Feedback talk:User/Falconeye/Spawning Power's Enchantments
Accelerated Growth is a) removed from the game & b) you're version is pretty broken. ://
To be honest, i think that the original skills are fine as they are.
--ChaosBurst 13:41, 2 October 2011 (UTC)
- It's ok, anet knows to ignore the feedback pages because they're full of this kind of trash.
- Falconeye, did you even consider that these skills can be used by minion masters (like some of them have been for a long time)? Consider:
12 Death Magic, 10+1+3 Spawning Power, 8+2 Channeling Magic
Signet of Spirits | Animate Bone Minions | Death Nova | Explosive Growth | Spirit's Gift | Accelerated Growth | Boon of Creation | Ghostly Haste |
- Just off the top of my head. Might be worth trading Ghostly Haste for Animate Shambling Horror, or at the very least, a second MM would take it over Spirit's Gift.
- SoS is mostly there to maintain your five enchantments that are each significantly more powerful than most elites, but it can be good damage too.
- -- Armond Warblade 13:59, 2 October 2011 (UTC)
- Jagged Bones, not SoS. You also forgot Animate Shambling Horror. — Raine Valen 14:10, 2 Oct 2011 (UTC)
- No, actually, Jagged doesn't work because your minions have ridiculous hp and +6 regen (so it won't help maintain your enchantments; recasting them is a moderate dps loss and a major annoyance). If you're in an area where you're never not in combat (e.g. HA), yeah, it's a good idea. Also, 25% haste on 3s cast skills is super nice, so I'm not 100% sure on shambling (which I did mention above). -- Armond Warblade 14:25, 2 October 2011 (UTC)
- Jagged Bones, not SoS. You also forgot Animate Shambling Horror. — Raine Valen 14:10, 2 Oct 2011 (UTC)
- ChaosBurst - a) I needed a placeholder. b) I know its broken, I make stuff "broken", then I nerf it to hell; help me make it better. c) its fine until your shutdown with disenchanted.
- Armond - This feedback is the only official & legal place on the internet where Anet is known to frequently troll. (You'd be surpised just how much feedback found here actually makes it into the game!) Minion Masters, indeed, as Ive been rolling one in PvP-Minion Apocolypse; which is why i recently added that "[or gain control of]" clause after it was suggested by numerious ally's/wikiers... so MANY masterless minions! AG would indeed give JB's ridiculous regen, but they would also still die within 30 seconds, making bombing a viable option. The cost/cast/recharge are directly in line with Elementalist's enchantments. The Renewal clause was added due to sheer annoyance of having to maintain it. And in case your confused, my suggestions are PvE-oriented; unless specifically stated as PvP. Should I bother making a seperate set of PvP-only skill versions of these?
- Boon of Creation - No change to its core functionality.
- Explosive Growth - Add Cracked Armor and its good to go.
- Spirit's Gift - All thats needed is change from "nearby allies" to "party members"... then it becomes viable in PvE.
- Accelerated Growth - A better version of old signet of creation; akin Critical Eye, Meditation, ect.
- Ghostly Haste - even of the best of circumstances, the current version barely warrents skill slot's cost. A skill version of Bloodstained Insignia is very nice.
- --Falconeye 18:11, 2 October 2011 (UTC)
Necro Bomber vs. Rit Bomber[edit]
How do minions summoned by the Rit Bomber compare to minions by a normal MM?
We'll use Bone Minions as our case study. Minions gain health and armor as they level up. Their level is determined by points in Death Magic. We can find this on the table on Guildwiki. Spawning Power affects the minions' health, determined by the points in Spawning Power. First we need to find out how much health Bone Minions have. We'll find an equation for health based off various levels of Death Magic. Let's compare an MM using 19 Death Magic to a Ritualist using 16 Spawning power and 12 Death Magic. Then let's review why the Rit Bomber is used and why it was archived.
According to wiki, the Bone Minion gains roughly 20 health per level. I went out and tested minion health at 12 Death Magic and 16 Death Magic. I wait until the degen has reached 10 so the rate stays constant and start the timer after redbarring with a heal. I'll do two trials for 12 Death Magic to get accurate enough prediction. I got an average time of (14.231+14.347)=14.289 seconds. We'll make a table:
Hero | Death Magic | Level | Time | Calculated Health | Predicted Health |
Necromancer | 19 | 15 | 19.361 | 387.22 | 385 |
Necromancer | 16 | 13 | 17.544 | 350.88 | 345 |
necromancer | 12 | 10 | 14.289 | 285.78 | 285 |
Ritualist | 12 | 10 | 467 |
If plot level vs. health and do a line of best fit, we get the a nice linear equation: 20.64x+79.42 with a cofficient of determination R^2=1. This agrees with the wiki's claim of 20 health per level because calculations are probably an overestimate. The predicted health for the minions is then calculated based on level 10 minions since they're most accurate. The equation will be 20.64(10)+79.42 = 20(10)+b, solving for b=85.82 (rounded to 85). Thus our equation for the predicted health is 20x+85. Spawning Power gives a 64% bonus in health at 16, so 285*1.64=467.4 (rounded to 467).
So the Ritualist Bomber minions have 82 more health in comparison. However, minions get 3 armor per level, so a Necro Bomber minions have 18 additional armor. If you're going to ask which is more advantageous, it's going to be the extra armor. Let's see some other advantages of Necromancer. The minions do more damage, but that isn't a big deal. You also get more damage from Death Nova and Putrid Bile. The Ritualist Bomber can't afford those. The deal breaker is perhaps the fact you're a Necromancer. You get free energy management and can spec into any attribute. The only thing the Rit Bomber has going for it is Explosive Growth. Unfortunately, this damage isn't armor-ignoring so it's rather insignificant. It can be impressive if use with Aura of the Lich. Overall, the Rit Bomber is extremely limited compared to the Necro Bomber and dedicates an entire build to meager damage from Explosive Growth and an addition 82 health. You also get a max of 8 minions rather than 11. Definitely not worth it.
- --Falconeye 08:29, 17 December 2011 (UTC)
Perhaps[edit]
- Enchantment Spell. (1...12...15 seconds.) Whenever you create a creature, you gain 3...33...40 health and 1...7...8 energy. Renewal: Whenever you create a creature
- Enchantment Spell. (1...32...40 seconds.) Whenever you create a creature, foes in the area take 1...36...45 lightning damage. You lose 1 energy for every foe hit in this way.
- Enchantment Spell. (1...32...40 seconds.) Whenever you create a creature, nearby party members are healed for 1...32...40 health and lose 1 condition. You lose 1 energy for every ally healed in this way.
- Enchantment Spell. (1...32...40 seconds.) Your binding rituals recharge 1...20...25% faster. Lose 5...3...2 energy whenever you use a binding ritual.
--ChaosBurst 20:52, 2 October 2011 (UTC)
- So hows it looking? --Falconeye 08:36, 17 December 2011 (UTC)