Guild Wars 2

Guild Wars 2

TwoTonTuna Aug 22, 2022 @ 2:55am
Minion builds: are they viable?
Total GW2 noob here. I did some research on minion builds. specifically Necromancer summons and Engineer turrets/mech. I found a lot of posts saying that minion builds are only viable for open world. And even then, they perform worse than other builds.

For the GW2 vets out there, is this still true? Will I be essentially lock myself out of certain GW2 content if I decide to go for a minion build?
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Showing 16-30 of 65 comments
Treznor Aug 22, 2022 @ 11:05pm 
Hello

First thing you need to know is that GW2 has many activities like :
- PvE : Raid, Fractal, Strike, Open World*
*Open World including solo free roam, meta events, gold farming, roleplay and OW is a huge aspect of gw2 by many means.
- PvP
- WvW which mean World vs World is a massive battleground

To your question

- Minion necro, yes this build can be considered newbie/solo friendly for the pace is slow and secure, give you more time and comfort getting used to the game and by no mean they are weak in fact minion build is one of the strongest solo build available. The weak you heard is due to the state of meta mainly focus on 2 boons Quickness and Alacrity while at the same time you have to be able to deal DPS or HEAL. If you choose minions you lose most of the ability to give out Quickness this can be view as being useless in group play or big meta but nobody really cares about how you perform in OW, if you do great ppl love you, if you mainly play solo build no one can judge you either. When you are alone minion build is perfect, if you are around ppl you can just switch to something more useful or play as you like like a tank, last man standing. I my self play minion from time to time when i'm tired of being someone errand boy.

- Raid/Frac/Strike do not even think about minion builds.
- PvP/WvW this is where you get creative really so anything, literally anything might works as long as you know what you're doing.

- Turret engi is the weaker version of minion necro and hardly use anywhere else except braindead AFK farming and you don't want to be part of this joke.
- Mech however...is a different matter they are stupidly strong, easy and go on and on. Tons of mech around these days due to how strong and easy the class are even in Raid/Frac/Strike. Some might view mech in a negative light mainly because braindead gameplay but seriously tho, play as you like is what matters.
birdfoot Aug 22, 2022 @ 11:17pm 
Necromancer minion master is definitely viable in all game modes but are especially strong in solo open world because you literally have a party of your own - very useful if you like to chill in PvE and watch a show at the same time. I still play core necromancer with minions even to this day.

It's a lot more complicated and harder to say for certain in sPvP because it depends on team composition and matchups. What's important to know is that each minion type uses up a utility skill slot (3 in total), so the more minion types you want, the less of other utilities your build is going to have. Also, the skill that each minion type can execute is usually also slightly delayed and depends on its own positioning, so depending terrain, it can miss. But I have played it in sPvP in the past with moderate success, mainly as a tank to bunker down on capture points.

For WvW, it's completely fine to run it but there are certainly much better options because minions can die really fast or won't do much if the opposing side is 10 men or more. It's also often that you may want to disengage to get away but the minions may keep you in combat, which can affect your run speed or ability to mount up. People do still run it in WvW so don't be afraid to if you feel like it. You can rest assure that no one's going to have an issue on what build you run in open world or WvW because it's generally not organized. So you can try it out and tweak as you go along.
TwoTonTuna Aug 22, 2022 @ 11:25pm 
Thanks for the extra feedback. Just a quick question though: why are minions considered bad in instanced raids?
Treznor Aug 22, 2022 @ 11:36pm 
Originally posted by Kodesh:
Thanks for the extra feedback. Just a quick question though: why are minions considered bad in instanced raids?

- Aside from Mech and Ranger's pet, you can't control necro's minions. They are AI and you really don't want them running like headless chickens in Raid plus minion is basically useless in there, they die really fast, and in there you want to be useful because if you decide to take up minions you lose access to your entire utility bar, in case you don't understand each class has 5 utilitity slots changing these depends on the situation and in raid you want the best in slot, being helpful, help boosting others dps while if you take minion they stay in those slots and practically do nothing, they just sit there render you stuck with 4 or 5 uncontrollable AIs.

- Minion are strong in solo because you don't have to take responsibility of the situation, you are a one man army, they can distract enemies for you but in raid one poke from boss and your entire legion vanish like thin air not to mention raid mechanics required you to often engage/disengage since you can't control your minion, you can have the worst possible outcome. The same for Turrets but they can't even tank for you in solo and broken like doll from mob attacks.

- Mech and Ranger has their own pet control bar and doesn't take up any thing from utility bar.
Last edited by Treznor; Aug 22, 2022 @ 11:41pm
Doragor Aug 22, 2022 @ 11:51pm 
Originally posted by Kodesh:
Thanks for the extra feedback. Just a quick question though: why are minions considered bad in instanced raids?
In addition to the post above, Necro's minions have really low damage compared to what you can achieve with a standard Reaper or Scourge build.
Meeting the damage check is an unspoken rule in instanced content, raid/strike groups have a minimum of 5k-12k DPS (depending on the leniency of the group).
Last edited by Doragor; Aug 22, 2022 @ 11:52pm
birdfoot Aug 22, 2022 @ 11:54pm 
Originally posted by Treznor:
Originally posted by Kodesh:
Thanks for the extra feedback. Just a quick question though: why are minions considered bad in instanced raids?

- Aside from Mech and Ranger's pet, you can't control necro's minions. They are AI and you really don't want them running like headless chickens in Raid plus minion is basically useless in there, they die really fast, and in there you want to be useful because if you decide to take up minions you lose access to your entire utility bar, in case you don't understand each class has 5 utilitity slots changing these depends on the situation and in raid you want the best in slot, being helpful, help boosting others dps while if you take minion they stay in those slots and practically do nothing, they just sit there render you stuck with 4 or 5 uncontrollable AIs.

- Minion are strong in solo because you don't have to take responsibility of the situation, you are a one man army, they can distract enemies for you but in raid one poke from boss and your entire legion vanish like thin air not to mention raid mechanics required you to often engage/disengage since you can't control your minion, you can have the worst possible outcome. The same for Turrets but they can't even tank for you in solo and broken like doll from mob attacks.

- Mech and Ranger has their own pet control bar and doesn't take up any thing from utility bar.

Adding this just to clarify on utility slots in case it confuses people since I mentioned it was 3 total utility slots earlier. There are 5 total slots for skills that are not tied to the equipped weapon, namely, 1x healing skill slot, 3x utility skill slots and 1x elite skill slot for a total of 5 slots. For necromancers, each of the 5 slots can be equipped with a different minion type, making it a total of 5 different minion types that you can have via equipped skills.
TwoTonTuna Aug 23, 2022 @ 1:07am 
Hm. So the problems with a pure minion build on instanced raids seem to be:
1) Minions cannot be focused on a single target.
2) Minions do low DPS compared to other other skills.
3) Minions cannot dodge high-damage skills

With those issues in mind, please bear with my absolutely ignorant theorycrafting for a moment: can minion necromancers not play the role of an off-tank/off-DPS? The necro handles the mobs/adds, while the rest of the party focuses on the bosses or high-value targets

I was thinking that a pure minion build like this (http://gw2skills.net/editor/?PSwAs+ZlFwmYUsK2IeqSfPXA-zRRYCREYGN/lBBxAh08aOL+JWJA-e) would create minions for dealing with lesser mobs--hopefully taking pressure off of the main tank. The necro would then spam scepter/torch/scourge attacks as the primary source of damage. It also helps that a necro can create additional jagged horror minions with each minion they kill thanks to death nova. death nova will also help dead minions do more dps by creating poison novas when they die.

And when it comes to raw DPS against a singular boss, i was planning to just plant minions right beside them. If they live, they do damage while i spend my APM/cooldowns on scepter/torch/scourge abilities. if they die, they create a poison nova that deals DPS to the boss.

one question though: do minions count as allies? and if they do, does that mean each dead minion replenishes 10% of a necromancer's life force? if this is the case then dead minions would be even better as they should help me better spam sandstorm shroud when it's off cooldown.

That said, I was thinking of a secondary hybrid build (http://gw2skills.net/editor/?PSwAs+ZlFwmYgMR2IeqSfPXA-zRRYCREYGN/lBBxAh08aOL+JWJA-e)
I replace two utility slots with corruption spells. The plan is to bleed/poison myself, summon a minion, and have that minion transfer the corruption to an enemy. Not sure about the viability of this build, but eh--more time to waste.
Last edited by TwoTonTuna; Aug 23, 2022 @ 1:35am
Treznor Aug 23, 2022 @ 4:43am 
Originally posted by Kodesh:
Hm. So the problems with a pure minion build on instanced raids seem to be:
1) Minions cannot be focused on a single target.
2) Minions do low DPS compared to other other skills.
3) Minions cannot dodge high-damage skills

With those issues in mind, please bear with my absolutely ignorant theorycrafting for a moment: can minion necromancers not play the role of an off-tank/off-DPS? The necro handles the mobs/adds, while the rest of the party focuses on the bosses or high-value targets

I was thinking that a pure minion build like this (http://gw2skills.net/editor/?PSwAs+ZlFwmYUsK2IeqSfPXA-zRRYCREYGN/lBBxAh08aOL+JWJA-e) would create minions for dealing with lesser mobs--hopefully taking pressure off of the main tank. The necro would then spam scepter/torch/scourge attacks as the primary source of damage. It also helps that a necro can create additional jagged horror minions with each minion they kill thanks to death nova. death nova will also help dead minions do more dps by creating poison novas when they die.

And when it comes to raw DPS against a singular boss, i was planning to just plant minions right beside them. If they live, they do damage while i spend my APM/cooldowns on scepter/torch/scourge abilities. if they die, they create a poison nova that deals DPS to the boss.

one question though: do minions count as allies? and if they do, does that mean each dead minion replenishes 10% of a necromancer's life force? if this is the case then dead minions would be even better as they should help me better spam sandstorm shroud when it's off cooldown.

That said, I was thinking of a secondary hybrid build (http://gw2skills.net/editor/?PSwAs+ZlFwmYgMR2IeqSfPXA-zRRYCREYGN/lBBxAh08aOL+JWJA-e)
I replace two utility slots with corruption spells. The plan is to bleed/poison myself, summon a minion, and have that minion transfer the corruption to an enemy. Not sure about the viability of this build, but eh--more time to waste.

Hm. So the problems with a pure minion build on instanced raids seem to be:
1) Minions cannot be focused on a single target.
2) Minions do low DPS compared to other other skills.
3) Minions cannot dodge high-damage skills

>> You are absolutely right and i would like to add one more thing, in raid enviroment there are many mechnics required you to have full control over your course of action since the minions can't be controled at will they will cause a huge mess which can lead to a wipe.

With those issues in mind, please bear with my absolutely ignorant theorycrafting for a moment: can minion necromancers not play the role of an off-tank/off-DPS? The necro handles the mobs/adds, while the rest of the party focuses on the bosses or high-value targets

>> Yes you can but not with minion, In raid where you have full access to boons with the help of others and due to how durable necro was designed simply by taking utilities other than minion can help you boost not only yourself but also other team members as well. If your minions are dead your DPS will be abyssmal while also render you useless or even wipe yourself without being able to do anything useful at all. They get killed very fast and the cooldown on them is pretty long while raiding every second count.

>> If you want to play as an off-tank its ten times better to play with just Flesh Golem and use Plaguedoctor stats to provide extra healing and support to the team.

I was thinking that a pure minion build like this (http://gw2skills.net/editor/?PSwAs+ZlFwmYUsK2IeqSfPXA-zRRYCREYGN/lBBxAh08aOL+JWJA-e) would create minions for dealing with lesser mobs--hopefully taking pressure off of the main tank. The necro would then spam scepter/torch/scourge attacks as the primary source of damage. It also helps that a necro can create additional jagged horror minions with each minion they kill thanks to death nova. death nova will also help dead minions do more dps by creating poison novas when they die.

>> The role of tank in gw2 isn't like in any other mmos, sometimes the tank can also be a healer or supporter as well and to take up tanking position required deep knowledge about the mechanics so it really isn't necessary to have an off-tank.

And when it comes to raw DPS against a singular boss, i was planning to just plant minions right beside them. If they live, they do damage while i spend my APM/cooldowns on scepter/torch/scourge abilities. if they die, they create a poison nova that deals DPS to the boss.

>> There are a system called Combo Field in the game, and overlapping, creating multiple poison fields is the last thing you want and the damage isn't high compared to you plus other utilites, you basicaly making yourself into an extra bag for the team to carry.

one question though: do minions count as allies? and if they do, does that mean each dead minion replenishes 10% of a necromancer's life force? if this is the case then dead minions would be even better as they should help me better spam sandstorm shroud when it's off cooldown.

>> You are right but taking one Signet of Undeath is better than having minions in the long run and trust me you hardly encouter any Life Force issue at all.

That said, I was thinking of a secondary hybrid build (http://gw2skills.net/editor/?PSwAs+ZlFwmYgMR2IeqSfPXA-zRRYCREYGN/lBBxAh08aOL+JWJA-e)
I replace two utility slots with corruption spells. The plan is to bleed/poison myself, summon a minion, and have that minion transfer the corruption to an enemy. Not sure about the viability of this build, but eh--more time to waste. [/quote]

>> Your second build look better than the first but both aren't builds can be used for raiding, you better off with just Flesh Golem and for raid either you go full dps or healer or supporter + semi-dps, in this case healscourge or harbinger is better.

>> You are on the good start, learn about each stat and what they can do also to save you from future trouble, 2 same sigils on a same weapon or swap setup doesn't stack so becareful.
Namer Aug 23, 2022 @ 6:59am 
Originally posted by Σ( ̄□ ̄|||):
Minion builds can pretty much face roll anything open world throws at you because they take lower dmg. PvP is ok at lower ranked play. WvW is pretty much no because they die too easily from 50 men zergs, you are pretty much a free target since cd for re-summon is bit long

Not quite. Minion Necros using Rise were absolutely broken and insanely powerful in WvW from for most of the year, until they got nerfed due to community outcry. It was so bad that competitive guilds wouldn't fight other competitive guilds unless they were using a non-Rise team comp.

Again, it's just a matter of balance. Granted, that's probably one of the handful of times Minion Necros were so good.
Eric Wulfen Aug 23, 2022 @ 7:08am 
I tried my Harbinger minion build last night and was so shocked as how good it was. I took on a champion in Path of Fire that has handed me my arse so many times on other chars that I was swearing when one of my minions attacked him while I was running past him. To my total shock I did not die in the first 5 secs to him but was able to kill him solo for the first time (solo with about 10 minons hehe), but there are builds for all necros with minions for PvE while work really well. There are builds on youtube from alot of guides e.g. Mukluk, Vallun ect, just check out their vids.
Buy Some Apples Aug 23, 2022 @ 7:12am 
PvE yes but are better builds. I use it for lazy mode PvE
PvP/WvW no
RainbowTurtle Aug 23, 2022 @ 7:33am 
It depends on what you're looking for. For example, there aren't any good PvE instanced content builds (i.e. raids or fractals (better dungeons, GW2's dungeons are a bit outdated but old content is being reworked to fix spaghetti code so there's some hope there!) other than Mechanist (which is insanely broken OP), but if you wanted to play a Necromancer with a full utility bar of minions in open world (which is a perfectly viable way to play OW, there's a lot of stuff to do there) then you absolutely could.
RainbowTurtle Aug 23, 2022 @ 7:41am 
Originally posted by Kodesh:
Hm. So the problems with a pure minion build on instanced raids seem to be:
1) Minions cannot be focused on a single target.
2) Minions do low DPS compared to other other skills.
3) Minions cannot dodge high-damage skills

With those issues in mind, please bear with my absolutely ignorant theorycrafting for a moment: can minion necromancers not play the role of an off-tank/off-DPS? The necro handles the mobs/adds, while the rest of the party focuses on the bosses or high-value targets

I was thinking that a pure minion build like this (http://gw2skills.net/editor/?PSwAs+ZlFwmYUsK2IeqSfPXA-zRRYCREYGN/lBBxAh08aOL+JWJA-e) would create minions for dealing with lesser mobs--hopefully taking pressure off of the main tank. The necro would then spam scepter/torch/scourge attacks as the primary source of damage. It also helps that a necro can create additional jagged horror minions with each minion they kill thanks to death nova. death nova will also help dead minions do more dps by creating poison novas when they die.

And when it comes to raw DPS against a singular boss, i was planning to just plant minions right beside them. If they live, they do damage while i spend my APM/cooldowns on scepter/torch/scourge abilities. if they die, they create a poison nova that deals DPS to the boss.

one question though: do minions count as allies? and if they do, does that mean each dead minion replenishes 10% of a necromancer's life force? if this is the case then dead minions would be even better as they should help me better spam sandstorm shroud when it's off cooldown.

That said, I was thinking of a secondary hybrid build (http://gw2skills.net/editor/?PSwAs+ZlFwmYgMR2IeqSfPXA-zRRYCREYGN/lBBxAh08aOL+JWJA-e)
I replace two utility slots with corruption spells. The plan is to bleed/poison myself, summon a minion, and have that minion transfer the corruption to an enemy. Not sure about the viability of this build, but eh--more time to waste.
Tanks aren't too much of a thing in GW2. At most it's toughness based tanking- and the minions don't really help there. Tanking is pretty easy in GW2, have a minimum 1 toughness higher than the other players in your group and put the boss in the right spot.
Hanakocz Aug 23, 2022 @ 7:46am 
Originally posted by lance10ca:
It's a celestial stat build, which a new player won't have access to ...
Lvl 80 boost grants full set of celestial exotic gear. Therefore it is worth it to use the boost even if you already leveled up to 80 via normal play (good to do to learn the game), just to get the gear from the boost.
Last edited by Hanakocz; Aug 23, 2022 @ 7:49am
birdfoot Aug 23, 2022 @ 7:59am 
Originally posted by Hanakocz:
Originally posted by lance10ca:
It's a celestial stat build, which a new player won't have access to ...
Lvl 80 boost grants full set of celestial exotic gear. Therefore it is worth it to use the boost even if you already leveled up to 80 via normal play (good to do to learn the game), just to get the gear from the boost.
Oh, is the gear from lvl 80 boost account bound? I've never used the boosts before and there's 2 taking up my shared inventory slot which is kinda annoying. Have been wondering how to put them to some use instead of simply destroying them.
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Date Posted: Aug 22, 2022 @ 2:55am
Posts: 65