Yes I know its way to late, no way the skill is getting an update this late in GW.
But still I think many can agree that our only elite minion, isn't elite enough.
The purpose of [skill=text]Animate Flesh Golem[/skill] is mainly tanking.
Want damage? [skill=text]Animate Bone Fiend[/skill] + [skill=text]Order of Undeath[/skill] > Fleshy, hands down.
It's bad in both PvE and PvP, because even though it has more health and armor than any other minion;
there is only one of it; and at times it just sits around being useless, for no apparent reason.
(Is it supposed to seem disobedient/lazy ?)
It's not like horrors or minions, that form a nice flock in melee body blocking the enemy.
I agree with anyone that says its good for farming, when alone the big fellar is good to take damage for you; I use him for farming all the time too.
But GW != MM farming(well at least not any more since the 10 minion cap)
So I reckon most MM's have an idea or 2 on a elite minion that does focus on general game play.
So...
I would like to know what you want our elite minion to be?A 5 sec recharge version of [skill=text]Animate Vampiric Horror[/skill]?
A minion with an [wiki]Afflicted Soul Explosion[/wiki] effect?
Personally I think, simply an elite version of the lvl 18 [skill=text]Animate Bone Horror[/skill] we all know and love,
with an additional...1 or 2 extra levels?
Extra health?
Bit of damage reduction?
Heals you/adjacent a little when it takes damage/dies?
Or anything else you can think of.
Share your thoughts for the sake of boredom relief; while you could also take as stand for fleshies everywhere, try not to turn this into a flame thread please.
What would you like flesh golem to be?
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Personally, I think the Flesh Golem is elite enough. It's the only minion that leaves an exploitable corpse when it dies, so it's the only minion that you can keep bringing back to the field in areas that have little to no corpses; you just need a single corpse from any source (*nominates the team's token suicidal wammo to do the job*) and you'll be able to keep your flesh golem with you for the remainder of the mission with an occasional resummon when it goes down. You can't say that that aspect of the flesh golem isn't useful.
same as now but projecting a well of undead regen when immobile.
err, +8 hp regen on allied minions in well.
or.
same as now but projecting a degen field of -2 on enemy when immobile and a +2 regen field on allies.?
nah the regen doesnt really fit with death magic, um...
same as above but cause enemys to move/attack x...y% slower.
alternatively causes allied minions in well to attack X...y % faster.
basicaly make the Golem a useful support feature axed around necro magic.
err, +8 hp regen on allied minions in well.
or.
same as now but projecting a degen field of -2 on enemy when immobile and a +2 regen field on allies.?
nah the regen doesnt really fit with death magic, um...
same as above but cause enemys to move/attack x...y% slower.
alternatively causes allied minions in well to attack X...y % faster.
basicaly make the Golem a useful support feature axed around necro magic.
S
the fleshie is very good as a minion...however the 1 unit cap means that your minion army gets a single "boss" minion, 1 minion no matter how high a level is still just a minion and won't make as much of an impact as say...every "normal" minion getting a boost to damage.
what the fleshie needs i think is simply a stronger punch to make it have more appeal than a souped up minion tank.
but...as long as i can wish for things i want an elite "artillery" ranged AoE minion
what the fleshie needs i think is simply a stronger punch to make it have more appeal than a souped up minion tank.
but...as long as i can wish for things i want an elite "artillery" ranged AoE minion

Make it cost 25 energy, not leave a new corpse and have no limit to the max number of golems in play.
Getting 10 Flesh Golems at a time would be quite powerful but very hard to maintain or start considering the 30 second recharge without a very specialized build. Not leaving a new corpse is to prevent pvp exploits with minion factory teams having 20-30 golems training enemies with 75ish damage hits.
Getting 10 Flesh Golems at a time would be quite powerful but very hard to maintain or start considering the 30 second recharge without a very specialized build. Not leaving a new corpse is to prevent pvp exploits with minion factory teams having 20-30 golems training enemies with 75ish damage hits.
Quote:
Originally Posted by Biostem
I would like to see them have their own skills
Yes, that might be nice. Anet isn't going to eliminate the 1 FG cap, but they might (maybe) raise the cap to 2 FG....
But mostly I want him to be as smart as a Hero. FG has a serious stupidity factor and needs an IQ boost.
I also want to have flying minions, assasin-like (melee-spike) minions, and maybe some that exist only for defense. Also, something like a hex that draws all minions to a specific target.
But mostly I want him to be as smart as a Hero. FG has a serious stupidity factor and needs an IQ boost.
I also want to have flying minions, assasin-like (melee-spike) minions, and maybe some that exist only for defense. Also, something like a hex that draws all minions to a specific target.
Quote:
Originally Posted by Shadowmere
the fleshie is very good as a minion...however the 1 unit cap means that your minion army gets a single "boss" minion, 1 minion no matter how high a level is still just a minion...
That gave me an idea.
At times I have trouble directing my minions when I'm hanging back just a few steps too far for the minions to notice the foes, their aggro is a bit smaller than my spell range so they just stand near me being useless.
Then I though it would be cool if minions, had a control panel like ranger pets do, so you could tell them to attack or heel. But that would be overpowered as they are supposed to be brain dead.
But if only the 1 fleshy had the control panel and your other minions would just follow it around, so fleshy would become the power to direct your minions around much more efficiently. In essence their commander.
At times I have trouble directing my minions when I'm hanging back just a few steps too far for the minions to notice the foes, their aggro is a bit smaller than my spell range so they just stand near me being useless.
Then I though it would be cool if minions, had a control panel like ranger pets do, so you could tell them to attack or heel. But that would be overpowered as they are supposed to be brain dead.
But if only the 1 fleshy had the control panel and your other minions would just follow it around, so fleshy would become the power to direct your minions around much more efficiently. In essence their commander.
Quote:
Originally Posted by Solus Spartan
Minion elite should be...
Elite normal minions, which are not affected by the level cap. Hun? What level cap?
Minions aren't players they don't have a level cap. You can get lvl 21 normal minions(horrors, fiends, or shambelings) with 19 death magic
(16 + golden egg(+1) + necromancer of Grenth blessing(+1) and a 20%(+1 )weapon mod)
Or do you mean normal minions not affected by the 10 minion cap?
That would be great as well.
Elite normal minions, which are not affected by the level cap. Hun? What level cap?
Minions aren't players they don't have a level cap. You can get lvl 21 normal minions(horrors, fiends, or shambelings) with 19 death magic
(16 + golden egg(+1) + necromancer of Grenth blessing(+1) and a 20%(+1 )weapon mod)
Or do you mean normal minions not affected by the 10 minion cap?
That would be great as well.
Quote:
Originally Posted by The Meth
Make it cost 25 energy, not leave a new corpse and have no limit to the max number of golems in play.
Getting 10 Flesh Golems at a time would be quite powerful but very hard to maintain or start considering the 30 second recharge without a very specialized build. Not leaving a new corpse is to prevent pvp exploits with minion factory teams having 20-30 golems training enemies with 75ish damage hits. I like that idea, but I think the energy cost is too drastic, even with a high SR. At a 30 second recharge, it would be good enough to leave the energy cost at 10, maybe boost it up to 15.
I also think it'd be worth it if the just made them look like the Golems on Perdition Rock. ^_^
Getting 10 Flesh Golems at a time would be quite powerful but very hard to maintain or start considering the 30 second recharge without a very specialized build. Not leaving a new corpse is to prevent pvp exploits with minion factory teams having 20-30 golems training enemies with 75ish damage hits. I like that idea, but I think the energy cost is too drastic, even with a high SR. At a 30 second recharge, it would be good enough to leave the energy cost at 10, maybe boost it up to 15.
I also think it'd be worth it if the just made them look like the Golems on Perdition Rock. ^_^
Remove cap imo
and add recharge to the quantity of golems
[skill]Animate Flesh Golem[/skill]
as like:
Exploit nearest corpse to animate a level 2...20 Flesh Golem. The Flesh Golem leaves an exploitable corpse. If you have more then 3 Flesh Golems at this time, this skill is disabled for 90 seconds.
10 3 15
lowering the current recharge is a way to quickly get a new one when the first one dies.
Disable feature is to prevent easy golem armies.
and add recharge to the quantity of golems
[skill]Animate Flesh Golem[/skill]
as like:
Exploit nearest corpse to animate a level 2...20 Flesh Golem. The Flesh Golem leaves an exploitable corpse. If you have more then 3 Flesh Golems at this time, this skill is disabled for 90 seconds.
10 3 15
lowering the current recharge is a way to quickly get a new one when the first one dies.
Disable feature is to prevent easy golem armies.
Quote:
Originally Posted by Elementer Masta
I like that idea, but I think the energy cost is too drastic, even with a high SR. At a 30 second recharge, it would be good enough to leave the energy cost at 10, maybe boost it up to 15.
By power 1 golem is already better then 1 fiend, so I think the cost is warranted. Only reason its so cheap now is the 1 max drawback prevents you from making more. I'm trying to make it as hard as possible to get a godly army of 7-10 golems up, while still letting 2-3 be in play most of the time.
I would like an elite that does the exact same thing as [skill=text]animate bone minions[/skill]. The only difference is that, when it dies, it has the same effect as a bone minion with [skill=text]death nova[/skill] and it would be a little higher level.
The elite spell might say:
Animate explosive minions - 15e - 3 sec cast - 5 sec recharge - exploit nearest corpse to raise two level 15 minions. When these minions die, all adjacent foes take 105 damage and are poisoned for 15 seconds. Explosive minions can not be the target of an enchantment. (to stop people from stacking death nova on an explosive minion...)
The elite spell might say:
Animate explosive minions - 15e - 3 sec cast - 5 sec recharge - exploit nearest corpse to raise two level 15 minions. When these minions die, all adjacent foes take 105 damage and are poisoned for 15 seconds. Explosive minions can not be the target of an enchantment. (to stop people from stacking death nova on an explosive minion...)
S
Personally ( if we could) maybe we can get some death magic skill that raises death magic atribs by a few points? I mean if u look at guildwiki it says at 20 Death magic its a lvl 32, which really would just kill the wammo so he would get out of my way
But a more realisitc and balanced apporach is to make it 10 energy (read on you will see why) and you will have unlimited. BUT it will be required to have a 13 or less 50% chance, if the attempt fails u get a RANDOM minion. But this RANDOM minions would have its level halfed.
Complicated yes but it could in theory work..
But a more realisitc and balanced apporach is to make it 10 energy (read on you will see why) and you will have unlimited. BUT it will be required to have a 13 or less 50% chance, if the attempt fails u get a RANDOM minion. But this RANDOM minions would have its level halfed.
Complicated yes but it could in theory work..
