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Necro Pets

Discussions related to Vanguard: Saga of Heroes.

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Jakkal
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Re: Necro Pets
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Post by Jakkal » Thu Mar 31, 2016 5:30 pm

Minions were like an extravagant DOT. You could use them to pull mobs, and attack mobs, but they couldn't do much. They did more than vanity pets though. But minions weren't very useful. (And sometimes were really annoying if you were, say, a rogue trying to pull out of combat and your stupid shadow monkeys spawned, which they do automatically as a proc, and pull you back into combat).
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OncaLupe
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Re: Necro Pets
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Post by OncaLupe » Thu Mar 31, 2016 5:45 pm

The Ranger and Druid minions did about as much damage as autoattack but could only take a hit or two depending on the mob. Necros had three options if I remember right (not counting the pet); a melee minion, a ranged minion, and an AoE healer. I basically counted minions as cannon fodder, and only used them for pulling or if I /really/ needed every last DPS I could. Though I never got into Necros so I can't say how they compare DPS wise to Ranger/Druid.
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zippyzee
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Re: Necro Pets
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Post by zippyzee » Thu Mar 31, 2016 5:56 pm

I almost always had a minion out on top of my pet. They were pretty useful, particularly the ranged one that would just pelt the enemy from afar.

There were also abilities to reanimate mobs for your own use--this should be able to handle those scenarios as well with a little creativity.
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Faux
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Re: Necro Pets
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Post by Faux » Thu Mar 31, 2016 8:16 pm

The necro minions were essentially OP. At 55, I would have 3 minions that would constantly be casting heals on my pet. They were changed to require no npc corpse and had a fast cast time. I could solo MajorDomo in RI ( a 6 dot) with next to no danger. He would attack my pet and minions and I could resummon them faster than he could kill them while keeping DoTs up and FDing the aggro away.

I've been wondering if that change should be reverted to make minions require an npc corpse target or just leave well enough alone. I loved the power of it, but recognized the OP of it.
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