Being that Necros ARE Necromancers

Being that Necros ARE Necromancers

in Profession Balance

Posted by: Epidemix Revenge.4862

Epidemix Revenge.4862

I think they should have a new utility spell called Risen Vengeance or Death’s Rejection or something of the like.

Death’s Rejection;
Cast time 1.5s
120s cd
Raises downed ally for 20 seconds with a 50% chance to rally if an enemy is killed. (Basically the same mechanic as the warrior’s Vengeance downed skill)

There isn’t enough necromantic stuff going on with this class. It should just be called the Summoner or Demon Monger right now. There needs to be more manipulation of the dead and dying.

Being that Necros ARE Necromancers

in Profession Balance

Posted by: spoj.9672

spoj.9672

http://wiki.guildwars2.com/wiki/Signet_of_Undeath

Shame the cast time makes it totally useless.

Being that Necros ARE Necromancers

in Profession Balance

Posted by: Epidemix Revenge.4862

Epidemix Revenge.4862

And undeath sig isn’t worthwhile. I have tried to get that rez off a few times and haven’t hit it once. 3 seconds is too long. But 1 or 1.5 might be op so that’s why I threw out the vengeance mechanic.

How about just changing undeath sig to 1.5s keep it ground target and give it the 20 second vengeance mechanic? And change the active to grant healing through death shroud ????

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in Profession Balance

Posted by: Sors Immani.8429

Sors Immani.8429

The long cast time and the smallish AoE and the fact it can only be used on downed players is what makes it useless.

..and the lackluster passive ability.

Suggested rework:
Signet of Undeath
Passive: Damage received is split between your health and life force pools. Generate life force upon striking your enemy.
Life force generated: 1%
Damage redirected: 33%
Passive cooldown: 1 second*

*—applies to both effects. Damage redirection to function similarly to Signet of Vampirism (lol)

Active: Revive up to 3 defeated allies in a target area. Allies return in a weakened state with a chance to rally. Rally chance increases for each enemy defeated during this time.
Activate time: 3 seconds
Radius: 600
Range: 900
Targets: 3
Weakness duration: 8 sec
Chance to rally: 25%
Rally chance increase per kill: 15%

Signet Recharge: 180 seconds

Homeworld: Dragonbrand—Necro main Sors Immani, leader of Ripple Effect [RE]
aka Thalakos Dralnu, Voxt Umultus, and Jalis Haafingar.
Vulgarity is no substitution for wit.

Being that Necros ARE Necromancers

in Profession Balance

Posted by: BrunoBRS.5178

BrunoBRS.5178

And undeath sig isn’t worthwhile. I have tried to get that rez off a few times and haven’t hit it once. 3 seconds is too long. But 1 or 1.5 might be op so that’s why I threw out the vengeance mechanic.

How about just changing undeath sig to 1.5s keep it ground target and give it the 20 second vengeance mechanic? And change the active to grant healing through death shroud ????

http://wiki.guildwars2.com/wiki/Illusion_of_Life

LegendaryMythril/Zihark Darshell

Being that Necros ARE Necromancers

in Profession Balance

Posted by: BrunoBRS.5178

BrunoBRS.5178

The long cast time and the smallish AoE and the fact it can only be used on downed players is what makes it useless.

..and the lackluster passive ability.

Suggested rework:
Signet of Undeath
Passive: Damage received is split between your health and life force pools. Generate life force upon striking your enemy.
Life force generated: 1%
Damage redirected: 33%
Passive cooldown: 1 second*

*—applies to both effects. Damage redirection to function similarly to Signet of Vampirism (lol)

Active: Revive up to 3 defeated allies in a target area. Allies return in a weakened state with a chance to rally. Rally chance increases for each enemy defeated during this time.
Activate time: 3 seconds
Radius: 600
Range: 900
Targets: 3
Weakness duration: 8 sec
Chance to rally: 25%
Rally chance increase per kill: 15%

Signet Recharge: 180 seconds

reviving defeated players is rather OP, and the RNG play means it’s not reliable, meaning the tide of a game can be turned simply on luck.

also i can’t decide if getting 33% of your damage sent to your life force is OP or incredibly stupid, since it basically means you’ll never have death shroud, ever.

LegendaryMythril/Zihark Darshell

Being that Necros ARE Necromancers

in Profession Balance

Posted by: Epidemix Revenge.4862

Epidemix Revenge.4862

And undeath sig isn’t worthwhile. I have tried to get that rez off a few times and haven’t hit it once. 3 seconds is too long. But 1 or 1.5 might be op so that’s why I threw out the vengeance mechanic.

How about just changing undeath sig to 1.5s keep it ground target and give it the 20 second vengeance mechanic? And change the active to grant healing through death shroud ????

http://wiki.guildwars2.com/wiki/Illusion_of_Life

I play a Mesmer too lol and never looked at this skill.

There goes my points for originality.

Being that Necros ARE Necromancers

in Profession Balance

Posted by: Sors Immani.8429

Sors Immani.8429

reviving defeated players is rather OP, and the RNG play means it’s not reliable, meaning the tide of a game can be turned simply on luck.

also i can’t decide if getting 33% of your damage sent to your life force is OP or incredibly stupid, since it basically means you’ll never have death shroud, ever.

So 33% of damage from 1 incoming attack per second will completely drain your LF? So, in other words, 10k incoming crits reduce to 7k, with 3k going to LF… you’re saying not only are you resilient enough to withstand the incoming 7k dps, but also you’re resilient enough to withstand it long enough to see LF be fully depleted & negate any LF generation you’re creating?

If so, alert ANet quickly because necros require a serious nerf.

And you’re also saying Signet of Mercy is overpowered? Yes, my version of SoU has a quicker activation time (by 3/4ths of a second), larger radius and targets more players, but it also only guarantees a 20 second “vengeance” status, with mandatory weakness inflicted. Only after 5 kills does it become a guaranteed rally. Before that, there’s a 15% (at min) and 80% (at max) chance it will fail. Besides, remember that revived players only carry 25% of their max health.

I’ll compromise the “vengeance” duration: 12 seconds sounds fair enough, yes?

If the RNG factor is too much uncertainty, it could be reworked so that the “vengeance” status lasts 3 sec longer per kill, and after 5 kills the target rallies.

Still, it’s easily interruptible with a 3-second activation time. Keep in mind we’re talking about a class that has no real way of dealing with CC outside of taking it on the chin. Yes, some resourceful players may find a way to stability-rez with Foot in the Grave & DS flash, but that’s a marginal amount.

Even with the increased target radius, it’s unlikely that the full 3-target maximum would be met unless your party got gibbed or is incompetent. At least, in my experience anyway.

[Edit]
Suggested rework:

Signet of Undeath
Passive: Damage received is split between your health and life force pools. Generate life force upon striking your enemy.
Life force generated: 1%
Damage redirected: 33%
Passive cooldown: 1 second*
*—applies to both effects. Damage redirection to function similarly to Signet of Vampirism (lol)

Active: Revive up to 3 defeated allies for 12 seconds in a target area and inflict weakness upon them. Allies return in a weakened state with a chance to rally. Rally chance increases for each enemy defeated during this time.
Activate time: 3 3.5 seconds
Radius: 600
Range: 900 600
Targets: 3
Weakness duration: 8 sec
Chance to rally: 25%
Rally chance Duration increase per kill: 15% 3 seconds
Signet Recharge: 180 seconds

Homeworld: Dragonbrand—Necro main Sors Immani, leader of Ripple Effect [RE]
aka Thalakos Dralnu, Voxt Umultus, and Jalis Haafingar.
Vulgarity is no substitution for wit.

(edited by Sors Immani.8429)

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in Profession Balance

Posted by: BrunoBRS.5178

BrunoBRS.5178

And undeath sig isn’t worthwhile. I have tried to get that rez off a few times and haven’t hit it once. 3 seconds is too long. But 1 or 1.5 might be op so that’s why I threw out the vengeance mechanic.

How about just changing undeath sig to 1.5s keep it ground target and give it the 20 second vengeance mechanic? And change the active to grant healing through death shroud ????

http://wiki.guildwars2.com/wiki/Illusion_of_Life

I play a Mesmer too lol and never looked at this skill.

There goes my points for originality.

it has a niche in PvP. almost no one uses it, but every now and then some random guy pulls it off and the other team is like “lolwut”.

LegendaryMythril/Zihark Darshell

Being that Necros ARE Necromancers

in Profession Balance

Posted by: BrunoBRS.5178

BrunoBRS.5178

The long cast time and the smallish AoE and the fact it can only be used on downed players is what makes it useless.

..and the lackluster passive ability.

Suggested rework:
Signet of Undeath
Passive: Damage received is split between your health and life force pools. Generate life force upon striking your enemy.
Life force generated: 1%
Damage redirected: 33%
Passive cooldown: 1 second*

*—applies to both effects. Damage redirection to function similarly to Signet of Vampirism (lol)

Active: Revive up to 3 defeated allies in a target area. Allies return in a weakened state with a chance to rally. Rally chance increases for each enemy defeated during this time.
Activate time: 3 seconds
Radius: 600
Range: 900
Targets: 3
Weakness duration: 8 sec
Chance to rally: 25%
Rally chance increase per kill: 15%

Signet Recharge: 180 seconds

reviving defeated players is rather OP, and the RNG play means it’s not reliable, meaning the tide of a game can be turned simply on luck.

also i can’t decide if getting 33% of your damage sent to your life force is OP or incredibly stupid, since it basically means you’ll never have death shroud, ever.

So 33% of damage from 1 incoming attack per second will completely drain your LF? So, in other words, 10k incoming crits reduce to 7k, with 3k going to LF… you’re saying not only are you resilient enough to withstand the incoming 7k dps, but also you’re resilient enough to withstand it long enough to see LF be fully depleted & negate any LF generation you’re creating?

If so, alert ANet quickly because necros require a serious nerf.

And you’re also saying Signet of Mercy is overpowered? Yes, my version of SoU has a quicker activation time (by 3/4ths of a second), larger radius and targets more players, but it also only guarantees a 20 second “vengeance” status, with mandatory weakness inflicted. Only after 5 kills does it become a guaranteed rally. Before that, there’s a 15% (at min) and 80% (at max) chance it will fail. Besides, remember that revived players only carry 25% of their max health.

I’ll compromise the “vengeance” duration: 12 seconds sounds fair enough, yes?

If the RNG factor is too much uncertainty, it could be reworked so that the “vengeance” status lasts 3 sec longer per kill, and after 5 kills the target rallies.

Still, it’s easily interruptible with a 3-second activation time. Keep in mind we’re talking about a class that has no real way of dealing with CC outside of taking it on the chin. Yes, some resourceful players may find a way to stability-rez with Foot in the Grave & DS flash, but that’s a marginal amount.

Even with the increased target radius, it’s unlikely that the full 3-target maximum would be met unless your party got gibbed or is incompetent. At least, in my experience anyway.

1- you’re assuming you’re under constant spike. my point is your life force will be consumed by damage mitigation pretty fast.

2- signet of mercy only revives downed players. you want a signet that revives defeated players, and on an AoE radius at that.

3- RNG on such “clutch” skills is bad design. it has to either successfully rally on kill, or not rally on kill at all. leaving it to chance can, as i explained, shift the tide of a match based on sheer luck alone.

LegendaryMythril/Zihark Darshell

Being that Necros ARE Necromancers

in Profession Balance

Posted by: Sors Immani.8429

Sors Immani.8429

1- you’re assuming you’re under constant spike. my point is your life force will be consumed by damage mitigation pretty fast.

2- signet of mercy only revives downed players. you want a signet that revives defeated players, and on an AoE radius at that.

3- RNG on such “clutch” skills is bad design. it has to either successfully rally on kill, or not rally on kill at all. leaving it to chance can, as i explained, shift the tide of a match based on sheer luck alone.

1- The damage reduction is limited to once per second. If you’re being hit by multiple sources, only one of the sources will have one of its attacks reduced every one second. It’s just like SoV, but replace the heal with damage redirection. If you’re getting hit for 2500 dmg, your LF pool is absorbing 825 of it.

At base, your LF pool is 11,023.
Dagger AA restores 8% per chain— 881 LF.
Reaper’s Touch restores 3% per hit— 330 LF. Hits up to 4 times producing a 1,320 LF (12%) gain.
Locust Swarm produces 2% per hit— 220 LF. If all 10 hits connect, it produces 2,200 (20%) LF
Spectral Claws produce 12%— 1,322 LF
Feast of Corruption produces 3%— 330LF
Staff AA produces 4% per hit/cast— 440 LF

This is figuring base 80 stats with no traits. As you know, your LF pool increases as your vitality increases and when you invest in Soul Reaping. The higher your LF pool, the more efficient SoU would be. It’s highly unlikely that you’ll be facing enough damage to keep you permanently out of DS. I mean, even at the constant 2500-dmg ticks, your dagger AA chain alone is enough to produce a net LF gain.

2- You’re right on this— I was under the impression that at some point SoM revived defeated players. My mistake.

3- Reworked to indicate it increases in duration per kill up to 5, after which it rallies the target(s). As it stands, your allies would have 24 sec (at absolute max) to amass 5 kills (aka, obliterate the enemy team in sPvP, or AoE-burn a handful of mobs in WvW/PvE). Similar stacking mechanics as a killstreak booster.

Homeworld: Dragonbrand—Necro main Sors Immani, leader of Ripple Effect [RE]
aka Thalakos Dralnu, Voxt Umultus, and Jalis Haafingar.
Vulgarity is no substitution for wit.

Being that Necros ARE Necromancers

in Profession Balance

Posted by: Esplen.3940

Esplen.3940

And undeath sig isn’t worthwhile. I have tried to get that rez off a few times and haven’t hit it once. 3 seconds is too long. But 1 or 1.5 might be op so that’s why I threw out the vengeance mechanic.

How about just changing undeath sig to 1.5s keep it ground target and give it the 20 second vengeance mechanic? And change the active to grant healing through death shroud ????

http://wiki.guildwars2.com/wiki/Illusion_of_Life

I play a Mesmer too lol and never looked at this skill.

There goes my points for originality.

it has a niche in PvP. almost no one uses it, but every now and then some random guy pulls it off and the other team is like “lolwut”.

The only two places I consider running it are:
PvP, for those rare times I ever go in and know some of them will stick together.
Jade Maw fractal for those times that someone is down and targeted by Maw. That way they can dodge the attack and get rallied after a bit.

Being that Necros ARE Necromancers

in Profession Balance

Posted by: BrunoBRS.5178

BrunoBRS.5178

1- you’re assuming you’re under constant spike. my point is your life force will be consumed by damage mitigation pretty fast.

2- signet of mercy only revives downed players. you want a signet that revives defeated players, and on an AoE radius at that.

3- RNG on such “clutch” skills is bad design. it has to either successfully rally on kill, or not rally on kill at all. leaving it to chance can, as i explained, shift the tide of a match based on sheer luck alone.

1- The damage reduction is limited to once per second. If you’re being hit by multiple sources, only one of the sources will have one of its attacks reduced every one second. It’s just like SoV, but replace the heal with damage redirection. If you’re getting hit for 2500 dmg, your LF pool is absorbing 825 of it.

At base, your LF pool is 11,023.
Dagger AA restores 8% per chain— 881 LF.
Reaper’s Touch restores 3% per hit— 330 LF. Hits up to 4 times producing a 1,320 LF (12%) gain.
Locust Swarm produces 2% per hit— 220 LF. If all 10 hits connect, it produces 2,200 (20%) LF
Spectral Claws produce 12%— 1,322 LF
Feast of Corruption produces 3%— 330LF
Staff AA produces 4% per hit/cast— 440 LF

This is figuring base 80 stats with no traits. As you know, your LF pool increases as your vitality increases and when you invest in Soul Reaping. The higher your LF pool, the more efficient SoU would be. It’s highly unlikely that you’ll be facing enough damage to keep you permanently out of DS. I mean, even at the constant 2500-dmg ticks, your dagger AA chain alone is enough to produce a net LF gain.

2- You’re right on this— I was under the impression that at some point SoM revived defeated players. My mistake.

3- Reworked to indicate it increases in duration per kill up to 5, after which it rallies the target(s). As it stands, your allies would have 24 sec (at absolute max) to amass 5 kills (aka, obliterate the enemy team in sPvP, or AoE-burn a handful of mobs in WvW/PvE). Similar stacking mechanics as a killstreak booster.

1- so what you’re saying is that it would be insanely strong on LF builds, because it meant taking 33% less damage, which is pretty much constant protection. good god, if you stack it with protection you’re nigh immortal.

3- and after the duration, they instantly die? no downed state, straight to defeated? because if it just downs them again, then it’s just a far stronger version of illusion of life.

LegendaryMythril/Zihark Darshell

Being that Necros ARE Necromancers

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Posted by: Esplen.3940

Esplen.3940

Actually, you can go back to being down from Illusion of Life. I’m not quite sure if it’s your “downed health” that goes down or what, but at the end of the duration, I’ve seen people plop to down instead of dead. Most of the time you end up being dead. Maybe they were traited for down health and whatnot.

Being that Necros ARE Necromancers

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Posted by: BrunoBRS.5178

BrunoBRS.5178

Actually, you can go back to being down from Illusion of Life. I’m not quite sure if it’s your “downed health” that goes down or what, but at the end of the duration, I’ve seen people plop to down instead of dead. Most of the time you end up being dead. Maybe they were traited for down health and whatnot.

illusion of life, yes, you go back down if you don’t kill anyone, but with extra down penalty (which can be fatal if you’ve already been downed 3 times recently).

my question is mostly because his idea of a new signet of undeath is far, far stronger than illusion of life.

LegendaryMythril/Zihark Darshell