OK so we know that minions by in large are pretty easy to kill off when summoned but... I have to say fire elemental and helpful mander drive me nuts. If I am going second the mantle and shields and weakness spams drive me crazy. I always carry spells to take out a minion but as we know decks don't always cooperate. Wt ones do people find the most annoying?
OK so we know that minions by in large are pretty easy to kill off when summoned but... I have to say fire elemental and helpful mander drive me nuts. If I am going second the mantle and shields and weakness spams drive me crazy. I always carry spells to take out a minion but as we know decks don't always cooperate. Wt ones do people find the most annoying?
I like the helpful mander. the fire and storm minions are pretty much useless; I've never had one in my deck.
OK so we know that minions by in large are pretty easy to kill off when summoned but... I have to say fire elemental and helpful mander drive me nuts. If I am going second the mantle and shields and weakness spams drive me crazy. I always carry spells to take out a minion but as we know decks don't always cooperate. Wt ones do people find the most annoying?
I think ALL first generation, non treasure card, minions are a joke. Sure, they can all help you out early on in the game, but has anybody really used one EFFECTIVELY beyond marleybone? I think the Death Minion is the most flexible, but still holds to that rule of uselessness. Minions spells that are ranged or X-pip are certainly MORE useful, but MORE useful is still useless in this case. I think the MOST useful first generation minion spells are the treasure card minions. They:
Cost a reasonable amount Cast spells that actually do damage Have hit points that are closer to the cost aspect.
Let me give you an awesome example of what I mean here. Death has:
So, Death's minion costs more than TWICE what a treasure card does with middle ranged HP. Shouldnt it be that if it costs more pips it should be a stronger spell? Granted, treasure card spells are always stronger than their learned spell counterpart (from what I have seen - now, of course, somebody will prove me wrong lol), but that's one heck of an upgrade!
I dunno of any "anooying" minions, but if I spot any I'll let you know! :)
As a storm wizard, my first generation minion is totally useless in higher ups so I completely agree. He has no offensive attacks of any kind. His mission is to shield and heal himself, and cast taunt as much as possible, which does not help at all during pvp. In pvp, I find it most annoying when my opponent uses a balance minion, those guys are extremly annoying, especially if you're going second to them. Thats my 2 cents lol -Adam Seafist lvl 90
I think the Ice minion is the most annoying but also the most useful. Annoying because he attacks so much he loves to trigger your traps. Most helpful because for the snow angel spell quest he did pretty much all the attacking while I just worried about healing and shielding.
I think ALL first generation, non treasure card, minions are a joke. Sure, they can all help you out early on in the game, but has anybody really used one EFFECTIVELY beyond marleybone? I think the Death Minion is the most flexible, but still holds to that rule of uselessness. Minions spells that are ranged or X-pip are certainly MORE useful, but MORE useful is still useless in this case. I think the MOST useful first generation minion spells are the treasure card minions. They:
Cost a reasonable amount Cast spells that actually do damage Have hit points that are closer to the cost aspect.
Let me give you an awesome example of what I mean here. Death has:
So, Death's minion costs more than TWICE what a treasure card does with middle ranged HP. Shouldnt it be that if it costs more pips it should be a stronger spell? Granted, treasure card spells are always stronger than their learned spell counterpart (from what I have seen - now, of course, somebody will prove me wrong lol), but that's one heck of an upgrade!
The Fire minion helped me solo Sothmekhet. Don't underestimate any minion, they can help you whether you think it or not.
The Fire minion helped me solo Sothmekhet. Don't underestimate any minion, they can help you whether you think it or not.
I suppose helpfulness depends on how yours works for you. Mine was extremely useless. If I come across a battle I'm having a hard time with, the first thing I try to do is analyze my deck and see if it needs to be tweaked. Step #2 is to bring my minion with me to see if that helps. if it does, but I die, I analyze how the fight went and see what else to do.
OK so we know that minions by in large are pretty easy to kill off when summoned but... I have to say fire elemental and helpful mander drive me nuts. If I am going second the mantle and shields and weakness spams drive me crazy. I always carry spells to take out a minion but as we know decks don't always cooperate. Wt ones do people find the most annoying?
Well really if you have a few 3 or 4 the minion will do damage to them just that you have to also be able to heal your self my fav is it has a healing spell it does fire elf and then a fire trap and sometimes it does smoke screen which is really helpful to heal your self when low on health
I just HATE the minion!! It shields and heals himself for 5000 rounds then it finally uses taunt seriously ??? I'm dying here can you share some defenses with your caster?? The one isn't too good either ....