[PvX] Necromancer Changes

[PvX] Necromancer Changes

in Profession Balance

Posted by: Jelzouki.4128

Jelzouki.4128

Please post any changes to the necromancer class that you would like to see put into effect in this thread.

Let’s try and make them realistic. These changes need to help the class as a whole and they need to be focused on helping the necromancer find its place in tpvp.

1. Give the stability from flesh golem to the player instead.
2. Make plague form a corruption skill. Reduce cool down to 120 seconds.
3. Remove the cast time from Epidemic (it is too easy to miss the opportunity to capitalize on this skills affects)
4. When using the healing skill “Consume Conditions”, gain 5% life force for each condition consumed, if no conditions are consumed gain a random boon. (Any boon really).
While rolling the current meta condi build for necromancer, you easily find yourself not reaching over 25% life force. If you try to roll a build that gains life force more efficiently, your team and yourself suffers because you simply don’t play an effective role in tpvp now; too many ultimatums when choosing your build as a necromancer. Most of the traits are really separate in terms of synergy.

These are just a few of the much needed changes for necromancer. Please make your changes realistic, and they must additionally address a certain necromancer problem. I didn’t create this thread for people to come up with new auto win buttons; let’s build off of what we already have, just like I did above.

http://strawpoll.me/3648686/r Queue for PvP from any map. Vote Here. Zojoel [ASAP Zerg]

[PvX] Necromancer Changes

in Profession Balance

Posted by: Narkodx.1472

Narkodx.1472

Please post any changes to the necromancer class that you would like to see put into effect in this thread.

Let’s try and make them realistic. These changes need to help the class as a whole and they need to be focused on helping the necromancer find its place in tpvp.

1. Give the stability from flesh golem to the player instead.
2. Make plague form a corruption skill. Reduce cool down to 120 seconds.
3. Remove the cast time from Epidemic (it is too easy to miss the opportunity to capitalize on this skills affects)
4. When using the healing skill “Consume Conditions”, gain 5% life force for each condition consumed, if no conditions are consumed gain a random boon. (Any boon really).
While rolling the current meta condi build for necromancer, you easily find yourself not reaching over 25% life force. If you try to roll a build that gains life force more efficiently, your team and yourself suffers because you simply don’t play an effective role in tpvp now; too many ultimatums when choosing your build as a necromancer. Most of the traits are really separate in terms of synergy.

These are just a few of the much needed changes for necromancer. Please make your changes realistic, and they must additionally address a certain necromancer problem. I didn’t create this thread for people to come up with new auto win buttons; let’s build off of what we already have, just like I did above.

Realistic eh? Flesh Golem giving us stability is never going to happen – We already have stab from the other elites – Stability every 40 seconds from charge? Yea right I wish

Plague a corruption skill? Sure but it’s a transform – This skill is overall pretty darn good right now I do not think it needs anything

Epidemic needs nothing – It is not really all that useful in PvP and in WvW when you are hiding behind a zerg who cares if it has a cast time – Keep in mind they would just up the cooldown to compensate – no thx

Buffing Consume Conditions is definitely not where we need to go when we have garbage like Signet of Vampirism

Overall, 2/10
This is not what Necromancer needs nor are you looking in the right places for buffs – Here is a few hints —> BLOOD MAGIC Siphoning and Heals in Deathshroud

(edited by Narkodx.1472)

[PvX] Necromancer Changes

in Profession Balance

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Honestly, none of your ideas are even close to what necros need. You are asking for buffs to four skills that are already perfectly fine (outside of Flesh Golem being obsessed with following ants at inopportune times, but that’s not exactly the skill’s fault).

As Narkodx said, the best place to start to help Necros out is giving Blood Magic a good, hard look, especially with allowing the self-healing traits to actually heal you while in death shroud. It’s not right that necros have an entire trait line (and 2 traits in Spite) that conflicts with their profession mechanic. No other profession has this problem.

Dragonbrand |Drarnor Kunoram: Charr Necro
http://www.twitch.tv/reverse830
I’m a Geeleiver

[PvX] Necromancer Changes

in Profession Balance

Posted by: lorndarken.3702

lorndarken.3702

i would love a bloodthirst buff , right now it is way to low

[PvX] Necromancer Changes

in Profession Balance

Posted by: Jelzouki.4128

Jelzouki.4128

Please post any changes to the necromancer class that you would like to see put into effect in this thread.

Let’s try and make them realistic. These changes need to help the class as a whole and they need to be focused on helping the necromancer find its place in tpvp.

1. Give the stability from flesh golem to the player instead.
2. Make plague form a corruption skill. Reduce cool down to 120 seconds.
3. Remove the cast time from Epidemic (it is too easy to miss the opportunity to capitalize on this skills affects)
4. When using the healing skill “Consume Conditions”, gain 5% life force for each condition consumed, if no conditions are consumed gain a random boon. (Any boon really).
While rolling the current meta condi build for necromancer, you easily find yourself not reaching over 25% life force. If you try to roll a build that gains life force more efficiently, your team and yourself suffers because you simply don’t play an effective role in tpvp now; too many ultimatums when choosing your build as a necromancer. Most of the traits are really separate in terms of synergy.

These are just a few of the much needed changes for necromancer. Please make your changes realistic, and they must additionally address a certain necromancer problem. I didn’t create this thread for people to come up with new auto win buttons; let’s build off of what we already have, just like I did above.

Realistic eh? Flesh Golem giving us stability is never going to happen – We already have stab from the other elites – Stability every 40 seconds from charge? Yea right I wish

Plague a corruption skill? Sure but it’s a transform – This skill is overall pretty darn good right now I do not think it needs anything

Epidemic needs nothing – It is not really all that useful in PvP and in WvW when you are hiding behind a zerg who cares if it has a cast time – Keep in mind they would just up the cooldown to compensate – no thx

Buffing Consume Conditions is definitely not where we need to go when we have garbage like Signet of Vampirism

Overall, 2/10
This is not what Necromancer needs nor are you looking in the right places for buffs – Here is a few hints —> BLOOD MAGIC Siphoning and Heals in Deathshroud

I see your points about consume conditions and epidemic, but certainly not about my first two suggestions. And yes, I agree that blood magic and heals in deathshroud should be implemented; may be you should make some suggestions instead of dishing out poorly thought-out criticism.

http://strawpoll.me/3648686/r Queue for PvP from any map. Vote Here. Zojoel [ASAP Zerg]

[PvX] Necromancer Changes

in Profession Balance

Posted by: nekretaal.6485

nekretaal.6485

I don’t like these Suggestions either.

Epidemic could use some sort of incidental, minor damage attached, so it is not sometimes a completely useless (and even harmful) skill but the cast time isn’kittens problem.

#24 leaderboard rank North America.

[PvX] Necromancer Changes

in Profession Balance

Posted by: Jayce.5632

Jayce.5632

Epidemic only needs to gain about 6% life force if no conditions are transferred so that it’s not useless when engaging single targets.

i7-6700K – M.2 PCIe 512GB R/W:2500/1500MB/s
GTX 980M – SSD 512GB R/W:550/520MB/s
17.3" 1080p – 32GB 2400MHz DDR4

[PvX] Necromancer Changes

in Profession Balance

Posted by: Mikau.6920

Mikau.6920

What really need to be buffed:
- Axe: The buff was not enough – maybe increase the range or add a small splash on #1 and #2?;
- Some source to stability from Utilities (maybe 5 sec of stability in Well of power intead of 1) – I’m tired to be stun locked to death;
- Fix/change for several useless traits (like all classes need);
- Signet of Vampirism: Still not worth using;
- Well of Blood: Now is worst than before (and already was weak);
- More supportive options;
- Well of Drakness & Signet of Locust should have the CD lowered;
- Signet of Undeath: Useless like all other revive utilities;
- Some sort of way to deal with Power Ranger: Necro is the class that have the hardest way to deal with them – maybe a trait related to projectiles (make Corrosive Cloud or Spectral Wall destroy projectiles on equip)?;
- Reduce Spinal Shivers cast time to 1 sec (or even 3/4);
- Reduce Life sifon (dagger #2) cast time.

These are my main problems with the class.

Sorry for my english.

(edited by Mikau.6920)

[PvX] Necromancer Changes

in Profession Balance

Posted by: Anchoku.8142

Anchoku.8142

OP: Huh wut?

Please play Necro more

[PvX] Necromancer Changes

in Profession Balance

Posted by: zapv.8051

zapv.8051

What really need to be buffed:
- Axe: The buff was not enough – maybe increase the range or add a small splash on #1 and #2?;
- Some source to stability from Utilities (maybe 5 sec of stability in Well of power intead of 1) – I’m tired to be stun locked to death;
- Fix/change for several useless traits (like all classes need);
- Signet of Vampirism: Still not worth using;
- Well of Blood: Now is worst than before (and already was weak);
- More supportive options;
- Well of Drakness & Signet of Locust should have the CD lowered;
- Signet of Undeath: Useless like all other revive utilities;
- Some sort of way to deal with Power Ranger: Necro is the class that have the hardest way to deal with them – maybe a trait related to projectiles (make Corrosive Cloud or Spectral Wall destroy projectiles on equip)?;
- Reduce Spinal Shivers cast time to 1 sec (or even 3/4);
- Reduce Life sifon (dagger #2) cast time.

These are my main problems with the class.

This is a good list, I would add that necros have more bad traits than other classes. Siphons are just the tip of the iceberg. Realistically, necros have 5 grandmasters out of 15 that are worth taking. All the on enter/exit traits force you to sacrifice DS to get good uptime on the effects they give. Then you talk about all the traits that just aren’t very good.

I also always feel like necros get ignored by the devs. There hasn’t been a single patch where they really tried to fix the problems with the class. No other class can say they have had the same exact problems since launch except maybe rangers. Necros have had traits that work against their profession mechanic since launch (siphons on enter/exit traits) and necro sustain has sucked since launch and the anet devs haven’t ever had the bravery to actually buff some of our traits because they are so worried about the class being overpowered. Then I think about all the changes warriors, eles, and thieves have had (both buffs and nerfs) and I feel ignored. Warriors can complain about nerfs all they want, but at least they get real changes. ANET HAS NEVER ADDRESSED THE SAME EXACT NECRO PROBLEMS SINCE LAUNCH.

Necros don’t have reflects, invulns, vigor, blocks,
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.

[PvX] Necromancer Changes

in Profession Balance

Posted by: Stand The Wall.6987

Stand The Wall.6987

1. dark path + spectral grasp to not be a projectile
2. near to death moved to GM minor
3. spectral mastery to be combined with and moved to spectral attunement
4. reapers precision buffed to 66% chance on crit
5. corrosive poison cloud radius buffed from 240 to 340, durations reduced
6. siphons from traits to be buffed massively and now apply to nearby allies, 600 range
7. axe auto to gain 1% life force on hit instead of vuln
8. life siphon (dagger#2) cast time/recharge reduced
9. axe#2 and spinal shivers to be able to be casted while running away from target
10. staff auto to have a 30% increase in speed

Team Deathmatch for PvP – Raise the AoE cap for WvW – More unique events for PvE

[PvX] Necromancer Changes

in Profession Balance

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

if they buffed blood magic + heals in deathshroud then minion mancer would have to be nerfed.

Eh, wouldn’t be sure on that. MM is easy to deal with and never sees high-level play (of any sort) anyhow.

Dragonbrand |Drarnor Kunoram: Charr Necro
http://www.twitch.tv/reverse830
I’m a Geeleiver