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I wonder if minions will look different depending on what race summoned them? User Tytan Crow Crow.jpg Titan Crow 17:56, 26 August 2010 (UTC)

iirc, the human and charr minions are the same in videos of the demo. Would be cool, though :) ,,"Klumpeet",, 18:14, 26 August 2010 (UTC)
I hope they have some bigger more bloody looking minions then these scrawny ones as you progress in level like bigger then the Flesh Golem minion was in GW1 :D - 19:45, 5 February 2011 (UTC)
I was sad to learn you didn't summon minions from corpses. I was hoping they would have species specific minions in GW2 (i.e., plant like creatures = plant like minions), they could still do something along those lines as the minion has to come from somewhere, so a different looking minion based on the environment (or summoner race) would be cool, but as someone said, currently (video I've seen) a bone minion looks like a bone minion no matter who summoned it or where it was summoned. PixelMatt

Naming of Minion Skill Pages[edit]

In GW2, minion skills are named the same as the minions they summon (Bone Fiend → Bone Fiend, unlike in GW where it was Animate Bone Fiend → Bone Fiend). I want opinions on moving the skill to the <Minion Name> (skill) and having the "minion summoned by the skill" page be located at <Minion Name> (minion). Also, diambiguation pages? Aquadrizzt (talk)(contribs) 23:17, 22 January 2011 (UTC)

I believe that the skill names are in fact Summon <Minion Name>. Nope, that seems to be just bone whatever. Vald [Citation Needed] User Valdimir newsigicon.png 23:20, 22 January 2011 (UTC)
I would say <Minion Name> for the skill pages and <Minion Name> (minion) for the creature pages. Seems a lot easier in terms of skill templates and icons and whatnot. –~=Ϛρѧякγ AHHH! (τѧιк) ←♥– 21:34, 5 February 2011 (UTC)
No disambig page for just two articles. Ever. There's a reason the {{otheruses}} tag exists. Skill will be searched more, so like with Sanctuary, gw1 skills that share names with other things, and gw1 missions: the skill gets the no-parentheses article, and the minions will get a (NPC) slapped on. As it [[Shadow Fiend (NPC)|currently is]]. If a non-minion NPC gets discovered with the same name, then we'll move minions to (minion) and the non-minion to something fitting. -- Konig/talk 22:22, 5 February 2011 (UTC)

New minion[edit]

After watching the GDC'11 Thief videos, I noted that there is at least one type of minion missing. Looks kinda like a worm-thing. Zolann The IrreverentUser Zolann The Irreverent Mysterious Summoning Stone.png 00:21, 4 March 2011 (UTC)

Well, seeing as how it's an undead wurm, I imagine it DOES look like a worm-thing. However, should it be added before we know the official name? 00:23, 4 March 2011 (UTC)
Probably not officially, since we don't know anything about it other than "undead worm minion." Something about "So-far unknown other minion skills also exist" or something. Zolann The IrreverentUser Zolann The Irreverent Mysterious Summoning Stone.png 00:36, 4 March 2011 (UTC)

Minion Cap[edit]

Do we know yet if there is a minion cap? From the skills we already know about it seems like a necro can equip skills for at least 8-9 minions at one time. This doesn't even include any elite minion skills (which could add a few more?) --Moto Saxon 15:06, 20 June 2011 (UTC)

Nothing currently known. --ஸ Kyoshi User Kyoshi sig2.png 15:24, 20 June 2011 (UTC)
Considering that there's only one minion use per skill, and only 4 or 5 skills capable of summoning minions, I'd guess that there is no forced hard cap like in GW1 as having such would be silly when adding the fact that you can't use a minion skill more than once without killing the minion. E.g., at the moment, the cap would be 8. If there's more skills like Bone Minions, it can be raised even higher I bet. But as Kyoshi said, there's no confirmation that there's no hard cap. Konig/talk 16:30, 20 June 2011 (UTC)
Maybe some trait increases the amounts of minions you can have/what skills summon? That would be pretty cool. 09:14, 26 June 2011 (UTC)

New skill "Summon Wurm" for my nord, it summons a snow worm. Is mobile unlike flesh wurm


Is a necromancer capable of summoning minions underwater? 08:24, 26 June 2011 (UTC)

Yes, at least Bone Minions can be; as seen in the recent underwater video. I doubt that the wurm one can. Konig/talk 19:42, 26 June 2011 (UTC)

Lich form and minion cap[edit]

Minions have no natural degen in GW2 right? So, I was thinking: Jagged minions summoned during lich form don't have a limit on them (no toggle skill) and continue to follow you after Lich form ends. So couldn't you massively abuse this by simply going into Lich form in a safe spot, summon a ton of jagged minions, wait 3 minutes for Lich form to recharge, rinse and repeat? On the one side I can't see something like that getting through. On the other, commanding large armies of minions is AWESOME :p 12:31, 23 August 2011 (UTC)

There most likely is a cap or reasonable cooldown (compared to duration of the form) to jagged horrors. They could also die when you leave the form. But all that is just speculation and build strategy, and neither really belong here. It's pretty pointless until there is more confirmed information available. Mediggo 12:47, 23 August 2011 (UTC)
Jagged Horror page includes the information to answer your question: they do persist after lich form ends but you are capped at 8 horrors. --The preceding unsigned comment was added by (talk).
So now we know we can have at least a max of 17 minions (8 jagged, 5 minion, 2 fiends, 1 blood fiend, 1 other)? Sweeeeeeet. Konig/talk 15:58, 14 September 2011 (UTC)
woohoo minion masters are back! ^^ well sadly not as the early GW1 MM *sigh* those were some minion-armies... --you like that don't you..The Holy Dragons 16:02, 14 September 2011 (UTC)
I'll take a small number of non-degenerating minions over a large number of degenerating minions any day of the week. Its the reason why I disliked playing GW's MM so much when in other games (such as Diablo II I remember most clearly) I am 100% a summoner. I like having little underlings do the dirty work for me (ahhh, DII days, I remember them so humorously thanks to a cheat crystalline sword I had which could one shot even hell difficulty Baal). Konig/talk 16:06, 14 September 2011 (UTC)
I'd Love to see what the new Flesh Golem is like or at least a bigger one or something. 21:07, 8 October 2011 (UTC)
Summon Flesh Wurm I think you mean. User A F K When Needed Signature Icon.png A F K When Needed 23:56, 8 October 2011 (UTC)
gw1:Animate Flesh Golem I think 74 means. --ஸ Kyoshi User Kyoshi sig2.png 04:50, 9 October 2011 (UTC)
He's on the Guild Wars 2 wiki, and he's talking about the "new Flesh Golem".
To the best of my knowledge Golem is not making a return, so the Wurm is probably intended to serve a similar purpose. User A F K When Needed Signature Icon.png A F K When Needed 21:05, 9 October 2011 (UTC)
He's making speculation about GW2 on the GW2W for an elite minion and calling it the "new Flesh Golem," is what I gathered. --ஸ Kyoshi User Kyoshi sig2.png 01:37, 10 October 2011 (UTC)

Minion Health[edit]

So does anyone know if the minions have their on health bars? If they do, then this is probably a problem for those with blood fiends. It also brings up the question: Does the necromancer lose the bonus health from Taste of Death if they don't consume their blood fiend before it is killed? It makes it a really good idea to kill the blood fiend as fast as you can, so the bonus health is lost. - ~BlakDoxa~ 16:11, 1 October 2011 (UTC)

If Blood Fiend dies before Taste of Death is used, the direct heal is lost. - Infinite - talk 17:30, 1 October 2011 (UTC)

Minion Degen[edit]

I know that minions in GW2 are not supposed to have degen. However, based on this video published April 30th, 2012, it appears this may not be the case (there's no indication if this video was made during the most recent beta event held April 27th through the 29th, 2012).

At any rate, if you fast forward to 6:20 in the video, you will see a bone minion standing off to the right of the player. Every second thereafter, the number -80 appears in red above the minion and it's green health bar can be seen decreasing. The player is not using any skills that could possibly be siphoning health from the minion, is not currently engaged in a fight (he doesn't attack until ~6:53), and the minion is not under the effect of a condition which would cause degen. The minion's degen continues until ~7:00 in the video when it is killed by the necro enemy the player is facing.

You might need to increase the video quality to 1080p to see it. Guild Wars 3 perhaps 00:22, 3 May 2012 (UTC)

I spent the majority of my time in the BWE on a necromancer and can say for certain that they did not degen health during BWE (nor did they regen out of combat which is a god damn pain in the bum). Not sure what's going on in that video. — Rhoot User Rhoot sig.png 02:52, 3 May 2012 (UTC)

Minion management panel[edit]

Is there a minion management panel, similar to the pet management panel for rangers? – Tennessee Ernie Ford (TEF) 17:56, 8 June 2012 (UTC)

No Nay the One and Only User Nay the One and Only SIG.jpg 20:21, 15 September 2012 (UTC)

Superior Rune of the Lich[edit]

nuf said 19:39, 5 October 2012 (UTC)

What about it? its not even close to being good for any condition, minions, or surviving build... Elite Bushido 02:43, 3 January 2013 (UTC)

Notes section[edit]

On occasion my necromancer (human, male) will shout "Praise Grenth, for it served me well!" when a minion dies. Thought it should be added, despite relevance level of .01%. 14:11, 19 June 2013 (UTC)

See the tables under "Notes" - just add it in the appropriate table cell! —Dr Ishmael User Dr ishmael Diablo the chicken.png 15:02, 19 June 2013 (UTC)

Minion cap test with adrenal mushrooms[edit]

I was able to summon 25 minions with Lich 4 and adrenal mushrooms (maybe more, I used "Flesh of the Master" to see the number of active minions). This might be the cap. Can't say for sure though as some might have died, Flesh of the Master could also be capped at 25, even with more active minions. 16:33, 18 February 2016 (UTC)

I had up to 34 with 2 Druid healers healing the Jagged Horrors.

Minion might[edit]

I did some testing with all the standard minions (not jagged or shambling) because I was curious about how much of a damage increase I could get from minions by using Blood is Power. 10 stacks of might is 300 power, if the receiving unit is level 80. Note that in case it's some weird bug, I was using a level 44 character in the pvp lobby. Across all the minions, I got a result from 15 to 20% increased damage output from 10 stacks of might (I wasn't using a large number of attacks so it's obviously an inaccurate result). On a base player you have 1,000 power, so those 10 stacks are a 30% increase in power. It appears that the base power of minions is somewhere from 1,500 to 2,000, or that for some reason they gain less power from might, perhaps due to lower level than the player; or it could be an obscure bug because my character was not really level 80.

Also a curious result: The damage from exploding bone minions was not increased while they had might. So the damage of that attack is unaffected by your own stats, and unaffected by the minion's stats (unless it's because they don't have might after dying).

So unfortunately the damage gain is not as good as I'd hoped.

Minions counting for weapon master achievements[edit]

Blood Fiend, Shadow Fiend, Bone Fiend, and Bone Minions count for Scepter kills; Flesh Wurm and Flesh Golem count for Hammer kills. User Judas Sig.pngudas 17:21, 17 December 2016 (UTC)