharge time of death magic spells (somewhat important)
 * Additional armor or health (slightly important)

An example of an ideal minion bomber weapon set would be a Poisonous sword or axe of Enchanting paired with Bortak's Bone Cesta. Improves skill recharge is almost entirely unnecessary for a minion bomber, fast recharging Verata's sacrifice is not nearly as useful to a minion bomber as enchantment extensions or fast cast as these mods will help keep Death Nova up on as many minion as possible.

''Note: Items which provide 15 energy at the cost of an energy pip, such as the ones provided by Kraviec the Cursed and Isabaeux Navarre, are very useful, but can carry significant drawbacks. When using these items, have high Soul Reaping, and carry a second set without the regeneration effects for traveling or when deaths are sparse.''

Death Magic
Death Magic directly affects the number of minions you can control, their survivability and damage potential. One of the reasons why there are no Necromancer Secondary Minion Master builds is primarily due to the fact that minions simply cannot be effective with death magic of 12 or less.

Soul Reaping
Since a Minion Master's purpose is to utilize corpses to create an army to support the party, Soul Reaping is the major way in which the MM will be gaining both energy and targets for animation spells. Minion masters should have a decidedly different view of Soul Reaping.

Soul Reaping is the best way to reduce the cost of casting corpse spells, and should be dedicated to keeping the army rolling.

With a Soul Reaping of 10, casting Animate Bone Horror costs only a net 5 energy. At 10 Soul Reaping, one death fuels Verata's Sacrifice, Blood of the Master, or Heal Area, providing enough energy to keep the army alive. This makes creating and keeping an army a much cleaner prospect.

Soul Reaping should be at least 10, though skills such as Offering of Blood and Mantra of Recall can help mitigate a lower soul reaping bonus.

Don't waste Soul Reaping: You get energy for everything that dies. Allies, enemies, pets, minions, creatures, anything with or without a heartbeat. Try to keep your energy at least one soul reaping bonus beneath your maximum, to ensure no energy is wasted. If you have extra energy, spend it on healing your minions, or healing yourself.

Spawning Power
The Ritualist's primary attribute Spawning Power affects both animated minions and spirits, giving each an extra 4% health for each point in Spawning Power. In addition, Signet of Creation, Boon of Creation, Explosive Growth, and Spirit Channeling work with minions as well.

Boon of Creation and Explosive Growth will trigger twice upon the creation of Bone Minions. At 13 Spawning Power or more, this will return more energy than the casting cost of the skill.

Boon of Creation is recommended to compensate for the lack of Soul Reaping.

Skills
Discussion and comparison of skills for different uses.

Minion creation skills
There are six unlockable minion creation skills: Animate Bone Fiend, Animate Bone Horror, Animate Bone Minions, Animate Flesh Golem, Animate Vampiric Horror and Malign Intervention. All of the are tied to Death Magic.

Minion related skills
There are several skills in the game specifically related to the control of animated minions, ranging from healing through control to destruction. All animated creatures begin with a -1 degeneration and gain an additional -1 degeneration for every 20 seconds they remain alive. After 3 minutes (180 seconds) they have -10 degeneration. Actual health lost due to degeneration is capped at 20 health per second (i.e. 10 degen), but minions can have much more than -10 degen, eventually to the point where strong regeneration skills like Verata's Sacrifice and Healing Breeze will have no effect on the health lost by the minion.

Several skills are available to counteract this degeneration and to provide battle healing.

Other useful skills
Staying alive is especially important to a minion master, as a masterless army will turn on the party, and a large masterless army stands a good chance of winning against even the most prepared party while the enemy keeps attacking you. Energy management Guide and Recharge (Glyph of Renewal) and Nature Rituals (Winnowing, Predatory Season) and Interrupt.

Simple Army Master
These three core skills form the basis of a general purpose Minion Master build. The idea is simple - create minions as soon as you can, use Blood of the Master to keep them alive and use Dark Bond to keep yourself alive (don't forget that if you die any minions you are controlling will become aggressive towards everything, including your team mates). Bone Horrors, Bone Minions, Vampiric Horrors and Flesh Golems can be used instead of or as well as Bone Fiends.

Specific Builds: N/Mo Minion Master N/any Vampiric Equilibrium

Minion Bomber
A Minion Bomber is slightly different from a normal Minion Master in that the aim is not so much to keep minions alive for a long time while they do their own thing, but rather to raise them quickly then explode them in the middle of enemy mobs. At 16 Death Magic a minion enchanted with Death Nova, when killed either by enemies or Taste of Death, will not only cause over 100 damage to all adjacent foes but will also poison them for 15 seconds.

Specific Builds: Rt/N Explosive Creation

Other Sources
For additional information on...
 * Animated creatures, see Minion
 * The bestiary, see Bone Fiend, Bone Minion, Bone Horror, Vampiric Horror, Flesh Golem and Celestial Horror.