(Necromancer) Torment for Necrotic Grasp

(Necromancer) Torment for Necrotic Grasp

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Posted by: Jimmy.1476

Jimmy.1476

My suggestion is give torment to Necrotic Grasp(staff autoattack skill).That skill is now useless against moveing targets,bcs it has very low speed projectile.I remember,projectile speed was increased by 10 % 1 year ago,but its still not enough,target is sometimes running faster than this projectile.If Anet doesnt want increase that projectile speed,i think 1 torment for maybe 2-3 sec can fix this skill.Marks were nerfed few times in past,i think staff is now weaker weapon and it needs some boost.Mesmer will have torment on scepter AA,why not torment for necro´s staff AA? I think it can not make Necrotic Grasp overpowered.

(Necromancer) Torment for Necrotic Grasp

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Posted by: Tommyknocker.6089

Tommyknocker.6089

I’ve actually stated it on a few other threads, that as the attrition class, we should have much more access to torment and even a bit of confusion. The reasoning being that torment makes your enemies stay and fight as opposed to running away and confusion makes those that stay hurt themselves when attacking. Seems more attrition based to what we have currently.

Even if we have to give up some of our fear for the other two conditions you would have my vote. Sadly as it sits the currently the mesmer has a much easier time of making their enemies want to stay and fight than we do.

As for your suggestion of an AA (staff in this case) having torment, I’ll agree we need more ways to keep enemies from running away from us.

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Posted by: Muchacho.2390

Muchacho.2390

No i dont think staff auto is the right skill for torment. It doesnt need more damage. The only think it could need is a faster projectile speed.

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Posted by: Jimmy.1476

Jimmy.1476

No i dont think staff auto is the right skill for torment. It doesnt need more damage. The only think it could need is a faster projectile speed.

Faster projectile speed can helps fix that skill too,but it was increased by 10% one year ago and it looks like Anet does not want increase that speed more,so i though give torment to that skill can be more acceptable for Anet´s balancing team.

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Posted by: Stand The Wall.6987

Stand The Wall.6987

NO. Then they would have to nerf the power scale of it. Then in wvw it would be even more useless but would have to take it anyway.

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Posted by: Snafoo.2869

Snafoo.2869

Needs to be on the scepter.
Scepter is supposedly the go-to condi-weapon, but it only applies damaging condis on 1 out of 3 skills; and the AA isn’t even that good at applying them.

Re-balance some of the fearing, although I’d balance nightmare runes before messing with necro skills/traits, and rework the #3 on scepter to give a nice torment burst (similar to #3 for mesmer scepter, but torment instead of confusion).

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Posted by: Poplolita.2638

Poplolita.2638

Needs to be on the scepter.
Scepter is supposedly the go-to condi-weapon, but it only applies damaging condis on 1 out of 3 skills; and the AA isn’t even that good at applying them.

Re-balance some of the fearing, although I’d balance nightmare runes before messing with necro skills/traits, and rework the #3 on scepter to give a nice torment burst (similar to #3 for mesmer scepter, but torment instead of confusion).

This.

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Posted by: Sagat.3285

Sagat.3285

Needs to be on the scepter.
Scepter is supposedly the go-to condi-weapon, but it only applies damaging condis on 1 out of 3 skills; and the AA isn’t even that good at applying them.

Re-balance some of the fearing, although I’d balance nightmare runes before messing with necro skills/traits, and rework the #3 on scepter to give a nice torment burst (similar to #3 for mesmer scepter, but torment instead of confusion).

Oh no….not scepter…my LF skill…….no no no…you out here wanting more conditions while our sustain is in need of help staff #1 yes but scepter you are greedy 0.0…….

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Posted by: Lightsbane.9012

Lightsbane.9012

i personally get no use out of staff. unfortunately it’s my only ranged option outside of deathshroud. I don’t think that’s okay but ..anet does.

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Posted by: BrunoBRS.5178

BrunoBRS.5178

LegendaryMythril/Zihark Darshell

(Necromancer) Torment for Necrotic Grasp

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Posted by: Poplolita.2638

Poplolita.2638

Needs to be on the scepter.
Scepter is supposedly the go-to condi-weapon, but it only applies damaging condis on 1 out of 3 skills; and the AA isn’t even that good at applying them.

Re-balance some of the fearing, although I’d balance nightmare runes before messing with necro skills/traits, and rework the #3 on scepter to give a nice torment burst (similar to #3 for mesmer scepter, but torment instead of confusion).

Oh no….not scepter…my LF skill…….no no no…you out here wanting more conditions while our sustain is in need of help staff #1 yes but scepter you are greedy 0.0…….

Torment could replace the damage of #3, you know. It’s a condition weapon afterall, and we lack torment.

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Posted by: Rym.1469

Rym.1469

Personally, I would clean up Scepter in similar way as Wurrior’s MH Sword was changed.

For Chain – First applies longer Bleeding, Second Poison, Third Inherits #3 ability from current Scepter – Feast of Corruption.

One bleeding stack added to Grasping Dead to compensate.

Third ability is now free and we can put anything in it – from Torment to siphons.

Voila. More steady LF generation, less condition spam on autoattack, Graspind Dead being more dangerous but also more important to land, shiny new ability for #3.

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Posted by: Bhawb.7408

Bhawb.7408

Necromancer doesn’t need torment on an AA. Staff AA just needs a slight reliability buff (mainly a speed increase), it is a utility weapon not a condi pressure weapon, despite what ANet has done to it.

More sustained pressure on condi Necro has to come at the same time or after they nerf our ability to nuke someone with a fear/condi bomb.

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