Idea's for Interesting Necromancer Traits:

Idea's for Interesting Necromancer Traits:

in Suggestions

Posted by: Daecollo.9578

Daecollo.9578

These are powerful traits, they should probably go into the grandmaster tree if anything, these are just ideas for fun and useful traits that could aid the Necromancer.

Soul Reaping
Soul Search:
Every 3 seconds, you lose 3% Life Force and Gain 3% Life.

Curses
Reversed Deterioration:
Poison is now a boon, poison now increases healing of the necromancer by 33% and heals the necromancer.

Blood Magic
Lust for Blood:
Applying a Bleed heals you for a small amount.

Death Magic
Marked for Death:
Mark of Blood hits twice.

Spite
Necrophobia:
When a minion dies, the target that killed it is feared for 1 second.

Random Trait Idea
Consume Essence:
Consume Conditions now recharges 20% faster additionally converts all conditions into boons of the same duration.

Mind Rot:
Applying Poison also applies confusion.

Hero {} Roleplayer {} Friend {} Professional Princess Saver
https://twitter.com/TalathionEQ2

(edited by Daecollo.9578)

Idea's for Interesting Necromancer Traits:

in Suggestions

Posted by: Softspoken.2410

Softspoken.2410

One Foot in the Grave would have to be an active ability of some sort. Constant degen while in combat is just too much trouble to choose as a trait.

Reversed Deterioration looks interesting. There’s a few classes that have traits that proc in response to conditions: having the Necromancer convert poison to regeneration (and possibly something like weakness -> might or chill -> swiftness) similarly to Well of Power could be an interesting trait.

Lust For Blood – this looks pretty interesting, a variation on things like “heal on applying a boon” or “heal on attack”. Maybe this could be a siphon though, instead of a heal.

Marked for Death is fine-ish, except that we already have like 4 Marks traits. I realize this would replace powerful marks, but I just mean that there’s already so much Stuff in those traits it’s getting into “Great with, useless without” territory.

Corpse Explosion is basically turning every minion into a Reaper’s Mark on death. To call it too strong is the easy way out, but I think it also just doesn’t quite fit. In my mind, Necromancers are lots of ‘soft’ control (chill, weakness) with a couple hard CCs, and this is just piling on the interrrupts.

Consume Essence is a buff for a skill that doesn’t need a buff. It’s also pretty specific, only applying to one of three healing skills, rather than an entire off-hand weapon or even to a death shroud skill that every Necromancer has with no investment. And honestly, I don’t find it that interesting; it’s just mimicking Contemplation of Purity.

Mixing insults with your post is like pooping in a salad.
It’s pretty obvious, and nobody’s impressed.

Idea's for Interesting Necromancer Traits:

in Suggestions

Posted by: Rym.1469

Rym.1469

Lust for Blood – Heal on apply is not really a good idea. Epidemic would be better healing skill than #6. By far. One Foot in the Grave – really meh skill, However reverse of it would be very cool. You use LF to prevent the damage most of the times, not to do sustain damage, especially in condition builds. Another thing – LF counts sth like that – 0.6-8*HP, so you’d only loose bunch of hp

[rude]Antagonistka – Revenant, EU.
[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144

Idea's for Interesting Necromancer Traits:

in Suggestions

Posted by: spoj.9672

spoj.9672

So basically you want to remove our only reliable stability and give us a useless trait instead?

Idea's for Interesting Necromancer Traits:

in Suggestions

Posted by: Cempa.5619

Cempa.5619

New Trait: Minion AI now works!

Idea's for Interesting Necromancer Traits:

in Suggestions

Posted by: Daecollo.9578

Daecollo.9578

So basically you want to remove our only reliable stability and give us a useless trait instead?

Oh? There is another trait named that? Sorry I wrote that at 4 AM. I renamed it and redid the effects.

Hero {} Roleplayer {} Friend {} Professional Princess Saver
https://twitter.com/TalathionEQ2

(edited by Daecollo.9578)

Idea's for Interesting Necromancer Traits:

in Suggestions

Posted by: NitroApe.9104

NitroApe.9104

Nice ideas
^
15 signs

Idea's for Interesting Necromancer Traits:

in Suggestions

Posted by: Daecollo.9578

Daecollo.9578

Wish I had some more opinions, heh.

Hero {} Roleplayer {} Friend {} Professional Princess Saver
https://twitter.com/TalathionEQ2

Idea's for Interesting Necromancer Traits:

in Suggestions

Posted by: roamzero.9486

roamzero.9486

What necro needs most at the moment, other than addressing summon AI/condition cap (which affect all professions), is better access to stability and some immunity to cripple/chill/immob, since DS by itself doesn’t counter weigh necros complete lack of combat mobility.

Idea's for Interesting Necromancer Traits:

in Suggestions

Posted by: OmegaProject.9831

OmegaProject.9831

Spiffy trait ideas! I particularly like the idea behind Soul Search, but I’m not too keen about the implementation. Using Life Force for health strikes me as possible attrition mechanic we could use, but I’m not a fan of not having “control” of my LF degeneration. That is, maybe I’d prefer having 3% more LF rather than 3% gained health (such as when I have 11% LF and would like to pop a fear. Losing 3% would disallow entering Death Shroud). So, if I may offer a little twist on your neat idea:

Soul Reaping
Soul Search:
Every second in Death Shroud, gain X% of your health.

Balance would dictate the percentage, but I don’t think 1-3% would be super broken. The reason I believe this is because Death Shroud scarcely lasts for more than 10 seconds while in (PvP) combat, so on average the user would be looking at ~1k-3k HP gain. However, this brings up a thought: I’ve had DS piddle out within 2 seconds, which would render this trait fairly pointless, and this trait wouldn’t fit too well in the “shroud dancer” build (pop in and out of DS frequently). So how about this?

Soul Reaping
Soul Search:
While in Death Shroud, take X% less damage and gain Health equivalent to the damage mitigated.

Again, balance would dictate the percentage (10-20%, probably). This trait would benefit most every build that uses DS. It:
1) Provides survivability for to the user for popping DS when stun-locked,
2) Reward users with a DS focused build (provides longer durability while in DS and more Life force => more Health to gain when slapped around),
3) There’s still benefit when using DS in a long-term fights as well as Shroud Dancing.

Woah, typed more than I expected. Anywho, I love Marked for Death. It may be a smidge too powerful, but the idea sounds like a lot of fun. Reversed Deterioration sounds like great fun as well and provides interesting play between the attacker and victim — something ANet is looking for. I don’t have super strong opinions on the other traits, but they are neat nonetheless.

Thanks for sharing your trait ideas! It’s fun to read other’s thoughts and ideas and then reflect on them. Have a nice day/night and good luck with the start of your week!

(edited by OmegaProject.9831)

Idea's for Interesting Necromancer Traits:

in Suggestions

Posted by: Unpredictability.4086

Unpredictability.4086

Reversed Deterioration – this is way too situational, also goes against condition removal that necros have like that healing well, consume conditions, dagger offhand 1, staff 4, etc

Idea's for Interesting Necromancer Traits:

in Suggestions

Posted by: Daecollo.9578

Daecollo.9578

Reversed Deterioration – this is way too situational, also goes against condition removal that necros have like that healing well, consume conditions, dagger offhand 1, staff 4, etc

Not really, we have utility that poisons ourselves (called corruption.). We also have a signet that pulls conditions from enemies and gives them to ourselves. You just have to be careful and not use those abilities when you have the condition, it would be a powerful trait with a high skill cap.

Hero {} Roleplayer {} Friend {} Professional Princess Saver
https://twitter.com/TalathionEQ2

Idea's for Interesting Necromancer Traits:

in Suggestions

Posted by: Anchoku.8142

Anchoku.8142

Do we not already have stuff like this? We can heal on crit or on minion attack, convert conditions to boons and vice versa, have Corruption and Spectral skills, and have exploding minions. The skills are not exactly as you describe but the functions are sort of similar.

Idea's for Interesting Necromancer Traits:

in Suggestions

Posted by: stayBlind.7849

stayBlind.7849

I wish all traits were this flavorful and fun sounding.

Idea's for Interesting Necromancer Traits:

in Suggestions

Posted by: Daecollo.9578

Daecollo.9578

I wish all traits were this flavorful and fun sounding.

I try to make my ideas fun and interesting with a high skill-cap in flavor.

Hero {} Roleplayer {} Friend {} Professional Princess Saver
https://twitter.com/TalathionEQ2

Idea's for Interesting Necromancer Traits:

in Suggestions

Posted by: Chunkalot.6843

Chunkalot.6843

Bumped for Great Justice. Necros certainly need it

Idea's for Interesting Necromancer Traits:

in Suggestions

Posted by: Daecollo.9578

Daecollo.9578

More interesting traits and trait merges are exactly what the necromancer needs atm.

Hero {} Roleplayer {} Friend {} Professional Princess Saver
https://twitter.com/TalathionEQ2

Idea's for Interesting Necromancer Traits:

in Suggestions

Posted by: emon.1863

emon.1863

New Trait: Minion AI now works!

Lol, Nice one…:D

Idea's for Interesting Necromancer Traits:

in Suggestions

Posted by: Daecollo.9578

Daecollo.9578

Flesh of the Master – Minions have 50% more health.
Minion Master – Minion skills recharge 20% faster.
Protection of the Horde – Gain +20 toughness for each minion under your control.

All need to be one trait, IMO.

Hero {} Roleplayer {} Friend {} Professional Princess Saver
https://twitter.com/TalathionEQ2

Idea's for Interesting Necromancer Traits:

in Suggestions

Posted by: Softspoken.2410

Softspoken.2410

Flesh of the Master – Minions have 50% more health.
Minion Master – Minion skills recharge 20% faster.
Protection of the Horde – Gain +20 toughness for each minion under your control.

All need to be one trait, IMO.

I was trying to come up with something about minion traits a little while ago, tell me what you think of these:

Flesh of the Horde – Gain bonus toughness for each minion you control. Minions have 50% more health.
Reanimator – Minion skills recharge 20% faster. When a minion you control dies, summon a jagged horror.

Protection of the Horde is a minor I’ve enjoyed the idea of, but couldn’t let myself love because it was a minion-only trait on the minor slot. Since it’s focused on the defensive aspect of minions, I figured mixing it in with the bonus health trait made sense.

Reanimator would further push the goal of always having minions running around, even if they’re of poor quality. As I would hope is obvious, it wouldn’t apply to jagged horrors – once they drop dead, there’s nothing to be salvaged.

Jagged Horrors would probably need to have their hp cut / degen boosted though, since they’d have the potential to pop up much more frequently than they do now. For extra funsies, if the degen is high enough maybe starting with 5 seconds of retaliation could be justified? Also, they wouldn’t be allowed to proc Death Nova anymore, because you’d basically be getting a grandmaster trait twice as often.

Both of these would be major traits, leaving the adept and master minor slots in Death Magic open and waiting to be filled. Which may or may not have been the plan all along.

Mixing insults with your post is like pooping in a salad.
It’s pretty obvious, and nobody’s impressed.

Idea's for Interesting Necromancer Traits:

in Suggestions

Posted by: Stand The Wall.6987

Stand The Wall.6987

New Trait: Minion AI now works!

hahaha good one, or give us ranger-like control over our minions
i like the first two and the last one. great ideas!

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

Idea's for Interesting Necromancer Traits:

in Suggestions

Posted by: CHIPS.6018

CHIPS.6018

Sacrifice for the Master
-When you get into downed state, the minions you have are destroyed and you are rallied. You gain 50% of their max health as healing. (60 second cooldown)

Chipsy Chips(Necromancer) & Char Ashnoble(Thief)
The Order of Dii[Dii]-SBI→Kaineng→TC→JQ
Necro Encyclopedia-http://www.youtube.com/watch?v=BrAjJ1N6hxs

Idea's for Interesting Necromancer Traits:

in Suggestions

Posted by: HiSaZuL.2843

HiSaZuL.2843

Feast of Souls:
Grants a passive life force regeneration based on current life force. The lower current life force is the higher regeneration is.(Put 0-25, 25-50, 50-75, 75-100 thresholds, disable regen for 75-100 mark and trash the horrible trait currently present)
Combine some of minion related traits.
Reanimator:
Increase bleed duration and add poison. And for gods sake reduce the cooldown on it.
Festering Wounds:
Each time bleeding causes damage you have 30% chance to cause 1 second of vulnerability. (play around with numbers so as not to provide more then 5 stacks at most of vulnerability from it under any circumstances).
Light from Darkness:
Wells heal allies in their range for small amount. Doesn’t affect caster.
Twisted Fate:
All movement impairing condition inflict weakness for the same duration.(Swap with the shroud weakness)
Give shadow fiend and flesh worm conditions on attack. Heck give something to all minions that in some form fits. Like a short bleed to bone minions, poison to flesh worm( short enough that there is a window to use heal in betwen its attacks so 1 second?, let shadow fiend stack 2-4 vulnerability. Let golem swim.
Add a new special for all minion ative skills. As long as active ability is available channeling active skills summons the minion to user. (whoopdy doo no more banging your face on keyboard after every battle because your worm is glued and you have to get rid of it and then wait for cd to resummon).
Increase scepter #3 LF gain by a truck load.
Add extra effect to DS #1 depending on MH weapon. Staff – piering, axe – vulnerability, scepter bleed, dagger – …. dono… tiny heal?.
Searing Rot:
All poison attacks cause ~3-5 seconds of burning. (not affected by condtion duration or it be kind of… out there)
Change Death Nova to also affect killed enemies. Weeeee…. poison clouds everywhere.
Add cleave effect to axe #2 and dagger #2(leaving healing on it as is regardless of # of targets affected by it).
I could do this all day long. And I’m sure I could quiet often come up with things that are infinitely more interesting then the ….. boring, uninspiring, dull, broken, buggy, situation, etc stuff that we have.

(edited by HiSaZuL.2843)

Idea's for Interesting Necromancer Traits:

in Suggestions

Posted by: Daecollo.9578

Daecollo.9578

Bumpy bumpy.

15chary

Hero {} Roleplayer {} Friend {} Professional Princess Saver
https://twitter.com/TalathionEQ2

Idea's for Interesting Necromancer Traits:

in Suggestions

Posted by: HiSaZuL.2843

HiSaZuL.2843

Trait: Reanimator – Changes anets tv programing to necro forums.

Imagine the horror and despair, the wailing and flailing the tears of bitter defeat at the hands of one measly trait that shattered their blissful state of denial.

Idea's for Interesting Necromancer Traits:

in Suggestions

Posted by: natsos.3692

natsos.3692

Since this thread has been bumped I thought I should contribute.

Soul Reaping:
Unyielding blast
Take away piercing effect(since it’s not even a 100% projectile WITH piercing).
Life Blast and Plague Blast applies vulnerability(3s) and gives 0.5% LF for each bounce after your original target(read below)

In order for this to work our,to Life Blast and Plague Blast must be given a bounce effect:
Life blast: Blast a foe bla bla bla , bounces up to two times,hitting the initial target for full damage and decreasing by 30% for each bounce . Bounce radius : 120.
We really need a weapon that hits more than 1 target(don’t tell me about staff, it hardly hits one target..) and since DS has a 4% degen per sec , 1%(max) LF per 1 sec of each life blast will be just a minor increase to our DS duration.

Gluttony:
Each ability that gives you LF has a 10% to double the given amount.

Spite:
Siphoned Power: Deal 5% more damage when you have no life force.
(If you think the above trait is too powerful just check the minor grandmaster traits of ALL the other proffesions.)

Death into Life:
Gain 5% Life Force each time you are disabled(by stun,daze,knockdown,knockback,sink,float,fear or launch). This effect can only trigger once every 10 seconds.

Blood Magic:
Blood to Power
Gain 5 stacks of might for 10 seconds each time you siphon health. This effect can only trigger once every 60 seconds.

If you actually LOOK and compare our traits, to any other proffesion’s traits, you will see that we have SO many traits that are SO cloudy, they lack not only on synergy but on overall efficiency.

Traiting is half a player, and ours are bad.

P.S. I really want to see a developer just COMMENTING on any of these posts, speaking his mind once again after all this information that has been posted, theorycrafting and proven points. A bug fixing patch is comming and they do not even start discussing things with the players..

Natsos, Necromancer
Officer of Spartians GR[SPGR]
Gandara EU

(edited by natsos.3692)

Idea's for Interesting Necromancer Traits:

in Suggestions

Posted by: Bas.7406

Bas.7406

These are powerful traits, they should probably go into the grandmaster tree if anything, these are just ideas for fun and useful traits that could aid the Necromancer.

Soul Reaping
Soul Search:
Every 3 seconds, you lose 3% Life Force and Gain 3% Life.

Mind Rot:
Applying Poison also applies confusion.

These two would be interesting. The rest might make us a bit too powerful

Idea's for Interesting Necromancer Traits:

in Suggestions

Posted by: natsos.3692

natsos.3692

^Indeed these 2 are intresting, but I really need to say this.

Stop saying “This might make us too powerful!”
We have been nerfed to a point that one or two traits will not make us “too powerful” even if they give 10 seconds of invulnerability every 20 seconds.
Few small changes will not put us out of balance, what ANet is afraid of , is the major and/or many minor changes.

Natsos, Necromancer
Officer of Spartians GR[SPGR]
Gandara EU

Idea's for Interesting Necromancer Traits:

in Suggestions

Posted by: Bas.7406

Bas.7406

^Indeed these 2 are intresting, but I really need to say this.

Stop saying “This might make us too powerful!”
We have been nerfed to a point that one or two traits will not make us “too powerful” even if they give 10 seconds of invulnerability every 20 seconds.
Few small changes will not put us out of balance, what ANet is afraid of , is the major and/or many minor changes.

Haha, okay, I will attempt to stop say this might make us too powerful. We do need a bit of help.

Idea's for Interesting Necromancer Traits:

in Suggestions

Posted by: natsos.3692

natsos.3692

Hah , that’s better.
“This might make us too powerful” can only be used to a point in which we are close or on the “balance line” . If a proffesion is close/or balanced then a change might unbalance it, we are not anywhere near that point yet :P

Natsos, Necromancer
Officer of Spartians GR[SPGR]
Gandara EU

Idea's for Interesting Necromancer Traits:

in Suggestions

Posted by: Kiriakulos.1690

Kiriakulos.1690

Flesh of the Master – Minions have 50% more health.
Minion Master – Minion skills recharge 20% faster.
Protection of the Horde – Gain +20 toughness for each minion under your control.

All need to be one trait, IMO.

I was trying to come up with something about minion traits a little while ago, tell me what you think of these:

Flesh of the Horde – Gain bonus toughness for each minion you control. Minions have 50% more health.
Reanimator – Minion skills recharge 20% faster. When a minion you control dies, summon a jagged horror.

Protection of the Horde is a minor I’ve enjoyed the idea of, but couldn’t let myself love because it was a minion-only trait on the minor slot. Since it’s focused on the defensive aspect of minions, I figured mixing it in with the bonus health trait made sense.

Reanimator would further push the goal of always having minions running around, even if they’re of poor quality. As I would hope is obvious, it wouldn’t apply to jagged horrors – once they drop dead, there’s nothing to be salvaged.

Jagged Horrors would probably need to have their hp cut / degen boosted though, since they’d have the potential to pop up much more frequently than they do now. For extra funsies, if the degen is high enough maybe starting with 5 seconds of retaliation could be justified? Also, they wouldn’t be allowed to proc Death Nova anymore, because you’d basically be getting a grandmaster trait twice as often.

Both of these would be major traits, leaving the adept and master minor slots in Death Magic open and waiting to be filled. Which may or may not have been the plan all along.

These traits would make me actually consider a MM build, even with current AI.

Edit: If the new minor traits were related to gaining boons it would just be the perfect for the Toughness/ Boon duration tree.

Attrition – A pretty name for taking longer than anyone else to kill something.

Idea's for Interesting Necromancer Traits:

in Suggestions

Posted by: vicious.5683

vicious.5683

http://wiki.guildwars2.com/wiki/Siphoned_Power

this is maybe the WORST trait of all classes in the entire game!!! (including future expansions, I mean, I doubt they could design a worse trait)

5sec might when you are low hp, its ridiculous, and its a 25 point trait.

just look at this thief counterpart trait.
http://wiki.guildwars2.com/wiki/Exposed_Weakness

Idea's for Interesting Necromancer Traits:

in Suggestions

Posted by: Softspoken.2410

Softspoken.2410

http://wiki.guildwars2.com/wiki/Siphoned_Power

this is maybe the WORST trait of all classes in the entire game!!! (including future expansions, I mean, I doubt they could design a worse trait)

5sec might when you are low hp, its ridiculous, and its a 25 point trait.

just look at this thief counterpart trait.
http://wiki.guildwars2.com/wiki/Exposed_Weakness

The necromancer counterpart to the thief trait Exposed Weakness is Target the Weak and the comparison of the two is a conversation in and of itself.

I don’t know of any other traits that trigger continuously when hit under a certain health threshhold: all others seem to have cooldowns, so I can’t come up with good comparisons. And really, I like the idea of Siphoned Power, it just needs a longer duration on the might stacks, in my opinion.

Mixing insults with your post is like pooping in a salad.
It’s pretty obvious, and nobody’s impressed.

Idea's for Interesting Necromancer Traits:

in Suggestions

Posted by: Flowerpower.6795

Flowerpower.6795

http://wiki.guildwars2.com/wiki/Siphoned_Power

this is maybe the WORST trait of all classes in the entire game!!! (including future expansions, I mean, I doubt they could design a worse trait)

5sec might when you are low hp, its ridiculous, and its a 25 point trait.

just look at this thief counterpart trait.
http://wiki.guildwars2.com/wiki/Exposed_Weakness

The necromancer counterpart to the thief trait Exposed Weakness is Target the Weak and the comparison of the two is a conversation in and of itself.

I don’t know of any other traits that trigger continuously when hit under a certain health threshhold: all others seem to have cooldowns, so I can’t come up with good comparisons. And really, I like the idea of Siphoned Power, it just needs a longer duration on the might stacks, in my opinion.

The problem is that you don’t want this low hp bar. Normally you use your heal at 40% hp or sth like which means the time you get those mightstacks you normally go down and can’t profit from them.
Would be better if it would be like “you get 10 stacks might for 10sec if your hp are <50%” with an internal 90sec cooldown or sth like that..

Idea's for Interesting Necromancer Traits:

in Suggestions

Posted by: Softspoken.2410

Softspoken.2410

The problem is that you don’t want this low hp bar. Normally you use your heal at 40% hp or sth like which means the time you get those mightstacks you normally go down and can’t profit from them.
Would be better if it would be like “you get 10 stacks might for 10sec if your hp are <50%” with an internal 90sec cooldown or sth like that..

Nobody wants to be at low health, but look at how often it happens anyways. The idea of the trait is making the Necromancer more dangerous when they’re near death, which is something I dig.

Anyways, you’d probably gain the might stacks while in Death Shroud and locked at say ~15% health and waiting for your heal to come off recharge. I seriously question your understanding of heal timing, but suffice it to say it’s very feasible for your heal to have less than 4 seconds of recharge remaining when you drop below 25% health but have a good amount of life force remaining. It’s not something I’d build around, but it is a nice bonus that can encourage some interesting play and choices. (Do I delay my heal skill for a few more seconds and try and get more might stacks?)

You could probably change the trait to be Blood Is Power with a cooldown and no bleeds, sure. I’d still say it should proc at a low health level though.

Mixing insults with your post is like pooping in a salad.
It’s pretty obvious, and nobody’s impressed.

Idea's for Interesting Necromancer Traits:

in Suggestions

Posted by: natsos.3692

natsos.3692

http://wiki.guildwars2.com/wiki/Siphoned_Power

this is maybe the WORST trait of all classes in the entire game!!! (including future expansions, I mean, I doubt they could design a worse trait)

5sec might when you are low hp, its ridiculous, and its a 25 point trait.

just look at this thief counterpart trait.
http://wiki.guildwars2.com/wiki/Exposed_Weakness

The necromancer counterpart to the thief trait Exposed Weakness is Target the Weak and the comparison of the two is a conversation in and of itself.

I don’t know of any other traits that trigger continuously when hit under a certain health threshhold: all others seem to have cooldowns, so I can’t come up with good comparisons. And really, I like the idea of Siphoned Power, it just needs a longer duration on the might stacks, in my opinion.

Actually “exposed weakness” can’t really be compared with “target the weak”.

Exposed weakness needs one condition to boost your damage by 10%(so you make 10% more damage nearly the whole fight) and the trait is properly placed in the power trait line .
Target the weak needs at least 5 conditions to be equal with exposed weakness(it is not that easy to have constantly 5 conditions on the enemy, on any proffesion).
Necromancer will probably have 1-2 condition on the enemy for the biggest duration of the fight so it is pretty much a 4 to 6% boost, also our trait is in the condition damage trait line.

This makes the necromancer even more “group depended” for a misplaced trait.(it would be fine if the trait was on 15 points so it could be gained in a power build that is not fully glass cannon).

As for siphoned power, it has a good concept, you can go into DS when under 25%, get hit 10+ times and have some nice stacks of might,but the duration is just 5 seconds..in 5 seconds you are going to make kittens in the best senario, but lets face it, when you are as close to dying as this, you won’t focus on damaging but trying to survive, so you will either start dodging away,healing,teleporting etc. making the trait completly useless the way it works(on necro).

I would definitely love to see it as something like:
When under DS ,hits that take you lower than 25% LF gives you might for 5 sec.
This would actually worth.

Natsos, Necromancer
Officer of Spartians GR[SPGR]
Gandara EU

Idea's for Interesting Necromancer Traits:

in Suggestions

Posted by: vicious.5683

vicious.5683

http://wiki.guildwars2.com/wiki/Siphoned_Power

this is maybe the WORST trait of all classes in the entire game!!! (including future expansions, I mean, I doubt they could design a worse trait)

5sec might when you are low hp, its ridiculous, and its a 25 point trait.

just look at this thief counterpart trait.
http://wiki.guildwars2.com/wiki/Exposed_Weakness

The necromancer counterpart to the thief trait Exposed Weakness is Target the Weak and the comparison of the two is a conversation in and of itself.

I don’t know of any other traits that trigger continuously when hit under a certain health threshhold: all others seem to have cooldowns, so I can’t come up with good comparisons. And really, I like the idea of Siphoned Power, it just needs a longer duration on the might stacks, in my opinion.

you can’t actually take advantage of it.
no one hits you, no trigger —--> useless
few hits on you, few triggers —--> almost useless (I could get 5stacks max on tests) and if you are low hp you get focused and die or try to heal o survive, anything except attack.
lot of hits on you, you’re dead —--> useless.

You can take any of the GM minor traits on thief or any class and it will be better.

Idea's for Interesting Necromancer Traits:

in Suggestions

Posted by: Softspoken.2410

Softspoken.2410

http://wiki.guildwars2.com/wiki/Siphoned_Power

this is maybe the WORST trait of all classes in the entire game!!! (including future expansions, I mean, I doubt they could design a worse trait)

5sec might when you are low hp, its ridiculous, and its a 25 point trait.

just look at this thief counterpart trait.
http://wiki.guildwars2.com/wiki/Exposed_Weakness

The necromancer counterpart to the thief trait Exposed Weakness is Target the Weak and the comparison of the two is a conversation in and of itself.

I don’t know of any other traits that trigger continuously when hit under a certain health threshhold: all others seem to have cooldowns, so I can’t come up with good comparisons. And really, I like the idea of Siphoned Power, it just needs a longer duration on the might stacks, in my opinion.

you can’t actually take advantage of it.
no one hits you, no trigger —--> useless
few hits on you, few triggers —--> almost useless (I could get 5stacks max on tests) and if you are low hp you get focused and die or try to heal o survive, anything except attack.
lot of hits on you, you’re dead —--> useless.

You can take any of the GM minor traits on thief or any class and it will be better.

Learn to use Death Shroud.

Actually “exposed weakness” can’t really be compared with “target the weak”.

Exposed weakness needs one condition to boost your damage by 10%(so you make 10% more damage nearly the whole fight) and the trait is properly placed in the power trait line .
Target the weak needs at least 5 conditions to be equal with exposed weakness(it is not that easy to have constantly 5 conditions on the enemy, on any proffesion).
Necromancer will probably have 1-2 condition on the enemy for the biggest duration of the fight so it is pretty much a 4 to 6% boost, also our trait is in the condition damage trait line.

This makes the necromancer even more “group depended” for a misplaced trait.(it would be fine if the trait was on 15 points so it could be gained in a power build that is not fully glass cannon).

As for siphoned power, it has a good concept, you can go into DS when under 25%, get hit 10+ times and have some nice stacks of might,but the duration is just 5 seconds..in 5 seconds you are going to make kittens in the best senario, but lets face it, when you are as close to dying as this, you won’t focus on damaging but trying to survive, so you will either start dodging away,healing,teleporting etc. making the trait completly useless the way it works(on necro).

I would definitely love to see it as something like:
When under DS ,hits that take you lower than 25% LF gives you might for 5 sec.
This would actually worth.

All that I need to make that comparison is that Target the Weak and Exposed Weakness they both give additional direct damage based on conditions on your target. That is literally all I need . Also, you actually put “group depended” in quotation marks without realizing you wanted the term ‘dependent’ as in “clear communication in a written format is highly dependent upon correct spelling and word choice.”

And like I said, the comparison between the two is an entire conversation. I’ll make it clear I have no intention of actually entertaining that conversation here, and note that you just compared the two extensively.

ANYWAYS.
Since we’re now fully in the suggestions forum:
A trait that makes endurance regenerate 50% faster while in death shroud.
Or: A trait that makes gaining life force also gain endurance, so generating 50% life force would also grant an extra dodge.

Mixing insults with your post is like pooping in a salad.
It’s pretty obvious, and nobody’s impressed.

(edited by Softspoken.2410)

Idea's for Interesting Necromancer Traits:

in Suggestions

Posted by: natsos.3692

natsos.3692

All that I need to make that comparison is that Target the Weak and Exposed Weakness they both give additional direct damage based on conditions on your target. That is literally all I need . Also, you actually put “group depended” in quotation marks without realizing you wanted the term ‘dependent’ as in “clear communication in a written format is highly dependent upon correct spelling and word choice.”

And like I said, the comparison between the two is an entire conversation. I’ll make it clear I have no intention of actually entertaining that conversation here, and note that you just compared the two extensively.

Yeah, thanks for the letter correction , it was 7 in the morning and I know that my grammar in general is not correct also.
I don’t want to make this conversation too but you seriously believe -in any fight- the uptime of 5 unique conditions will be the same with one ? That is not a fair comparison for the thief, it is a burst proffesion and we are not, but our trait is outshined not because of the total damage and the duration of the equal 5 conditions but because of the bad trait placement .
You don’t have to reply, we don’t have to do this conversation in this topic.

Natsos, Necromancer
Officer of Spartians GR[SPGR]
Gandara EU

Idea's for Interesting Necromancer Traits:

in Suggestions

Posted by: Andele.1306

Andele.1306

Guys, 5 things necros should not have:
Vigor traits (outside condi swap to vigor effects)
Boon Spam (with that i mean spam as in guardians that apply like 40 over a aoe around em, some on effect boons are good)
Minions as/in Profession mechanic (can play off doing something with life force, but not kitten kitten ranger with 5 pets instead of 1)
Sudden high mobility (like turning DS2 into ground targeted is ok, but no 1000 yard teleports every 3 seconds)
High condition/Power focus (necros are on base utility hybrids, power playing off condis and condis applying on power attacks, too high focus cripples the other build)

When life gives you lemon, ask if its from a anime or manga.

Idea's for Interesting Necromancer Traits:

in Suggestions

Posted by: Daecollo.9578

Daecollo.9578

Necromancers need more sustain.

Hero {} Roleplayer {} Friend {} Professional Princess Saver
https://twitter.com/TalathionEQ2

Idea's for Interesting Necromancer Traits:

in Suggestions

Posted by: Orpheal.8263

Orpheal.8263

What the Necromancer needs are just some changes within the current way of how you spec the poiunts and what the trait points affect for the class as also changing some trait efects and moving certain traits into other categories where they simple make more sense to be in:
And they need a change in the Death Shroud. it should work different, akittens current state it makes them look like masters of the shadow, what they are NOT, thiefs are the masters of shadows. Also the name itself sounds just cheesy together with Life Force, which should be called better Soul Force. because Life Force gets often misinterpretated as Health Points by its meaning.

Alot of changes could be done perfectly, if Anet would split up finally for all classes the Trait System into a Trait System and Talent System, so that under the Trait System will run only all active Traits, that have influence on skills and actions of the class like dodge rolls, skill activations and the like, als also talents for all those passive effects like that skills of a certain weapon type recharge 20% faster or that you gain passively stat points, when wearing a certain weapon and so on…

Yes, that woudl mean that all classes would get slightly more powerful, but in the end, its alot easier then to balance the classes around the specific things, it becomes more overviewable and classes becomes better individualizable.

Personally I like the idea behind sub classes ~ quoted from Chris Whiteside