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	<title>ArenaNet:Skill feedback/Necromancer/Minion Diversity - Revision history</title>
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	<updated>2026-10-18T14:59:38Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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		<id>https://gw1wiki.ezgame.cc/index.php?title=ArenaNet:Skill_feedback/Necromancer/Minion_Diversity&amp;diff=16248&amp;oldid=prev</id>
		<title>gww&gt;Wikichu: Closing skill feedback area. [bot]</title>
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		<updated>2009-09-02T16:58:51Z</updated>

		<summary type="html">&lt;p&gt;Closing skill feedback area. [bot]&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{ArenaNet namespace notice|skill feedback}}&lt;br /&gt;
{{skill icon|Animate Flesh Golem}}  {{skill icon|Animate Bone Horror}}  {{skill icon|Animate Bone Fiend}}&lt;br /&gt;
:{{skill icon|Animate Bone Minions}}  {{skill icon|Animate Vampiric Horror}}  {{skill icon|Animate Shambling Horror}}&lt;br /&gt;
&lt;br /&gt;
== Marcdarc's Issue -- 5:42 10/22/2008 ==&lt;br /&gt;
; Issue&lt;br /&gt;
: Different minions offer some diversity between skills, but could be more&lt;br /&gt;
; Suggestion&lt;br /&gt;
: Give different minions different &amp;quot;weapons.&amp;quot;&lt;br /&gt;
::Example:&lt;br /&gt;
:::Bone Fiends: Spear (probably already function like that to some extent)&lt;br /&gt;
:::Flesh Golems: Scythe&lt;br /&gt;
:::Bone Horror: Hammer&lt;br /&gt;
:::Bone Minions: Daggers&lt;br /&gt;
:::Vampiric Horror: Hammer&lt;br /&gt;
:::Shambling Horror: Axe&lt;br /&gt;
:::Jagged Horror: Sword&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Conall's Issue -- 20:27 31/01/2009 ==&lt;br /&gt;
; Issue&lt;br /&gt;
: Bone minions have no use beyond raising an initial army, and could do with another effect&lt;br /&gt;
; Suggestion&lt;br /&gt;
&lt;br /&gt;
&amp;quot; summons 2 bone minions from the nearest unexploited corpse. If a bone minion attacks 10 times, another bone minion ( or a recently killed minion) will rise alongside it&amp;quot;, or &amp;quot; summons 2 bone minions from the nearest unexploited corpse. If you have more than 6..4 bone minions, all your bone minions become bloodlusted for 7..13..18 seconds, and move and attack 33% faster, but take double damage. [[User:Conall|Conall]] 20:34, 31 January 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== 87.112.69.162's issue ==&lt;br /&gt;
Increase to 30 possible minions PARTY WIDE, a single player could make the 30, &lt;br /&gt;
but say a player already had 30, and someone else created one, the player with the most minions would lose one minion to balance it down.&lt;br /&gt;
&lt;br /&gt;
Screw the additional effects. Also make them target a single target.&lt;br /&gt;
Barbs spike :]&lt;br /&gt;
&lt;br /&gt;
== Total Minion Cap ==&lt;br /&gt;
While I think there need to be a hinger minion cap, 30 party wide isnt the a very good way to fix it&lt;br /&gt;
;Ways To Fix&lt;br /&gt;
:ONE. Increas cap to 20, but make it when you make a minion (number 11-20) i suffers 3x or 2x the natural health loss.&lt;br /&gt;
::This make it so when you get over 10 minions that its not worthless to make more(old ones just die), but the extra health loss limits it&lt;br /&gt;
:TWO. Make cap 20, but make it so that at above 10 minions (11-20) there a 70...40..25% (what ever number work, scaled with death points) chance that the minion you create will spawn masterless.&lt;br /&gt;
::Above would work because creating a minion could back fire. You could change the % rate about to a flat %, like 33%, because MM usualy have high Death, or scale it with Soul.&lt;br /&gt;
:THREE. Make a skill increase your minion cap. Such as, Verata's Aura-&amp;quot;For 15..25..30 seconds you can make up to 5 more minions then your minion cap. When this skill ends you loose 5% health for each minion over your minion cap and reatain all minions.&amp;quot; 10energy 2cast 30recahrge Enchantment Spell.&lt;br /&gt;
::By making a skill for increased cap you allow a bigger cap at the cost of a skill, energy, and health loss.&lt;/div&gt;</summary>
		<author><name>gww&gt;Wikichu</name></author>
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