Ninja Summoning, or Necromancy for Ranged DPS?
Really the title says it all. MId's cannot show me te detailed abilities of my pets, so I turn to the wisdom of the boards instead. My minions need t be able to deal damage from range to maximize the effectiveness of the build. Are Zombies or Ninja the etter choice for that? Robots would be best, I suspect, but Im not willing to compromise my theme quite that far.
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In other words, you're not going to find Ranged DPS with either.
Ive had some experience with the grave knights wanting to fight at rang alot. With that in mind, I would say from the two Necro would be better
" I don't let me kids play on the Freedom Server" -Oya
Ninjas and Necromancy are both sets with melee-oriented henchmen all the way. Only the Lich from Necromancy is ranged with no melee, and most of his powers snare and knock down mobs so the Tier 1 and 2s can thrash 'em, and aren't specifically made for damage.
In other words, you're not going to find Ranged DPS with either. |
Thank you both, by the by. Necromancy it is.
Lady Valentyna Penderghast, Archmage
"Love her not, lovely though she be/
Watch warily: there lies/
A glint of ghoulish ancestry/
Deep in her green bright eyes..."
Their the two melee sets, ironically. But, Necro would be the way to go. Grave Knights do have a habit of gimping themselves at range.
I'm pretty sure the Oni does more damage than the lich. However, the grave knights are better to have using their ranged powers than the ninja, because at least the grave knight's ranged powers debuff your enemies.
I skip the tier one pets on both sets, because they don't fit my style. If you're planning to attack with your own weapon, then the dark powers are much more damaging than the bow powers. At least they seem so. The advantage of bow powers is in accuracy, instead of damage.
maybe you should take a look at mercs or thugs for henchmen if they fit you way of doing it (these two are build for ranged damage)
Helge corr lvl 50 rad/cold
Helge2 corr lvl 50 ice/rad
Techbothelge MM lvl 50 robo/dark
Helge Mauz def lvl 50 emp/ele
illuhelge troller lvl 50 illu/rad
Wiederbelebter helge nk lvl 50 bs/reg
Maennerschreack nightwidow lvl 44
Quantenjaeger ws lvl 3
maybe you should take a look at mercs or thugs for henchmen if they fit you way of doing it (these two are build for ranged damage)
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On that note, how do other would-be tankerminds deal with annoying melee pets that charge into melee? My problem of course, is that the healing and resistance buffs are largely PBAoE, but if I follow them into melee the whole thing wont work s well, since hte build is gearede towards ranged defence, and its unlikely tht I could cap both that and melee without making unacceptable compromises in performance otherwise.
Lady Valentyna Penderghast, Archmage
"Love her not, lovely though she be/
Watch warily: there lies/
A glint of ghoulish ancestry/
Deep in her green bright eyes..."
go with scorpion epic and sm/l defence for being good at range and melee
Helge corr lvl 50 rad/cold
Helge2 corr lvl 50 ice/rad
Techbothelge MM lvl 50 robo/dark
Helge Mauz def lvl 50 emp/ele
illuhelge troller lvl 50 illu/rad
Wiederbelebter helge nk lvl 50 bs/reg
Maennerschreack nightwidow lvl 44
Quantenjaeger ws lvl 3
Lady Valentyna Penderghast, Archmage
"Love her not, lovely though she be/
Watch warily: there lies/
A glint of ghoulish ancestry/
Deep in her green bright eyes..."
On that note, how do other would-be tankerminds deal with annoying melee pets that charge into melee? My problem of course, is that the healing and resistance buffs are largely PBAoE, but if I follow them into melee the whole thing wont work s well, since hte build is gearede towards ranged defence, and its unlikely tht I could cap both that and melee without making unacceptable compromises in performance otherwise.
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Mmm, unfortunately guys with guns don't really fit the iamge (and Ive been told Mercs are just gimped anyway). As I say, I'm looking to familiarize myself with the class before demon summoning and side-switching become available.
On that note, how do other would-be tankerminds deal with annoying melee pets that charge into melee? My problem of course, is that the healing and resistance buffs are largely PBAoE, but if I follow them into melee the whole thing wont work s well, since hte build is gearede towards ranged defence, and its unlikely tht I could cap both that and melee without making unacceptable compromises in performance otherwise. |
As for how to tankermind with melee pets, all I can say is that with my lvl 50 Necro MM, I've never had any luck trying to tankermind. Bots/FF definitely. But, with my Necro/Psn MM, I generally just send the grave knights in and follow them up with debuffs. That seemed to work much better for me.
If you want to get used to the tankermind playstyle, try Bots, Mercs, or Thugs. I think you'll have better success.
Web grenade wont stop my idiot henchmen from knockbacking the enemies, though, will it? Besides, much as youd never know it from the forums, not everythingdoes Smashing/Lethal damage.
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A serious advantage with Zombies is that most of your attacks (and almost all of your henchmens' ranged attacks) debuff the enemy's attack bonus, making it harder for them to hit you. So, if you're planning to be a tankermind, then zombies is almost certainly the better set for you.
Heh, thanks - I appreciate the honesty. I may even follow your advice and make a dummy character just to test.
Lady Valentyna Penderghast, Archmage
"Love her not, lovely though she be/
Watch warily: there lies/
A glint of ghoulish ancestry/
Deep in her green bright eyes..."
On a semi-related note: I always felt that Ninjas should have been ranged. Spamming poisonous arrows and snares to keep enemies at range so they didn't get mashed up due to the absence of truly decent protection. I don't think it would really reduce their uniqueness since they could still be superior ST damage. Plus their speed would be an advantage; They could quickly escape melee and go back to launching arrows at a distance.
Really the title says it all. MId's cannot show me te detailed abilities of my pets, so I turn to the wisdom of the boards instead. My minions need t be able to deal damage from range to maximize the effectiveness of the build. Are Zombies or Ninja the etter choice for that? Robots would be best, I suspect, but Im not willing to compromise my theme quite that far.
Lady Valentyna Penderghast, Archmage
"Love her not, lovely though she be/
Watch warily: there lies/
A glint of ghoulish ancestry/
Deep in her green bright eyes..."