Talk:General minion mastery guide

Archives of old discussion: /Archive 1

Out of date information
I think that the information that is presented here is pretty close to up to date now. I vote that we remove the disclaimer. --Spot 12:36, 17 May 2006 (CDT)
 * Seconded. This looks accurate for the current (post-Factions) MM playstyle. --TheaLeonis 19:40, 27 May 2006 (CDT)

Golem Master
I would argue that Vampiric Gaze should be replaced by a ressurection skill of some sort. 4 skills for the first corpse seems excessive. --Spot 12:36, 17 May 2006 (CDT)

Flesh Golem
It says that if a second Flesh Golem is created while the first one is still active, it dies and leaves an exploited corpse. I've been playing a MM with Flesh Golem for a little while, and I'm pretty sure it leaves an exploitable corpse. --Spot 10:46, 17 May 2006 (CDT)
 * Nevermind, I went home and tested it. It does leave an exploited corpse if you create a second flesh golem while the first is still alive. --Spot 10:08, 18 May 2006 (CDT)

LEFT TODO

 * 1) pictures. need some pretty looking pictures. maybe a usefull picture, but mostly pretty ones
 * 2) ordering. flow is wrong, but i need to think about how to un-wrong-ify it.
 * 3) opposing tactics did that --Honorable Sarah 03:56, 25 March 2006 (CST)
 * 4) linkafactation. in progress, linking articles to this and this to others.
 * 5) con someone into uploading a prettier Animate_Bone_Horror.png
 * 6) expand the todo list, wait a minute...
 * 7) Factions. changes the new skills will make. maybe a factions-skills-only build. factions opens in... 11 hours give or take.


 * 1) delete this article, MMing is now pointless--Honorable Sarah 15:11, 26 April 2006 (CDT)
 * Deletion seems to be overturned (I still see Minion Maseters's all the time with modified builds, so it's not "pointless"), but in any case this article needs a major overhaul in terms of how to handle the changes. --AlexMax 22:10, 8 May 2006 (CDT)
 * Don't delete, they are still in the game. Hard modification needed thou. --Gem [[Image:Gem-icon-sm.png|Gem]] 04:11, 9 May 2006 (CDT)
 * MM is FAR from pointless, they just require more skill to play and aren't able to control as many minions. When I get around to getting my Necro through Factions if this page hasn't been updated I'll look at it then. Alxa 11:10, 9 May 2006 (CDT)
 * MM'ing was nerfed? If so then how was it before? It's still quite easy todo.

Serious restructuring
moved to archive --Honorable Sarah 22:35, 30 March 2006 (CST)

Blanking the talk page
i'm considering blanking the talk page while i rebuild the article. a lot of the comments in here will be irrelivant, if they are not already. does anyone see any need to keep this historical discussion?
 * I'd just archive it. -- 06:02, 24 March 2006 (CST)

Dark Bomber?
This is not a great title for this build - a Dark Bomber is typically a Dark Aura user, who engages in PBAoE attacking by sacrificing himself with skills like Touch of Agony; this is the build you will find if you search a build area on a major forum. Since the name is already in common use for another build I don't think it's really appropriate here.--Epinephrine 03:35, 25 March 2006 (CST)
 * Renamed Minion Bomber --Honorable Sarah 03:37, 25 March 2006 (CST)
 * Cool - also, you have two elite skills on the bar. --Epinephrine 03:41, 25 March 2006 (CST)
 * Fixed it... can you tell i don't play a bomber build? --Honorable Sarah 03:48, 25 March 2006 (CST)

15/-1 energy items
I'm a MM frequently, and arguably a good one. I typically use the dual +15 energy items and suffer the -2 pips when running MM, at least as a switch. Minions often begin dying quickly during combat, and your rate of energy gain can exceed the rate of spending it, even with 25 cost Fiends and Minions; The majority of a minion master's energy isn't coming from regeneration, not with 13-15 Soul Reaping - and since the majority of the energy is in fact coming from deaths, having a larger pool and a bigger buffer is handy. Swapping to the 4 pip gear between combats is fine, but once you get into a serious combat with lots of deaths there is little point in being limited to ~40 energy. --Epinephrine 03:35, 25 March 2006 (CST)
 * Tweaking the 15/-1 item block to reflect. --Honorable Sarah 03:38, 25 March 2006 (CST)
 * Oh yes, 15/-1 items are awesome! 03:39, 25 March 2006 (CST)

Minon Bomber
When i play as a minion master i almost always prefer to use a minion bomber build over all other minion master builds so believe me when i say i have lots of experience with the bomber build. i disagreed with the original use of energy stealing skils since the minion bomber almost always has plenty of energy to use when there are targets for energy steal still left. the only times i've ever had a problem with energy is after a fight when i'm trying to animate minions from a group of bodies and in those cases energy steal just dosen't work. i also took issue with the fact that verata's wasn't in the build, yes you're a bomber, yes your minions are supposed to die, but they are supposed to make it to the bad guys before they kick off or they aren't doing any good. without verata's it's nearly impossible to keep minions alive long enough to get them from group to group. blood of the master can be safely removed because you don't need, or even want, spot healing mid fights because if the minions are alive they aren't exploding but not verata's. virulence is definatly the best elite for this build since you've got poison going off on everyone and from the mesmer line the best skill to augment this with is epidemic since it will spread the weakness and poison around to anyone who doesn't have it already. i threw in barbs for use on single targets as a spike. you don't want to waste your whole army detonating just to kill one guy so barbs is an excellent choice for spiking single targets when you run into them. normally i'd cast barbs, detonate one minion, hit the guy with virulence, use verata's, and then reapply the above skills whenever necessary. comments? questions? 07:17, 25 March 2006 (CST)

Slower than others
"Slower Attack: Horrors attack slightly slower then other animated creatures, approximately once every 3 seconds"

This note is on 3 out of 4 sections, which are these others the page is refering to? ;) 02:48, 29 March 2006 (CST)

Builds here
Why was the Renewal master moved here? This article is a monster in terms of length as it is and the renewal master doesnt strike me as a very general minion build. --Xeeron 23:59, 29 March 2006 (CST)


 * as i mentioned in the renewal master article talk, it's only innovations are rolled into this article so it can be removed. --Honorable Sarah 22:21, 30 March 2006 (CST)

Factions stuff
i just saw the factions tag about halfway through the article. i didn't think about that when i was sugguesting adding the factions skills. perhaps it should be removed until it can be confirmed? --Honorable Sarah 22:24, 30 March 2006 (CST)
 * I put the tag in there. It definitly looks ugly. But it needs to be there as long as we mention the factions skills (which could in theory be changed dramatically till release). Taking them out for now is maybe the better way. --Xeeron 22:38, 30 March 2006 (CST)
 * You could see Team - Trapper Farm Build for a suggestion on how to do it. All of those who have commented on the talk page have been satisfied on the solutions there. I think that the trapping article is also a good page to look through in general when construvting this page. It seems to be in a good state in almost all ways (not the equipment section). 22:54, 30 March 2006 (CST)
 * Now that Factions is alive, I've added a few entries dealing with the new animation skills as well as looking at making a Ritualist minion master. --Thervold 18:24, 15 May 2006 (CDT)

Upgrades Order
in a heavy death situation, the recharge time of animate and healing skills is the limiting factor to maintaining a large army, but in a showdown with another MM, casting time is most important in the race for corpses. since MM's are rare in the RPG campaign and PvP MM is covered in the Team - Minion Factory build, i think recharge is more important, and thusly reverted the weapons area to my original order --Honorable Sarah 06:29, 3 April 2006 (CDT)


 * I changed it back because you're missing the point. as a minion BOMBER, which is what that area of the equipment guide is specific too, fast recharging healing skills is almost entirly useless since you don't use healing all that often.  fast casting is what allows you to extend death nova across as many minions as possible, which is the entire point of a minion bomber build.  as a standard minion master maintaining a large army of fiends recharge is definatly better but when you're plaing with minions and death nova and you want your minions to die fast recharges on healing are entirely useless.  bombers don't maintain large armys so the point that recharge times of healing skills is the limiting factor in maintaining one is moot.  take note that there is a seperate section for equipment on a standard MM above the one you edited, which is minion bomber specific. 17:25, 3 April 2006 (CDT)


 * how am i missing the point when your point reiterates mine? reguardless, bomber is a specialised build of the general MM, and this is the General Minion Mastery Guild. bomber is an parralle build anyways, perhaps it should be seperated? it stands on it's own better then some of the other seperated articles--Honorable Sarah 11:11, 9 April 2006 (CDT)


 * i'm not really sure how 'fast casting is the best mod' reiterates(repeats) the point that 'fast recharging is the best mod.' they appear to be two different, and opposed, points to me.  basically the limiting factor for damage on a fiends build is how many fiends you have and how well healed they are so recharge is the best mod you can get.  in a bomber build the limiting factor for damage is how many death novas you can have up at one time as well as how fast you can get a death nova on a new minion and since death nova already recharges instantly fast casting is the best mod for this.  i would agree that the minion bomber is a bit to complex and nuanced for inclusion as a fotenote style build in the general guide and it probably needs its own page.tetracycloide [[Image:slick.gif|15px]] 18:16, 9 April 2006 (CDT)

Minion Properties
There is the level progression of the various minions but no detail as to the health, attack, armor level that they have.
 * This is because noone knows for sure. It belongs to the very heavily obfuscated realm of ANet mystery. --Bishop (rap|con) 13:32, 17 May 2006 (CDT)
 * Small addendum: We do know one thing... Health is calculated the same way for minions as for normal characters: 100 + ((level-1) x 20).  This information probably belongs on the minion page instead anyways. --Spot 13:56, 17 May 2006 (CDT)

Inclusion of builds
This is a follow on from the discussion on the N/any Dedicated Minion Master build I put up. I don't think this article should include example builds. For a "general" guide it's already very long, and builds are the exact reverse of general - they tell you specifically what skills to use and what circumstances to use them under. I think the builds should be removed and created as untested builds in the builds section of the site, so they can be vetted/approved as any other suggested build is (as it stands the builds on this page seem to go through a less rigorous process than the builds in the builds section of the site).

For what it's worth I think the same should apply to the general trapping guide - I don't see why MM and trappers should have to go somewhere else for their builds than any other profession in the game. --NieA7 (26 June 2006)

Dealing with MM-Builds
Okay, ummm... dunno if this is the right place to ask this, but it seems like there's a lot of super-similar builds out there. Like minion master lineups with more or less just the elite skill changed (flesh golem to aura of the lich or offering of blood or somesuch), or spiteful spirit builds with minor skill differences, or whatever. Wouldn't it be more straightforward to have a minion-master build page, with all of these listed as variants? The playstyles do not generally deviate that much from the base setup...

Just as an example, I can kinda see this particular build being put together with the Renewal Minion Master under one heading, with notes on taking elementalist and the glyphs of you wanna do that. The Dedicated Minion Master and the Discord Master can more or less be merged with this as well.

Other builds off the top of my head that suffer this kind of fragmentation are the SS setups. The SS Punisher should probably be mentioned as a variant of the SS Nuker (The one already in the tested category), yes?

Anyways, just my thoughts on the matter. Too many builds that look kinda the same to me. :S --Kit Engel 23:04, 13 July 2006 (CDT)


 * As I said above I don't think there should be any builds in a general guide as a build is anything but general. Looking at the three builds you mention above it seems that there is only 1 skill common to all of them, not to mention differences in attribute point distribution and usage (dedicated has no offensive skills while discord does, renewal is highly focussed around one skill that doesn't appear in the other two builds etc etc).


 * If you mean that you want a "Minion Master" build page separate from this article then I'm still not sure it's a good idea. We already have a farming category for builds, why not just delete the builds from this guide, re-create them as individual builds (so they can be vetted like all the other builds) then create a Minion Master build category and dump them all in that. Build pages are for builds, guide pages are for guides, I don't think the two should be mixed. Bearing in mind the non-response to my bit above I was thinking about doing this over the weekend anyway, on the grounds that nobody else seems to mind... --NieA7 (14 July 2006)